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  1. ISI Formula Masters While the 2012 Formula ISI might be an older model and chassis, this car is used by a large number of rFactor 2 Grand Prix racing leagues around the world. Something more modern is in the pipeline, but we wanted to bring the 2012 car up-to-date before that (mainly because a lot of people don’t like the modern cars). The vast majority of work went into the physics and tires, there are only minor visual tweaks. Download Non-Steam: 108 MB Steam: link This post has been promoted to an article
  2. VELOCIPEDE

    rFactor 2 Build 1036 update 36

    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.
  3. VELOCIPEDE

    rFactor 2 disponibile su Steam !

    rFactor 2 Now on Steam Keeping it as simple as possible. You can buy rFactor 2 on Steam here: http://store.steampowered.com/app/365960/ rFactor 2 = offline only rFactor 2 Lifetime = offline/multiplayer/no subscription required Online Services = Adds 1 year multiplayer to offline Be sure to check out things like the workshop: http://steamcommunity.com/workshop/b...eadytouseitems There are a few guides up in the community hub: http://steamcommunity.com/app/365960 Already own rF2? You can keep using rF2 as you are now, or you can MOVE to Steam. When you move to Steam, your non-Steam access becomes DEAD. Also, your non-Steam subscription (whatever remains on it) is WIPED (you just get the offline version on Steam). Lifetime non-Steam users get a Lifetime steam key. You can get access to the form to request your Steam key on our FAQ page under 'purchase questions': http://rfactor.net/web/rf2/rf2help/ (Please don't link to the form directly so people are hopefully seeing the warnings a few times). Yes, non-Steam and Steam users can race together. The current build on Steam is the build you have as a non-Steam user. Steam users DO have some additional features, such as workshop, Steam matchmaker and a few other things detailed in the Q&A. NOTES: Steam dedi server will be an anonymous download published later today.
  4. Alessandro Pollini

    Renault Clio 197

    Version 1.63

    587 downloads

    Changelog: CPM enabled tyres, including all latest wet weather parameters. Slightly stiffened chassis. Slight aero correction (forward balance, reducing H/S understeer). Minor ARB tweak. Minor increase in rear unsprung masses. New shaders. Some visual fixes.
  5. VELOCIPEDE

