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  1. Il team ISI, dopo il rilascio dell'ultima build 860, non riposa certamente sugli allori: ecco quindi che ci mostra oggi un primo video di anteprima del nuovo circuito di São Paulo (v0.80), attualmente in fase di sviluppo. Tim: We have a new content preview video, this time it is Sao Paulo. This content was produced in collaboration with Reiza, who provided the base model. Our guys took to converting it and two weeks later asked me to preview it. versione aggiornata 1.01
  2. VELOCIPEDE

    rFactor 2 Build 860 update 26

    Dopo alcune release di test instabili, il team ISI ha rilasciato oggi la nuova Build 860 - update 26 del suo rFactor 2. Questa nuova versione si propone di migliorare la stabilità generale, ulteriori migliorie alla fisica, alla IA, risolvere bugs e problemi vari, oltre a fornire una nuova interfaccia per il server dedicato. Sul fronte grafico troviamo in particolare nuovi shaders per il terreno. Per il download fate click qui. Much like our last build, we’ve been working to improve overall stability, refining code and consolidating development towards more complete features. Highlights of the new build include improvements to physics, AI improvements, fixes to various bugs and crashes, and a new experimental UI (see right) for the dedicated server that allows hosts to schedule a series of races/events. Experimental interface for dedicated server. We also introduced new terrain shaders with this build. These of course become immediately available to modders. You can find documentation in the Dev Corner. Modders: Don’t forget that each build also brings a brand-new SDK/Mod Mode! Download that also from the Dev Corner. The new dedicated server we are producing will only reference the content being used in each single event. vMod creation will be automatic per-single event, and clients will be able to join if they have the content being used for that single event, not everything that is scheduled to be used in future events. This will effectively eliminate the issues joining servers in rF2 compared to rF1, while still keeping the mismatch and cheat protection, etc, new to rF2. Note: If updating from a build older than 798, please either use auto update – or – freshly install. File structure changes introducing 64bit executables with B798, so an ‘install over top’ with the Lite installer will leave redundant files everywhere from a much older build! Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014 ===================================================== FEATURES: ————- - Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible. - Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading. - Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables. BUG FIXES / OPTIMIZATIONS: ————- - Fixed crash on exit. - Fixed TrackIR in 64-bit. - Forcing playerfile variables to exist between their min and max upon load from file. - Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out. - Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file. - Reduced some violent collisions caused by tiny gaps in the wall. - Prevent physics blow-ups caused by negative wheel inertias. - Fixed possible crash at shutdown. MULTIPLAYER: ————- - New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server. MODDING / PUBLIC DEV: ————- - Modmode: Fixed pit location picking resetting the menu every time a location is recorded. - Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working. AI: ————- - Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track. - Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage - Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats - AIs now turn off engine when heading back into garage. - Fixed a bug where AI can forget how to stop on their pit spot. - Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well. This post has been promoted to an article
  3. DOWNLOAD Another little something we've been working on (and no, you cannot fly the plane).
  4. Con il promo video che vedete qui sotto, il team ISI ha rilasciato pubblicamente per rFactor 2 il nuovo circuito storico del Tiger Moth Aerodrome: il tracciato, in versione 1.02, è disponibile in 5 diverse configurazioni, comprese le test track.
  5. VELOCIPEDE

    rFactor 2: ecco cosa arriverà...

    Con un lungo post sul suo blog, il team ISI ci aggiorna su cosa arriverà nel prossimo futuro per rFactor 2: come prima cosa il nuovo circuito storico di Tiger Moth Aerodrome, che possiamo apprezzare anche nel video qui sotto, quindi l'ovale di Mountain Peak, adatto alle stock car Gen6, che incorpora anche un tracciato stradale ed una pista karting, non mancano poi varie migliorie grafiche, che si possono notare dagli screens, sulle stock car, la pista di Jacksonville e Atlanta. ISI conferma poi l'arrivo della AC Cobra 27, Honda NSX e Chevrolet Corvette C6 !
  6. VELOCIPEDE

