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  1. 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!
  2. 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!
  3. Il team Studio 397 ha appena rilasciato per rFactor 2 il nuovo e spettacolare tracciato di Nola Motorsports Park ! Il circuito, che è la prima realizzazione fatta da zero proprio dal team Studio 397, è disponibile in 5 varianti diverse come autodromo ed anche in 5 differenti layout come pista di karting, come potete vedere dalle varie piantine qui sotto. Il circuito è molto noto negli Stati Uniti, visto che ci si disputa il Grand Prix of Louisiana valevole per il campionato Indycar. Anche rFactor 2 è stato aggiornato tramite Steam. NOLA Motorsports Park is a road race track in Avondale, Louisiana, approximately twenty minutes from downtown New Orleans. The kart circuit and North Track circuits opened in Q4 2011. Future plans include completion of a South Track. When linked with the North Track will form a five-mile course, making it the longest race track in North America. NOLA Motorsports Park was designed by Alan Wilson, whose other designs include Miller Motorsports Park and Barber Motorsports Park. In addition to the two international standard race tracks, the facility also features three karting tracks, full service seven acre kart center, paddock, on-site speed shop, clubhouse, eight acre autocross pad, single lane dragstrip and luxury villas for residents. The park has also been designed with forward thinking electronic systems including over 100 miles of fiber optics and the latest timing and scoring equipment to allow for accurate timing. Introducing NOLA Motorsports Park! We’re incredibly excited to release this next track – it’s the first to be released under the Studio 397 banner! NOLA Motorsports Park, an entirely scratch built track, who’s development was greatly enhanced by the very close participation of the track’s representatives, in particular Scott Touchton. This cooperation and open access to the track itself helped the ‘track team’ to create a highly accurate and realistic sim version of the real life track. As usual the ‘track team’ has gone to great lengths to bring NOLA to life in rFactor 2, and we think the results speak for themselves. Like with any new track, you can download it from the workshop here! Getting to know NOLA Motorsports Park Don’t let the laid back southern charm fool you, with its bucolic and peaceful surroundings, vast expanses of green grass, and lush trees that line the outer perimeter – NOLA hides intriguing surprises in its subtle cambers and gently flowing fast corners. Once you start to drive it, you’ll realize NOLA makes you work hard to knock off those elusive tenths and even hundredths of a second! The perpetual challenge to master the track and achieve a fast flow is addictive – which means the more you lay down laps, the more you want to keep driving. Taunting you in almost every turn, Nola’s smooth curbs can be your best friend or your worst enemy! NOLA also comes with a sidekick, a Karting facility that offers the same level of excitement as the road courses in a smaller package. But again, don’t be fooled by its size – it’s a real ‘arms aching’ workout to conquer. Each of NOLA’s Karting layouts is a complex labyrinth of fast changing turns that rewards consistency, heavy trail braking, and precise and sometimes risky maneuvers. Mastering a section by turning in at just the right time and blasting through multiple turns on full throttle is exhilarating once you can flawlessly pull it off without landing on the grass. The Road Courses NOLA Motorsports Park has five uniquely challenging road course layouts, each with it’s own particular twist and sometimes subtle, sometimes important differences. What all layouts do have in common are the last series of turns. In these last three turns you need to be extremely conscious of your brake and throttle inputs as you try and ease in. Self control on throttle and smooth light braking are key to finding an ideal entry line into the very crucial last turn. This last right hand turn, just before the main straight, requires repetition and patience to nail it – just when you think you can go full throttle, its deceptive camber changes on exit it will catch you off guard if you get overconfident too soon! Layout Indy The Indy layout is NOLA’s highlight. Its super high speed chicane through turns 8 and 9 means your choice of entry is crucial to sustain full throttle and carry maximum speed all through the back straight. As with any track layout, it’s the sum of its parts that make up a fast lap. That’s especially true for Indy’s unforgiving temporary curbs in turn 1 and turn 6. They demand respect. Go in too deep on entry and catch a tire, best-case scenario you lose some precious tenths, worst-case you flip up on two wheels or lose control and smash into your opponent! Layout A On the surface, layout A looks similar to Indy, but there are some key differences. In layout A the high speed esses replace the back straight and require consistent slowing, throttle inputs and weight transfer to ease the car through. Layout A also does without the temporary curbs in turn 1 and turn 7, which means it’s a little less technical and more forgiving. Layout B Layout B is the shortest layout, and it’s perfect for running slower cars with good traction, like