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Found 737 results

  1. Marcel Offermans, managing director di Studio 397, ci racconta nel video qui sotto i segreti "tecnici" del suo rFactor 2, parlando anche in generale del passato, presente e futuro del simracing. rFactor 2 is a realistic, easily extendable racing simulation from Studio 397. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer and the height of racing realism. It features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics, perfect for top-level esports and a rich single-player experience. In this talk we will look at the software architecture for real-time simulation and high quality 3D graphics. We will demonstrate how the original monolithic C++ codebase was extended into a platform that leverages cloud computing and builds on a Java back-end paired with an Angular based front-end. Last year we ran a major competition for McLaren’s World’s Fastest Gamer and saw the rFactor 2 champion win and get a contract at McLaren. This competition and others run on a scalable back-end that leverages Luminis’ Cloud RTI, Information Grid and Amdatu modular software building blocks. It keeps track of events, scoring, results and rankings for the individual drivers and teams. You will learn more about how to evolve a codebase, how to embed Java into a real-time simulation and how to use modularization techniques to extend an existing codebase well beyond its original scope and features. MARCEL OFFERMANS Managing Director at Studio 397 Marcel is leading a global team of developers, engineers and artists building rFactor 2, the most realistic, accurate and engaging sim racing platform to date, with advanced physics, a state of the art graphics engine and competition infrastructure.
  2. Il team francese ACFL ha rilasciato per Assetto Corsa la nuova versione aggiornata 1.1 completa del suo Formula 1 2018 Season Mod, che ci permette di simulare la nuova stagione del mondiale di Formula 1. Il mod può essere acquistato per 7,99 Euro e quindi scaricato da questa pagina del sito ACFL. La versione 1.1 per rFactor 2, realizzata in collaborazione con Apex Modding, è già disponibile da qualche giorno, può essere acquistata per 5 Euro e scaricata direttamente da questa pagina. Inoltre, grazie alla collaborazione del team ACFL, siamo in grado di offrirvi un bonus sconto del 15% valido per qualsiasi acquisto dal sito ACFL ! Non dovete fare altro che inserire il seguente codice in fase di acquisto per ottenere immediatamente lo sconto del 15%: DRIVINGITALIA Ringraziamo ACFL ed a voi auguriamo buon download ACFL F2018 Apex Versione Assetto Corsa 1.1 full mod rilasciata Questa è una versione full quindi mod completo, si prega di eliminare nella cartella cars le 10 auto acfl _ 2018 _ per non avere bug di visualizzazione. Un pacchetto di texture in 4096 x4096 è anche a vostra disposizione se avete una buona macchina per far girare le 20 auto in ultra. I PSD saranno a disposizione questo fine settimana come previsto. Un nuovo pilota 3 D + tutti i caschi 2018 è in preparazione, solo un po ' di pazienza e sta arrivando. Per scaricare l'aggiornamento, accedere al sito acfl e visitare la pagina: https://www.acfligue.fr/my-account/downloads/ Ecco la lista completa dell'aggiornamento - usura delle gomme corrette - NUOVA ANIMAZIONE DEGLI SPARKS + texture - NUOVI PNEUMATICI 3 D + set di texture (i 9 tipi di gomme) - NUOVI FLAPS MCLAREN 3 D V2 + fix livrea - NUOVI FLAPS FORZA INDIA 3 D V2+ fix livrea - Redbull fix livrea + texture volante - Ferrari fix flap 3 D Pinna posteriore + fix livrea - Sauber texture volante
  3. rFactor 2: Roadmap Update Marzo 2018

    Il team Studio 397 ha appena pubblicato il nuovo Roadmap Update del mese di Marzo per aggiornarci sullo sviluppo del suo rFactor 2. Continua infatti il lavoro di miglioramento al comparto performance, inclusa la VR, ma sono in arrivo anche interessanti novità a livello di contenuti: sarà rilasciata gratuitamente la March 761, il tracciato di Botniaring ed un update per Zandvoort, oltre alla spettacolare Oreca 07 LMP2 ! Commenti sul forum. Roadmap Update March 2018 And work goes on!… We continue to relentlessly hammer away at the new features and content mentioned in the previous roadmaps. And yes, you’ll be happy to know that this month is no exception: we will still manage to bring you some ‘new’ things to look forward to. We know how much you all enjoy these road maps, with anticipation of the things to come, and we are just as anxious to share them with you. Keeping you informed of our broad development goals is part of our whole outlook. For us communication is key to making sure we stay on the mark and never get out ahead of our userbase. So as things begin to take shape and features mature, we do our best to show you the progression and previews as soon as we possibly can. Although these are not ‘deadlines’, they should give a you good idea of the things you need to get excited about. Performance The graphics optimizations we mentioned in previous roadmaps are still very much ongoing and current. We are investing a considerable amount of resources to get this done. Graphical improvements and optimizations are key to future proofing the rFactor 2 graphics engine. With that in mind, we are taking our time to methodically test each optimization pass to make sure everything stays put and is in working order, and that is why it’s taking a little longer than originally planned. Thanks to our very focused group of dedicated testers who are looking at each