    Chevrolet Camaro by ISI v1.6

    Chevrolet Camaro GT3 Huge update for the Chevrolet Camaro GT3! This update brings a large number of physics tweaks that should really make this car even more popular. Enjoy! Download: 96.4MB Camaro 1.6 Changelog: Fix for headlight and tail light flickering Fix for skin #5 Rims added New CPM enabled tyres Added 2013 upgrade which includes 19″ rims and larger front brake discs. Aero adjusted based on new data. The balance is now further rearward with slightly less total downforce. Drag has also been increased. Suspension geometry revised, (less bump-steer among other little bits). Springs detached from spindles. Which changes the motion ratio to something that should be more accurate (the car is now softer on default set). Dampers revised. Default setup revised to match other changes. Brake system recalculated. Giving more even front / rear temps and more accurate brake torques and inertia’s. Less understeer in AI, among other correlation improvements. Softer bumpstops. More restrictive wheel travel. Traction control no longer incurs a weight penalty as the real car untilises this. Also added some extra ‘slip angle’ adjustability in the tuning page. Chassis flex improved, (slightly more rigid car with more accurate self damping values). Reduced external transmission volume. This post has been promoted to an article
  6. We’re very happy to bring the Renault Clio 197 to v1.63. This update brings wet weather tires (in all cars since the Brabham release in February) properly into the Clio, along with changes to the contact patch model and various other physics tweaks. Download: 140MB This update does fix the tire crash (with this car only) that some people experienced after crashing into barriers. Apparently, sim racers don’t crash enough to help us figure this one out, so it took a while. Clio Cup v1.63 changelog (from v1.51): CPM enabled tyres, including all latest wet weather parameters. Slightly stiffened chassis. Slight aero correction (forward balance, reducing H/S understeer). Minor ARB tweak. Minor increase in rear unsprung masses. New shaders. Some visual fixes.
  7. An updated version 2.0 of Mills is now available! http://rfactor.net/web/2015/10/30/mills-metro-park-2-0-now-available/ Changelog: Added Inner A Layout Implemented latest RealRoad shader Improved pitlane texture Applied RealRoad to curbs Remapped RealRoad Removed sausage curbs Improved curb texture New road and terrain texture set Implemented new terrain shader Vertex painted terrain for new terrain shader Remapped terrain for new terrain shader Terrain Radiosity pass Optimized road and terrain objects for smoother performance New painted stripes and pit lines texture set Enhanced painted stripes material Mapped yellow stripes for curbed sections Cut Access Roads into terrain Added surface wear decals Added road to grass/gravel transition decals Replaced textured parking spots with decals Reconformed all decals Improved water material Added Armco colliders Added Armco posts Added corner names (wall) signage Replaced safety fences and posts with better model/textures Optimized fence textures and materials for better performance Improved fence shadows Replaced simple 2D wooden infield fence with 3D version Replaced simple 2D chainlink fence with 3D version Optimized Armco and concrete walls for smoother performance Optimized wall objects for better and smoother performance Replaced and remapped tyre wall canvas textures Replaced and optimized 3D tyres Vertex painted tyre walls Replaced cones with HQ version Cleaned up distance markers Improved pitwall glass Added fire extinguisher signs at marshal posts Fixed marshal huts intersecting marshals Optimized treelines and fixed mapping Optimized billboard vegetation for better and smoother performance Improved vegetation texture set and materials Reduced vegetation flickering Optimized pit building for smoother performance Fixed pit building shadow glitch Added cheap pit building interior Improved pit building glass Fixed smoothing on podium Improved metal poles material and textures Completed construction work on main grandstand Improved grandstand textures Replaced grandstand crowds Added cheap interiors for office buildings Improved flags Replaced light poles and power lines with HQ versions Replaced Synergy fuel signs with HQ versions Replaced pit in and out lights with HQ model Replaced billboards with higher quality model and textures Replaced grandstands with HQ version Replaced outhouse with ultra HQ version Replaced tents with HQ versions Rescaled inflatable figures, and replaced one with ! Added picnic tables Replaced trackside cars with HQ versions Replaced team trucks with HQ USA style haulers Replaced RVs Created new bus model and textures, distributed Cleaned up and enhanced recovery crane model and added some variation Optimized LOD and Shadow Out distances on all objects for better performance Optimized night lighting omnis Added new night lighting glows Slightly enhanced billboard crowd textures Fixed skybox shadow glitch Repopulated reflection maps Set MIP Map bias to default Removed HDR Profiles Updated TDF with recent values Fixed GDB inconsistencies Many AIW tweaks and fixes New camera sets for all layouts Changed default weather profile Added support for 34 cars Tweaked Safety Car release distances New HD loading screens Included Test Team RealRoad Preset Pack
  8. Uff

