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  1. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, questa volta per il mese di maggio, nel quale segnala come al solito lo sviluppo in corso sul suo rFactor 2 ed annuncia anche l'arrivo della nuova Porsche 911 RSR GTE ufficiale! Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard. Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397! Content Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great! Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below. That’s of course not all the content we’re working on. There are a several more things under construction. The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later. Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape. For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it. For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”. UI UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.
  2. [rF2] F1RFT 2015 View File F1RFT 2015 No trackpack included. Submitter Uff Submitted 01/19/2017 Category Open Wheel Mod  
  3. VELOCIPEDE

    rFactor 2 - Assetto Corsa: Ford GTE by URD !

    State guardando la 24 Ore di Le Mans come noi? Allora sarete contenti di sapere che il team UnitedRacingDesign ha appena rilasciato per rFactor 2 la nuovissima Ford GTE (acquistabile e scaricabile da questo link), aggiunta perfetta al nuovo Endurance Pack! Il rilascio sembra essere previsto anche per Assetto Corsa in futuro.
  4. VELOCIPEDE

    rFactor 2: Endurance Pack by Studio 397

    Il team Studio 397 annuncia l'arrivo per rFactor 2, con il trailer che vedete qui sotto, del nuovo ed atteso Endurance Pack, un DLC pensato specificatamente per le gare di durata che ci mette a disposizione 5 vetture inedite: Porsche 911 RSR, BMW M8 GTE, Corvette C7.R, Oreca 07 LMP2 e Norma M30 LMP3. Per commenti e discussioni fate riferimento a questo topic del forum. Out Now! Welcome to the 'Endurance Pack' for rFactor 2. Featuring the Porsche 911 RSR, BMW Motorsport M8 GTE, Corvette C7.R, Oreca 07 LMP2 and the Norma M30 LMP3. With stunning physics and new features the pack taps into the heart of rFactor 2's endurance capabilities. Get it here for €15! https://store.steampowered.com/itemstore/365960/detail/1004/
  5. Studio 397 ha appena annunciato per rFactor 2 il prossimo arrivo di un inedito Endurance Pack, specificando come prima vettura disponibile la nuovissima BMW M8 GTE, che sarà presentata in un lancio dal vivo tramite Twitch. Commenti sul forum. You can´t do endurance without one of the oldest brands: BMW - Welcome the all-new all-shiny BMW M8 GTE in our upcoming Endurance pack! We are pleased to welcome the first version of the car in a sim racing title, and wish the BMW Motorsport team good luck this weekend at #LeMans24 Don´t miss out on our Live-Launch show of the upcoming content on twitch.tv/rFactorLive Thursday 8pm CEST
  6. Dopo aver aggiornato la versione per Assetto Corsa, il team ASR Formula ha rilasciato anche per rFactor 2 la nuova versione 3.0 del suo imperdibile ASR2 Championship, progetto che ci permette di simulare il campionato di Formula 2. ASR2 Championship Mod for rFactor 2 v3.0 Changelog: V3.0: - Add Visor Mod - Add Visor Mod VR - Add PitCrew - Fix adjust mirrors Install notes: remove previous versions copy the rfcmp into "packages" folder use the rF2 launcher to install it You can found the mod in "ASR Formula Open Wheel Classic category. www.asrformula.com
  7. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, questa volta per il mese di maggio, nel quale segnala come al solito lo sviluppo in corso sul suo rFactor 2 ed annuncia anche l'arrivo della nuova Porsche 911 RSR GTE ufficiale! Commenti sul forum. Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard. Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397! Content Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great! Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below. That’s of course not all the content we’re working on. There are a several more things under construction. The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later. Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape. For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it. For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”. UI UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.