area, we are moving forward at a steady pace. We hope to get it out to you ASAP! VR And speaking of specifics, VR is one area where we know we need to improve performance, and these optimizations are showing very promising increases in stability and overall framerate. Triple Screen – Multiview “Multiview” has to render three separate viewpoints and because of this, it’s inherently more taxing on any system. You’ll be happy to know we have worked on some very specific optimizations that will positively affect multiview performance Content After releasing the KartSim pack earlier this week, we wanted to reassure you that we also have new free content coming up: March 761 We have a solid commitment to historic racing and we hope you find rFactor 2 a good place to experience some of the great cars of the past. With that we are pleased to announce that we will be releasing the March 761 soon for free. Not just that, we have also updated the Brabham BT44 for some excellent head-to-head racing. Botniaring Finnish fans! We have a new track on the horizon. Introducing the Botniaring, located in Southern Ostrobothnia, Jurva, Finland aka Perkeleville (big grin) The track is perfect for our upcoming Tatuus cars as well as many others. Zandvoort We have a number of updates to the Zandvoort track that is currently in beta. While we were building the track, it was being repaved and our 0.20 version showed a version of the track as it was then: about three quarters done, with some old asphalt in the final sector. Since then, repaving has been finished and the Audi S curve was remodeled for the DTM races. On top of that we added a lot of detail, for example in the pit area, and at the same time optimized the track. We’re almost ready to put the track through final testing, so we hope to bring you this new version soon! Oreca 07 LMP2 After all these free updates above, we are also proud to announce another car that will be part of a new upcoming pack – say hi to the super successful Oreca 07 LMP2! Used across all major endurance series the Oreca LMP2 almost won outright at Le Mans last year with Jackie Chan Racing DC. UI Most of our focus on the UI in the last months has been to include all of the current base features and test them to make sure they function properly. On the surface this might seem like an easy task, but it involves a lot of repeated clicking and trying: the UI is a complex matrix of interdependences that we need to carefully unravel to better understand and improve. So before really jumping in to conquer the new features, we needed a solid base. As this first phase begins to wrap up and we have a stable functioning UI, our focus is shifting to those specific things that really need to be more user friendly, existing features that were either hidden or not readily visible enough to find and use. Two current examples of this are custom teams/skins and driver swaps. Using custom skins in the current UI, although functional, has always been a bit obtuse and not straight forward for the average user. We saw a couple of ways to improve this going forward. One is to offer a simpler way to get your skin in game, and avoid the need to alt-tab or even exit rFactor 2, just to see your skin on the car. We’re still playing with a few ways to make this less fiddly. Next, custom ‘team’ creation needs to be more direct and easier to achieve. This involves thinking like a new user and making smart dialogs and using correct terminology, that way there’s no doubts about how naming or hierarchy. Driver swaps are another area that works in the current UI, but is complicated to use in practice: having to close rF2 and navigate through somewhat hidden menus is not ideal and prone to user error, and having to assign keys to perform simple actions is a bit overkill. So the new way to do a driver swap is simple. When you join a server, we will ask you if you want to drive a car or join as as a spectator. When you choose the latter and click drive, you’ll get a pop up list of names to choose from, click select and you’re ready to drive once your team mate pits – simple as that! Competition The competition structure continues to take shape, and just like the UI we are focusing on the ground work. This means dealing with and squishing any bugs related to the day to day functioning of the competition structure itself. Competitions, as you may know, can span many weeks with multiple events and sessions. It’s therefore important that each code change is throughly tested for reliability and stability. By basing this on the cloud technology of our parent company Luminis we ensure the system will be very scalable, and it is certainly our intention to end up with an open system that can also be used by the many existing leagues out there. We hope to show you more real soon! Community When we did the paint competition a few months ago, we were overwhelmed by the large amount of high quality entries. Encouraged by this, we concluded we wanted to do more of these competitions to showcase the many talented painters in our community. That said, assembling all these skins into packs proved to be a lot of work, so after discussing various options we decided to build some automation to more easily generate new cars, their skins, and all data and preview images associated with them. That is the reason the GT3 skins took us longer, but we’re confident we can release them next week. To give you a preview of all the nice skins you will see, we included a “spotter guide” like overview for you to enjoy!