    rF2: Monaco e Belgium aggiornati

    Il team ISI ha rilasciato un doppio aggiornamento per il suo rFactor 2: sono infatti disponibili le nuove versioni 2.0 dei circuiti storici del 1966 di Monaco e Belgium. Come vedete dagli screens di anteprima, Montecarlo e Spa non potevano essere più splendenti!
  9. This is by far the oldest track in rFactor 2, and being tailored to rFactor 1 technology, it was already showing it’s age the day rFactor 2 went public. It’s also had a bit of a torrid history, with vegetation sources lost in a hard drive crash. It wasn’t a track we were particularly keen on revisiting, but because it is such a popular venue for the historic fanbase, it really did deserve some polishing – minus those vegetation meshes of course. As usual with these v2.0 releases, we’ve cleaned it up and optimized it as much as possible, and implemented most of the latest technology. It may still be the oldest track in rFactor 2, but Belgium 1966 now wears its age rather well. Download: 306MB News post: http://rfactor.net/web/2015/10/16/updated-1966-historic-tracks-now-available/ Changelog: Bias fix for all materials/stages Various MIP texture fix to avoid flickering and glitches Various 3D models fix to limit flickering and glitches Improved outer scenery (mostly to hide bigger holes) Removed obsolete materials Removed obsolete textures Completely new set of LOD Out values to reduce models popup while driving Completely new set of Shadows Out to reduce shadows popup while driving Fixed floating trees in the distance Fixed terrain holes (tuned LOD out) in the distance (for both back and front) Fixed terrain edge textures to avoid lateral “”running”” white glitches Fixed houses albedo and saturation Fixed buildings element detaching/smoothing Fixed buildings/houses with broken AO mapping Fixed Buildings albedo maps Fixed Structure albedo Fixed Crowd albedo and saturation Fixed Vehicles albedo, saturation and reflection Fixed Animals albedo and saturation Fixed mats using a black specular color Fixed powerline intersecting houses Fixed floating Haybale Fixed chimneys flickering Fixed building cornices flickering Fixed Yellow banner flickering Fixed Blue sponsor flickering on building Fixed terrain smoothing Fixed road mesh gaps and T vertex Fixed terrain gaps Fixed overhang composition to limit flickering Fixed pit exit road Fixed Loading Screen to show correct max vehicles and new logo Fixed bridge flickering Fixed houses windows flickering Fixed doors and extrusions flickering Fixed sponsor signs flickering Fixed houses sponsor flickering Fixed BP tower flickering Fixed Shell tower flickering Fixed stickers on marshal huts flickering Fixed some overdone material speculars Fixed RaceGroove map Fixed Groove line reflectivity Fixed distance signs popups Improved glass materials Racegroove map balancing to avoid a pitch black groove line for saturated RRBINs. Overall terrain/surfaces albedo/saturation tuning and color balancing All Billboards albedo/saturation pass All Normal Maps channels fix Improved materials where using just T1 (added spec and normal) Improved surfaces/mat fresnels for houses, buildings and structures Improved RealRoad material settings/specular/fresnel/color dominant Improved RealRoad material Normal Maps Improved Road details/multi Alpha to Chroma conversion to reduce the impact of transparency renders Fixed wrong sorting/fight between treelines and outer ring Stone/Concrete walls remapped and improved New textures pack for garage sponsors New textures pack for main sponsor towers New textures for sponsor flags New texture for concrete barriers Sponsor signs 3D model normalization (to avoid streched projection) Sponsor signs remap TDF tuning to match actual standards New texture set for main trees Tweaked Fog range and intensity Tweaked MaxRange to limit shadows running HDR profiles removed New Loading Screen Test Team RRBINs added Improved CAMs Some Join Path Tweaks Minor corridor restrictions AIW tweaks Track is now labelled as Belgium 1966 instead 1967 New 1966 track logo version Re-estimated fuel usage Attempt to narrow some lines and make AI take a more conservative approach Added support for two more cars Some TDF tuning to match latest standards This post has been promoted to an article
  10. Abandoning our historic content? Not likely! Now all three 1966 GP tracks have been given the spit and polish they deserve… Uninstall and delete your currently installed version, then either download the tracks below, or grab them directly in the rFactor 2 launcher packages icon! Both of these tracks, set in 1966, are an insane testament to the bravery and skill of GP drivers during the 1960’s. While both tracks use public roads, they couldn’t be more different! Monaco Update Info: Monte Carlo concludes the set of historic track content updates (Italy was updated recently as well). This is the least friendly track in terms of optimization potential, due to its claustrophobic nature. On top of poor performance and massive stuttering on some systems, the old version was also plagued with countless popups in an attempt to limit the number of rendered polygons, and reduce the load on the hardware. After this optimization pass, both the popups and the stuttering are gone, while performance has remained equal or better, resulting in a much smoother and more consistent driving experience. Additionally, we’ve given each object, material and texture a quick polishing pass, and cleaned up the old art and its glitches as much as possible to bring our historic crown jewel up to modern spec. Download: 287MB News post: http://rfactor.net/web/2015/10/16/updated-1966-historic-tracks-now-available/ Changelog: Implemented latest RealRoad shader Optimized road and terrain objects for smoother performance Cleaned up and improved road texture set Made road textures tile better Improved road wet masks Improved trackedge and sidewalk specularity and wet mask Replaced textured stripes with physical ones Rebalanced painted stripes textures Implemented new terrain shader Vertex painted terrain for new terrain shader Remapped terrain for new terrain shader Fixed a few minor terrain gaps Fixed a few missing terrain shadows Optimized armco and other barrier objects for smoother performance Optimized fence textures and materials Enhanced stone walls normal maps Made tunnel a bit darker Improved sponsor logos Optimized billboard vegetation for better and smoother performance Applied subtle random vertex colours to vegetation Improved vegetation texture set Fixed transparent tree issue Reduced vegetation flickering Removed messy cubemap reflection property from building materials Optimized building materials Optimized building objects for better and smoother performance Fixed smoothing on buildings Cleaned up and improved building textures Optimized LOD and shadow distances on all objects for better performance Optimized grandstands Optimized crowds Slightly enhanced billboard crowd textures Slightly improved marshal textures Removed pitlane props to reduce the load in the busiest area Fixed various UV glitches Fixed dozens –if not hundreds– of object and shadow popups Cleaned up messy wet reflections Repopulated all reflection maps Tweaked fog values Optimized and cleaned up night lighting glitches Reverted MIP Map bias to default Updated TDF to latest set of values Set speed limit to 999 Defined more realistic movable object reactions Removed HDR Profiles Cleaned up, replaced and improved trackside cameras Replaced loading screen with new HD version Improved AIW Added Test Team RRBINs
  11. VELOCIPEDE

