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  1. Il team Studio 397 ha appena pubblicato un nuovo roadmap update per aggiornarci sullo sviluppo del suo rFactor 2. La principale fantastica notizia è che dal 1 maggio sarà disponibile la prima versione beta del software con il nuovo motore grafico spinto dalle DirectX 11. Come si nota dalle immagini di anteprima, il miglioramento estetico sarà più che notevole! With about a week and a half left until May 1st, it’s time for our monthly update again. We’re sure everybody is looking forward to the new build, and we’re happy to announce that both the DX11 graphics engine and VR support will be released as promised. DX11 Over the last couple of months, we’ve revealed several development screenshots of the DirectX 11 engine to share with you our enthusiasm for the possibilities it brings. The new engine is not only the basis for our VR implementation, but it also enabled a new, improved HDR tone mapper and a bunch of post effects that greatly enhance the overall atmosphere of the simulation. We tried to strike a balance between using these effects to render the real-world imperfections of cameras while retaining the “first person view” you have when racing. At the same time we kept two very important goals in mind: we needed to ensure that, with the same graphics settings, the DX11 engine is at least as fast as the DX9 engine, and that existing content is still compatible with the new engine, so all the content out there can still be fully enjoyed. We are quite sure we succeeded in both, and we extensively tested the new graphics engine with our community of beta testers. That said, we want to make sure that everybody is able to run this new build without a hitch, which is why we are making the initial release available as an “open beta.” Starting May 1st, anybody can switch to this new build and try it out. It is fully multiplayer compatible with the DX9 build. If for some reason you run into any problems with the new build, you can easily revert to the previous engine with just one click. We didn’t just stop at updating the graphics engine, though. While we’re at it, we also updated some of our existing content to DX11, so you can expect the first of a series of Studio 397 updates as well. And you’ll be happy to know, these updates don’t just concern the graphics: in some cases we also made changes to and upgraded the physics. The new graphics engine really lets our content shine. It provides so much improvement that we have decided to postpone releasing any new shaders. To whet your appetite, take a look at these new screenshots showing off the new engine and some of the camera post effects in action: Virtual Reality If you have been following us on Facebook, you’ve already enjoyed some teaser shots of our VR implementation. We have since added some features such as support for our HUD, including virtual mirrors, as well as a way to browse the UI in VR mode. Mouse control is enabled for the UI, although we are definitely considering adding other options for controlling the VR interface. User Interface We know you are eagerly awaiting the new user interface, and we share your impatience. However, because we want to give you the full experience of the new UI and all its capabilities, we feel it is not quite ready for prime time just yet. Although that means we will ship the first open beta release with our existing UI, it will be upgraded to the new UI once that’s ready for release. As we announced last month, we are now able to easily push updates, and we will use this ability to quickly release updates to the open beta in the upcoming weeks. Our goal is to ensure that we have a stable release for everybody, allowing us to begin phasing out the DX9 build altogether after a few months. In the meantime, our concern is to ensure that everybody has a fully functioning and compatible version of rFactor 2 to race with. Content Work on the Radical continues. With most of the graphics in place, our focus has now shifted to the physics and the sounds for this car. It’s not ready to be unveiled yet, but we can tease you with one of the other new cars that we have started working on soon! Watch our social media. Modding The modding community just recently gained access to an early DX11 build, and we released some guidelines for artists to work with the new rendering engine. Expect to see updates of third party content coming soon. In general, the new engine requires modders to make only minor changes. One area we are still working on concerns “plugins” that render directly to the screen. These plugins will not work properly in the first open beta. We are actively looking at improving our implementation of this functionality overall.
  2. Il team Studio 397 ha appena pubblicato un nuovo roadmap update per aggiornarci sullo sviluppo del suo rFactor 2. La principale fantastica notizia è che dal 1 maggio sarà disponibile la prima versione beta del software con il nuovo motore grafico spinto dalle DirectX 11. Come si nota dalle immagini di anteprima, il miglioramento estetico sarà più che notevole! Commenti sul forum. With about a week and a half left until May 1st, it’s time for our monthly update again. We’re sure everybody is looking forward to the new build, and we’re happy to announce that both the DX11 graphics engine and VR support will be released as promised. DX11 Over the last couple of months, we’ve revealed several development screenshots of the DirectX 11 engine to share with you our enthusiasm for the possibilities it brings. The new engine is not only the basis for our VR implementation, but it also enabled a new, improved HDR tone mapper and a bunch of post effects that greatly enhance the overall atmosphere of the simulation. We tried to strike a balance between using these effects to render the real-world imperfections of cameras while retaining the “first person view” you have when racing. At the same time we kept two very important goals in mind: we needed to ensure that, with the same graphics settings, the DX11 engine is at least as fast as the DX9 engine, and that existing content is still compatible with the new engine, so all the content out there can still be fully enjoyed. We are quite sure we succeeded in both, and we extensively tested the new graphics engine with our community of beta testers. That said, we want to make sure that everybody is able to run this new build without a hitch, which is why we are making the initial release available as an “open beta.” Starting May 1st, anybody can switch to this new build and try it out. It is fully multiplayer compatible with the DX9 build. If for some reason you run into any problems with the new build, you can easily revert to the previous engine with just one click. We didn’t just stop at updating the graphics engine, though. While we’re at it, we also updated some of our existing content to DX11, so you can expect the first of a series of Studio 397 updates as well. And you’ll be happy to know, these updates don’t just concern the graphics: in some cases we also made changes to and upgraded the physics. The new graphics engine really lets our content shine. It provides so much improvement that we have decided to postpone releasing any new shaders. To whet your appetite, take a look at these new screenshots showing off the new engine and some of the camera post effects in action: Virtual Reality If you have been following us on Facebook, you’ve already enjoyed some teaser shots of our VR implementation. We have since added some features such as support for our HUD, including virtual mirrors, as well as a way to browse the UI in VR mode. Mouse control is enabled for the UI, although we are definitely considering adding other options for controlling the VR interface. User Interface We know you are eagerly awaiting the new user interface, and we share your impatience. However, because we want to give you the full experience of the new UI and all its capabilities, we feel it is not quite ready for prime time just yet. Although that means we will ship the first open beta release with our existing UI, it will be upgraded to the new UI once that’s ready for release. As we announced last month, we are now able to easily push updates, and we will use this ability to quickly release updates to the open beta in the upcoming weeks. Our goal is to ensure that we have a stable release for everybody, allowing us to begin phasing out the DX9 build altogether after a few months. In the meantime, our concern is to ensure that everybody has a fully functioning and compatible version of rFactor 2 to race with. Content Work on the Radical continues. With most of the graphics in place, our focus has now shifted to the physics and the sounds for this car. It’s not ready to be unveiled yet, but we can tease you with one of the other new cars that we have started working on soon! Watch our social media. Modding The modding community just recently gained access to an early DX11 build, and we released some guidelines for artists to work with the new rendering engine. Expect to see updates of third party content coming soon. In general, the new engine requires modders to make only minor changes. One area we are still working on concerns “plugins” that render directly to the screen. These plugins will not work properly in the first open beta. We are actively looking at improving our implementation of this functionality overall.