  4. Il team Studio 397 ha appena pubblicato il nuovo Roadmap Update del mese di Marzo per aggiornarci sullo sviluppo del suo rFactor 2. Continua infatti il lavoro di miglioramento al comparto performance, inclusa la VR, ma sono in arrivo anche interessanti novità a livello di contenuti: sarà rilasciata gratuitamente la March 761, il tracciato di Botniaring ed un update per Zandvoort, oltre alla spettacolare Oreca 07 LMP2 ! Roadmap Update March 2018 And work goes on!… We continue to relentlessly hammer away at the new features and content mentioned in the previous roadmaps. And yes, you’ll be happy to know that this month is no exception: we will still manage to bring you some ‘new’ things to look forward to. We know how much you all enjoy these road maps, with anticipation of the things to come, and we are just as anxious to share them with you. Keeping you informed of our broad development goals is part of our whole outlook. For us communication is key to making sure we stay on the mark and never get out ahead of our userbase. So as things begin to take shape and features mature, we do our best to show you the progression and previews as soon as we possibly can. Although these are not ‘deadlines’, they should give a you good idea of the things you need to get excited about. Performance The graphics optimizations we mentioned in previous roadmaps are still very much ongoing and current. We are investing a considerable amount of resources to get this done. Graphical improvements and optimizations are key to future proofing the rFactor 2 graphics engine. With that in mind, we are taking our time to methodically test each optimization pass to make sure everything stays put and is in working order, and that is why it’s taking a little longer than originally planned. Thanks to our very focused group of dedicated testers who are looking at each area, we are moving forward at a steady pace. We hope to get it out to you ASAP! VR And speaking of specifics, VR is one area where we know we need to improve performance, and these optimizations are showing very promising increases in stability and overall framerate. Triple Screen – Multiview “Multiview” has to render three separate viewpoints and because of this, it’s inherently more taxing on any system. You’ll be happy to know we have worked on some very specific optimizations that will positively affect multiview performance Content After releasing the KartSim pack earlier this week, we wanted to reassure you that we also have new free content coming up: March 761 We have a solid commitment to historic racing and we hope you find rFactor 2 a good place to experience some of the great cars of the past. With that we are pleased to announce that we will be releasing the March 761 soon for free. Not just that, we have also updated the Brabham BT44 for some excellent head-to-head racing. Botniaring Finnish fans! We have a new track on the horizon. Introducing the Botniaring, located in Southern Ostrobothnia, Jurva, Finland aka Perkeleville (big grin) The track is perfect for our upcoming Tatuus cars as well as many others. Zandvoort We have a number of updates to the Zandvoort track that is currently in beta. While we were building the track, it was being repaved and our 0.20 version showed a version of the track as it was then: about three quarters done, with some old asphalt in the final sector. Since then, repaving has been finished and the Audi S curve was remodeled for the DTM races. On top of that we added a lot of detail, for example in the pit area, and at the same time optimized the track. We’re almost ready to put the track through final testing, so we hope to bring you this new version soon! Oreca 07 LMP2 After all these free updates above, we are also proud to announce another car that will be part of a new upcoming pack – say hi to the super successful Oreca 07 LMP2! Used across all major endurance series the Oreca LMP2 almost won outright at Le Mans last year with Jackie Chan Racing DC. UI Most of our focus on the UI in the last months has been to include all of the current base features and test them to make sure they function properly. On the surface this might seem like an easy task, but it involves a lot of repeated clicking and trying: the UI is a complex matrix of interdependences that we need to carefully unravel to better understand and improve. So before really jumping in to conquer the new features, we needed a solid base. As this first phase begins to wrap up and we have a stable functioning UI, our focus is shifting to those specific things that really need to be more user friendly, existing features that were either hidden or not readily visible enough to find and use. Two current examples of this are custom teams/skins and driver swaps. Using custom skins in the current UI, although functional, has always been a bit obtuse and not straight forward for the average user. We saw a couple of ways to improve this going