    BTCC: il successo del simulatore

    Vi segnalo la lettura di questo interessante articolo dedicato ad rFactor, ma il cui tema può essere esteso ad ogni racing sim: viene spiegato l'utilizzo del simulatore da parte dei piloti del team Strakka Performance impegnato nel campionato turismo inglese BTCC, rivelatosi non solo utilissimo ma persino fondamentale per arrivare alla vittoria. I had a great build up to Silverstone with a whole day spent on the Simulator. I have been preparing for race weekends slightly differently in 2015 and I now go to Strakka Performance regularly to use their Simulator, usually after Shakedown on a Thursday afternoon. If I am honest I was always sceptical of the benefits of Simulator’s since because it is not real and you can ‘cheat’ on a Simulator, I often thought well there isn’t much point using one then. But this year I have proved all my doubts wrong... This post has been promoted to an article
  12. VELOCIPEDE

    BTCC: il successo del simulatore

    Vi segnalo la lettura di questo interessante articolo dedicato ad rFactor, ma il cui tema può essere esteso ad ogni racing sim: viene spiegato l'utilizzo del simulatore da parte dei piloti del team Strakka Performance impegnato nel campionato turismo inglese BTCC, rivelatosi non solo utilissimo ma persino fondamentale per arrivare alla vittoria. Commenti sul forum. I had a great build up to Silverstone with a whole day spent on the Simulator. I have been preparing for race weekends slightly differently in 2015 and I now go to Strakka Performance regularly to use their Simulator, usually after Shakedown on a Thursday afternoon. If I am honest I was always sceptical of the benefits of Simulator’s since because it is not real and you can ‘cheat’ on a Simulator, I often thought well there isn’t much point using one then. But this year I have proved all my doubts wrong...
  13. Mountain Peak Speedway v1.2 Now Available! Our Mountain Peak Speedway has been updated to version 1.2. This update brings in support for 43 cars on the oval configuration along with a small number of other fixes and tweaks. Download – 238MB Changelog: – New AIW – Added support for 43 cars – Other minor tweaks screens http://rfactor.net/web/rf2/screenshots
  14. VELOCIPEDE

    rF2: Nissan Nismo GT-R GT1 by ISI v1.6

    Changelog: – Brand new tyres (CPM). – Reduced Max steering lock and moved to new steer lock method (as per other newer cars, which attempts to keep your steering ratio correct). – minor increase in CG. – Allowing a bit more freedom in anti-roll bar ranges, softened default. – Slightly less ‘randomness’ in engine lifetime. – Minor aero tweaks. – Slower real road rate. – Recalculated brake system. – Cleanup of old params and updated others to newest params based on build changes. – Reduced graphical helmet movement (when looking AT the car) – added tv style onboard cam, – Fixed the hood glitch – updated shaders – moved the dash sticker up – added new head light glow – updated body shaders – Fixed a bad shadow at the back of the side window – Newer driver model
  15. Nissan Nismo GT-R GT1 v 1.6 News post (with car info): http://rfactor.net/web/2015/09/12/nissan-gt-r-gt1-v1-6-now-available/ Download (83.6MB): http://www.mediafire.com/download/awk5dpndes5g3py/ISI_Nissan_GTR_2011-v160.rfcmp Release Info: The Nissan Nismo GT-R GT1 is newly updated to v1.6! This update is primarily an update to bring the tire model (CPM – contact patch model) into this car, but there were a number of other tweaks and fixes done on what is actually quite an old base model. Improved shaders should help the car look a little more comparable with other recently updated content, but the vast majority of changes will be in the driving experience; our testers really enjoyed this one… Changelog: – Brand new tyres (CPM). – Reduced Max steering lock and moved to new steer lock method (as per other newer cars, which attempts to keep your steering ratio correct). – minor increase in CG. – Allowing a bit more freedom in anti-roll bar ranges, softened default. – Slightly less ‘randomness’ in engine lifetime. – Minor aero tweaks. – Slower real road rate. – Recalculated brake system. – Cleanup of old params and updated others to newest params based on build changes. – Reduced graphical helmet movement (when looking AT the car) – added tv style onboard cam, – Fixed the hood glitch – updated shaders – moved the dash sticker up – added new head light glow – updated body shaders – Fixed a bad shadow at the back of the side window – Newer driver model Tim Wheatley
  16. VELOCIPEDE