  3. Il team Studio 397 ritorna ad aggiornarci anche a marzo sullo sviluppo in corso del suo rFactor 2. Gli sviluppatori ci raccontano dei miglioramenti apportati dall'utilizzo delle DirectX 11, l'implementazione del supporto alla VR, i nuovi menu di gioco ed il prossimo arrivo delle nuove vetture Radical. Spring is in the air and we’re pleased with our progress over the past few months. We have a lot to share with you. We decided to take the time to really bring together all of the newly developed elements – UI, VR, and DX11. Although this puts us slightly behind our targeted “end of Q1” release date, we promise you it will be worth the wait. In addition, we wanted to make sure that modders and leagues have enough time to update their content so it shines in the new engine. With all of this in mind, we’re targeting a release date of May 1st. DX11 Pipeline and Post FX Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way. Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light. Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track! Virtual Reality is operational Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience! Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras. User Interface The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments. Radical Content We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced. Modding We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum. That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!
  4. rfactor 2

    Segnalo oggi a tutti gli appassionati di rFactro 2 un gustoso tris modding, in grado di soddisfare tutte le esigenze: con il F1 1996-1997 di Schumi potete rivivere due storiche stagioni della Formula 1 del passato, se preferite invece le monoposto moderne potete scaricare il Formula Frenky 2016, aggiornato alla versione 1.25, infine se impazzite per le GT, non perdetevi la release 0.952 del FIA GT3 creato dagli Apex Modding.
  5. L'attivissimo Studio 397, che vi ricordiamo ha rilevato dagli ISI lo sviluppo di rFactor 2, ha pubblicato sul blog ufficiale un nuovo Roadmap Update del mese di Febbraio, per aggiornare gli appassionati sullo sviluppo del software, su cosa si sta lavorando al momento e cosa aspettarsi nell'immediato futuro. Il menu proposto è decisamente ricco, visto che si parla di VR, grafica in DirectX 11, una nuova struttura per le competizioni, menu UI, il circuito di NOLA, comunicazioni Radio e persino un interessante invito ai modders... We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you. Updates include new DX11 screenshots, a release date for NOLA Motorsports Park, an update on VR, our UI, competition support, radio communication and an offer to help modders upgrade their content to DX11.
  6. L'attivissimo Studio 397, che vi ricordiamo ha rilevato dagli ISI lo sviluppo di rFactor 2, ha pubblicato sul blog ufficiale un nuovo Roadmap Update del mese di Febbraio, per aggiornare gli appassionati sullo sviluppo del software, su cosa si sta lavorando al momento e cosa aspettarsi nell'immediato futuro. Il menu proposto è decisamente ricco, visto che si parla di VR, grafica in DirectX 11, una nuova struttura per le competizioni, menu UI, il circuito di NOLA, comunicazioni Radio e persino un interessante invito ai modders... Fate riferimento al forum per discussioni e commenti. We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you. Updates include new DX11 screenshots, a release date for NOLA Motorsports Park, an update on VR, our UI, competition support, radio communication and an offer to help modders upgrade their content to DX11. We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you. VR Update With DX11 implementation complete, we are now in our first development stage for VR. Our initial focus is the in-car driver experience with both the Oculus Rift and the HTC Vive. The second development stage will delve deeper into the environmental capabilities of the VR experience, which we will share over the next couple of months. DX11 Content Peek Last month we shared with you our first comparison shots for DX11. In the last couple of weeks we’ve focused on ensuring compatibility with existing content as well as further improvements to the way we render our HDR output. We’ll let the new screenshots speak for themselves. Competition Update Development of the competition infrastructure is going well and is on track to be released this summer. Drivers and teams will be able to record their stats, achievements and results, which then can be accessed through any device and shared with friends. Competitions will feature selected existing content and new content. Details will be announced in the coming months. Our main focus is to create feature rich mechanics that provide a challenge for new drivers and seasoned sim racing veterans alike. UI Update We are super excited about our new user interface, which is currently under development. The new UI not only provides a more intuitive and user-friendly experience, it also offers improved flexibility and the ability to add new elements and modules. NOLA Motorsports Park Whether you choose to race a kart, open wheeler, or tintop, the large variety of configurations makes NOLA a very versatile and challenging track to master. NOLA Motorsports Park will be released on February 28th! Radio Communication Most racing series use radio communication to let drivers talk to their team and pit crew. Some series also have race control broadcasting instructions. For example, oval racing series such as Stock Car typically also have spotters that keep an eye on what’s happening to keep you out of trouble. We are working on expanding our current system, which is centered on the spotter’s role, into a system that allows different people to talk to you on the radio. In addition, we intend to make the communication more interactive by giving you the ability to ask for information or instructions. Modding We’re excited to invite modding teams to join our private forum. We are looking to work with those of you in the modding community to explain the necessary steps that ensure your content continues to work flawlessly with the new DX11 engine. Modders joining our forum will also get access to pre-release builds of the DX11 graphics engine (still in alpha). Our goal is to ensure that your content is ready to go when we do the first public release of the new engine. If your modding team is interested, please register on our forum and start a conversation with Christopher and Marcel, stating: Your modding team name and all the names and forum names of members that need access. A list of mods you have released for rFactor 2 (either links to the workshop, or some other reference). Any other interesting information about your team such as mods you are still working on. That wraps up this roadmap update. We are looking forward to the coming month of development so we can continue to share with you our progress on the new innovative elements planned over the next few months!