the Skip Barber, Megane and Clio, and even the USF 2000. Turns 2, 3 and 4 make up a flowing mid speed section before going into the long esses. It’s a perfect place for daring outside overtaking! Layout C Layout C is fast! The combination of the longest front straight, and therefore highest top speed, with the generous width and run off in turn 1 makes for an exciting high speed overtaking opportunity. The combinations of straight line speeds and fast ‘almost’ full throttle esses are a great match for vintage open wheel and prototypes – but of course not limited to! Layout D Layout D, after Layout C, has the second longest front straight, but unlike C, it’s followed by a very very sharp right hand cut back into turn 1. This requires precise braking and precisely judged entry speed! The mid sector of Layout D, following turn 1, is very technical – comprised of a series of deceptive turns that are extremely easy to misjudge and overcook. The Karting Facility NOLA Motorsports Park also boasts five fun and exciting karting layouts! Each layout is a technical, fast paced track in it’s own right that demands patience and perseverance to master. Once you do find that groove, the satisfaction comes when you bounce off curbs just right to for turn in, control drifts through high speed sectors, and delicately balance weight transfers to keep up that momentum! Layout A Karting A is a great blend of slow and fast turns. The rush of pushing harder and harder and eventually mashing full throttle through turns 4 to 7 and then slowing just as you roar into turn 8 is a thrill! Layout B Karting B is the shortest layout, but it still requires feather touch maneuvering through the slow speed zig-zagging mid sector of turns 4 to 7. Here, finding a consistent rhythm using weight transfer is key. Get greedy, take too much of inside curbs, and you’re heading for a spin. Hit the curbs just right, and you’ll float through and keep momentum. Layout C Karting C has a long straight and therefore high speed entry into the turn 1 chicane, here it requires abrupt and precisely timed off throttle turn in to avoid taking too much curb and flying off! The mid sector is equally challenging. In turns 7 to 10 it’s vital to carry just the right amount of speed to keep an even flow and escape the dreaded ‘bog down’. Layout D Karting D is much like B, but there’s a twist! It mixes the technical slow mid sector of layout B with the long fast front straight of layout C. Layout E Karting E is the longest layout, with its long front straight into turn 1 ending in a slow right hand cutback. Turn 1 is a honey trap for the overconfident – here it’s all about ‘slow to be fast’! Karting E is mostly mid and high speed turns. By using as little braking as possible, opting for ‘off throttle’ to slow in, and throwing the kart into slight drifts, you’ll see seconds start to drop off! The massive back straight of E ends abruptly. Here, your choice of entry line in the final chicane determines the speed you’ll inherit into the last right hander and the long front straight – this is where you lose or gain a big advantage!
  4. sito ufficiale https://nolamotor.com/ work in progress screens
  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. Il team Studio 397 ha appena rilasciato per il suo rFactor 2 il nuovo aggiornamento update 2 dedicato alla recente Buil 1108. L'update, oltre a correggere qualche bugs, apporta varie migliorie al sonoro, alla grafica, alla fisica ed anche al codice del simulatore. Oltre alla build aggiornata, è stata rilasciata anche la nuova versione 1.2 dell'affascinante Nissan GT500 che vede te nelle immagini qui sotto. And we’re back, as promised, with an updated Nissan GT500 – there’s a worthy set of improvements and upgrades to get excited about! On the physics side, we’ve added a new set of tyres, including a full range of compounds for added strategy and increased competitiveness. The previous dry compound is now split into three types – soft, medium, and hard. We’ve also added an intermediate compound for light wet conditions. The all-new audio for the GT500 is a complete overhaul. We’ve replaced all sounds to give a deeper range and a more raw and resonant feel. Full credits for this go to Rick Schoenmaker, who did an awesome job! On the graphics side, we’ve made some considerable improvements and added features, including improved car body reflections, backfire effects, headlight lens flare, and more. We’ve had community feedback from many different people here, and we would like to mention Ales Ogrinc for generously contributing several 3D objects for inclusion in the update. Accompanying this update is a new build: 1108 update 2. Like update 1 we released on December 28th, 2016, this build is fully backward compatible, which means there is no need to update your dedicated server. With this new build we introduce a new system to distribute templates with our cars. As soon as you upgrade to the new build, whenever you start the Launcher, it will install templates into a folder called “Templates” in your rFactor 2 main folder. Do not edit those files in place though, as they will be overwritten on updates of the car. Make a copy before you start designing your own livery. The new version of the Nissan can be found in the workshop, and you will automatically be updated if you are subscribed to it. Check out the full change log