Showing results for tags 'Road America'. - DrivingItalia.NET simulatori di guida Jump to content

Search the Community

Showing results for tags 'Road America'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Generale
    • Annunci Staff
    • OT - Di Tutto Di Piu'
    • Vendo Compro Scambio!
    • Hardware - Software
    • Multimedia
  • Real Racing
    • Real Motorsport Forum
    • Segnalazione Eventi - Raduni
  • Simulazioni Di Guida
    • Sezione DOWNLOAD
    • Setup Public Library
    • Generale
    • Simulatori by KUNOS SIMULAZIONI
    • Simulatori by ISI
    • Simulatori by Reiza Studios
    • Simulatori by Sector3 - Simbin
    • Simulatori by Slightly Mad Studios
    • Formula 1 by Codemasters - EA Sports
    • iRacing Motorsport Simulations
    • Simulatori Karting
    • Rally
    • Serie Papyrus: GPL, Nascar 2003...
    • Live for Speed
    • Serie GPX by Crammond
    • Due ruote: GP Bikes, SBK, GP500 e altri...
    • Console Corner
    • Simulazione Manageriale
  • Online & Live SimRacing
    • DrivingItalia Champs & Races
    • Gare
    • Driving Simulation Center

Calendars

  • DrivingItalia.NET Calendar

Categories

  • Assetto Corsa
    • APPS
    • Open Wheelers Mods
    • Cover Wheelers Mods
    • Cars Skins
    • Miscellaneous
    • Sound
    • Template
    • Track
  • Automobilista
    • Cars
    • Tracks
    • Patch & addon
  • GP Bikes
    • Skins
    • Tracks
  • GTR 2
    • Car Skin
    • Cover wheel Mods
    • Open wheel Mods
    • Patch & addons
    • Setups
    • Sound
    • Tracks
  • Kart Racing Pro
    • Tracks
    • Graphic Skins
    • Setups
  • netKar PRO
    • Tracks
    • Patch & addons
    • Setups
    • Track Update
    • Cars & Skin
  • rFactor2
    • Official ISI Files
    • CarSkin
    • Cover Wheel Mod
    • Open Wheel Mod
    • Patch & addons
    • Setup
    • Sound
    • Tracks

Categories

  • Software
  • Hardware
  • Simracing Academy
  • Guide - Tutorial
  • Recensioni
  • Modding
  • Addons
  • Web
  • Champs & Races
  • Sport
  • Live events

