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Found 725 results

  1. In questi giorni vengono presentate ufficialmente le nuove monoposto di Formula 1 che parteciperanno alla stagione 2018 che partirà come al solito a fine Marzo dall'Australia. Il modding team francese ACFL, in collaborazione con APEX Modding, ha già iniziato a lavorare per realizzare il mod F1 2018 per Assetto Corsa e successivamente anche per rFactor 2. Proprio oggi sono state pubblicate le prime immagini rendering ed anche in pista della Haas, il team americano che per primo ha presentato la vettura alla stampa. Vi ricordiamo che ACFL ha già reso disponibile sul proprio sito ufficiale la versione beta del suo F1 2018 Season Mod per Assetto Corsa. Come da tradizione degli ACFL, si tratta di una release preliminare, per iniziare a sviluppare la fisica e perfezionare il 3D, che include già il sistema Halo. Il mod è disponibile al prezzo scontato di 7,99 Euro fino al 20 Marzo: effettuando ora la donazione si potrà scaricare la beta attuale, ma anche tutti gli updates e naturalmente la versione finale completa.
  2. Acquista rFactor 2 PROMOZIONE SPECIALE! L'offerta termina il giorno 19 febbraio -50% --> 14,99€ http://store.steampowered.com/app/365960/rFactor_2/
  3. Il team Studio397 ci propone oggi il nuovo roadmap update per il suo rFactor 2 relativo al mese di Gennaio appena concluso. Come prima cosa possiamo ammirare un nuovo e spettacolare trailer promozionale, quindi gli sviluppatori ci parlano del lavoro in corso sulle prestazioni della grafica in DirectX 11 e sull'HUD migliorato, confermano la licenza del circuito di Portland ed un update per quello di Zandvoort, mentre è in corso la scansione in laser di un altro tracciato. Inoltre viene confermato il prossimo rilascio tramite Steam del nuovo KartSim, ovvero un simulatore karting dedicato basato appunto sulla piattaforma di rFactor 2, che non ha nulla a che vedere con KartKraft (del quale si sono perse le tracce!). KartSim riproduce il campionato karting ufficiale inglese e permette di disputare anche una stagione virtuale. In a couple of weeks from now, KartSim will release a consumer version of their content on Steam. All of it will run inside rFactor 2 and can be mixed and matched with our other content. The majority of that content will be paid, however they are also looking at doing a free indoor track. KartSim will include the x30 kart models and three laser (Lidar) scanned kart tracks: Paul Fletcher International Circuit, Buckmore Park International Circuit and Glan Y Gors Championship Circuit. This pack will be around 20 euros. There will also be a version geared to the professional karting market (KartSim Pro) which includes more tracks and karts and includes and entry into the British eSports Karting Championship. It will cost 395 UK Pounds plus VAT and will only be available via KartSim.
  4. Nell'ultimo roadmap update, Studio397 ha confermato il prossimo rilascio tramite Steam del nuovo KartSim, ovvero un simulatore karting dedicato basato appunto sulla piattaforma di rFactor 2, che non ha nulla a che vedere con KartKraft (del quale si sono perse le tracce!). Pagina Facebook KartSim www.facebook.com/KartSim/ KartSim In a couple of weeks from now, KartSim will release a consumer version of their content on Steam. All of it will run inside rFactor 2 and can be mixed and matched with our other content. The majority of that content will be paid, however they are also looking at doing a free indoor track. KartSim will include the x30 kart models and three laser (Lidar) scanned kart tracks: Paul Fletcher International Circuit, Buckmore Park International Circuit and Glan Y Gors Championship Circuit. This pack will be around 20 euros. There will also be a version geared to the professional karting market (KartSim Pro) which includes more tracks and karts and includes and entry into the British eSports Karting Championship. It will cost 395 UK Pounds plus VAT and will only be available via KartSim. The Super One British eSport Championship 2018 software is released! The 1st release of software used for the Super One British eSport Championship (SOBeC), (KartSim Pro 2018 UK) has been released and is now available to purchase. SOBeC is a pioneering and original eSports karting series. The series mimics the British Karting Championship closely, fielding karts exceptionally high in both physics and aesthetic quality, and exact track replicas captured via laser-scanning. Together with live race control and broadcast including commentary from Jake Sanson, SOBeC offers unprecedented realism in competitive karting simulation. In 2018, SOBeC will host 7 rounds for each of 3 different classes. Competitors may only enter one championship class as per their age-group and there will be a limited number of competitors per class. We only have 10 spaces remaining this year for the cadet class Each round will be held on Wednesdays from 6pm to 9pm GMT during the week prior to the official Super One British Championship event at the same track. SOBec offers professional karters the chance to practice and improve their skills before the real life S1 event both online and offline, and also offers all competitors to race against some of the best karters and racing drivers in the UK on an equal playing field 2018 Calendar: Winter Cup - Weds 28th March – PFI - (shake down race not part of the championship) Super One British eSports Championship Round 1 - Weds 4th April - PFI Round 2 - Weds 25th April - Whilton Mill Round 3 - Weds 9th May - Larkhall Round 4 - Weds 13th June - Rowrah Round 5 - Weds 18th July - Shenington Round 6 - Weds 5th September - GYG Round 7 - Weds 25th September - PFI We are in talks and have already secured some very exciting prizes with our sponsors for the winners of each class. Our aim is to support the karting career of the Cadet winner, whilst also providing compelling opportunities for the winners of the Junior and Senior classes to progress up the motorsport ladder. Further announcements shortly! Price for software and entry is £395 + VAT which includes: - A copy of the KartSim Pro 2018 UK Software with all 8 2018 S1 tracks + Buckmore Park and 6 kart models (runs on rFactor2) which can be used to practice at any time 24/7. - 2018 online server pass with anytime access to our online servers, allowing users to practice and race with their peers. - 1 entry to every round of the 2018 Super One British eSport Championship - Free updates for tracks and kart models in this calendar year. KartSim Pro UK 2018 software is also available to purchase independently. It is NOT necessary to enter SOBec to purchase and use KartSim PRO software to practice. Spaces for the 2018 SOBec are limited and we only have 10 places remaining for cadet class. For more information, our full brochure, or to purchasde your copy of the software and aim to become the first online racing British karting champion in your class please message us.