below: Sounds Added a completely new pack of sounds that should be a lot closer to the way the original car sounded. Graphics Added additional tyre compounds, the car now has soft, medium, hard, intermediates and full wet compounds. Added additional rim types to reflect the ones used by the different teams. Added fluorescent shader for digits on the dashboard. Added backfire graphics. Fixed a gap between the driver helmet and the body. Fixed tyres going through the fenders when under load. Updated body 3D shape, adding a missing floor, correcting the front fender shape and some smaller tweaks. Updated icons. Improved cockpit textures on the fans, door handles and several other small details. Improved body reflections. Improved level of detail (LOD) models. Improved exhaust model and textures. Improved windows in cockpit view and added the missing side windows. Improved liveries. Improved headlights, now with lens flares. Physics Added new tyre compounds to match those added to the graphics. Updated a few garage settings. Slightly tweaked the AI physics. Code (Build 1108 update 2) Added code that allows car modellers to tweak the body roll for AI physics to ensure tyres don’t go through fenders graphically. Introduced a simple mechanism for distributing templates with cars (which will end up in a “Templates” folder until the new UI is released). Fixed a problem where the launcher accidentally URL encoded passwords, making it impossible to join servers with certain characters in the password.
  8. Il team Studio 397 ha rilasciato la nuova Build 1108 di rFactor 2, la prima ad essere disponibile esclusivamente tramite Steam, con il passaggio scontato alla piattaforma digitale prolungato fino al 31 gennaio 2017. Proprio Steam ci offre da subito un supporto migliore per il gioco in modalità offline e la correzione di un bug sui driver di alcune schede video Nvidia. L'acquisto annuale di rFactor 2 viene eliminato, perchè si vuole spingere gli appassionati ad utilizzare di più la modalità online, che è stata aggiunta nella versione gratuita del gioco. Studio 397 prosegue comunque lo sviluppo di rFactor 2 con l'attesa grafica DirectX 11 e una nuova interfaccia utente, più semplice, più accattivante e più adatta all’uso con i visori VR. Prosegue anche il lavoro sulle nuove licenze, con la Radical quasi completa ed il nuovo accordo con la General Motors per riprodurre la Corvette C7R del 2016. Si lavora anche sulle piste, a cominciare da Nola Motorsport e sulla modalità multiplayer del gioco. Release of Build 1108 Introduction Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Stock Car The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults. Several minor adjustments and tweaks to help optimize scoring. Further improvements to the track order of cars leaving the pits under caution. Fixed a bookkeeping error under caution with one lap until restart. Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too. Better awareness of what to do under caution. Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car. Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals. Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution. Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits. Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track. Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses. Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json: Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file. Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on. Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum" Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom" AI Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified. Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps. Physics Temperature and load of the tyre contact patch. Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load. Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”. Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles. Driver Swaps Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap. Graphics Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters. Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change. Removed the option to disable HDR. Dedicated Server Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active. User Interface/Launcher Engine mixture settings are part of the setup. Added an Engine Mixture setting to garage so it can be saved as part of a car setup. Updated Launcher icons. Added new user interface background image and splash screen. Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode. Updated French language dictionary. Additional Changes We’ve made racing online free for every user of rFactor 2. Fixed results file when VehFile uses escape characters. Removed DRS enabled/disabled messages for tracks without DRS zones. Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu This post has been promoted to an article
  9. Ricordiamo a tutti gli utenti di rFactor 2 che oggi, 31 gennaio, è l'ultimo giorno utile per passare alla versione Steam del simulatore made in Studio 397, senza alcun costo aggiuntivo. A partire da domani infatti la release Steam del gioco sarà l'unica supportata ufficialmente dai suoi sviluppatori e di conseguenza aggiornata. Trovate a questo link una utilissima guida su come procedere per il passaggio alla versione digitale. Per commenti e domande fate riferimento al forum dedicato.