  7. carrera4

    Dopo il recente speciale dedicato all'incredibile F1 1988 mod per rFactor 2, che ha riscosso un grande successo, il nostro Mauro Stefanoni ha pensato di rivolgersi direttamente alla "fonte" di tanta passione... L'ormai espertissimo modder italo inglese Carrera4 è il creatore di uno dei mod di Formula Uno più coinvolgenti e ben realizzati, presente su entrambi i titoli targati ISI, rFactor e rFactor2. Nell'intervista che segue ci racconta di come ha iniziato la sua avventura nel mondo dei mod e di quanto la passione giochi un ruolo fondamentale nella realizzazione di un ottimo lavoro. Prima di tutto, quando e perché hai iniziato a lavorare ad un mod? E cosa ti ha spinto a creare questo mod in particolare? Ho iniziato molti anni fa su F1 Challenge (uno dei primi simulatori basati sull’engine degli ISI), poi sono passato ad rFactor1. All’inizio il modding era incentrato sui circuiti, modificavo molto i circuiti di altri per uso personale e cosi ho cominciato pian piano a imparare la tecnica, fino al rilascio dei primi circuiti completamente nuovi. All’epoca c’erano un paio di macchine di F1 dell ‘86 e ‘88 che mi piacevano molto e per questo ho iniziato a creare circuiti di quegli anni. Sempre con la speranza che qualcuno facesse un bel mod completo del campionato 1988. Ma dopo qualche anno decisi di non aspettare più e di fare il mod per me stesso. In realtà non avevo nessun piano di rilasciarlo ma un amico mi disse dopo averlo provato che non avevo niente da perdere e che il mod era abbastanza decente [ride] per renderlo pubblico. Quanto tempo è passato prima che potessi pubblicare la prima versione? La mia prima versione del mod l'ho rilasciata se ricordo bene nel 2009, ci avevo lavorato solo sei mesi. Mi ricordo che ci lavoravo tutti i giorni per minimo 3 ore come un pazzo [ride]. Ma sui circuiti ho lavorato molto più a lungo. L`ultimo circuito (Suzuka) l'ho finito appena nel 2016. Subito dopo ho incominciato i lavori su rF2. Una domanda di pura curiosità, che si pongono in tanti, me compreso: come si realizza un mod di auto valido, ben fatto, come il tuo? Prima di tutto ci vuole moooolta passione e tempo; io per esempio tempo ne ho poco, ma penso di avere il talento di lavorare veloce e questo sicuramente mi ha aiutato. Poi sin da giovane ho sempre guidato macchine sportive (anche se vecchiotte per mancanza di soldi) che ho sempre aggiustato e modificato per conto mio nella mia piccola officina e quindi conosco bene anche la meccanica. Ho trascorso anche molte ore in pista con vari tipi di auto, molto spesso con la mia vecchia Porsche Carrera4 del 1990 (da qui il mio nome appunto “Carrera4”). Tutta questa esperienza sicuramente mi ha aiutato ma non è al 100% necessaria. Passione e un po’ di talento bastano. Quindi con un pò di pazienza e software adeguati si può fare un bel lavoro? Sicuramente aiuta l’esperienza in campo informatico (come nel mio caso per altro) ma non è a tutti costi necessaria.Come tutte le cose quando si ha la passione per qualcosa si riesce a creare tutto. Quanto è stato utile il supporto della community? Sin dalle prime versioni è stato accolto bene come mod ma immagino che in molti ti avranno chiesto di cambiare qualcosa o migliorare questo invece di quest'altro. Aiuta molto, specialmente in un aspetto: quando crei qualcosa da solo e per te stesso, magari non controlli e ti sfugge qualche dettaglio. Cosa che si fa invece quando una mod è pubblica, anche per non fare brutta figura [ride] Ti dà pure quella chicca in più di motivazione che ti porta a finire un lavoro che magari senza la community non finiresti mai. Quali programmi hai per il futuro? Continuerai ad aggiornare questo mod ancora per molto oppure stai pensando di iniziare qualcos'altro? Programmi ne ho tanti, ma se vedo quanto tempo è stato necessario per una sola stagione che per di più non è neppure finita, non so se riuscirò a trovare la motivazione e il tempo per cominciare qualcosa di nuovo. Ho sempre lavorato su piccoli progetti e realizzato qualche singola macchina o circuito modificato, ma solo per uso privato. Sicuramente continuerò il lavoro sulla stagione ’88; non ho ancora perso la passione per queste macchine che dopo tutti questi anni ancora mi affascinano. Inoltre spero che rFactor 2 continui la sua strada che ha preso sin dall`inizio, anche se lo sviluppo è un po’ lento. Ma secondo me è ancora il miglior simulatore e per le sensazioni di guida non c'è di meglio ed è questa la cosa più importante per noi appassionati di auto da corsa. Un ringraziamento speciale va a Carrera4 per aver reso possibile l'intervista. Commenti sul forum A cura di Mauro Stefanoni
  8. f1 1988

    Rilasciato oltre un mese fa, questo mod per rFactor 2 ci permette di rivivere le emozioni al volante di tutte le vetture di F1 del 1988. Sono sicuro che molti di voi lo avranno già scaricato e sapranno di cosa stiamo parlando. Ora, dopo aver provato e sviscerato fino in fondo il mod, sono pronto a raccontarvi le mie impressioni. Gara dopo gara, auto dopo auto, sono stato attratto sempre più dall'ottimo lavoro fatto dal modder italiano, fino a perderci (in realtà a guadagnarci) decine di ore. Correva l’anno 1988 e la Formula Uno si apprestava ad abbandonare definitivamente i super potenti motori turbo. Questo non impedì tuttavia ad alcune case costruttrici di affidarsi ancora un’ultima volta all’esplosività dei delicati propulsori: così fecero, infatti, Ferrari, Lotus, le meno acclamate Osella e Zakspeed e poi la McLaren. Fu proprio quest’ultima, la scuderia di Woking, a dominare dall’inizio alla fine il campionato; un susseguirsi di pole position e vittorie, interrotte solamente una volta dalla Ferrari guidata da Berger. Vinse quindi la leggenda Ayrton Senna, davanti al quattro volte campione del mondo, nonché suo compagno di squadra Alain Prost. Nonostante questa evidente monotonia, quello del 1988 fu un campionato ricco di emozioni, auto fantastiche, circuiti bellissimi e ancora emozioni a non finire. È per questo motivo che ero esaltatissimo all’idea di poter finalmente mettere le mani sull’ultima versione del mod di Carrera4 e provare sulla pelle, volante alla mano, le mille sfaccettature delle numerose vetture messe a disposizione. E sì, non ho potuto fare altro che guidare su ogni meraviglioso circuito, perché sono curioso, perché è stato fatto un ottimo lavoro e perché, diciamocelo chiaramente, la maggior parte dei circuiti di allora erano molto più affascinanti di quelli dei tempi odierni. Selezionato il mod tra le varie opzioni disponibili, compare nella schermata principale il logo “FIA 1988 F1 World Championship” e come se non bastasse, a denotare la vera e profonda