  8. VELOCIPEDE

    FIA GT3 by Apex Modding Team

    Disinstallare la versione precedente prima di installare questa. DOWNLOAD
  9. Release Of Build 1110 – Performance Improvements! It’s live! In the last couple of roadmap updates, we’ve made it no secret that we have been working hard on a set of performance upgrades. We’ve taken our time to get it right and took advantage of the DirectX 11 API as much as possible. Our focus was on performance, while keeping the actual look of the game the same. All of this centers around a concept called “frame time”, which is the time it takes to completely render a single frame to your screen(s). Obviously we want that time to be as low as possible, but we also want it to be as constant as possible as only the combination of both leads to a smooth display. In general there are three things that influence this: your video card (GPU), the processor you have (CPU) and the bus between them and their memory. Optimizing performance means looking at all three, and we’ll go into more detail on how we did that below. To update your install to this latest version you only need to make sure that you’re opted-out of any beta versions you might have been using before. This build also has a new multiplayer version (1.1110) which means we updated the dedicated server. Depending on how you installed that one, you might have to explicitly update it. Graphics Performance Improvements Thanks to DX11, we are now able to take advantage of multiple graphics threads and leverage the modern CPUs to render the scene faster. Internally we had to make quite a lot of changes to the code to make this possible and really take advantage. One area where we got a significant improvement is in our shadow rendering. Using multiple threads speeds that up, and another thing we did was to no longer render the shadows separately for each screen, which means in multiview (three screens) and VR (two screens) we are doing less work. There are also a couple of high-level optimizations we have done to very specific systems. This includes our handling of spotlights and brake disk glow, but also the way real road updates. All these systems were re-written to be more efficient from a CPU and GPU point of view. On top of that, we addressed the traffic on the bus between the CPU and GPU, minimizing and optimizing it to have a more consistent frame time, which leads to significantly less stuttering, especially on systems where this was the bottleneck in the whole pipeline. Our final optimization was of our most used and time critical shaders. We’ve optimized those to be less expensive to the GPU. As you can probably see by now, there are quite a lot of things that changed, and one question we have not answered is how much all of these changes combined influence performance? The answer is, it depends, which is why we’re not making any claims in terms of numbers, but invite you to give it a try on your own system. We are confident that you will see an improvement, both in terms of consistency in the framerate, meaning less stutters and in terms of an overall improvement. Change Log On top of these, we took the opportunity to add a few other improvements and bugfixes in several areas of the simulation. We are listing those here. New HUD Released the newly designed HUD, optimized for Full HD screens and anything else with that aspect ratio, and made it the default. We have removed our old HUD designs from the install. The “deltabest” indication gets reset at the start of a session only, instead of every time you get in the car. We also make sure to only show it when you’re on a valid lap. Ensured that the Low Speed Indicator (LSI) is still transparent. AI Fixed an issue with the AI throttle and brake application, which would cause poor accelleration at very low AI strengths. Sound Changed the way opponent volume works. If you set them to 100% in the past, they were way too loud. If you turned them down, they would not be as loud as the player car in external cameras. We introduced a damping factor now for the cockpit that can be configured per car and defaults to 0.3 that solves this issue. The number of engine samples was increased to 12 and the number of transmission samples to 6 to allow much richer sounds for both. Inputs Changed the way in which we combine primary and alternate inputs for the throttle, brake and steering to end up with more consistent behaviour for both. When using keyboard rates for analog, typically used with game controllers, we apply a lot of smoothing which initially results in a fast response, but eventually responds very slowly, making a car hard to control. We’ve designed a new algorithm that works a lot better and is more linear. Development Corner We have added some new 64 bit compatible 3D Studio Max 2012 plugins. They are still in “beta” but have been used at Studio 397 for some time now. These should help anyone working on larger scenes. Please note that, in order to improve stability, we strongly recommend updating Max to Service Pack 2. As we no longer support Max 2010 and 2011, those plugins have now been removed. We have removed gJED, as we feel the tool in its current state did not meet our quality standards. The plugin API has been enhanced and bumped to version 8, with improved application life cycle support. This brings back some of the data we had to remove because it was mixed with DirectX 9 information that we could no longer support. We also added the deltabest time for all cars. The new package and documentation for it will be released on our site soon after this release. Bugfixes Fixed the join/leave/join messages and unnecessary reloading of a car when you joined a server with car upgrades selected. Fixed a bug in our SteamPlugin which accidentally returned the wrong API version, causing the game to try to invoke it wrongly and crash. Fixed viewer crash on startup. Fixed the very dark areas on the car in the showroom, which was caused by us not correctly setting up ambient light. Fixed black screen that some people got when starting the physics (ptool) and tyre (ttool) tools. Removed a redundant log file from the Steam distribution as it would cause a verify ever on every check. Fixed two issues with the 32 bits version that crashed in specific circumstances. Displaying the performance info now works on VR as well. Wrapping it up We obviously hope you will enjoy this new build, and before we wrap up this article, there are a few closing words we would like to add. In the introduction we already stated that our focus now was on performance and with that out of the way we still have a few other areas to look at. In the graphics department we are looking at some improvements on how our rain effects look on external cameras, as well as fixing an issue that specifically affects VR in rainy conditions. We’ll elaborate a bit more on this in our monthly roadmaps. In the mean time, have a great weekend!