  5. Roadmap Update January 2018 Welcome to the January 2018 roadmap. We’re really excited about what this year will bring. Our internal roadmap has been setup and it features lots of cool content, updates and technical improvements. So let’s get started! Welcome to rFactor 2 trailer First of all, we have a brand new trailer for rFactor 2. We hope you like it! Performance We’ve had a lot of feedback from some of our users about the graphics performance of the simulation. Over the last months we have improved the fidelity of the DX11 graphics a lot, but partially due to the fact that we still had to support the DX9 engine for every update, we did not yet take full advantage of some of the things DX11 could do. When investigating some of the reports we got, we decided it was time to start making some fundamental improvements to the engine. We are still working on that, but internal builds are looking promising, so we hope to have more news about that soon. Content With the release of our GT3 Power Pack and our Formula E Energize Pack last year we are looking forward to bringing you great car and track content this year. With that we are pleased to announce that we have signed a license with Portland International Raceway which will be released for free later this year and ahead of the labor day race. The track has an incredible history having been developed out of the remnants of the City of Vanport. At 1.97 miles, the track has hosted several senior racing events most notably Champ Car and Indycar with the lap record by the late Justin Wilson of 57.597. We are also working at completing the promised update to the Zandvoort track, adding the latest resurfacing changes as well as a change to one of the turns that was done before the last DTM race. Our expectation is to have that done somewhere towards the end of the first quarter and we will keep you informed about its progress. HUD Our updated HUD is currently in final testing and will be added in the next code update we are going to release. Last month we already talked a bit about some of the new data we’ve made available, and this is probably a good time to talk a bit about the new HUD design. As we already said it is still based on our existing technology, but we’ve redesigned it from scratch to look more modern. This means we designed it for the screen resolution that is currently used, and updated the font to conform to our new styling. We have tried to go for a HUD that features all the data, but with the least possible duplication. The most important things remain on screen all the time, some lesser needed data is available in the different pages of the multi-function display (MFD). On top of that we have tried to ensure that the data we display is accurate enough for people to use when driving. Some hightlights include the new “deltabest” bar and digital display at the top, as well as the fuel left and fuel used on the last lap indications at the bottom of the screen. The screenshot is still a work in progress, so some details might still change, but this will give you an impression on what we’re testing now. KartSim In a couple of weeks from now, KartSim will release a consumer version of their content on Steam. All of it will run inside rFactor 2 and can be mixed and matched with our other content. The majority of that content will be paid, however they are also looking at doing a free indoor track. KartSim will include the x30 kart models and three laser (Lidar) scanned kart tracks: Paul Fletcher International Circuit, Buckmore Park International Circuit and Glan Y Gors Championship Circuit. This pack will be around 20 euros. There will also be a version geared to the professional karting market (KartSim Pro) which includes more tracks and karts and includes and entry into the British eSports Karting Championship. It will cost 395 UK Pounds plus VAT and will only be available via KartSim. Third Party Support As we have spoken about in the past, we are ready to support third parties that wish to publish items via our store with the official licenses and agreements in place. Please do contact us via Discord or start a conversation with us on the forum for more information. Laser Scanning Finally, we are proud to announce that a few days ago we have successfully scanned our first track with professional LIDAR equipment. We’ll keep you guys in suspense a little bit longer about which track this will be, but needless to say we are very excited to work with such data to produce a very accurate rendition of this track.
  6. Dopo il lancio della versione per Assetto Corsa curata da ACFL, il team Apex Modding ha appena reso disponibile sul sito ufficiale la prima versione beta 0.1 del nuovo F1 2018 Season Mod per rFactor 2. Come da tradizione, si tratta di una release preliminare senza grafica delle monoposto, per iniziare a sviluppare la fisica e perfezionare il 3D, che include già il sistema Halo, come vedete dalle immagini. Il mod è disponibile al prezzo scontato di 7,99 Euro fino al 20 Marzo: effettuando ora la donazione si potrà scaricare la beta 0.1 attuale, ma anche tutti gli updates e naturalmente la versione finale completa. Commenti e discussioni sul forum. Da segnalare inoltre che poco fa Studio 397 ha aggiornato la build di rFactor 2 relativa al server dedicato. Steam Build ID 2438696 - Dedicated server SteamCMD Build ID 2438698 - Fixed join lag in multiplayer - Updated language files (to avoid crashing when the LSI screen was active) - Fixed wipers on/off in replay - Fixed rain in cockpit in MP sessions - Fixed V-sync software with 'custom resolution' (Config_DX11.ini) - Fixed TCP Matchmaker error message in the dedicated server UI - Added an all new ambient undercar shadow: more stable, reliable, and clearly visible even at night. The shadows can no longer clip through the ground, nor are they visible on the ground below a bridge when a car drives over that bridge. This new tech requires no intervention from content creators. We automatically remove the current undercar art and replace it with the new system. On subsequent updates, content creators can remove the old artwork. Important Note: Please make sure and update your SteamCMD Dedicated server by running the command again in terminal.