  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. Il team Studio 397 ha rilasciato la nuova Build 1108 di rFactor 2, la prima ad essere disponibile esclusivamente tramite Steam (ad un prezzo minore: 29,99€), con il passaggio scontato alla piattaforma digitale prolungato fino al 31 gennaio 2017. Proprio Steam ci offre da subito un supporto migliore per il gioco in modalità offline e la correzione di un bug sui driver di alcune schede video Nvidia. L'acquisto annuale di rFactor 2 viene eliminato, perchè si vuole spingere gli appassionati ad utilizzare di più la modalità online, che è stata aggiunta nella versione gratuita del gioco. Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Studio 397 prosegue comunque lo sviluppo di rFactor 2 con l'attesa grafica DirectX 11 e una nuova interfaccia utente, più semplice, più accattivante e più adatta all’uso con i visori VR. Prosegue anche il lavoro sulle nuove licenze, con la Radical quasi completa ed il nuovo accordo con la General Motors per riprodurre la Corvette C7R del 2016. Si lavora anche sulle piste, a cominciare da Nola Motorsport e sulla modalità multiplayer del gioco. Release of Build 1108 Introduction Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Stock Car The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults. Several minor adjustments and tweaks to help optimize scoring. Further improvements to the track order of cars leaving the pits under caution. Fixed a bookkeeping error under caution with one lap until restart. Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too. Better awareness of what to do under caution. Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car. Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals. Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution. Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits. Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track. Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses. Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json: Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file. Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on. Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum" Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom" AI Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified. Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps. Physics Temperature and load of the tyre contact patch. Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load. Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”. Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles. Driver Swaps Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap. Graphics Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters. Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change. Removed the option to disable HDR. Dedicated Server Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active. User Interface/Launcher Engine mixture settings are part of the setup. Added an Engine Mixture setting to garage so it can be saved as part of a car setup. Updated Launcher icons. Added new user interface background image and splash screen. Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode. Updated French language dictionary. Additional Changes We’ve made racing online free for every user of rFactor 2. Fixed results file when VehFile uses escape characters. Removed DRS enabled/disabled messages for tracks without DRS zones. Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu
  12. Il team Studio 397 ha appena rilasciato un primo update 1 per l'ultima build 1108 del suo rFactor 2. L'aggiornamento si preoccupa di correggere alcuni bugs segnalati dagli utenti, dettagliati a questo link del forum. After releasing build 1108 about a week ago, we got a lot of good feedback from the community and also some bug reports. As always, we very much appreciate your input, even though we cannot always respond to every report individually. We previously explained that we spent some time optimizing our development process, so it should come as no surprise that we’re releasing this update now. This is not the last bugfix we will do, but it is probably the last one we’ll do this year. So from Studio 397, we wish you all a happy new year! The Steam BuildID for this update is 1543400, and you can check your BuildID by opening the Steam Client, going into the library, then right click on rFactor 2 to open the context menu. From there, choose “Properties” and in the window that opens select the tab called “Local Files”. The “Current content BuildID” is mentioned there. Changes Added an empty “Packages” folder to the dedicated server and to rFactor 2 itself. Both distributions were missing this folder, which caused some confusion. Fixed an issue with nonexistent workshop items. If you were subscribed to a workshop item that was subsequently removed or made invisible to you, Steam would continue to report you as “subscribed” to that item. Because the item no longer exists, it would, however, cause our Launcher to hang whilst waiting for it to download, which could never happen, of course. We’ve made the code more robust and tried to detect all such cases, so you should no longer experience this issue.