    rFactor 2 Build 860 update 26

    We also introduced new terrain shaders with this build. These of course become immediately available to modders. You can find documentation in the Dev Corner. Modders: Don’t forget that each build also brings a brand-new SDK/Mod Mode! Download that also from the Dev Corner. The new dedicated server we are producing will only reference the content being used in each single event. vMod creation will be automatic per-single event, and clients will be able to join if they have the content being used for that single event, not everything that is scheduled to be used in future events. This will effectively eliminate the issues joining servers in rF2 compared to rF1, while still keeping the mismatch and cheat protection, etc, new to rF2. Note: If updating from a build older than 798, please either use auto update – or – freshly install. File structure changes introducing 64bit executables with B798, so an ‘install over top’ with the Lite installer will leave redundant files everywhere from a much older build! Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014 ===================================================== FEATURES: ————- - Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible. - Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading. - Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables. BUG FIXES / OPTIMIZATIONS: ————- - Fixed crash on exit. - Fixed TrackIR in 64-bit. - Forcing playerfile variables to exist between their min and max upon load from file. - Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out. - Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file. - Reduced some violent collisions caused by tiny gaps in the wall. - Prevent physics blow-ups caused by negative wheel inertias. - Fixed possible crash at shutdown. MULTIPLAYER: ————- - New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server. MODDING / PUBLIC DEV: ————- - Modmode: Fixed pit location picking resetting the menu every time a location is recorded. - Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working. AI: ————- - Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track. - Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage - Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats - AIs now turn off engine when heading back into garage. - Fixed a bug where AI can forget how to stop on their pit spot. - Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well. View attachment: rf2_camaro_birdseye.jpg
  7. VELOCIPEDE

    rFactor 2 Build 798 Update 25

    Il team ISI ha da poco rilasciato la nuova Build 798 del suo rFactor 2. Il nuovo update 25, oltre ai consueti bugfix e migliorie, porta con sè come principale novità il supporto ufficiale ai processori a 64 bit, che vengono automaticamente riconosciuti e sfruttati dal software. E' consigliata una installazione partendo da zero. This is the first official 64bit release, the launcher will automatically start 64bit if the system is compatible (you can run 32bit by going to the advanced tab and checking the box to run 32bit instead). Due to file system changes to accommodate the 32bit and 64bit files and folders, a CLEAN INSTALL is highly recommended to avoid orphaned files or duplicate files. Auto update should not have these issues at all. Advice on clean installs can be found linked from the news item above. Tim Wheatley Downloads: http://rfactor.net/web/rf2/rf2dl/ Update 25 (Build 797-unstable, 798-release) Changelog July 21, 2014): ================================================== FEATURES: ————- Moved plugins dir to Bin32 and Bin64 for 32 and 64 bit plugins. Launcher now runs 64 bit executables if possible. Updates no longer require login. BUG FIXES / OPTIMIZATIONS: ————- Fixed crash on exit. Fixed inability to scroll mp lobby after server item in list was selected. Fix problem where players rejoining a race would lose any laps over 63. Fixed a typo where the Real Road Time Scale setting for qualifying was used for race and vice versa. Fixed dedicated server memory leak. Reverted a change made to window style which broke some windowed modes MODDING / PUBLIC DEV ————- Modmode: Fixed pit location picking resetting the menu every time a location is recorded. This post has been promoted to an article
  8. A quick peek at Mountain Peak's ... well, peak Non credo sia la stessa pista mostrata con alcune criptiche immagini poco tempo fa, ma questo potrebbe essere un bene: potrebbe voler dire che in tempi relativamente brevi arriveranno due nuove piste.
  9. Se ancora usate lo storico (e ormai preistorico) sistema operativo Microsoft, sappiate che dalla prossima build non sarà più ufficialmente supportato. Questo il messaggio ISI su FB. A reminder: Windows XP is no longer supported (either by us, or by Microsoft). The next build of rFactor 2 will not support it. For your security, system stability, software sophistication and sanity, please upgrade. Windows 7 is lovely.
  10. Nissan 370z GT4 v 1.47 - 2 versions now available, European and Dutch, which more closely match rules from specific series. - Chassis flex implemented and new steering system. - Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann). - Caster range reduced. - Slightly stronger suspension. - CG increased, further forward and more laterally offset. - Slight downforce reduction. - Slightly less downforce sensitive in slip-stream. - Minor setup tweaks. - Gear ratios replaced. - Brake system completely recalculated. - Updated to use new tyre mass method and slightly more accurate unsprung masses used. - Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions. - Minor AI tweaks. - ‘Central’ TVCockpit / bonnet camera. - Tweaked headlight parameters should improve night racing. - Now using newer sound attenuation parameters. - Updated to latest shader settings - New driver helmet - Rim blur added. - New team liveries added. - Fixed reversed / mirrored logo on the side. - Fixed wheel shadow height. - *As usual there are some small additional undocumented changes. - **Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete. DOWNLOAD
  11. Dalla pagina dei download è possibile leggere un'accurata descrizione della vettura e scaricare anche setup considerati "easy" per chi avesse problemi a domare la vettura. DOWNLOAD Direttamente Tim Wheatley degli ISI annuncia una nuova ed imminente novità in arrivo per rFactor 2: oltre al tracciato di Indianapolis già previsto per fine mese, sarà infatti disponibile a breve la nuova Formula Renault 3.5 dell'attuale stagione di campionato 2014, con tutte le specifiche aggiornate di telaio, gomme e fisica, monoposto che sta portando alla ribalta il figlio d'arte Carlos Sainz Jr., attuale leader di campionato. Qui sotto trovate i primi screens, mentre a questo link sono disponibili alcuni brevi filmati. Most of you know that we have the Indianapolis Motor Speedway coming later this month, but here is a little surprise before that. ISI will shortly be releasing (before the Indy content, yes) a brand-new Formula Renault 3.5 running 2014 specification (including physics, body, tires, etc). This car replaces the older spec car (which will still be available on our downloads page), and also comes with several individually licensed teams, including current championship leader, Carlos Sainz Jr. The car is just about to enter a final round of testing internally and should be public within days. You can see specifications of the new car here: http://www.worldseriesbyrenault.com/Formula-Renault-3-5-Series-3208.html?lang=fr Note that the images at the bottom of the page are click-able for more information on that area of the car. Tim Wheatley This post has been promoted to an article
  12. Come promesso, gli ISI hanno appena pubblicato una nuova vettura per rFactor 2. Si tratta della Formula Renault 3.5, vettura già presente nel simulatore, che ora si aggiorna alle specifiche 2014. Dotata di un motore V8 da 540 cavalli e freni in carbonio, questa è considerata una delle migliori serie di allenamento per i piloti che aspirino ad arrivare a guidare una Formula 1. La pagina dedicata sul sito ufficiale è ricca di informazioni sulla vettura, informazioni che vi consigliamo di leggere: oltre al link per il download, inoltre, trovate anche un pacchetto contenente dei setup più semplici per chi avesse problemi a domare la vettura (che di base viene fornita con i setup utilizzati in configurazione di gara). Nel video qui sotto potete ammirare il confronto diretto fra la nuova monoposto 2014 e la precedente versione 2010. https://www.youtube.com/watch?v=V4Owq_k5i58
  13. VELOCIPEDE