  7. Il noto modding team Enduracers ha appena rilasciato per rFactor 2 la nuova versione aggiornata 4.0 del suo già apprezzatissimo Flat6 Series Mod, che ci permette di simulare il combattuto monomarca che si disputa con le Porsche GT3 Cup. La nuova release porta con sè svariate migliorie e novità, come ad esempio l'implementazione della grafica in DirectX 11, le ultime features relative alla pioggia, ma anche un update fisico dedicato alle gomme. EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Flat6 Series rF2 build 4.00 ! The build includes a complete graphic refresh, including the step into DX11 shaders. The team has implemented all the rain features, recently released by Studio 397, together with the animated windscreen wiper. Some other graphic updates have been included, such as blurred rims and a new headlights rendering. The team used this opportunity to add in this build a physic update for all the cars, with in particular the introduction of CPM tires technology. This modification has driven an update of all cars defaut setups, so please be carefull with your current setups before making some feedbacks. Don't forget to read carefully the instructions to install and setup correctly the mod. Flat6 Series rF2 - build 4.00 CHANGELOG * GRAPHICS : Updated bodywork shader to DX11 technology. * GRAPHICS : Updated headlights rendering. * GRAPHICS : Added rain rendering technology for bodywork. * GRAPHICS : Added rain rendering technology for windshield and windows. * GRAPHICS : Added animated wiper. * GRAPHICS : Added blurred rims (for all types). * PHYSICS : Integration of CPM tires (Slick & Rain, around 90°C usage temperature for Slicks) adapted from S397 reference tires. * PHYSICS : Inertia adjusted (based on inertia used by S397). * PHYSICS : Suspension geometry adjsuted (to fix the FFB blank in the center of the steering wheel). * PHYSICS : Aero minor adjustements. * PHYSICS : Brakes power/settings adjusted (now you can adjust brake pressure like S397 cars). * PHYSICS : Steering ratio adjusted (done like S397 cars). * PHYSICS : Antirolbars value adjusted (to be aligned to the rFactor2 S397 physics directives). * PHYSICS : FFB power adjusted (FFB Upgrades removed, use FFB Multiplier in game to adjust if needed). * PHYSICS : Fuel Tank position adjusted (to match to *ForceDistrib S397 mechanisms). * PHYSICS : Tire wear curves adjusted. * PHYSICS : Default setup adjusted. * PHYSICS : AI performance adjusted. * PHYSICS : Cockpit position adjusted (compliant with flat screen & VR). * PHYSICS : Seat front maximum position value adjusted for triple screens users. * PHYSICS : Upgrade autoblip removed (the real car don't have autoblip). DOWNLOAD * Flat6 Series rF2 STEAM WORKSHOP : https://steamcommunity.com/sharedfiles/filedetails/… * Flat6 Series rF2 build 4.00 rfcmp : https://mega.nz/… * Flat6 Series rF2 build 4.00 rfcmp : http://www.mediafire.com/…/6cdrfvnrjlzo…/ER_F6rF2-v400.rfcmp
  8. Return of the development blog, point-based accelerations for TGM (QSA) analysis. Like the phoenix rises from the ashes anew, it’s time to reignite this blog. A lot has changed since my last entry. We’ve come under new leadership with Studio 397, Britain voted to leave the EU, and America has a new president. But I’m not here to talk politics! Traditionally these blog posts cover the Brabham BT44B. That won’t be the case this time. However, we will be picking that up again shortly, so don’t worry! Due to the fact that this post was previewed in our release notes for a previous build. Some of the urgency in getting this blog posted was alleviated, which is why I focused on other items. So let’s get started, there’s something new in the air, a small but important change that comes to the tyre model. Taking a step back, admittedly, we’ve been doing things a bit wrong. Since the inception of rF2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not matter. It was glanced over as fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behaviour. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. For those interested, Niels Heusinkveld, had a more in-depth piece about this kind of data ‘fitting’ which I pointed to in a previous entry. Anyway, without derailing myself too much, it’s not unreasonable to suspect issues with the data itself, in this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points. This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer. This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. Furthermore, this was essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all. So now, with the latest build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before. But what does this actually mean? To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conductance slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself in the 5 years since its rF2’s inception. To describe the change in words, would be to say that the car feels less ‘slidey’ and more stable in high speed corners. This was a prominent issue with the Radical SR3-RSX that we released earlier in the year which, I admit, would fishtail more like it was on bias-ply’s, than modern radial tyres. This has now been addressed with our latest release, and this is our best back to back comparison for those wanting to feel the difference in the models. For those of you who are modders (probably a good portion of those of you reading this), it has to be enabled with the following [QuasiStaticAnalysis] variable, in the .tgm file CalcPointAccel=1.0 // 0.0=use legacy centrifugal force calculation based purely on quasi-rotation and point position, // 1.0=calculate acceleration based on point position deltas Comparison of updated and older QSA Models. This tyre is ‘overloaded’ and in the old model, copes quite well despite that. Unfortunately, we’ve discovered that the new system is not always 100% stable, and as such, we’ve included the possibility to blend new and old behaviours. This instability typically causes tTool to get ‘stuck’ and as such, generally results in a tyre that will never complete the automated tests. The new variable does not effect behaviour what-so-ever with 0 rotational speed, and increasingly diverges from the previous behaviour with increased rotation speed. The 2 models are also equivalent if there is no tyre deflection/distortion. Therefore, the most unstable conditions occur at higher rotation speeds and with higher deflections. Generally speaking, these are the patch tests, undertaken at the end of ‘compiling’ your lookup table (or certain custom tests). So, the best way to find the point at which your tyre becomes unstable, is to run a deflection test at the maximum tyre rotation speed, and add in some lateral distortion while you’re at it (via ‘Patch Goal CG X’). Finally, throw in a small safety margin of about -0.02 or so. To find this balancing point, it’s a somewhat iterative process. A tyre that is used on a car with relatively low top speeds might well be able to get away with the full point-based accel system, as was the case with the Formula E car we recently released. On the other hand, for something like, say, an IndyCar, we might need a much lower value, perhaps around 0.5 or maybe even less. The original model was never intended to operate in this way, and so fixing the last remnants of instability may be difficult for us, but nonetheless, something we’ll try and take a look into for the future. If you’re unsure about your own tyres, just stick with a value around 0.5 for safety, which should work for all but the most extreme of tyres. That concludes this entry, keep an eye out for future blogs as we have more tTool changes in the works. The next changes are aimed at helping modders extract the most out of the tyre model. Merry Christmas and Happy New Year!