forward. One is to offer a simpler way to get your skin in game, and avoid the need to alt-tab or even exit rFactor 2, just to see your skin on the car. We’re still playing with a few ways to make this less fiddly. Next, custom ‘team’ creation needs to be more direct and easier to achieve. This involves thinking like a new user and making smart dialogs and using correct terminology, that way there’s no doubts about how naming or hierarchy. Driver swaps are another area that works in the current UI, but is complicated to use in practice: having to close rF2 and navigate through somewhat hidden menus is not ideal and prone to user error, and having to assign keys to perform simple actions is a bit overkill. So the new way to do a driver swap is simple. When you join a server, we will ask you if you want to drive a car or join as as a spectator. When you choose the latter and click drive, you’ll get a pop up list of names to choose from, click select and you’re ready to drive once your team mate pits – simple as that! Competition The competition structure continues to take shape, and just like the UI we are focusing on the ground work. This means dealing with and squishing any bugs related to the day to day functioning of the competition structure itself. Competitions, as you may know, can span many weeks with multiple events and sessions. It’s therefore important that each code change is throughly tested for reliability and stability. By basing this on the cloud technology of our parent company Luminis we ensure the system will be very scalable, and it is certainly our intention to end up with an open system that can also be used by the many existing leagues out there. We hope to show you more real soon! Community When we did the paint competition a few months ago, we were overwhelmed by the large amount of high quality entries. Encouraged by this, we concluded we wanted to do more of these competitions to showcase the many talented painters in our community. That said, assembling all these skins into packs proved to be a lot of work, so after discussing various options we decided to build some automation to more easily generate new cars, their skins, and all data and preview images associated with them. That is the reason the GT3 skins took us longer, but we’re confident we can release them next week. To give you a preview of all the nice skins you will see, we included a “spotter guide” like overview for you to enjoy!
  5. rFactor 2: KartSim disponibile su Steam

    E' finalmente disponibile tramite Steam, al prezzo di 19,98 Euro, il nuovo KartSim Pack, simulatore karting dedicato basato sulla piattaforma di rFactor 2, la cui licenza è necessaria, da non confondere con KartKraft del quale si sono perse le tracce... Come spiega il lungo e dettagliato annuncio che trovate qui di seguito, si tratta di un simulatore karting focalizzato sul campionato, circuiti e go-kart dell'Inghilterra, realizzato inizialmente in modo professionale per l'allenamento dei piloti reali ed ora disponibile anche per tutti gli appassionati. Here it is, all new content from KartSim! 👍 KartSim are one of our close partners and we are proud to introduce you to an all new driving experience in rFactor 2, created by their own dedicated team of developers – the guys behind KartSim Pro. 😎 You can now experience driving the Iame Senior X30 UK and the incredibly fun Rental Karts on three laser scanned based tracks 👏 – PF International Kart Circuit, GYG Karting (crazy track!) and Buckmore Park Kart Circuit. Read more here https://bit.ly/2Gyclcf Purchase the pack here http://store.steampowered.com/itemstore/365960/browse/… Here it is, all new content from KartSim! KartSim is one of our close partners, and we are proud to introduce you to an all new driving experience in rFactor 2, created entirely by KartSim’s own dedicated team of developers. KartSim is a project created by Tony Irfan, a true insider in the world of karting. KartSim specialises in providing high-end leading-edge hardware, rigs and simulation software to the international karting industry. It’s been a while in the making, but real Karting in rFactor 2 has arrived! As you’ll see below, many great names current and past started in Karting. This is only the first in a series of Karts and tracks yet to be released by the KartSim team. There’s more to come! But you don’t need to wait, you can follow this link to buy the KartSim pack, featuring three tracks and two different types of karts now. Tracks Buckmore Park International Circuit Buckmore Park Kart Circuit is an MSA approved outdoor kart racing circuit located just off the M2 in Chatham, Kent, England. Originally owned by John Surtees, who notably won world Grand Prix championships in both Formula One car racing and Grand Prix motorcycle racing. Situated in a woodland between the two motorways, its proximity to London makes it Britain’s busiest circuit. Buckmore Park is a circuit where many current and