    rFactor 2: screens da Indianapolis

    Il team ISI ha pubblicato tramite Twitter alcuni screenshots inediti che ci mostrano il nuovo tracciato di Indianapolis per rFactor 2, ormai di imminente rilascio, come si nota dalla qualità e completezza delle immagini.
  14. VELOCIPEDE

    Interceptor Quad by ISI v0.91

    Happy Easter from ISI! As we’ve had many requests for dirt vehicles and in particular help with dirt type tires by modders / mod teams. The ISI content team decided to have a little fun and experiment with what’s possible within the current tech. While rFactor 2 doesn’t have full support for loose dirt / soft terrain modelling at present, rF2 is more or less capable of what rF1 was, and provides somewhat reasonable correlation. The results of this experiment is yours to download and we hope you can see the entertainment value that these vehicles bring. For modders, the tyre was basically generated in the normal procedure, while the [realtime] section was altered to resemble something like dirt characteristics. You might note that this content was done in a relatively short space of time, and naturally this shows in a few areas, but it is our hope that this proves that ISI still remain committed to bringing dirt simulation to rF2 in the future. We’d like to wish everyone a happy Easter from ISI and we really hope you enjoy this little project. This post has been promoted to an article
  15. Lost Valley (Experimental).
  16. Contemporaneamente al rilascio dei go-kart gli ISI hanno pubblicato anche questo tracciato.
  17. Mostrati per la prima volta assieme alcuni giorni or sono, i go-kart e la pista Quebec SuperKarts per rFactor 2 sono ora ufficialmente disponibili. Assieme al mod e al tracciato è inoltre disponibile un nuovo showroom e una nuova interfaccia grafica, scaricabili dai link presenti sul nostro forum. I go-kart sono forniti in due versioni, Junior e Kart F1: la prima ha 20 cavalli e un peso di 150 Kg pilota incluso, la seconda invece 40 cavalli e un peso leggermente superiore, accoppiata anche ad un set di freni anteriori per gestire al meglio la maggiore potenza.
  18. Uff