  9. Lo Studio 397, con grande gioia degli appassionati, si scatena per le feste di Natale, rilasciando la nuova Build aggiornata DirectX 11 del suo rFactor 2, e l'inedito Roadmap Update del mese di Dicembre! Il modding team Slow Motion ne approfitta invece per rendere disponibile la nuova release 1.41 del suo ottimo GP3 Series Mod. Tornando ai regali natalizi targati Studio 397, mentre il roadmap update si limita in sostanza a fare il punto della situazione ad oggi, la nuova build rappresenta un notevole passo in avanti per il software: con l'attuale release infatti, le DirectX 11 diventano lo standard per rFactor 2 e vengono implementate diverse migliorie per la grafica, gli effetti di bagnato e pioggia e tanti altri particolari. Per tutti i dettagli e commenti del caso fate riferimento a questo topic del forum. When we look back over the past 12 months we are incredibly proud of what we have achieved, additionally we are grateful of our ever-growing community who continue to support us. Now with Christmas on the way let the sales begin! rFactor 2 is currently half-price, so make sure you get involved if you haven’t already right here http://store.steampowered.com/app/365960/rFactor_2/ If you were interested in the Formula E Energize Pack or the GT3 Power Pack, look no further, we have created a bundle for a limited amount of time – check it out here http://store.steampowered.com/itemstore/365960/detail/2000/
  10. Il modding team ASR Formula ha rilasciato oggi per rFactor 2 le nuove versioni aggiornate di alcune mitiche Formula 1 della stagione 1991: si tratta della Ferrari 643, Benetton B191 e Tyrrell 020. Per il download dirigetevi sul sito ASR Formula, mentre per commenti e discussioni utilizzate questo topic del forum. FERRARI 643 V1.92 (DX11) BENETTON B191 V0.7 (DX11) TYRRELL 020 V0.1 (DX11) New update for Ferrari 643 V1.92 and new Beta for Benetton and Tyrrell 1991. We added the new animated pilot (Animation by McNolo) on these two cars too. Added visor mode compatible with Oculus DK2 and CV1.
  11. rFactor 2: roadmap update di novembre

    Il team Studio 397 torna ad aggiornarci sullo sviluppo in corso del suo rFactor 2 con il nuovo Roadmap update del mese di novembre: come prima cosa, arriverà a breve una patch per ottimizzare e sistemare alcuni problemi riscontrati nel recente Formula E Energize Pack, inoltre gli sviluppatori stanno ora focalizzando il lavoro sulla grafica DirectX 11, che diventerà lo standard unico per il gioco già prima di Natale. Last month we reflected on 2017 and hinted at new content. Earlier this week we announced the Formula E Energize Pack, bringing electric racing to rFactor 2. This weekend you can all watch the season opening double header race in Hong Kong. We announced a hotlap competition, which gives you a chance to win some exclusive Formula E goodies, or show your friends how much better you are than them! Some of you might have watched the talk and drive that Marcel did on RaceDepartment. For those of you that didn’t, you missed out on some free copies of the Formula E pack. We’ll summarize some of the new things that were discussed there. Obviously a lot of questions centered around the Formula E content. We’ll release an update of that in a week or two that will include the new team liveries that we were not able to show you ahead of the opening race, and we’ll also provide a code update that will give you a better insight into the amount of battery you have left, and are using per lap. Since this part of the strategy is such an integral part of racing these cars, we feel an improvement is in order so you don’t have to rely on third party plugins. Incidentally, talking about third party plugins, Crew Chief already released a code update that supports Formula E. If you have not checked it out yet, we can definitely recommend you do so! We’re also ready to announce that we will be making DX11 the default before Christmas. As an intermediate step before we come with a new HUD system for plugins, we’ll focus on providing a default HUD that includes a lot of the features you have been enjoying in third party plugins. One of these is a new dial that show you the time delta compared to your best lap, but we have a few other new things and enhancements planned. Part of this DX11 update will be the inclusion of the “rain update” that we previewed at SimExpo. We’ve since perfected it. We’ve also improved the ambient lighting, producing subtle differences that give the overall image a slightly more dramatic look. At the moment we are working feverishly to update all our cars and tracks to make maximum use of these new features. We’ll incrementally release those updates, but anticipate to already have a substantial part done before the end of this year. The shots below are still work in progress, but show you what we’ve been doing to make the rain look better on both cars and tracks. Another announcement is that we officially support all the new Windows Mixed Reality headsets, and we’ll have more details on that in a separate announcement soon. In 2018 we will focus on more DX11 related updates, both in terms of performance and fidelity. As announced, that means we’re deprecating DX9, meaning it will still be available, but it won’t be updated anymore. This gives us more bandwidth to focus on the new engine, which should be a huge benefit for everybody. Wrapping up this month’s update, we all wish you a happy holiday season and we’ll be back with one final roadmap update close to the end of the year. Of course we will be back in 2018. Happy simracing!