  10. 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. www.asrformula.com
  11. 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.
  12. Il team Slow Motion ha finalmente rilasciato per rFactor 2 l'attesa nuova versione aggiornata 2.01 del suo GP3 Series 2017-2018 mod, progetto completo che ci permette di simulare le ultime tre stagioni dell'appassionante e combattuto campionato FIA GP3. La nuova release offre una migliore grafica, ora compatibile con i nuovi standard di rFactor 2, compresa la pioggia, e tantissime altre migliorie anche ai 3D ed alla fisica. GP3 SERIES 2016/2017/2018 - NEW BUILD 2.01 - quick fix to the 2018 rain tires GP3 SERIES 2016/2017/2018 - NEW BUILD 2.00 We are proud to present the latest 2018 version of the GP3 Series, the last of its racing life. The 2018 Series has been updated in the graphics and in the physics also due to the new info a couple of GP3 Teams provided to us. Main improvements refer to the tires, 2018 specifications by Pirelli and consequently the new CPM developed by Michael Borda (please note that new 2018 tires are available only for the 2018 Series!) and the new steering wheel as fully explained in several posts into this thread. Here some more details regarding ONLY the most important changes from 1.41 to this new build: - 4K resolution for 2018 cars (higher res for body/wing/helmet/etc...) - full rain effects added to body, helmet, suit, visor for all series ("special effects" by Chris "redapg") - new tire shape for all series(3D by Chris "redapg") - new 2017/2018 hook (3D by Chris "redapg") - new 3D for 2016 and 2017/2018 steering wheel (Chris "redapg") - new DRS sides panels for 2018 cars and fake working panels (in options) - new 3D for 2018 rear wing (Chris "redapg") - new steering wheel options and new physics to keep it similar to 2016 and 2017 Series but with more turning angle (Slow Motion) - new 2018 CPM tires only for 2018 cars(Michael Borda) - refueling for leagues sim needs (in options) - new 2018 liveries, helmets, visors (Chris 'Brack Jabham', Boxer, Slow Motion) Special thanks to: - Daniel Surace, that performed a lot of very detailed tests reporting feedback and MoteC data - GP3 Engineers and Sim-rig Specialists for explanations, data and feedback - few GP3 2018 drivers for tests "Parts of this mod were taken from rFactor 2 and are used with the explicit permission of Studio 397. These parts remain the property of Studio 397 BV and may not be re-used for any purpose, including other mods without the explicit, written permission of Studio 397 BV. For more information on rFactor 2 and Studio 397, please visit: https://www.studio-397.com/". Steam version will be available soon with the new templates too: http://steamcommunity.com/sharedfiles/filedetails/?id=939773105 Here few links to the mod for manual downloading: - http://www.mediafire.com/file/e4o4k57uabf78lz/GP3Series_v.2.01.rfcmp - https://www.amazon.com/clouddrive/share/4K2oU64Br24V5LM8QIyBxXSPrrrQhJoTJUxZUkSumRA NEW/revised templates (manual downloading): body: https://www.dropbox.com/s/knpwp57kybpdd4u/GP3_body_publictemplate_2018.psd?dl=0 2018 wings: https://www.dropbox.com/s/62kir78fw5wjpl1/GP3_wings_publictemplate_2018.psd?dl=0 2017 wings: https://www.dropbox.com/s/cqild7zv5rocvmr/GP3_wings_publictemplate_2017NEW.psd?dl=0 2016 wings: https://www.dropbox.com/s/p7nvesst8il09qq/GP3_wings_template_2016_public.psd?dl=0 driver: https://www.dropbox.com/s/6lpx9juxlhwuymc/GP3_DRIVER_template_2018.psd?dl=0 helmet: https://www.dropbox.com/s/2p6g5d6xj3aw5xg/GP3_BASIC_HELMET_2018.psd?dl=0 visor cam: https://www.dropbox.com/s/c34o740014asjja/GP3_VISOR_CAM.psd?dl=0 In addition to the new build of the GP3 Series, we provide a MoTeC workspace set by PLAYLIFE and supervised by Mr.D, "our" GP3 Engineer, that is still following the development and the performances of the GP3 mod. PLAYLIFE will be more exhaustive in helping you in details, so at the moment I note only few advice: 1. download and install the "DAMPlugin for rF2" developed by Lazza: https://forum.studio-397.com/index.php?threads/damplugin-for-rf2.49363/ 2. edit the file "DAMPlugin.ini" usually stored in ...\Program Files (x86)\Steam\steamapps\common\rFactor 2\UserData\player and set to "1" ALL channels (base and extra) 3. download and install the MoTeC i2PRO build 1.1.2.0772 or above: http://www.motec.com/software/latestreleases/ 4. download, unzip and install our workspace "rF2_2017_GP3_v2.zip" that is attached to the post Once you will have driven some laps, you will be able to see all info and graphs in the MoTeC workspace, just opening our workspace and then opening the LOG file the DAMPlugin has recorded. I suggest to drive the out-of-pit lap, few laps and ending last lap driving to your pit. before pressing ESC.