    rF2: Chevrolet Corvette C6.R GT2 by ISI v1.62

    Il team ISI ha rilasciato per rFactor 2 la nuova versione aggiornata 1.62 della sua Chevrolet Corvette C6R GT2. La nuova release porta con sè varie migliorie, soprattutto per adeguare la vettura all'ultima versione del software. Il pacchetto contiene anche una skin grafica dedicata al compianto Max Angelo. Tutti quelli che stanno invece aspettando la nuovissima Stock Car Gen6 degli ISI, possono dare uno sguardo all'articolo pubblicato da SimHQ con screens inediti allegati. La vettura sarà rilasciata gratuitamente con la prossima build di rFactor 2. Gli ISI stanno inoltre lavorando ad un update per il circuito di Monza, che sarà ribattezzato "Autodromo Massimo Angiolucci" (Max Angelo). This update is mostly about bringing in the technology missing from the older version (released at around this time last year), along with a few more minor tweaks. You may now upgrade to our CPM (contact patch model) version of the Chevrolet Corvette C6.R GT2 with version 1.62 (below). You’ll also notice updates to wet cooling (which should make slicks more difficult in damp and wets stay alive longer).
  17. Chevrolet Corvette C6.R GT2 v 1.62 This update is mostly about bringing in the technology missing from the older version (released at around this time last year), along with a few more minor tweaks. You may now upgrade to our CPM (contact patch model) version of the Chevrolet Corvette C6.R GT2 with version 1.62 (below). You’ll also notice updates to wet cooling (which should make slicks more difficult in damp and wets stay alive longer). Download: http://www.mediafire.com/download/449kpyb738eureh/ISI_Corvette_C6RGT2_2009-162.rfcmp – 94.1MB Source: http://rfactor.net/web/2015/09/02/chevrolet-corvette-c6-r-gt2-v1-62-now-available/
  18. Hi folks, Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list. Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy! Profile: http://rfactor.net/web/rf2/tracks/portugal-international/ Download: http://www.mediafire.com/download/6znt0222v1bq0ld/ISI_Portugal_2009-v200.rfcmp - 323 MB Screenshots: http://rfactor.net/web/rf2/screenshots/ or download - https://www.dropbox.com/s/azko0b80exrqpjg/20150710_Portugal2.0.zip?dl=0 News item (source): http://rfactor.net/web/2015/07/10/portugal-international-2-0-now-available/ Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2 This post has been promoted to an article
  19. Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2
  20. VELOCIPEDE

    rF2: Indianapolis Motor Speedway by ISI v1.3

    You can download v1.3 here (446MB). Track profile page here. IMS v1.3 Changelog (from v1.03): New additions – Added “Brickyard 400″ layout for Stock Cars – Added road (micro)bump for 2007 layout – Added road (micro)bump for 2013 layout – Added road (micro)bump for 2014 layout – Added 2007/2013 and 2014 curb texture variations – Added service pitlane fence posts for 400/500/2014 – Added Pit In cone for 400/Stock Cars – Added dashed line on pitlane for 400 and 500 layouts – Removed pitwall fences for 400/500/2014 layouts – Enhanced AIWs for Speedways — less extreme Block Path – Tweaked dashed painted stripe length – Replaced loading screens for all layouts Fixes – Fixed various terrain gaps on drivable surfaces – Fixed missing piece of road/terrain for 2007 and 2013 layouts – Fixed gap in S1/T3 road for 2007/2013 layouts – Fixed curbs gaps for 2007 – Fixed various painted stripe glitches – Fixed and tweaked various GDB entries – Fixed garage back door colliders on F1 pit garages – Fixed UV mapping glitches on Gift Shops – Fixed pit entry line for 400 and 500 layouts – Fixed minor errors in all AIWs – Fixed and improved various trackside cameras Specific AIW tweaks for 2007 layout – Stopped AI hitting garages when leaving – Reduced false positive cut track warnings – Improved AI speed in some corners – Made LEFT Path to pit entry transition smoother
  21. Alessandro Pollini