past Formula One drivers learned their trade, including Johnny Herbert and F1 champions Jenson Button and Lewis Hamilton, who was originally discovered by Ron Dennis in the 1996 Champions of the Future event held at Buckmore Park. Glan Y Gors With a length of 1.6 km, this karting circuit is one of the largest in the UK. Situated on the A5 between Corwen and Betws-Y-Coed, is one of the UK premier karting venues that started life comparatively late to other S1 race venues. With fast, sweeping uphill and downhill sections combine to make this an extremely fun yet technical challenge. It is no wonder all the young Racing Professionals start their career at GYG Karting. A lap around the track takes you through corners as carousel, compression corner, the druid’s complex and the devils elbow and contains a straight named after the Snowdon Mountain. The track has various good overtaking opportunities, guaranteeing exciting races! Paul Fletcher International PFI is the UK’s largest outdoor karting circuit based in Grantham, Lincolnshire and caters for various corporate events and race meetings throughout Lincolnshire, Newark, Nottingham and the UK. British, European and World Championships are held at PFI, as well as a club race held once a month by Trent Valley Kart Club who are based at the track. The circuit was built by Paul Fletcher, who still owns it today. Recently in 2011 an extension was added on to the track including a bridge, making it one of a kind. Karts There are two karts within the KartSim package, the Iame Senior X30 UK and a Rental Kart, the karts have been meticulously designed working with partners on physics and drivers for performance and accuracy. These karts are fixed setup, which means they will be great to race online. Iame Senior X30 UK The “X30 World” concept is based on the engine X30 125cc and it can be summarized in few words as “real Karting at hand”. Thanks to the characteristics of the engine of simplicity, immediate feeling, reliability, performance and ease of use, with the concept of X30 World, IAME offers a full program for Karting drivers from the year of their 13th birthday (with the correct MSA licence) with an engine that can virtually accompany them along the whole career. Since the very first introduction on the markets, the X30 has quickly and constantly grown, in the beginning as an engine dedicated to regional series, up to commercial classes promoted under the name of “X30 Challenge”, then introduced as Federative class by federations willing to replace the unsuccessful international classes and recently landed at international level with a European Challenge and an International Final usually held in central Europe. The success of the X30 categories, basically distinguished in X30 Junior, X30 Senior and X30 Master, comes from the stability and solidity of the engine and from IAME’s constant aim to provide detailed regulations and low management costs of both the vehicle and the race meetings. In 2013 the X30 is present in more than 15 countries and beside the commercial classes. Rental Kart The Rental Kart is a fixed gearing corporate kart using a 4 stroke engine for karters who enjoy karting as hobby. They’re equipped with night lights too so you can keep racing them 24/7!
  6. Il noto ed apprezzatissimo modding team degli ASR Formula ha rilasciato un doppio aggiornamento per tutti gli appassionati di rFactor 2: è infatti disponibile la versione 1.2 della divertente monoposto Griiip G1 con motore Aprilia e la release 2.0 dell'imperdibile ASR2 Championship, mod che simula il combattuto campionato di Formula 2. ASR2 Championship V2.0 Changelog: - Updated Driver Model and animation - Updated Rain + Damage shaders - Updated Physics - Fix adjust mirrors
  7. Il modding team Garage ha rilasciato per rFactor 2 la prima versione completa della storica McLaren M4B del 1967 di Bruce McLaren. La vettura, che potete scaricare direttamente da Steam, nasce come una "costola" del progetto Formula 2 1967 mod attualmente in fase di sviluppo. The McLaren M4B was a Formula One racing car constructed by Trojan for Bruce McLaren Motor Racing and raced five times by New Zealander Bruce McLaren at the start of 1967. The M4B was based on the M4A Formula 2 car as a stopgap between the M2B and the M5A. Additional fuel tanks were added either side of the cockpit to allow the car to run a full Grand Prix distance, and the rear end of the car was cut away to accommodate a 2.0 litre BRM type 56-2 V8, an enlarged and updated version of the engine with which Graham Hill had won the World Championship in 1962. The car made its debut in the 1967 Race of Champions at Brands Hatch, showing promise with fourth and sixth places in the heats before a missed gear by McLaren in the final race put him out with engine failure. In the Spring Trophy at Oulton Park McLaren managed fifth place in both heats and the race, and came fifth again in the International Trophy at Silverstone.