  13. Il team Studio 397 torna ad aggiornarci sullo sviluppo del suo rFactor 2: fra le novità in arrivo più interessanti, che ci vengono presentate con il Roadmap Update di Aprile, troviamo lo spettacolare prototipo Norma M30 LMP3 e la mitica McLaren M23, monoposto con la quale James Hunt conquistò il titolo nel 1976, battendo Niki Lauda per un solo punto! Roadmap Update April 2018 This month we released the much anticipated performance upgrades. Judging from the feedback we got, build 1110 has provided most, if not all people a significant improvement. On top of those improvements, we also added several new features, one of which was a refinement of our tyre model, which Michael explained extensively in his blog. In the last couple of weeks we’ve been monitoring our forums and other channels to resolve any remaining issues. As promised, we also intend to address some remaining issues with our rainy conditions. In VR the performance is still relatively low, and viewed from external TV cameras the raindrops, when zoomed in, look too big. Both issues are still on our list for a future update. We also took part in the Luminis DevCon, a yearly conference that we organize in a big movie theater by developers for developers. Studio 397 was there, and we brought two rigs for people to try rFactor 2. One of them was a prototype of a new monocoque by Bernax that was setup to use VR, the other our office rig with triple screens. As a special guest we had Rudy van Buren, McLaren’s World’s Fastest Gamer, join us for the keynoteand answering questions and giving advice all day, and Marcel gave a talk about the future of simracing. Norma M30 LMP3 Two months ago we announced we had licensed the Norma M30 LMP3 car. Working closely with both Norma and one of the first team to race this car, Duqueine Engineering, we are now in the final stage of production for this car, testing the car on different virtual tracks and comparing its performance with the telemetry and other data we gathered. This car will be one of five in our next car pack, joining the Corvette C7.R and the Oreca 07 LMP2, with two more, yet unannounced GTE cars to come. In fact all five cars are actually in the final stage so pending final approval from the different manufacturers we are getting close to a release. Actually, the whole LMP3 class is fairly new, being launched by ACO in 2015, when five constructors were selected to build the chassis with Nissan providing a 420hp engine to power all of them. Norma introduced their car, the M30, in February of 2017, and since the car has been used by a growing number of teams and winning quite a few races they entered in. At Studio 397 we met the guys from Duqueine Engineering in one of their first races with the car at Spa during the ELMS race, and this is where we started to examine the possibility of bringing this car to rFactor 2. UI and Competition On the topic of UI and Competition we are still working hard to finish both, and at this point we really don’t have much more to say other than that both are being tested internally. Some of the things that are currently being tested are the localisation of the interface, which we are basing on open standards to ensure that it will be easy for translators to provide a new version in their own language by leveraging existing tools. On the competition side we are now testing sequences of different types of sessions, ensuring our servers can transition from one to the other and have the results of one session (such as a qualification result) influence the next session (the grid for the start of a race). Historics Last week we already showed you the latest screenshots for the March 761, the first car to accompany the Brabham BT44B which has been in development for quite some time and also served as the main character in a whole series of blogs that explain all intricate details of the rFactor 2 physics engine. What we did not say is that we are not stopping there. After these two cars are released, we are going to add another, and we are very proud to announce that this will be the McLaren M23. This car is the one James Hunt drove in and won the championship with in 1976, beating Niki Lauda by just one point! We certainly hope that these cars will please the many fans of historic racing we have! That concludes this month, and its roadmap. We have a lot of things in motion at the moment and we’re pushing hard to finish those things so we can share them with you as, believe it or not, we are as impatient as you to start driving! Have a great month!