  12. Il team Studio 397 torna ad aggiornarci sullo sviluppo in corso del suo rFactor 2 con il nuovo Roadmap update del mese di novembre: come prima cosa, arriverà a breve una patch per ottimizzare e sistemare alcuni problemi riscontrati nel recente Formula E Energize Pack, inoltre gli sviluppatori stanno ora focalizzando il lavoro sulla grafica DirectX 11, che diventerà lo standard unico per il gioco già prima di Natale. Last month we reflected on 2017 and hinted at new content. Earlier this week we announced the Formula E Energize Pack, bringing electric racing to rFactor 2. This weekend you can all watch the season opening double header race in Hong Kong. We announced a hotlap competition, which gives you a chance to win some exclusive Formula E goodies, or show your friends how much better you are than them! Some of you might have watched the talk and drive that Marcel did on RaceDepartment. For those of you that didn’t, you missed out on some free copies of the Formula E pack. We’ll summarize some of the new things that were discussed there. Obviously a lot of questions centered around the Formula E content. We’ll release an update of that in a week or two that will include the new team liveries that we were not able to show you ahead of the opening race, and we’ll also provide a code update that will give you a better insight into the amount of battery you have left, and are using per lap. Since this part of the strategy is such an integral part of racing these cars, we feel an improvement is in order so you don’t have to rely on third party plugins. Incidentally, talking about third party plugins, Crew Chief already released a code update that supports Formula E. If you have not checked it out yet, we can definitely recommend you do so! We’re also ready to announce that we will be making DX11 the default before Christmas. As an intermediate step before we come with a new HUD system for plugins, we’ll focus on providing a default HUD that includes a lot of the features you have been enjoying in third party plugins. One of these is a new dial that show you the time delta compared to your best lap, but we have a few other new things and enhancements planned. Part of this DX11 update will be the inclusion of the “rain update” that we previewed at SimExpo. We’ve since perfected it. We’ve also improved the ambient lighting, producing subtle differences that give the overall image a slightly more dramatic look. At the moment we are working feverishly to update all our cars and tracks to make maximum use of these new features. We’ll incrementally release those updates, but anticipate to already have a substantial part done before the end of this year. The shots below are still work in progress, but show you what we’ve been doing to make the rain look better on both cars and tracks. Another announcement is that we officially support all the new Windows Mixed Reality headsets, and we’ll have more details on that in a separate announcement soon. In 2018 we will focus on more DX11 related updates, both in terms of performance and fidelity. As announced, that means we’re deprecating DX9, meaning it will still be available, but it won’t be updated anymore. This gives us more bandwidth to focus on the new engine, which should be a huge benefit for everybody. Wrapping up this month’s update, we all wish you a happy holiday season and we’ll be back with one final roadmap update close to the end of the year. Of course we will be back in 2018. Happy simracing!
  13. Il team Studio 397, dopo la build 1109 del software aggiornata, ha appena rilasciato per rFactor 2 l'atteso Formula E Energize Pack, un DLC con licenza ufficiale FIA Formula E che ci permette di simulare il divertente campionato basato sulle monoposto elettriche. A questo link di Steam è possibile acquistare la sola vettura Formula E 2018 (4,99€), il solo circuito di Hong Kong (7,99€), oppure il pacchetto completo auto e pista per 9,74€. Commenti sul forum. Featuring the Formula E Car 2018 and the teams, as well as a stunning rendition of the HKT Hong Kong E-Prix track! All of us at Studio 397 are ecstatic about this release. It’s not just because we have achieved truly immersive physics and graphics, but we are equally proud of the close partnership we’ve developed with Formula E itself. This newest release is part of our ongoing efforts to continually offer you, true fans of simracing, exciting and cutting edge motorsport content! The series itself is thrilling and challenging in ways that will surprise you. You’ll have to rethink your strategy – no more easy flat footing to get on the podium! Although the racing still retains its close side-by-side action, tactics and strategy now play an equal role – a true test of your abilities to stay focused on the big picture! We also wanted to use this opportunity to get in some exciting new features such as REGEN and power modes, as well as new cockpit and HUD elements to further increase the overall immersion and functionality. Purchase the pack now here Check out our guide here! Known issues: Track accuracy may be different due to late changes in layouts AI currently does not adhere to the 1 pit stop rule and does not try to save fuel by lifting and coasting Regen mode is based off braking and is automatic on braking Fuel indicator currently does not show granular detail on battery life, therefore we suggest using 3rd party plugins in the meantime Cars have one set of physics based on homologated data Liveries and helmets will be updated when embargoes are lifted AI will sporadically slow just after Start/Finish under full course yellow – this should not affect the race restarts
  14. rFactor 2 si aggiorna alla Build 1109

    Il team Studio 397 ha aggiornato tramite Steam il suo rFactor 2 alla nuova build 1109. L'update corregge alcuni bugs ed apporta alcune migliorie anche alla fisica, come spiegato qui di seguito, inoltre prepara il software per l'imminente arrivo del Formula E Energize Pack, che ci metterà a disposizione le monoposto elettriche della Formula E. Considerando che la prima gara elettrica della stagione si svolgerà il prossimo weekend ad Hong Kong, possiamo già prepararci al download... Commenti sul forum. Open Beta DX11 Steam Build ID - 2317443 (rFactor 2 Build 1109) Default DX9 Steam Build ID - 2317463 (rFactor 2 Build 1109) (DX11) fixed the undercar shadow becoming hard to see at certain low sun angles and reflective road surfaces; Removed an error message in the Launcher when a component already was installed because that's not an error; Onboard controls for changing the engine brake mapping; Physics enhancement to allow building engines that won't stall because they are electric; Added proper playback of transmission sounds on AI/network cars; Physics enhancement to properly generate heat when regenerating energy; Added extra values to display in cockpits and on steering wheels for tyre pressures, temperature, and mixture, boost and brake mapping and brake bias settings; (DX11) ambient undercar shadow fixes so they won't show up on parts of the car, just the ground underneath it. Fixed shader error loading.