passione profusa dal modder italiano, ogni volta che si carica una sessione vediamo la foto che ritrae il podio, con i vincitori, del gran premio che abbiamo selezionato e accanto la locandina originale del Gp dell’epoca. Sono cose di per sé superficiali, ma si sa che agli appassionati di Formula Uno piacciono queste vere e proprie chicche. Non mi resta quindi che selezionare una vettura e iniziare a guidare. Mai ci fu scelta più ardua, perché di fronte a me si palesa la lista completa delle trentuno auto ufficiali che hanno preso parte al campionato; ecco che allora, come un bambino che si appresta a decidere con quale macchinina giocare sul tappetino, anch’io mi accingo a scegliere la prima auto da guidare: di fronte a me c’è la Rossa, c’è la mitica McLaren ma dopo una veloce carrellata, punto la Benetton b188 (quella di Nannini per l’esattezza). Non so di preciso il motivo. Forse perché mi piacciono le auto particolari o forse per la sua livrea sgangherata, tutta colori sgargianti, verde, gialla, un po’ rossa e un po’ azzurra. Ora che ho deciso che monoposto guidare, scelgo il circuito che conosco meglio in configurazione “1988”, l’Autodromo di Imola. Eccoci in pista, o meglio ai box, con il meccanico di fronte che mi fa il segno di partire: accendo il motore, che ha un volume alto, notevolmente alto, però non distorto né contorto; è pulito e acuto, graffiante (del resto è un 3.5 V8 aspirato) e quando premo sull’acceleratore sale di giri in pochi millesimi di secondo, facendo impazzire la lancetta del contagiri quando raggiunge la “zona rossa”. Metto quindi la prima e senza indugi esco dai box, dando inizio alla mia sessione di pratica, seguito da altre monoposto. Superata l’uscita della pitlane, disinserisco il limitatore (in automatico è impostato a 400km/h) e guardo nello specchietto a sinistra, fingendo di essere un vero pilota dell’epoca, perché sì, sono bastati pochi metri, pochi istanti che già questo mod, con la sua atmosfera carica, mi ha stregato e so che mi terrà incollato allo schermo per ore. Il circuito di Imola è da sempre uno dei più affascinanti e impegnativi e nei primi giri con la Benetton, faccio tutto con molta cautela, in primis scaldo le gomme. Non avendo ancora dimestichezza con i vari setup lascio tutto come di default e anche così la monoposto non sembra essere troppo imbizzarrita, nemmeno nelle curve più toste, come alle Acque Minerali. Perde solo trazione fuori traiettoria e ovviamente ha dei freni molto delicati per cui ogni volta che affronto una staccata in modo deciso, le ruote si bloccano leggermente. Inoltre, dopo alcuni giri, quando inizio a fare sul serio, noto che l’auto tende a sbandare in frenata, soprattutto quando inserisco la prima alla Tosa. Rientro ai box e vado a smanettare per la prima volta fra i setup disponibili e decido di modificare il bilanciamento dei freni, oltre che ammorbidire di poco le sospensioni posteriori. Tornato in pista, sento fin da subito un leggero miglioramento, ma la cosa migliore è fare pratica e così sia. Inoltre, grazie al motore aspirato, la Benetton gode di una buona ripresa in uscita dalle curve, non è difficile da domare, non scoda impazzita come una vettura sovralimentata e col passare dei giri, pennellare le curve diventa una soddisfazione piacevole, molto gradevole. Mi bastano ventidue giri per innamorarmi di questa prima vettura, che non sarà la più famosa, né la più veloce, ma forse proprio per questo motivo ha saputo conquistarmi in poco tempo. Decido, però, di cambiare pista, ma non auto, non ora che sono riuscito a trovare un certo feeling con la Benetton; e cosa attira di più la mia attenzione? Ovviamente l’angusto tracciato cittadino di Montecarlo, perfetto per mettere alla prova le caratteristiche della vettura anglo-italiana e i miei fervidi riflessi. Cambio anche il clima, scegliendo temperature più fredde, con cielo grigio e uggioso. Scelta strana ma dettata principalmente dal meteo che intravedo fuori dalle finestre di casa. Di nuovo ai box, attuo subito un cambio al setup, andando ad accorciare le marce, conscio dei numerosi cambi che dovrò effettuare. Premetto che non ho mai corso su questo tracciato così come si trovava nel 1988, quindi nei primi giri sbaglio allegramente alcune traiettorie, finendo a muro ripetutamente (e facendo anche una misera figura). Devo solo stringere i denti e concentrarmi, giacché ho capito come comportarmi con la mia monoposto: alla Sainte Devote freno in leggero anticipo, così facendo posso uscire più veloce e sicuro; è una tattica che adotto nei tratti più concitati del circuito e dopo mezz’ora circa di pratica, la classifica mi vede premiato con il secondo tempo, alle spalle dell’alter ego virtuale di Nelson Piquet. Soddisfatto, non smetto di correre ma continuo a infilare giri su giri e mi diverto, eccome se lo faccio. Perché una delle caratteristiche di questo mod, è che ti fa venire voglia di continuare a girare in pista, sa divertire senza troppe pretese; mi sento veramente come un bimbo nel paese dei balocchi. È tempo tuttavia di scendere dalla colorita vettura di Nannini e scegliere qualche altra auto con la quale scorrazzare in giro per il mondo. Così, in successione, provo prima la Ferrari f187/88c, che col suo ormai collaudato 1.5 V6 turbo, sprigiona la bellezza di 660 cavalli vapore e mi fa sudare almeno cinque camicie in più rispetto alla Benetton; poi, credendo di aver capito come gestire lo sfogo del turbo, passo alla Camel Lotus, ignaro che il motore Honda che monta, sia ancora più aggressivo. Tuttavia dopo parecchi giri sul circuito di Monza, riesco a comprendere le meccaniche di guida, capisco come sfruttare la prepotenza in uscita di curva del potentissimo motore turbo e inanello una serie di buoni giri. Fiero di me stesso passo allo step successivo, in altre parole mi metto al volante della più vincente di tutte, la McLaren Honda. Con la bellissima livrea bianca e rossa ha fatto impazzire migliaia di tifosi ed io ne ho una identica sulla mensola in cameretta. Carico più che mai decido di intraprendere un intero campionato, fiducioso di conoscere al meglio la suddetta vettura nel corso di poche gare. In realtà va anche meglio, perché la McLaren di Senna e Prost, a parte qualche sbandata di troppo in percorrenza di curve lente, si guida piuttosto tranquillamente e forse questo è dovuto anche al fatto che sono finalmente in grado di gestire per bene la potenza straripante del V6 giapponese. La prima gara è in Brasile, e Jacarepagua è una splendida sorpresa per me. Non avevo mai provato il circuito eppure mi sono bastati pochi giri per trovarmi subito a mio agio: il raggio delle curve è adatto sia a me sia alla monoposto