    rFactor 2: Kart by ISI in arrivo

    For those unfamiliar with karting, the first thing you will notice driving one of these is just how quick the steering is. With the steering ratio approximating 1:5 (depending on setup), three times quicker than most conventional road cars, you may fall into the trap of too much steering input. Small and precise movements are best. Karts are also forced to run a locked axle, which means the inside rear tire has to be unloaded to allow the vehicle to steer properly. Significant understeer results if you fail to do so. The primary mechanism for providing a means to overcome this issue is through the front end steering geometry. Cranking the steering is usually accompanied by oversteer. A common mistake of amateurs is both applying lock too early or using excessive steering lock which can result in sudden snap oversteer. Though sometimes that might be exactly what you want! The wide sticky tires used in karting provide huge amounts of grip, able to exceed 2G’s without any downforce to speak of. The chassis is finely tuned to deal with these G-forces. Braking can be rather difficult in either category, the Junior kart, having only rear brakes, requires a constant watch for snap oversteer on account of locking rear wheels. Trail braking is of limited use, as this can lead to excessive oversteer upon corner entry, which on account of only having a single speed gearbox, with grippy tires, can bog you down right out of the power band. The ideal corner is to brake in a straight line, very limited trail braking on turn in, and then keep the kart in a shallow and consistent slide with high percentages of throttle input to ensure the engine does not bog down. The engine in junior form, provides peak power just below 9000 RPM, however still sings on song until 12000 RPM before the power curve begins to fall away sharply. You will want to make sure the engine seldom sees RPM of below 6000. In Kart F1 form, the engine produces peak torque and power at much higher RPM, peak torque is around 12000 and peak power around 13500 RPM, the curve doesn’t fall off too much until about 15500. Gearing is very important to extract the maximum performance out of your karts. We would like to express our gratitude to Skip and Joey Essma of Ess Racing for their time and effort. (Hey, sponsors, sponsor Joey).
  19. Perhaps known to many as ‘the car from Midtown Madness’, you can now download the Panoz AIV Roadster from our downloads page. As always, this is a free download. The AIV Roadster, designed around the time when most American production cars were not renowned for their handling characteristics, was a breath of fresh air to many. While the car shares many components with Ford (allowing the car to be serviced at any Ford dealership), the things most important to provide a good handling car were meticulously designed to provide a fun, stable car that was just about as quick around the bends as any other sports (or even super) cars of the time. It employs double wishbone suspension all-round, a near 50/50 weight distribution, light weight, at around 1170kg, and comes equipped with an LSD. The engine represents a near perfect balance between power and drive-ability, while not producing the insane figures of some modern sports cars, by no means is the car a slouch either. Straight from the Ford Mustang, the engine produces 305hp, 407Nm, enough to propel the car from 0-60mph (96km/h) in just 4.6 seconds. Aerodynamic drag does significantly inhibit the cars top speed, though, to around 135mph (217km/h). Driving techniques are not particularly difficult or unique to this car. It’s about as much of a fun car as you can have, control is relatively easy and drifting quite possible (though not the fastest way to get around the track). To get the best lap times, it’s all about braking late and deep, avoiding that inside lockup, and fighting that extremely tempting urge to floor it and drift your way around the corner. Instead, keep it cool, feel where the maximum grip is, the rear should be kept just in a very shallow slide, and use the normal ‘slow in fast out’ technique common to most forms of motor racing. The car has most of the common characteristics of street vehicles, some minor lift oversteer, and you can get power on oversteer with excessive throttle too, but in general the Roadster is a well balanced vehicle. Tyres: 245/40 R18 Optimum temperature around 80 degrees. 295/35 R18 Brakes: No ABS. They work well from low temperatures, but ideal after the first stop. Some fade sets in around 650°C. Corrected brake bias is about 62% forward, and there is no adjusting it. Gears: Keep in mind 5th gear is all but useless during competition in this car, designed to improve mileage during highway use. The other gears are also designed for specific speeds, more than to allow smooth shifting. There are noticable differences in redline in specific gears that will take some time to get used to. This post has been promoted to an article This post has been promoted to an article
  20. A meno di 24 ore dal rilascio dell'ultima build 590 di rFactor 2, il team ISI ha reso disponibile per il proprio simulatore, gratuitamente, anche una nuova vettura ufficiale: si tratta dell'affascinante Panoz AIV Roadster del 1999. Perhaps known to many as ‘the car from Midtown Madness’, you can now download the Panoz AIV Roadster from our downloads page. As always, this is a free download. The AIV Roadster, designed around the time when most American production cars were not renowned for their handling characteristics, was a breath of fresh air to many. While the car shares many components with Ford (allowing the car to be serviced at any Ford dealership), the things most important to provide a good handling car were meticulously designed to provide a fun, stable car that was just about as quick around the bends as any other sports (or even super) cars of the time...
  21. VELOCIPEDE