Categories

  • Members

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 11 results

  1. La prossima Season 3 di iRacing si preannuncia davvero interessante e ricca di contenuti: assieme alle storiche NASCAR della Winston Cup, alle due monoposto per la Road to Indy e alla BMW M4 GT4, il simulatore americano proporrà anche un corposo aggiornamento per uno dei suoi circuiti storici, il famoso Road America. Dopo 12 anni di intense competizioni, la pista americana otterrà un nuovo manto stradale, nuovi cordoli e segnaletica a bordo pista, per un update che gli permetterà di rimanere graficamente al passo con i tempi. Volete una preview? Date un'occhiata al video qua sotto!
  2. Il team Sector3 ha rilasciato il nuovo update per il suo RaceRoom Racing Experience. L'aggiornamento apporta alcune migliorie e bugfix, come potete notare dall'elenco completo qui sotto e ci mette a disposizione anche il nuovo circuito americano di Road America, che può essere acquistato a questo link per Euro 4,98. RaceRoom has just been updated! Road America is now available ➤http://bit.ly/RR_Road_America Other highlights include: - GTR 3 Class BOP tweaks - WTCC 16/17 physics update - further AI improvements - various Multiplayer fixes Here is the changelog of this update: Game: Multiplayer - Garage assignment should now result in a lot less spawning inside several other cars. Multiplayer - Fixed for a second time the gear selection that resets on starting grid after everyone is ready (aka “the Franconen bug”) Multiplayer - Fixed a case where a close finish between two players with latency (ping) higher than the gap between their cars would result in one of them not registering the race finish and allowed one more lap. AI - Further improved spatial awareness AI - AI cars now embark varying amount of fuel in practice and qualify sessions. AI - Improved their pitstop strategy decisions (starting fuel, number of stops) AI - AI drivers now have a random performance factor to avoid having always the same AI’s winning most championships. AI - Nordschleife Tourist AI cars finishing a lap now longer remain idle in the parking area. Thrustmaster - Updated API version / Added support for leds and automated the fetching of the wheel range Removed the Pitstop cancel button if the player is in the pitlane to prevent mistakes. Pit menu navigation - “Menu Up” and “Menu Down” commands no longer wrap vertically Further improved performance when changing values on the car setup screen. Sound, Physics & AI: Porsche 911 GT3 R - External sounds improvements Porsche Cayman GT4 CS - Reduced lift off oversteer (engine braking) GTR3 Car class - BOP adjustments. Leaderboards were cleared. WTCC 16/17 - More stability in the rear, reduced braking power. Also reduced the domination of Citroen by AI. Audi TT cup - AI has been slowed down Ford GT1 - Gearbox is now properly marked as sequential Saleen S7R - Gearbox is now properly marked as sequential Formula RaceRoom 2 - Now has a maximum steerlock Zandvoort - AI strength adjusted Art: Chevrolet Daytona Prototype - Fixed a very bright cockpit when looking at a certain LOD level of the car Porsche 991 GT3 Cup - Fixed missing labels / texture on the steering wheel
  3. Dopo i circuiti europei ed asiatici, il team Sector3 ha annunciato di porre ora la propria attenzione verso i tracciati americani. La prima pista che avremo a disposizione già con il prossimo update di RaceRoom, sarà quella di Road America, che vedete nei primi screens di anteprima qui sotto. After our last track releases being heavily focused on the European and Asian racing scene, it is now time to bring something to our fans of American motorsports. And it's another one high up on the community wishlist! Road America is a permanent road course located near Elkhart Lake in Wisconsin, USA. The 6.515 km long track has hosted races since the 1950s and has maintained its original layout since then. It features many elevation changes and long stretches of road where speeds above 300 km/h can be reached. The track is a regular part of the calendar in many different racing series such as the NASCAR Xfinity Series, WeatherTech SportsCar Championship, SCCA Pirelli World Challenge, ASRA, AMA Superbike series, IndyCar Series, and SCCA Pro Racing's Trans-Am Series. Road America will become available with the next game update! Fonte Sector3 forum
  4. Download http://steamcommunity.com/sharedfiles/filedetails/?id=822332297 Road America v1.4 update:Changes:- switched from 3D-trees to 2D-trees- added the Bend version of the track- improved performance with rearview mirror on- shadow optimisations (higher performance)- removed the shadows of spectators- removed the shadows of most of the cars/RVs/trucks/tents - for the farther ones- terrain geometry optimisations (less polygons)- texture/material fixes/changes- adjusted (narrower) red-yellow curbs- improved/rounder road mesh in every corner- adjusted terrain background picture- terrain elevation changes- adjusted camber in T8- removed static skidmarks at various places- rF2 material changes on walls/tirewalls- removed bumps in carousel- added bumps in certain spots on the track (before T1, at T2, before/at T12, before T14)- added curb-road transition textures- added 3D fence posts- added small billboards around the track- added an invisible collider around the track so your car can't fly out into the woods...- fixed the Jumbotrons in rainy weather- added animated TV workers- increased the grip a tiny bit- fixed cones and signs in night time- other fixes/changes I can't recall...- the performance improvement should be between +30-70% in DX11 mode compared to the original version of the track,depending on the part of the day and the part of the track- the AI needs improvements, next update
  5. Here is Road America 2016 v1.0. Things: - I consider this a version 1.0 however I know there are things on the track I could improve but I won't have time in the next months. This track modding is like there is always something you can fix/do better on the track - the track was made with 3D trees so the performance is low, you need a good PC - despite my efforts the track doesn't look like how I wanted to look like because the game limits the maximum shadowcasting range: https://forum.studio-397.com/index.php?threads/gjed-vs-devmode-vs-rf2.53553/ - I spent much more time with the AI than on Mosport to make sure it's competitive but I couldn't figure out how to make it faster in the kink (turn 11). It's a very high speed corner and some cars just don't want to behave how I want it if you find that certain car/mod is slow in the kink then increase the AI strength, they will gain time mostly there by gaining grip. Cars which slow down too much in my experience: ISI Nissan GTR/Chevrolet GT2, Stockcar 2015. Obsiously I couldn't test all the mods. The URD and the Enduracers mods are good. - this track was a one person project from start to finish. Thanks to hexagramme for the advices (AI) and Steve76 who made the racegroove mapping. Thanks for the testing Emery and Chris Lesperance - if my time let me to do it I will make an update with the bend version (I couldn't finish this) and with billboard trees or X trees and some optimizations - right now this is the best I can do This is it for now, have fun! DOWNLOAD: http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=8064
  6. File Name: Road America 2016 by Bela Valko File Submitter: VELOCIPEDE File Submitted: 21 Nov 2016 File Category: Tracks Here is Road America 2016 v1.0. Things: - I consider this a version 1.0 however I know there are things on the track I could improve but I won't have time in the next months. This track modding is like there is always something you can fix/do better on the track - the track was made with 3D trees so the performance is low, you need a good PC - despite my efforts the track doesn't look like how I wanted to look like because the game limits the maximum shadowcasting range: https://forum.studio-397.com/index.php?threads/gjed-vs-devmode-vs-rf2.53553/ - I spent much more time with the AI than on Mosport to make sure it's competitive but I couldn't figure out how to make it faster in the kink (turn 11). It's a very high speed corner and some cars just don't want to behave how I want it if you find that certain car/mod is slow in the kink then increase the AI strength, they will gain time mostly there by gaining grip. Cars which slow down too much in my experience: ISI Nissan GTR/Chevrolet GT2, Stockcar 2015. Obsiously I couldn't test all the mods. The URD and the Enduracers mods are good. - this track was a one person project from start to finish. Thanks to hexagramme for the advices (AI) and Steve76 who made the racegroove mapping. Thanks for the testing Emery and Chris Lesperance - if my time let me to do it I will make an update with the bend version (I couldn't finish this) and with billboard trees or X trees and some optimizations - right now this is the best I can do Click here to download this file
  7. nuova versione 3.1 HD -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=6738 New update on the Road America originally converted from RFactor by Albert and Aspec
  8. VELOCIPEDE