e di fatti mi diverto un sacco e vinco pure la gara, nonostante sia partito nelle retrovie, avendo io fatto confusione col regolamento delle qualifiche. E così, in preda alla nostalgia più pura, lotto per la vittoria anche a Imola e Montecarlo. Faccio poi le conoscenze del circuito del Messico, che trovo divertente e ben riprodotto come del resto tutti, e dico tutti, gli altri circuiti del mod. Di certo c’è qualche miglioria da apportare in campo grafico, ma in full hd si gode comunque di un’ottima rappresentazione. Passano i giorni e scorrono sotto i miei occhi anche gli altri circuiti: Montreal, coi suoi muri da campioni; Detroit, Paul Ricard e via via tutti gli altri fino al gran premio del Giappone, che è uno dei miei preferiti e al circuito cittadino di Adelaide, in Australia. Dopo ore al volante della McLaren non sono ancora stanco di guidarla, perché ogni occasione offre emozioni diverse e nel corso del campionato mi ha fatto entrare ancor di più nel mood nostalgico che questo piccolo gioiello che è il mod, ti fa vivere. Per il restante tempo faccio ciò che ho sempre voluto fare fin dall’inizio: provare tutte le monoposto delle varie Scuderie, persino la semi-sconosciuta Eurobrun. Sì, alcune di esse sembrano simili da guidare, sarà che condividono lo stesso motore o la stessa architettura. Sì, molte di esse non sono veloci quanto le più famose McLaren e Ferrari, ma ciò che si prova mettendosi al loro volante è un’emozione veramente difficile da spiegare; solo chi è davvero appassionato di auto e di Formula Uno, può capire. È la gioia di poter guidare auto che hanno fatto a loro modo la storia del Circus; è la soddisfazione che si ha mentre si guida; è la nostalgia che perenne imperversa sui circuiti nervosi. Ecco, questo mod di carrera4 riesce di sicuro in questo, nonostante alcune piccole migliorie tecniche da apportare: ti da soddisfazioni, ma soprattutto ti fa divertire, senza essere sempliciotto né esigente. È un mod per tutti ma ancor di più per chi ama e ha amato uno sport estremo come la Formula Uno e ha davvero le carte in regola per diventare uno dei più grandi mod di successo del mondo di rFactor. Commenti e discussioni sul forum. DOWNLOAD A cura di Mauro Stefanoni
  9. New Website looks Awesome! Thanks DrivingItalia.NET!

  10. Lo Studio397 ha appena pubblicato un nuovo roadmap per aggiornarci sullo sviluppo del suo rFactor 2. La prima notizia interessante è che martedi 20 dicembre sarà rilasciata la nuova build 1108 del simulatore ex ISI, che sarà disponibile esclusivamente tramite Steam (l'offerta per trasferire il software su Steam è prorogata fino al 31 gennaio). La nuova release porta con sè alcune novità interessanti, spiegate qui di seguito in dettaglio, mentre il team è già in beta testing con la nuova grafica in DirectX 11... On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017. To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline. A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards. Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it. As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen. Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months. We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model. More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model ans physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall. In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year. Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return. We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform. With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period! That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!
  11. Lo Studio397 ha appena pubblicato un nuovo roadmap per aggiornarci sullo sviluppo del suo rFactor 2. La prima notizia interessante è che martedi 20 dicembre sarà rilasciata la nuova build 1108 del simulatore ex ISI, che sarà disponibile esclusivamente tramite Steam (l'offerta per trasferire il software su Steam è prorogata fino al 31 gennaio). La nuova release porta con sè alcune novità interessanti, spiegate qui di seguito in dettaglio, mentre il team è già in beta testing con la nuova grafica in DirectX 11... Roadmap Update December 2016 On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017. To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline. A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards. Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it. As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen. Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months. We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model. More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model ans physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall. Photo: Courtesy of Chevrolet, made available under Creative Commons 3.0. (Photo by Richard Prince for Chevy Racing) In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year. Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return. We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform. With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period! That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year! This post has been promoted to an article
  12. La creazione del nuovo Studio 397 per lo sviluppo di rFactor 2 ha creato parecchia agitazione negli animi dei fans ISI. La nuova intervista fatta da Pitlanes a Marcel Offermans di Studio 397 è quindi decisamente utile a chiarire ulteriormente alcuni concetti, nell'attesa del prossimo update del simulatore previsto in arrivo entro l'anno tramite Steam. Fra le questioni chiarite, il fatto che i nuovi contenuti arriveranno a parte, massima priorità al supporto DirectX 11 e VR, implementazione dei motori ibridi ed un nuovo sistema per l'acquisto dei contenuti extra. Will there be DLC’s, maybe including laser scanned tracks? monthly subscription? online cost? Marcel: We are working on a system for “paid content” that can be leveraged both by the community and ourselves. That will allow us to get more licensed content into the game. We will obviously try to ensure this content is of high quality, so we are considering both laser scanning and leveraging 3D CAD data. As an example of the latter, we are quite proud of Silverstone, which is very accurate and beautifully detailed. How long until the first release from Studio 397? Will it be content or a core update? Marcel: The first release is planned for this year and will include a lot of patches and small improvements that have been in development since the last release. This will be the first Steam only update. New content releases are also planned, but we can release those separately.