  14. Il team Studio 397 torna ad aggiornarci sullo sviluppo del suo rFactor 2: fra le novità in arrivo più interessanti, che ci vengono presentate con il Roadmap Update di Aprile, troviamo lo spettacolare prototipo Norma M30 LMP3 e la mitica McLaren M23, monoposto con la quale James Hunt conquistò il titolo nel 1976, battendo Niki Lauda per un solo punto! Commenti sul forum. Roadmap Update April 2018 This month we released the much anticipated performance upgrades. Judging from the feedback we got, build 1110 has provided most, if not all people a significant improvement. On top of those improvements, we also added several new features, one of which was a refinement of our tyre model, which Michael explained extensively in his blog. In the last couple of weeks we’ve been monitoring our forums and other channels to resolve any remaining issues. As promised, we also intend to address some remaining issues with our rainy conditions. In VR the performance is still relatively low, and viewed from external TV cameras the raindrops, when zoomed in, look too big. Both issues are still on our list for a future update. We also took part in the Luminis DevCon, a yearly conference that we organize in a big movie theater by developers for developers. Studio 397 was there, and we brought two rigs for people to try rFactor 2. One of them was a prototype of a new monocoque by Bernax that was setup to use VR, the other our office rig with triple screens. As a special guest we had Rudy van Buren, McLaren’s World’s Fastest Gamer, join us for the keynoteand answering questions and giving advice all day, and Marcel gave a talk about the future of simracing. Norma M30 LMP3 Two months ago we announced we had licensed the Norma M30 LMP3 car. Working closely with both Norma and one of the first team to race this car, Duqueine Engineering, we are now in the final stage of production for this car, testing the car on different virtual tracks and comparing its performance with the telemetry and other data we gathered. This car will be one of five in our next car pack, joining the Corvette C7.R and the Oreca 07 LMP2, with two more, yet unannounced GTE cars to come. In fact all five cars are actually in the final stage so pending final approval from the different manufacturers we are getting close to a release. Actually, the whole LMP3 class is fairly new, being launched by ACO in 2015, when five constructors were selected to build the chassis with Nissan providing a 420hp engine to power all of them. Norma introduced their car, the M30, in February of 2017, and since the car has been used by a growing number of teams and winning quite a few races they entered in. At Studio 397 we met the guys from Duqueine Engineering in one of their first races with the car at Spa during the ELMS race, and this is where we started to examine the possibility of bringing this car to rFactor 2. UI and Competition On the topic of UI and Competition we are still working hard to finish both, and at this point we really don’t have much more to say other than that both are being tested internally. Some of the things that are currently being tested are the localisation of the interface, which we are basing on open standards to ensure that it will be easy for translators to provide a new version in their own language by leveraging existing tools. On the competition side we are now testing sequences of different types of sessions, ensuring our servers can transition from one to the other and have the results of one session (such as a qualification result) influence the next session (the grid for the start of a race). Historics Last week we already showed you the latest screenshots for the March 761, the first car to accompany the Brabham BT44B which has been in development for quite some time and also served as the main character in a whole series of blogs that explain all intricate details of the rFactor 2 physics engine. What we did not say is that we are not stopping there. After these two cars are released, we are going to add another, and we are very proud to announce that this will be the McLaren M23. This car is the one James Hunt drove in and won the championship with in 1976, beating Niki Lauda by just one point! We certainly hope that these cars will please the many fans of historic racing we have! That concludes this month, and its roadmap. We have a lot of things in motion at the moment and we’re pushing hard to finish those things so we can share them with you as, believe it or not, we are as impatient as you to start driving! Have a great month!