    rF2: Road America by SimHQ

    Il team di SimHQ ha rilasciato per rFactor 2 la nuova versione del circuito americano di Road America, sviluppato da Alex Coutie, con la collaborazione di Dennis Grebe. Per dettagli, commenti e download fate riferimento a questo topic del forum. The rFactor 2 Road America project was initiated by Dennis Grebe, best known for his terrific Virtua_LM track development of LeMans, Fuji, Nazareth, and Topeka tracks for rFactor 2. The Road America track in Elkhart Lake, Wisconsin is one of the première road racing venues in the United States. Longer than many other US racing tracks, 4.048 miles (6.515 km). The track has 14 turns, many of them sweeping through the beautiful Wisconsin countryside. Some corners, such as 2 are barely a turn at all and more a slight bend in the straightaway!
  9. Here is a first look at the new work-in-progress Road America track scratch built and optimized for rFactor 2. SimHQ Motorsports is collaborating with a well-known rF2 track developer to produce this highly regarded and much awaited track. -> http://simhqmotorsports.com/road-america-rf2/
  10. Fonte. It's been far too long since I've last updated this thread. Work on the track has continued over the last week while I was on Spring break, and despite the fact I've been busier than I expected with real life, I think it's time for a public beta. I'll probably be very busy over the next few weeks and probably won't have a ton more time to work on it, so there isn't really a point in delaying this any longer though: Beta 1: https://mega.co.nz/#!30Z2kBaB!GPnzFTuqJtrgRkUWsGsWvaBm-f40Sx-Wez0V_Rrzshs It's still far from finished, as you'll see, but I feel it's far enough along it doesn't hurt to share it. Feel free to let me know of any issues or recommendations you have for it, but keep in mind it's nowhere near done. Here's a screenshot of turn 1 with a bunch of 'vettes, which by the way, have the wrong number of stars on the US flags on the doors of over half of them. Have fun!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.