  13. Il neonato Studio 397, dopo aver inglobato parte del team ISI ed aver preso in mano lo sviluppo di rFactor 2 (i dettagli qui), dimostra di partire da subito col piede giusto: ha annunciato oggi, con il promo trailer disponibile qui sotto, il lancio, ad inizio 2017, di un vero e proprio film dal titolo "Closing the Gap" dedicato in pratica al mondo del simracing. Il film ci mostrerà un pilota virtuale del Revolution Racing team, impegnato nella 24 Ore di Le Mans del Virtual Endurance Championship, da poco disputata. Ed Trevelyan-Johnson, regista del film, ha commentato cosi l'idea: "At its core, Closing the Gap is a human interest story. Through what is, in essence, a computer game, I got to know a bunch of fairly weird and wonderful people smattered across Europe, who I'm sure I would have never met otherwise. The biggest motivation to make the film was the predicament of familiarity without a face, which I find fascinating. It's interesting to see how a simulation which is the absolute ultimate in technical sophistication can get people together into something very closely related to a real motorsport team." 'Closing the Gap' covers the travels of a race simulation driver as he meets members of his racing team in person for the first time, during the lead up to the Virtual Endurance Championship's 24 Hours of Le Mans'. This post has been promoted to an article
  14. Bmw M6 GT3/GTLM View File V1.00 comes with the 2 version of the Bmw M6 race car, the GT3 version and GTLM Version. Further technical characteristics of the BMW M6 GT3 are the drive concept, six-speed sequential racing transmission, and high-performance motorsport electronics. The aerodynamic properties of the chassis have been optimised in the BMW wind tunnel. The engineers worked meticulously to fine-tune the BMW M6 Coupé, which formed the basis for the new car and was already perfectly suited to outings on the racetrack. The GT3 version of the BMW M6 had to be modified for the GTLM version, in order to comply with the ACO regulations which apply in the GTLM class of the IWSC. Even while developing the GT3 car, BMW Motorsport already took into account the changes that would be required to make it possible to start in the GTLM class. That made it considerably easier to derive the GTLM car. The BMW Motorsport engineers have been working closely with the BMW Team RLL – BMW works team in North America since 2009 - in Munich to implement the modifications as efficiently as possible. Unlike the BMW M6 GT3, the BMW M6 GTLM must not have ABS. At 1,250 kg when empty, the BMW M6 GTLM is also about 50 kilograms lighter and has a slightly longer wheelbase. ---------------------------------------------------------------------------------------------------------------------- - The Bmw M6 GT3 will appear on Vehicle selection under "GT3 World Series" - The GTLM Version will appear Vehicle on selection under "Simtek Bmw GTLM" - The cars have different physics and different feel, lap times are consistent with real cars! ---------------------------------------------------------------------------------------------------------------------- Credits: 3D model - HQModel Textures/mat work/physics - Gpfan Sounds - Lukas Möllmann Skins: GTLM skin: Terra21 Super GT & Australian skins : mickeyfff Simtek@2017 http://www.rf2.simtek.pt/ Submitter bibibobobu Submitted 03/29/2016 Category Cover Wheel Mod  
  15. Version 1.0

    560 downloads

    V1.00 comes with the 2 version of the Bmw M6 race car, the GT3 version and GTLM Version. Further technical characteristics of the BMW M6 GT3 are the drive concept, six-speed sequential racing transmission, and high-performance motorsport electronics. The aerodynamic properties of the chassis have been optimised in the BMW wind tunnel. The engineers worked meticulously to fine-tune the BMW M6 Coupé, which formed the basis for the new car and was already perfectly suited to outings on the racetrack. The GT3 version of the BMW M6 had to be modified for the GTLM version, in order to comply with the ACO regulations which apply in the GTLM class of the IWSC. Even while developing the GT3 car, BMW Motorsport already took into account the changes that would be required to make it possible to start in the GTLM class. That made it considerably easier to derive the GTLM car. The BMW Motorsport engineers have been working closely with the BMW Team RLL – BMW works team in North America since 2009 - in Munich to implement the modifications as efficiently as possible. Unlike the BMW M6 GT3, the BMW M6 GTLM must not have ABS. At 1,250 kg when empty, the BMW M6 GTLM is also about 50 kilograms lighter and has a slightly longer wheelbase. ---------------------------------------------------------------------------------------------------------------------- - The Bmw M6 GT3 will appear on Vehicle selection under "GT3 World Series" - The GTLM Version will appear Vehicle on selection under "Simtek Bmw GTLM" - The cars have different physics and different feel, lap times are consistent with real cars! ---------------------------------------------------------------------------------------------------------------------- Credits: 3D model - HQModel Textures/mat work/physics - Gpfan Sounds - Lukas Möllmann Skins: GTLM skin: Terra21 Super GT & Australian skins : mickeyfff Simtek@2017 http://www.rf2.simtek.pt/
  16. Build Notes: FEATURES: ————- – Made the pit menu wing adjustments use the same display value as the garage. FIXES: ————- – Fixed idiot light when vehicle rev limit is smaller while in neutral. – Attempted fix for laps sometimes being lost on a race rejoin. – Fixed a crash when starting ded server if borderless mode was previously selected – Fixed a problem where the wrong port was used to tell Steam friends about the server you are on. – Removed the condition that only non-demos can change the opponent list. – Fix for “join as spectator” problem. – PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed. – Fixed occasional ‘missing gears’ problem. MODDING / PUBLIC DEV: ——————— – Increased size of some mas2 dialogs – Added a confirmation before deleting all waypoints in mod mode. – Added delete next/prev to selected waypoint menu. – Changed “delete branch” to only require single waypoint selected. – Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.
  17. Il team Simtek Mods ha rilasciato per rFactor 2 la nuova versione aggiornata 1.1 del suo già apprezzato Ferrari Challenge 2011, progetto che ci permette di simulare in modo completo sul titolo ISI la stagione 2011 del famosissimo monomarca del cavallino rampante che si disputa con le 458 in versione appunto challenge.