  15. VELOCIPEDE

    rFactor 2 Build 1110 disponibile !

    Decisamente a sorpresa, il team Studio 397 ha appena rilasciato la nuova versione aggiornata del suo rFactor 2. La nuova Build 1110 si preoccupa innanzi tutto di migliorare le performance grafiche, ma ci offre anche un nuovo HUD, migliorie sul sonoro e bugfixing vario. It’s live! In the last couple of roadmap updates, we’ve made it no secret that we have been working hard on a set of performance upgrades. We’ve taken our time to get it right and took advantage of the DirectX 11 API as much as possible. Our focus was on performance, while keeping the actual look of the game the same. All of this centers around a concept called “frame time”, which is the time it takes to completely render a single frame to your screen(s). Obviously we want that time to be as low as possible, but we also want it to be as constant as possible as only the combination of both leads to a smooth display. In general there are three things that influence this: your video card (GPU), the processor you have (CPU) and the bus between them and their memory. Optimizing performance means looking at all three, and we’ll go into more detail on how we did that below.
  16. Dopo lunga attesa, il team Enduracers ha finalmente rilasciato per rFactor 2 la nuova ed attesissima versione aggiornata 2.0 del suo acclamato Endurance Series Mod, il progetto dedicato al motorsport endurance sul titolo targato Studio 397. La nuova release ci mette a disposizione numerose nuove vetture, come la Oreca 05, Ligier JSP3, Corvette C7.R, Ferrari F458 e Flat6 RSR Evo, inoltre apporta un notevole update sul fronte della fisica e del modello delle gomme. Per il download del pacchetto da ben 3,6GB correte qui, mentre per commenti e discussioni fate riferimento al forum. EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Endurance Series rF2 build 2.00 ! After monthes of work, we are delivering the you what should be considered as the final Endurance Series release in terms of content. New cars included are the Oreca 05, Ligier JSP3, Corvette C7.R, Ferrari F458 and Flat6 RSR Evo. Check our website for all details. The build comes together with a physic update for all the cars, with in particular the introduction of CPM2 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. Be carefull, the mod is big, reaching more than 3,6Gb now. Complete news : http://www.enduracers.com/newsletter_50.html We would like to thank Studio 397 for the development support !
  17. 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
  18. 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.
  19. La McLaren 650S GT3 ufficiale è la prima vettura del pacchetto GT3 di auto create con licenza da Studio 397, rilasciata tramite Steam, sia come vettura singola, sia come pack di varie GT3. McLaren has become the first Formula 1 team to enter the esports arena, announcing World’s Fastest Gamer – the world’s most intense and demanding competition for virtual racers. It’s a contest that will see the winner offered the best job in esports – a role with the Formula 1 team as one of its official simulator drivers.
  20. 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!
  21. VELOCIPEDE

    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!
  22. VELOCIPEDE

    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!
  23. 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
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