    Atlanta Motorsports

    Version 1.0

    165 downloads

    Image Space Incorporated has released the next official track addition to their rFactor 2 simulation as Atlanta Motorsports Park is now available. The track comes with five different layouts, including a full-size race track and four kart layouts. Included Layouts Full – 1.83 mile roadcourse Kart A – 0.85 mile roadcourse Kart B – 0.46 mile roadcourse Kart B+ – 0.58 mile roadcourse Kart C – 0.27 mile roadcourse Atlanta Motorsports Park (AMP) is a road circuit designed by famed Formula One architect, Hermann Tilke. AMP is a 2-mile road circuit with elevation changes, a technical circuit layout, high speed straights and two ‘signature’ corners designed to pay homage to famed European race circuits; Belgium’s Spa-Francorchamps and the iconic ‘Karussell’ from Germany’s Nurburgring. The Full circuit boasts 35 to 40 feet wide racing surfaces, aggressive elevation changes of 100 feet, and a technical layout that can help develop world-beating racing drivers. Home to the only kart track in America built to CIK Level ‘A’ (F1 standard), the Kart A, B, B+ and C layouts feature up to 43 feet of elevation change – unrivaled anywhere in the world.
  22. Atlanta Motorsports Park disponibile http://rfactor.net/web/2015/05/30/atlanta-motorsports-park-now-available/ This post has been promoted to an article
  23. VELOCIPEDE

    rF2: Dallara Indycar by ISI v1.62

    You might want to consider this beauty a first true release. We got data and we've used it. It is almost a scratch built car in terms of physics. The road side has had quite a few changes, but the oval side is where you should be able to feel the biggest difference. Enjoy. Changelog: (link) Physics / Setup – Fixed fuel tank capacity. – Fuel tank position corrected (slightly lower and further forward) – Allowing both compounds during race. – Added ‘weight jacker’. Garage only at this time. – Brand new CPM enabled tyres. – Better undertray points. – Better fuel estimation. – Better ride height ranges and defaults. – Caster range now 4-10 as per real life. – Accurate suspension geometry that varies between oval / road course. – Tyre pressure ranges more realistic (as are defaults) – Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks. – Minor Turbo error correction. – Aero corrections for both speedway and road courses. (Main change is more accurate and higher downforce for speedway config) – Recalculated brake system & restricted brake bias range. – Improved unsprung masses. – Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119″ is ideal for speedways, 120″ may be ok for road courses. – Increased the weight of the car (was ~missing driver weight). – Slightly more damage sensitive. – Increased CG height according to new data. – More accurate default RC toe angles. – Increase AI’s grip a touch (road course). – Recalc’ed and more accurate anti-roll bar rates, ranges. – Fixed small error on front wing range (now goes up to 32° on RC / SC) – Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate. – Allowing stiffer springs. – Now using spool differential (locked axle). – Increase in chassis flex. – Min brake ducts now have MUCH less cooling, Max similar. – Brake Duct drag and lift reduced (so penalty is a little lower). – Steering system updated. – Opponent sound attenuation increased (so other cars are slightly less audible). – Steering ratio corrected (default, options not available yet). – Very slightly less sensitive to turbulent air, Auto-shift tweak (AI) Visuals – Fix so rotation matches in-game. – Fixed problem with Alternates showing as Primaries at race start – air intake gap fixed – hands animation fixed – new tyre damage texture – spinner scene fixed – Fixed tyre compound visibility in spinner. – Digits on the steering wheel increased to 5 – Digital Yellow message “Yel” aligned – Graphics : whole model rescale (+2%), – Front susp arms corrected. – Mirrored rear wing back logo (#27 #77) – Various texture fixes
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