  15. Il team Studio 397 ha aggiornato tramite Steam il suo rFactor 2 alla nuova build 1109. L'update corregge alcuni bugs ed apporta alcune migliorie anche alla fisica, come spiegato qui di seguito, inoltre prepara il software per l'imminente arrivo del Formula E Energize Pack, che ci metterà a disposizione le monoposto elettriche della Formula E. Considerando che la prima gara elettrica della stagione si svolgerà il prossimo weekend ad Hong Kong, possiamo già prepararci al download... Open Beta DX11 Steam Build ID - 2317443 (rFactor 2 Build 1109) Default DX9 Steam Build ID - 2317463 (rFactor 2 Build 1109) (DX11) fixed the undercar shadow becoming hard to see at certain low sun angles and reflective road surfaces; Removed an error message in the Launcher when a component already was installed because that's not an error; Onboard controls for changing the engine brake mapping; Physics enhancement to allow building engines that won't stall because they are electric; Added proper playback of transmission sounds on AI/network cars; Physics enhancement to properly generate heat when regenerating energy; Added extra values to display in cockpits and on steering wheels for tyre pressures, temperature, and mixture, boost and brake mapping and brake bias settings; (DX11) ambient undercar shadow fixes so they won't show up on parts of the car, just the ground underneath it. Fixed shader error loading.
  16. rFactor 2 Official Formula E Energize Pack

    Il team Studio 397 ha appena annunciato, con il brevissimo trailer che vedete qui sotto, il prossimo arrivo su Steam per il suo rFactor 2 del nuovo Formula E Energize Pack, ovvero un pacchetto DLC ufficiale dedicato allo spettacolare campionato delle monoposto elettriche della Formula E, che fra l'altro correranno anche a Roma in Aprile 2018. Sviluppato in collaborazione con la Formula E ed i suoi partners tecnici, vuole riprodurre in ogni dettaglio il fascino delle ruote scoperte elettriche. Commenti sul forum. Feel the energy of our upcoming Official Formula E Energize Pack! Working directly with Formula E and their technical partners to bring you the most accurately modelled Formula E Car and Hong Kong track to date ahead of the first race of the season! Inoltre Studio 397 ha pubblicato su Facebook l'immagine di un circuito misterioso di prossimo arrivo...
  17. rFactor 2: Ferrari 643 v1.91 by ASR Formula

    Il team ASR Formula ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.91 della sua imperdibile Ferrari 643 di Formula 1. La Ferrari 643 F1 è un'automobile monoposto sportiva di Formula 1 costruita dalla Ferrari per correre la seconda parte del mondiale 1991. Progettata a campionato già iniziato per sostituire la 642 F1, rivelatasi poco competitiva e poco affidabile, non riuscì tuttavia a riavvicinare la squadra italiana al vertice della categoria. La 643 F1 fu l'ultima e la più estrema tra le monoposto sviluppate a partire dalla 640 del 1989. Sebbene fosse un modello sufficientemente distinto dalla 642, sua vettura progenitrice, la 643 condivide con essa la denominazione alternativa di F1-91, in quanto anch'essa impiegata nella stagione 1991. Le più visibili differenze rispetto alla 642 furono di natura aerodinamica. A differenza della soluzione a "becco di papero" della vecchia monoposto (propria di tutti i progetti a partire dalla 640), il musetto della 643 adottava una carenatura rastremata (appuntita in avanti e più larga verso il corpo vettura) e dal profilo tondeggiante (quasi piana presso la centina dell'abitacolo e tendente a incurvarsi verso il basso nella sezione avanzata). Tutta la parte anteriore della macchina era inoltre maggiormente rialzata da terra rispetto al vecchio modello: ciò al duplice scopo di evitare che l'ala anteriore toccasse il fondo sotto il peso del carico aerodinamico e di accrescere il flusso d'aria che s'insinuava sotto la vettura e veniva convogliato all'estrattore posteriore. I lati del muso inoltre adottavano un insolito colore nero (proprio della fibra di carbonio non dipinta) in sostituzione del tipico rosso corsa connotante il resto della livrea. Anche le pance laterali vennero ridisegnate, risultando più corte, larghe e basse rispetto a quelle della 642. Il motore a 12 cilindri della 643 si distingueva da quello impiegato sulla progenitrice per l'alesaggio dei cilindri maggiorato, la ridotta corsa del pistone e la cilindrata inferiore. Nonostante ciò esso vantava una maggiore potenza, tale da migliorare il rapporto col peso del corpo vettura. FERRARI 643 V1.91 (DX11) This is just the first major update for rF2. We will upgrade all cars based on the future builds of rF2. The most important novelty is the driver animation made by McNolo. I want to thank him for the fantastic job he has done! We were able to use the AC driver on rF2 and this is a good forward step. Other novelties are on physics and graphics compatible with DX11. New colors of the display, and much more. I hope you appreciate it! www.asrformula.com