  8. rFactor 2 eSport Series al via da Catalunya!

    Appuntamento da non perdere questa sera sulla SRZ TV. A partire dalle ore 21:00 infatti, gli atleti dei maggiori Team italiani apriranno il gas allo spegnersi dei semafori sul Circuito di Catalunya (Barcelona), per farci vivere le emozioni del primo appuntamento dell'rF2 eSport Series, organizzato su rFactor 2. La competizione che ha visto nascere campioni del calibro di Marco Conti, Alberto Fontana, Matteo Vecchioni e Davide Chiappini, è giunta alla sua X° edizione. La diretta sarà come sempre trasmessa sulla SRZ TV con commento di Tommaso Le Rose e Matteo Sorgiacomo.
  9. rFactor 2: Roadmap Update Febbraio 2018

    Il team Studio 397 ha appena pubblicato il nuovo ed attesissimo Roadmap update del mese di Febbraio dedicato al suo rFactor 2. Da questo nuovo comunicato scopriamo effettivamente alcune interessanti novità e migliorie in arrivo per il software nelle prossime settimane: oltre all'ormai consueta ottimizzazione delle performance, non mancheranno contenuti inediti, come la Corvette C7R GTE/GTLM, il prototipo LMP3 Norma M30 ed il circuito di Sebring realizzato in laser scan! Il team sta inoltre lavorando a migliorie sull'Hud e sull'interfaccia di gioco. Infine Studio 397 conferma nuovamente il prossimo arrivo su Steam del simulatore KartSim, dedicato al mondo del karting Britannico e basato ovviamente su rFactor 2. Tutti i dettagli e commenti sul forum.
  10. Roadmap Update February 2018 Another month has flown by! The February 2018 roadmap is here! And as usual we haven’t just been twiddling our button boxes, we’ve been furiously making improvements and creating new and exciting content and features, some of which we are happy to share with you now. This short month has been a whirlwind of activity, which included competition infrastructure, getting in some new features for the new UI, testing performance optimizations, and building new content, both track and car. Performance We mentioned last month already that performance was being worked on, it’s still one of our main priorities, we’re continuing to chip away at it and have come even further, it should not be long now until we can release these improvements to you. It’s safe to say you’ll will be very surprised at the end results. In our internal testing we’ve seen a substantial performance boost and higher frame-rates across the board. As with anything though we are cautious, it’s in the hands of our internal test team to make sure it’s all working as expected. Content The content team has been keeping very busy, as usual, which is not hard as we have a lot of new content in the planning. Corvette C7.R GTE/GTLM Recently, on social, we teased this car with a short movie with a roaring V8, and the license for it has been announced over a year ago, but now you can finally see the car during internal testing at Silverstone. Scheduled for a late April release, this car will not come alone and will be part of a new upcoming pack. Norma M30 LMP3 We’re super chuffed to see an LMP3 enter the grid! The Norma M30 is a fairly recent car that has already built up an impressive record in the races it has competed in, such as in the ELMS race last year at Spa, where we took this picture of it. We’re sure this new class will become quite popular in rFactor 2! Sebring International Raceway Last but not least, we can now proudly announce that we have licensed America’s oldest road racing track, host to many historic endurance races. Sebring International Raceway is being built based on a laser scan we did last month. This is a first for us and although we have made many tracks based on CAD data and other information that have been quite accurate, this scan will allow us to get every little detail right. It will take us a couple of months to finish this one, but we are working on it feverishly! HUD The official Studio 397 HUD is still being polished and refined, we know you are impatient to get your hands on it, while working on it we’ve come across a few bugs that lay dormant deep in the code that we needed to address, this is a win-win for the HUD in general and we decided it needs attention. It will certainly be part of the next build. UI Our UI is making leaps and bounds, we’ve got most of the basic features in and some new slick features. For starters we’ve looked at making triple screen setup much more intuitive, with a full set of controls via the UI settings screen. This will be an additional functionality to go along with the on track pop up widget. Next we overhauled the live replay screen, controls are now not only selectable via controls as before but also via mouse clicks. Also we’ve added in a modern drop down standing ticker, for easy access to