    Build 494 - Update 21

    rFactor 2 Build 494 Now Available! You can now download rFactor 2 Build 494 from our downloads page. As always, we have a new free demo that utilizes the latest core code. Our first release of the year, this update includes a number of graphical updates. Most notable is the automated HDR, which uses a set of functions to change all lighting elements automatically/dynamically, based on real geographical location variables, and time of the day. This gives a much more stable and consistent lighting experience. You may still use your personal HDR profiles. You may also notice some shader draw distance changes. Update 21 (Build 494) Changelog (February 26, 2014): ===================================================== GRAPHICS: ———————— Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”. Fixed calculation and tweaked numbers to reduce cloud pop-in. There’s a few items missing from this changelog, shadow draw, etc. FEATURES: ———————— Optional new HDV [sUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason). For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed. Created some options for the suspension deformation code that allows more generic connections like brake lines. BUG FIXES / OPTIMIZATIONS: ———————— Fixed problem recovering from ctrl-alt-delete in Win 7/8. Fixed some missing translations in rFConfig. Fixed plugin callbacks PreReset() and PostReset(). Fixed a crash from the RFM spinner in strange cases. Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere) Fixed problem reading older RealRoad files. Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file. Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods. Fixed a couple problems with Resume From Replay, including one potential crash. Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track. Fixed potential crash in transparent trainer code – probably only happened in multiplayer. MODDING / PUBLIC DEV ———————— Fixed bug in ModMgr when displaying large (> 2GB) mod files. Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors. Some shader macro prototypes have changed. Look in pShaderStubs.h for changes. Fixed rcd values write out from realtime editor. Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components. UI / HUD / Options: ———————— Fixed ‘enter’ key moving between min and max replay mode for other languages. When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI. Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode. Fixed issue with true type fonts sometimes (usually after UI switch) not loading. MULTIPLAYER: ———————— Official ISI server now show on top of mp lobby list (until user manually sorts). If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead. Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server. Detecting & reloading livery changes in multiplayer quick vehicle change. Disabled new prediction algorithm by default, until issues are worked out. CONTROLLERS / FFB ———————— Added profile for the Thrustmaster TX Racing Wheel. Added an optional minimum FFB torque to the controller.ini file. Disabled by default. AI ———————— AIs now attempt to restart engine when toggling AI on with a stalled engine. Fixed some cases where RCD files were not loading. Silverstone Circuit v1.01 -> v1.14 Changelog - Increased surface mesh density at The Link and Maggots Corner for short layouts - Added and enhanced 3D modelled surface details based on accurate data - Added International layout - Replaced GP Layout with GT Layout (41 garage spots) - Added Concrete Blocks to prevent wandering beyond limits on short layouts - New default weather preset for GT and International Layouts - Added Medium Rubber RealRoad presets - Reworked Light Rubber RealRoad presets - Added International layout cameras - Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line) - Fixed multiple small terrain gaps - Fixed incorrect material on old pit building roof - Fixed Collision for Bridges - Fixed Collision for PitWall Gates - Fixed Smoothing on Grandstand at Club Corner - Fixed Smoothing on wall at Club Corner - Fixed light glow being always enabled - Fixed (most) annoying popups - Fixed Daylight Saving Time zone - Tweaked terrain textures and materials for less aliasing and a tiny bit more depth - Tweaked wall materials for a tiny bit less aliasing - Tweaked Vegetation textures and materials - Tweaked RealRoad texture - Tweaked Glass materials - Tweaked Vehicle materials - Optimized 3D Tyre Walls for better and smoother performance - Optimized Armco for better and smoother performance - Optimized Armco details for better and smoother performance - Optimized Vehicles for better and smoother performance - Optimized Shadow Casters for better performance - Optimized LOD distances for better performance - Optimized Reflection Maps for better performance - Optimized Crowds for better performance - Optimized Terrain objects for smoother performance - Optimized Grandstands for better performance - Optimized Props for smoother performance - Optimized Omni Lights for International layout - Optimized Vegetation - Optimized Grass and Gravel Verges - Optimized Terrain textures - Optimized Vehicle textures - Optimized Building textures Notes: - Performance should be improved by an average of 15-30% over v1.01 depending on detail settings. - Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas. - Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings; - Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots. Loch Drummond 1.1 - Fixed upside-down crowd in some grandstands - Fixed several objects intersecting fences - Added invisible colliders to in/outfields - Added canvas in front of tyre walls - Optimized tyre wall LOD distances - Optimized tyre wall reflections - Optimized tyre wall shadows - Optimized Radio Towers: separated into multiple VisGroups - Optimized GrassVerges - Optimized some textures - Removed tyre stack in chicane - Removed tyre wall collision objects This post has been promoted to an article
  22. Uff