  18. Dopo il successo del FIA GT3 mod, dell'appena annunciata Ferrari 512S e della Porsche 917K, da poco aggiornata alla versione 0.76, il team Apex Modding annuncia un nuovo interessante progetto completo per rFactor 2: il World Sportscar Championship mod, con 4 mitiche vetture Gruppo 5 degli anni '70! Officially introducing the WSC mod, based on 1970-1973 Group 5 cars. They are: Porsche 917K Matra MS670/B Alfa Romeo 33 Tipo 3 Ferrari 512S/M The plan is to have the mod completed in 2018. The 917K will remain a free car. More updates and information will follow in the near future.Credits:- 3D models: Yoss, Yulop Gaston, godofbigthings- 2D work: Yoss, Guimengo, Yulop Gaston- Templates: Yoss, Guimengo- Liveries: Yoss, Yulop Gaston, Guimengo, rF2 community for 917K (billyblaze, Remik, huguess, ned52)- Physics: Yoss, LeStrat- Sounds: Yoss- Shaders: Yoss, Tosch
  19. Il magico modding duo ChiefWiggum - Postipate ha appena rilasciato per rFactor 2 la splendida prima versione della mitica Ferrari 312 del 1967 ! La monoposto, curata in ogni dettaglio, è scaricabile direttamente da Steam. Per discussioni e commenti fate riferimento a questo topic del forum. Da non dimenticare che è in fase di sviluppo per il simulatore di Studio 397 anche il mod completo F1 Legends Racing, sempre dedicato alle Formula 1 del 1967. Ferrari 312/67 36-valve V-12 ’67 Monaco/Dutch/Belgian GP In 1966 season F1 regulations changed to allow naturally aspirated 3.0L engine. 1.5L turbo engines were also allowed, but no team used them untill Renault in late 70's. Ferrari made first 312/66 (312=3-litre, 12-cylinder) engine car for 1966 season, but the engine was rather heavy and low on power and especially on torque. For start of 1967 season Ferrari made 312/67 version which had less weight (around 548 kg) and was one of the lightest car of the grid in 1967. Compared to last year car the car had some improvements. Chassis was around 50kg lighter and it had more horsepower and torque. Compared to other cars in 1967, it was still one of the less powered cars on grid and had lower torque than the competition. This rF2 version is simulating the car in all good and bad way very accurately. Compared to BT20, the car is noticeable more powerful (about 90 bhp more) than BT20, but the handling isn’t the most precise. Cars chassis is bit rear heavy (40 kg heavier engine than in BT20), and the car don’t use engine as stressed member. Fuel tank is located at front, so notice that heavy fuel load will change car balance more to front. This car is based on early Ferrari 312/67 which was 36-valve V-12 engine. Later of that year at Monza there was also version with more powerful 48-valve V-12 engine (about 410 bhp @ 10500 rpm) HAPPY SIM RACING! ps. If you have bad FPS, try to use medium of Full settings for your and opponent car
  20. rFactor 2: video confronto fra le diverse GT3

    Il team Studio 397 ci propone un interessante video di confronto dedicato a tutte le vetture recentemente aggiornate del GT3 Pack per rFactor 2. Il pilota virtuale che ha testato le vetture sul circuito di Nola Motorsport Park è il velocissimo Rudy Van Buren, fresco vincitore della tappa del torneo World Fastes Gamer della McLaren. Da notare non solo le differenze dei tempi sul giro, ma anche del comportamento delle diverse GT3 in pista. Comparison time! Check out the GT Pack comparison NOLA Motorsports Park with #WFG rF2 winner Rudy V Buren in qual trim 👍😎 Try it out here
  21. GT3 pack update 2 per rFactor 2

    Il team Studio 397 ha appena aggiornato, per la seconda volta, il suo ottimo GT3 pack ufficiale per rFactor 2. Come potete leggere a questo link, i bugfix e migliorie apportate sono numerosi e riguardano tutte le vetture incluse nel pacchetto. GT Pack update 2 live now! Changelog 01/11/2017 McLaren 650S GT3 2017 v1.85 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Added endurance lights. Bentley Continental GT3 2017 v1.23 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Added endurance lights. Callaway C7 GT3 2017 v1.23 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Fix for team creation not working. - Added endurance lights. Mercedes AMG GT3 2017 v1.11 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. Radical RRXC GT3 v1.17 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Added endurance lights.
  22. rFactor 2: roadmap update di Ottobre

    Il team Studio 397 ha appena pubblicato il nuovo roadmap update di Ottobre dedicato al suo rFactor 2. Come potete leggere nel dettaglio, sono diversi i lavori in corso sul software, anche a livello di grafica con le DirectX 11 e di fisica. We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address...