  18. Il team Simtek Mods ha rilasciato per rFactor 2 la nuova versione aggiornata 1.1 del suo già apprezzato Ferrari Challenge 2011, progetto che ci permette di simulare in modo completo sul titolo ISI la stagione 2011 del famosissimo monomarca del cavallino rampante che si disputa con le 458 in versione appunto challenge. changelog 1.1 - Attempt to fix flickering (better results on 1.1 update) - Reworked body shaders - Small textures update - Slightly better brake torque 1.0 - Physics updated - Tire physics with CPM model - New Chassis flex configuration - New external sounds - New Shaders - New headlights with Flares DOWNLOAD This post has been promoted to an article
  19. So you thought after GTPC v1 Virtua_lm was in for a vacation??? HELL no!! Today we will anounce the next chapter we have started. Sportscars Unlimited This mod will be build for Rfactor2. No logo yet just a name and a few renders. So what is it. After release of GTPC we started talking about what to do next. First most important thing was we wanted to build cars we as group really liked and we wanted to thank a couple of people who helped us a lot with info for GTPC by building their cars. So we started gathering info for a couple of cars. 1. Gebhardt c91 2. Brun c901. 3 Interpid RM1. Virtua_lm tries to make historical correct cars. So a lot of fun we have is finding all those small details, contacting original racedrivers, mechanics and try to get as much info as possible to recreate them and be as historical correct as possible in looks, physics. That is for us the fun of modding. Because we have upgrades it is impossible right now to build this for AC. So yes it looks like we model the later years of sportscar racing now. But Unlimited in Sportscar Unlimited stands for cars WE like so could be a older sportscar car too. Vivemclaren has started to model the RM1. Today we would like to show you his first progress report. As you can see lot of work is still to be done. Vivemclaren do" list 1991 : Adding a small rod for #65 (Mid Ohio) 1992 MTI : Extra louvres front hood 1992 MTI : Low downforce rear wing (need look for pictures in historic races) 1992 MTI : Finish the rear part Rods on the front hood : Scale them All versions : details All versions : Engine & mechanical part and then all the other stuff..... So still a very long way to go. We are still on the lookout for images from a few races. If anyone can help us we would be very happy Missing picture 1991 Rd 2 - West Palm Beach (need pictures of the rear part) Rd 4 - Miami (we have only one picture of front) Rd 5 - Road Atlanta (need more pictures) Rd 7 - Lime Rock (need more pictures) Rd 9 - New Orleans (without rear wheels covers) (need pictures) Rd 10 - Watkins Glen (need more pictures) Rd 12 - Portland (need pictures) Rd 13 - Del Mar (need pictures of the rear part) 1992 Rd 0 - Daytona Test #4 (need pictures) Rd 2 - Miami #5 & #12 (need pictures) and #4 (need more pictures) Rd 3 - Sebring #5 Headlight version? Rd 4 - Road Atlanta #4, #5 & #12 (need more pictures) Rd 5 - Lime Rock #5 & #12 (need pictures) Rd 6 - Mid Ohio #12 (need more pictures) Rd 7 - New Orleans #4, #5 & #12 (need more pictures, without rear wheels covers) Rd 9 - Laguna Seca #12 (need more pictures) Rd 10 - Portland #15 & #41 (need more pictures) Rd 11 - Road America #12 (need more pictures) Rd 12 - Phoenix (need more pictures) Rd 13 - Del Mar #4, #5 & #12 (need pictures) 1993 Rd 2 - Miami (need pictures) Rd 4 - Atlanta (need pictures) Rd 5 - Lime Rock (need pictures) Rd 6 - Mid Ohio (need more pictures) Rd 7 - Watkins Glen (need more pictures) Rd 9 - Laguna Seca (need pictures) Rd 10 - Portland (need pictures) Rd 11 - Phoenix (need more pictures) So what about GTPC for Rfactor1. The final Patch is worked on. Personally I am working on making the paint templates ready, Swisshutless physics and Vivemclaren in between modeling few 3d model issues. Smaller paint issues are less importatn to us Possibe with a extra car but Let us see if we can make that happen for real.. I think the builder. Monsum The track modeller who brought you Sebring, Le Mans, Mid ohio Made one carThat car will hopfully be included in GTPC. A car originally made for GTX5!
  20. Il team ISI ha rilasciato in nottata un nuovo aggiornamento per il suo rFactor 2: la Build 910 - update 29 è in sostanza un tipico maintenance update, ovvero una versione che si preoccupa di sistemare i bug e problemi rilevati nella precedente build 906 natalizia. Da segnalare inoltre il rilascio della nuova release 1.51 della divertentissima Renault Clio Cup 197, update questo decisamente importante e ricco di novità e migliorie per la piccola peste della casa francese! Build 910 is largely a maintenance update for the Build 906 update released shortly before the Christmas break. With the developers putting it together, it has now been tested for public release as Build 910. As usual, our demo has been updated to use the latest build, as has the SDK. All other installers can be found on our downloads page. Update 29 (Build 910) Changelog: FEATURES: ————- Added option to screenshot directly to clipboard, PLR file entry now called “Screenshot format”. BUG FIXES / OPTIMIZATIONS: ————- Fixed multiplayer race rejoin. Fixed heat haze bug for non-HDR mode. Fixed Modmgr bug where a deleted package file would still appear in list. UI / HUD / OPTIONS: ————- No longer reset widescreen UI config parameter when applying graphics changes. ............... Tim Wheatley Image Space Incorporated This post has been promoted to an article
  21. Update 29 (Build 910) Changelog: FEATURES: ————- Added option to screenshot directly to clipboard, PLR file entry now called “Screenshot format”. BUG FIXES / OPTIMIZATIONS: ————- Fixed multiplayer race rejoin. Fixed heat haze bug for non-HDR mode. Fixed Modmgr bug where a deleted package file would still appear in list. UI / HUD / OPTIONS: ————- No longer reset widescreen UI config parameter when applying graphics changes Clio Cup v1.51 changelog (from v1.41): - Switched to ‘WheelsIncludeAllTireMass’ fix. - Moved to UltraChassis with flex, and slightly better geometry. - Better motion ratios on account of newer push-rod parameters and slightly soften front ARB to what should be a more realistic level. - Misc tyre tweaks, more detailed lookup table and extra nodes should make them more accurate over a wider range of conditions. Wear has also been reduced. - More realistic front and rear brake fade characteristics. - Auto ignition-cut on upshifts. - Maximized under tray collision points (up to 12 from 6). - New steering system. - Increased CG (on account of better data). - Auto-clutch more useful (more aggressively adjusted). - Damage tweaks (slightly stronger suspension against mild contacts). - Updated shaders. - Updated driver model. - Tweaked headlight parameters. - Liveries replaced/updated/added, all built against an improved template. - Updated icons. - Updated to use latest internal / external sound attenuation variables. - Updated to newest camera standard (centered bonnet cam, etc) and removed a couple excessive cams. - Minor AI tweaks to correlate slightly closer to player physics. - Removed some now obsolete lines. - Plus other miscellaneous tweaks.