  13. 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
  14. Il team ISI annuncia la nuova collaborazione strategica con la Luminis, gruppo software olandese, per accelerare insieme lo sviluppo del simulatore rFactor 2. La partnership si concretizza nella nuova compagnia Studio 397, nella quale confluiscono risorse di ISI e di Luminis, con un piano strategico già delineato ed ambizioso proprio per rFactor 2: migliorare l'interfaccia, implementare l'engine grafico DirectX 11 ed il supporto VR, aumentare il numero e la frequenza di auto e circuiti nuovi. Qui di seguito il comunicato stampa in inglese. rFactor 2 gets a boost as ISI announce a partnership with Luminis Image Space Incorporated (ISI) of Michigan and the developer of the rFactor 2 simulated racing platform, today announced a strategic partnership with the Dutch software group Luminis to accelerate rFactor 2’s development. The partnership will be brought into a new company: Studio 397. Gjon Camaj, Vice President of Image Space Incorporated: “We at ISI are very pleased to have found a partner that shares our enthusiasm and vision for the continued growth of rFactor 2. We look forward to working with Luminis to expand the reach of rFactor 2 both in Europe and beyond. After having worked with Luminis for some time and seeing their passion for motorsport simulation, this partnership was a natural next step. By leveraging each of our company’s individual strengths, we will be better able to serve our current customers and further expand our reach into the world of motorsports.” Marcel Offermans, Luminis Fellow and Managing Director of Studio 397: “I am really excited by the opportunities that our partnership with ISI offers; rFactor 2 represents the best of breed simulator platform in the industry. Online simracing has been my longtime personal passion, so the opportunity to combine it with my business feels like a great privilege. By infusing the platform with some of our own technology we see great opportunities to accelerate development in general and specifically in the areas of competitions and training.” The new partnership plans to release an ambitious roadmap for rFactor 2’s further development shortly; initial plans include improvements to the user interface, a DX11 based graphics engine including VR support and new propositions for strategic partners by the end of 2016, as well as increasing the frequency of new car and track releases. ISI is a Michigan-based corporation focused on applying engineering expertise to develop a range of simulator products. It is the developer and owner of a variety of software products including rFactor, rFactor 2 and rFactor Pro. Luminis is a Dutch based software technology company employing 150 developers in the Netherlands and UK. It develops advanced technical software related to cloud computing, data sciences and interconnected devices. Luminis also developed and exploits the Summar.io personalized educational platform. Studio 397 will have its headquarters in Apeldoorn, the Netherlands and will operate under the leadership of Marcel Offermans. Gjon Camaj (a sinistra) di ISI e Hans Bossenbroek (destra) di Luminis This post has been promoted to an article
  15. A car we’ve teased before is the USF2000 and we are happy to report that it is almost ready for release. We are particularly proud of this car as we were able to build it with a lot of support from the series and teams so we’ve ended up with a car that is extremely accurate in terms of both physics and car model. On top of that it is also a lot of fun to drive and has become a favourite of many people on the test team. Our next track release is going to be NOLA Motorsports Park. Both the race and kart track will be available in different configurations. We’ve been working on it for the past couple of months. Most of the 3D objects are done and we’re currently assembling everything in preparation for further testing. On the development side a lot has happened. In the background we have moved everything over to new infrastructure that allows us to work on new features in parallel, ensuring that they are only added to the next release when done and tested. We have also spent time automating our processes and intend to use those improvements to deliver updates more quickly. Over the last year we have been working hard in close cooperation with the Stock Car community to improve the rules for oval racing. That work is still ongoing, and we feel we’re on the final stretch now! Announced a month ago, the development of the DX11 engine with VR support is still ongoing. This is obviously a big project and apart from building and integrating the new engine we also need to make sure that we stay compatible with our existing content. Our current timeline for getting this integrated is by the end of Q1 2017. We are also moving closer to the first public release that will be Steam only. It will definitely be released this year and is scheduled to contain a whole list of bugfixes and improvements to the codebase. I would like to take this opportunity to invite everybody that is still using the non-Steam version to take advantage of the free option to migrate to Steam. Future updates will start leveraging more Steam features so the only way to take advantage of those is to move to Steam. Finally, we have an announcement to make. We have secured a license with Radical sportscars and will be bringing those into rFactor 2. With full access to CAD drawings and performance data we can deliver these cars with a very high amount of accuracy. Work on this has just started, but we are very excited as these are great cars to drive and race! That’s all for this month. Happy Simracing! fonte Studio 397
  16. La creazione del nuovo Studio 397 per lo sviluppo di rFactor 2 ha creato parecchia agitazione negli animi dei fans ISI. Una nuova intervista fatta da SimHQ a Marcel Offermans di Studio 397 chiarisce ulteriormente alcuni concetti, nell'attesa del prossimo update del simulatore previsto in arrivo entro l'anno tramite Steam. Le domande si concentrano in particolare anche sul comparto modding e sulle vetture Stockcars ed Indicar. Commenti sul forum. Doug: Let me guess. Solving the current modding situation is a high priority. Is it the highest priority? Marcel: No, the highest priority issues at the moment are DX11, VR support, a better UI, and matchmaking. The workshop already works pretty well from a user perspective. Tools for modders can still be improved though. Doug: How high a priority is making the packaging process easier to use in rFactor 2? Marcel: I would say it is medium priority. I would like it to be easier for people that host leagues, maybe even up to the point where they don’t need to package anything. For modders the packaging system works reasonably well. One thing that I would like to do is to make the tools easier to integrate into automated processes, so you can create scripts that package content and that can run unattended.