driver times from the live replay. This incidentally also shows our capabilities to overlay HTML with live camera feeds, a technique we will leverage in other places such as broadcast overlays. Competition In the realm of competition we have our full time team actively hacking away at a very inclusive and encompassing competition structure, which is a big task not done overnight! We have big plans and that’s why we want to do this from the ground up the right way. Our next big task has been the implementation of full race series, including sign ups, practice, qualification and multiple race heats over a set period of time. These new features are ongoing and need a lot of testing so we are looking at a little while more to get this up and running, but it’s not that far off, we can see the horizon! KartSim We already announced that a consumer release of KartSim is coming soon. Currently this version is undergoing final testing and polishing to include our visual damage model and the latest rain effects. Just to show you how good it looks, a few more shots to keep you entertained until its release. Community In our ongoing effort to encourage more of that community vibe, we will be adding a new forum area to showcase your original paint artwork, screenshots, and videos. Additionally, we will also be adding all templates for existing cars to the base install, that way everyone has access to the latest updated templates. Our plan is to streamline the templates and their extra parts so there’s less guesswork and more creative time! That’s all for the shortest month of the year! See you on track!
  11. Il team Racesim Studio torna ad aggiornarci finalmente sullo sviluppo dei propri straordinari mods: per quanto riguarda Assetto Corsa, dopo il grande successo della Formula 1 2017 Hybrid, viene annunciata la nuova versione F1 2018 Hybrid, equipaggiata naturalmente con il controverso Halo, come vedete dalle immagini. Hi all! Following on from the very popular Formula Hybrid 2017, Race Sim Studio is is happy to announce the Formula Hybrid 2018. This is an entirely new vehicle design detailed with the advancements of the top-tier Formula cars in mind while being original to the Race Sim Studio team. The 2018 car will feature three sound packages, an updated car model, revised physics and the new halo feature prominent in the 2018 Formula season. With the first race of the season just around the corner, it won’t be long until you get to enjoy the new car! Prosegue intanto lo sviluppo dello spettacolare RSS GT1 Championship, il mod liberamente ispirato al glorioso GTR2, come vedete dagli ultimi screens di anteprima, manca ormai pochissimo al rilascio delle nuove vetture: We are also working very hard in order to release as soon as possible the last GT cars of the pack; below you can check the current status of the cars. The first one to come out will be the Lanzo v12, which will be available in a few days! Infine una bellissima notizia per gli appassionati di rFactor 2, perchè RaceSim Studio è già al lavoro per portare proprio il GT1 Championship mod anche sul simulatore targato Studio 397! Gli ultimi 4 screens di anteprima sono relativi proprio a questa versione. For the first time ever, Race Sim Studio will be bringing its cars to rFactor 2! This is a long-awaited entry to one of sim racing’s favourite titles allowing for more ways to bring our work to the community. rFactor 2 is one of the most competent and rewarding sim experiences, so it was only natural for us to make this move. You can see some of our work-in-progress below.
  12. Dopo il successo del mod su Assetto Corsa, il lavoro dei Race Sim Studio arriva anche su rFactor 2 ! For the first time ever, Race Sim Studio will be bringing its cars to rFactor 2! This is a long-awaited entry to one of sim racing’s favourite titles allowing for more ways to bring our work to the community. rFactor 2 is one of the most competent and rewarding sim experiences, so it was only natural for us to make this move. You can see some of our work-in-progress below.
  13. 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.
  14. Acquista rFactor 2 PROMOZIONE SPECIALE! L'offerta termina il giorno 19 febbraio -50% --> 14,99€ http://store.steampowered.com/app/365960/rFactor_2/
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. 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!
  21. 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/
  22. 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.
  23. 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!
  24. 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!
  25. 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
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