  22. Il team ISI ha rilasciato la nuova Build 880 del suo rFactor 2. La nuova release non offre particolari novità, ma numerose piccole migliorie e bugfix vari. Inoltre è stata aggiornata la versione demo, che ora ci offre la Formula Renault 3.5, la Corvette C6R ed il circuito di Silverstone. Build 880 for rFactor 2 now available! This includes a new SDK for modding (download here), as well as new 2014 Formula Renault 3.5 Open-wheel car and the Tiger Moth Aerodrome and ISI forum
  23. Items not in the build notes of the readme (no idea why, I grabbed what I thought appropriate from the dev list, disclaimer is that some of this could be held, I will ask for clarification): Version 1.879 Fixed a very minor memory leak. #ifdefing out more flash UI tendrils. AI: smoothed out the corner widening associated with rcd parameter UnderSteerEffectOnLineThreshold trigger as well as with rear grip lose. Made the rate of "corner widening" relative either to the car's lateral velocity or lateral position relative to current waypoint direction. Version 1.875 Fix problem seeing steering wheel in rear look under certain conditions. minor change to const char ptr to comform to gM2 API updates Allow replays to run without the correct version of a scene or vehicle, but only after checking for the correct one first. disabled virtual vehicle multiplayer transfer for release build enabled virtual vehicles to be selected in multiplayer, with that information being propagated to server then to all clients. Version 1.873 Some code to help with blurry rims. Fixed issue where driver body sometimes appears while rear-looking. Version 1.869 Added log message and assert if there are no collidable triangles in SCN, which isn't really handled. Added proper fix for unexpected behavior - not sure what of fixes to new pit/garage assigment code fixed AI tire drag calculation Made new pit/garage assignment work with driver changes (probably needs testing). Added a new default method for assigning pit/garage spots in multiplayer which keeps them more consistent over a weekend. This new default method can be disabled by changing the multiplayer.json value "Assign Parking" to false (at which point it will revert to using the traditional team-based pit/garage assignments). Version 1.865 Lock in demo mod when using creating a new plr file with the +demo CLI parameter set. Changed things for weather and a few random fixes More work-in-progress scoring plugin interface. TTool: in the Realtime section, removed the somewhat-useless 'Width' and added the somewhat-useful 'Dynamic Unloaded Radius'. Work-in-progress scoring plugin moved version numbers for vehicles tree list down to the individual cars instead of the class headers dev mode AIW editor fix for moving path on last waypoint of pit lane New contact patch model is mentioned in notes, not sure if it went into 880 - will ask. Version 1.861 Added additional options for the RFM variable 'FinishUnderCaution' to allow the finish to be delayed up to 3x. Previous options were off, 1x, or infinite. Slightly better AI bumpstop damping. Deal with some uninitialized data in old TGMs that is now actually used. Most of new tire contact patch code added. Should be backwards-compatible (i.e. no changes to existing tires, needs new +ttool analysis to activate). Does *not* currently react correctly to changes in pressure/temperature/rotation/camber. - again not sure if in 880 - will ask. Pace cars now look for a path called "PACECAR" to drive, otherwise defaults to fastest path. Fixed a possible game freeze using the AIW editor "move & Match" waypoint by waypoint manipulation function. Fixed a bug in AI logic that could result in cars taking high speed corners a bit too fast and wide. fixed crash when scrolling mouse wheel in empty console Added callback/lambda function for a procedure to be defined and called when a server service module (in this case skin transfers) has completed an procedure regardless if successful. Minor fixes to prevent crash when exiting from "rF2 already running" condition Slightly improved the data put into the dump file (when enabled), which increases its size roughly 3x. There has been a couple of reports of what we consider minor issues (crash on exit). We would appreciate any reports you can give on this as there are not enough examples in the internal testing group (and wouldn't be in the unstable group). Multiplayer sessions, that is. Auto update might be a while. At the moment I do not know when for that. I will not be posting this news on social media, etc, until I know what the release notes should actually be, so I know what I can highlight, etc. fonte ISI forum
  24. Dopo alcune release di test instabili, il team ISI ha rilasciato oggi la nuova Build 860 - update 26 del suo rFactor 2. Questa nuova versione si propone di migliorare la stabilità generale, ulteriori migliorie alla fisica, alla IA, risolvere bugs e problemi vari, oltre a fornire una nuova interfaccia per il server dedicato. Sul fronte grafico troviamo in particolare nuovi shaders per il terreno. Per il download fate click qui. Much like our last build, we’ve been working to improve overall stability, refining code and consolidating development towards more complete features. Highlights of the new build include improvements to physics, AI improvements, fixes to various bugs and crashes, and a new experimental UI (see right) for the dedicated server that allows hosts to schedule a series of races/events. Experimental interface for dedicated server. We also introduced new terrain shaders with this build. These of course become immediately available to modders. You can find documentation in the Dev Corner. Modders: Don’t forget that each build also brings a brand-new SDK/Mod Mode! Download that also from the Dev Corner. The new dedicated server we are producing will only reference the content being used in each single event. vMod creation will be automatic per-single event, and clients will be able to join if they have the content being used for that single event, not everything that is scheduled to be used in future events. This will effectively eliminate the issues joining servers in rF2 compared to rF1, while still keeping the mismatch and cheat protection, etc, new to rF2. Note: If updating from a build older than 798, please either use auto update – or – freshly install. File structure changes introducing 64bit executables with B798, so an ‘install over top’ with the Lite installer will leave redundant files everywhere from a much older build! Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014 ===================================================== FEATURES: ————- - Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible. - Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading. - Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables. BUG FIXES / OPTIMIZATIONS: ————- - Fixed crash on exit. - Fixed TrackIR in 64-bit. - Forcing playerfile variables to exist between their min and max upon load from file. - Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out. - Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file. - Reduced some violent collisions caused by tiny gaps in the wall. - Prevent physics blow-ups caused by negative wheel inertias. - Fixed possible crash at shutdown. MULTIPLAYER: ————- - New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server. MODDING / PUBLIC DEV: ————- - Modmode: Fixed pit location picking resetting the menu every time a location is recorded. - Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working. AI: ————- - Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track. - Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage - Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats - AIs now turn off engine when heading back into garage. - Fixed a bug where AI can forget how to stop on their pit spot. - Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well. This post has been promoted to an article