  23. Roadmap Update October 2017 We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address. The graphics engine needed to be upgraded to DX11 for two reasons. First of all, it enabled us to implement VR. On top of that, from an artistic and technical point of view, it allowed us to start evolving our graphics engine. Of course, we started with a “make or buy” decision as there are obviously existing graphics (or rather game) engines around we could have chosen. Nevertheless, remaining backward compatible was an important goal with our existing content, and we felt that this would have been difficult with a completely new engine. So instead, we chose to build a new DX11 engine, taking the current engine as a starting point. We are now confident that the new engine is more capable and ready for the future. By addressing some of the weak points of the DX9 engine we are building something that is starting to look really beautiful. We also wanted to replace the existing UI with something that was more maintainable, flexible and future-proof. Throughout the year, we’ve already previewed quite a few screenshots and artist’s impressions, and by now I’m sure everybody is wondering when we will release the first version. The client part of the UI is in private beta testing now, and we are receiving lots of feedback about all aspects of it. During the World’s Fastest Gamer we’ve also previewed parts of the competition infrastructure, at that point still as a separate user interface in a browser, but eventually these parts will also end up in game. We are still working on some other parts, such as the Launcher, the dedicated server and a new HUD and overlay system that is scheduled to replace plugins that were drawing directly to the screen in DX9. It is fair to say that all of these tasks are taking more time than we expected, so bear with us for a little while longer! The third thing we wanted to do is build high-quality and high-profile content that was properly licensed. A lot of people were also telling us they preferred series over individual cars. So we set out to license five GT3 cars. Finishing them this month was very satisfying and kept us incredibly busy at Studio 397. The GT3 Power Pack includes the previously released McLaren 650S GT3, previously announced Bentley Continental GT3, along with the teased Callaway Corvette C7 GT3-R and surprise Mercedes AMG GT3 and Radical RXC Turbo GT3 cars. As our first pack and DLC this has been a great learning experience, and we’re very grateful to our team, our testers, and you, our customers, for dealing with the pressures and effects that came along with it. We’re very pleased with the results, and hope you’ll enjoy these fantastic vehicles. And one more thing, we are in the final phase of testing an update that addresses the low framerates that some of you have been experiencing with higher quality shadow settings, and we hope to have that released before the end of this week. We are already hard at work to come up with the next pieces of content, including a brand new track that is scheduled to be released before Christmas. On top of that, we are also opening up our content store to third parties, further increasing the amount of high quality content and offering our modding community the opportunity to take the next step to convert their passion into something they can make a living out of. If you’re a modder and you’re interested, feel free to get in touch! DX11 As we said in a previous update, we feel our DX11 version is stable by now, so it is our intention to make it the default at our next major code update. That update will include some of the rain and lighting improvements we have previewed at SimExpo, which you can also definitely expect before the end of this year. There are three reasons for the delay here. First of all, we were getting some feedback at the SimExpo that we wanted to improve on. Secondly, some of these changes will also require us to do content updates, and finally, we are working on an improved HUD that contains some of the information that drivers were missing and were installing third party plugins for. As explained above, a completely new HUD system is something we are still working on, and you can expect that sometime next year. Physics As you already know, our core physics and, more specifically, tyre development is always ongoing. We are continually looking for ways to improve and push things further to get you to that next level of realism! Our own physics developer and tyre guru Michael Borda took some time out to fill you in on the latest in tyre tech, notably, developments that translate into improving tyre feel and overall handling. “Since the inception of rFactor 2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not require deeper adjustment. It was considered fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behavior. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. In this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points. This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer. This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. This was also a essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all. To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conduction slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself. So now, with the latest newly-released build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before.” More details on this will be published soon as part of an upcoming physics blog, where Micheal will go more in depth on how to leverage these improvements. Miscellaneous Some other things we talked about in earlier roadmaps that deserve an update: The Corvette C7.R GTE car is mostly done from a model point of view. We’re working on sound and physics and are looking at other options in GTE and related classes. Our Motec implementation still has not started, mostly because we’ve prioritized other things at the moment. Progress on Zandvoort and our first Radical have been slow, and we expect both to be completed in 2018. We are already working on some of the Tatuus cars we’ve licensed, but those are still in early phases. A final thing we reported on is improved spotter code. To be honest, there the community has come up with a great alternative, Crew Chief, so we’re reconsidering what we should be focusing on here. Wrapping up this month’s roadmap I would like to thank everybody for their continuous feedback. A year ago we wrote our first roadmap with our main goal to give everybody more insight into our development. It is fair to say that some things went to plan, others maybe did not, but we still hope this openness is appreciated in the end. Happy simracing! Fonte Studio 397 blog
  24. rFactor 2: FIA GT3 by Apex Modding v0.960

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.960 del suo ottimo FIA GT3 mod. La nuova release apporta alcune correzioni ed anche notevoli migliorie all'implementazione della grafica in DirectX 11. Correte a questo link del forum per commenti e download. 960 updatechange log : - reworked physics for the z4 and the sls- b.o.p redone for this two old car- added the benty gt3 to the mod with various skins .- pace and b.o.p done by p1gaming , default gearbox can be unlocked in the showroom
  25. Nuova build disponibile per rFactor 2

    Il team Studio 397, con il rilascio del nuovo GT3 Pack, ha provveduto ad aggiornare con una nuova build tramite Steam anche il suo rFactor 2, per implementare le novità e migliorie presenti sulle nuove vetture GT3, a cominciare da un inedito modello visuale dei danni. To support the GT3 pack we have also released updates for both the DX11 and DX9 builds. Note that the build number for multiplayer changed too, so you will have to update your dedicated servers! Build Changelog: Added: An extended visual damage model featuring a combination of dents, scratches and cracks on the bodywork of cars, which has been implemented on the GT3 pack. Added: New window and headlight glass shader that produces more realistic reflections. All five GT3 cars use it. Added: Controller Profiles for Thrustmaster T-GT, T-GT Ferrari F1 Addon, TS-XW, TS-XW with Ferrari F1 Addon. Added: Updates to the CPM model. Fixed: Various small fixes to the no rain zone code that prevents rain from entering closed cockpits. Fixed: All controller profiles default inputs are now assigned to JOY1. Fixed: Bumped the rFactor 2 version for multiplayer compatibility to 1109 because of the new visual dents that required changes to the multiplayer protocol.
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