    Build 382 - Update 20

    Fonte. Obviously, as always, this update includes a new demo. That demo includes the newly updated C6.R. If you have friends who you think should try the demo with the new C6.R, feel free to share the link to it http://bit.ly/1cDs53k with them. Auto update should work now/soon. If you are using a vastly out of date build, consider manually updating. Manual updates can be done by downloading the Lite installer, and installing it over your currently installation location(s). If not installing fresh, and noticing any backwards movement in performance or visuals, consider having rFactor2 recreate shaders by deleting all files in \Documents\rFactor2\UserData\Log\CBash. Tracks will load slower first time after doing it, as files are recreated. The ISI Official Servers should be ready for you to use with B382, or close to being so. The 382 demo has been re-released. http://rfactor.net/web/rf2/rf2dl/ Fixes an issue with the launcher where some could not launch the demo. Tim Wheatley Build Notes: You can also now renew your rFactor2. You should see an option to do so on the purchase page. If any of you want to assist us in testing it now, renewing early, please do so and let us know of any problems. Known issues (or possible ones reported by unstable testers/internal testing): Download links
  23. VELOCIPEDE

    rFactor 2: nuova Silverstone by ISI

    Silverstone Circuit v1.01 -> v1.14 Changelog - Increased surface mesh density at The Link and Maggots Corner for short layouts - Added and enhanced 3D modelled surface details based on accurate data - Added International layout - Replaced GP Layout with GT Layout (41 garage spots) - Added Concrete Blocks to prevent wandering beyond limits on short layouts - New default weather preset for GT and International Layouts - Added Medium Rubber RealRoad presets - Reworked Light Rubber RealRoad presets - Added International layout cameras - Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line) - Fixed multiple small terrain gaps - Fixed incorrect material on old pit building roof - Fixed Collision for Bridges - Fixed Collision for PitWall Gates - Fixed Smoothing on Grandstand at Club Corner - Fixed Smoothing on wall at Club Corner - Fixed light glow being always enabled - Fixed (most) annoying popups - Fixed Daylight Saving Time zone - Tweaked terrain textures and materials for less aliasing and a tiny bit more depth - Tweaked wall materials for a tiny bit less aliasing - Tweaked Vegetation textures and materials - Tweaked RealRoad texture - Tweaked Glass materials - Tweaked Vehicle materials - Optimized 3D Tyre Walls for better and smoother performance - Optimized Armco for better and smoother performance - Optimized Armco details for better and smoother performance - Optimized Vehicles for better and smoother performance - Optimized Shadow Casters for better performance - Optimized LOD distances for better performance - Optimized Reflection Maps for better performance - Optimized Crowds for better performance - Optimized Terrain objects for smoother performance - Optimized Grandstands for better performance - Optimized Props for smoother performance - Optimized Omni Lights for International layout - Optimized Vegetation - Optimized Grass and Gravel Verges - Optimized Terrain textures - Optimized Vehicle textures - Optimized Building textures Notes: - Performance should be improved by an average of 15-30% over v1.01 depending on detail settings. - Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas. - Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings; - Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots. International Layout
  24. Version 1.07

    557 downloads

    Forum. Screenshots: http://rfactor.net/w....c-touring-car/ Note: Build 342 captures. Profile: http://rfactor.net/w....c-touring-car/ IMPORTANT INFO ON HOW TO DRIVE THE CAR: http://rfactor.net/w....c-touring-car/ Servers: I have three Civic servers up, Silverstone, Mores and Loch Drummond. You can learn about the car together. RAF Benevolent Fund Web site: http://rafbf.org Other notes: - There are 18 AI I believe. - Didn't get a huge amount of testing at this version 1.07, but I'm not expecting any huge issues. - LOD popins may be seen on some TV cams, this wasn't fixed due to FPS concern with a reduced distance on a track like Silverstone - obviously this is temporary. - When painting, avoid using the 1, 2, 14, 15, 55, 77 cars as your base. They use window, wheel, and ad templates that you would need to overwrite. Other cars just need the main skin. - This will probably be our demo car at some point.
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