  17. 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.
  18. parte 1 -> http://www.racedepartment.com/threads/exclusive-marcel-offermans-studio-397-rfactor-2-interview-part-1.126534/ parte 2 -> http://www.racedepartment.com/threads/exclusive-marcel-offermans-studio-397-rfactor-2-interview-part-2.126535/ RD: It was mentioned there was a proposal to bring the rF1 tyre model into rF2 , generating a number of both positive and negative comments. Do you have anything to say on the subject to maybe address some of the concerns raised? MO: Yeah, I've already given a short explanation in the forums when people started discussing that. I think it is a fair discussion. If you look at the rFactor 2 tyre model, it is definitely a more advanced than the one we had in rF1. There is no debate about that what so ever. But in the past couple of months, I've talked to a lot of people who make physics for cars, also people that do that professionally, who take rFactor and make physics for cars used by racing teams. Some of these are saying that yes, the new tyre model is more advanced, but with the data they have, it is actually easier for them to work with the rFactor 1 tyre model and end up with results that are pretty close to the data that they’ve got. So that is the reason why they prefer working with that model. That's the reason why I'm considering it as an option, to enable more people to work with rFactor 2. Again, stressing the point that we are trying to be an open simulation to the whole community, with as many people working with it as we can. In the end, the overall quality of the physics will determine whether people like it or not. Yes there is probably more to like in the new model, but as you well know, there are many other simulations out there that are still using the rF1 tyre model that are also creating quite nice cars. So I'm thinking why not have the benefit of that and offer an option that lets people decide what they want to drive in the end.
  19. 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
  20. Gjon Camaj, Vice President of Image Space Incorporated: “We at ISI are very pleased to have found a partner that shares our enthusiasm and vision for the continued growth of rFactor 2. We look forward to working with Luminis to expand the reach of rFactor 2 both in Europe and beyond. After having worked with Luminis for some time and seeing their passion for motorsport simulation, this partnership was a natural next step. By leveraging each of our company’s individual strengths, we will be better able to serve our current customers and further expand our reach into the world of motorsports.” Marcel Offermans, Luminis Fellow and Managing Director of Studio 397: “I am really excited by the opportunities that our partnership with ISI offers; rFactor 2 represents the best of breed simulator platform in the industry. Online simracing has been my longtime personal passion, so the opportunity to combine it with my business feels like a great privilege. By infusing the platform with some of our own technology we see great opportunities to accelerate development in general and specifically in the areas of competitions and training.” The new partnership plans to release an ambitious roadmap for rFactor 2’s further development shortly; initial plans include improvements to the user interface, a DX11 based graphics engine including VR support and new propositions for strategic partners by the end of 2016, as well as increasing the frequency of new car and track releases. ISI is a Michigan-based corporation focused on applying engineering expertise to develop a range of simulator products. It is the developer and owner of a variety of software products including rFactor, rFactor 2 and rFactor Pro. Luminis is a Dutch based software technology company employing 150 developers in the Netherlands and UK. It develops advanced technical software related to cloud computing, data sciences and interconnected devices. Luminis also developed and exploits the Summar.io personalized educational platform. Studio 397 will have its headquarters in Apeldoorn, the Netherlands and will operate under the leadership of Marcel Offermans. Gjon Camaj (a sinistra) di ISI e Hans Bossenbroek (destra) di Luminis