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  1. Il team Sector3 annuncia con una manciata di screenshots di anteprima il prossimo arrivo nel suo RaceRoom Racing Experience di un nuovo circuito scandinavo: ecco il famoso tracciato del Anderstorp Raceway, luogo di motorsport ricco di storia e recentemente riscoperto. Some of you might already have seen it mentioned in the last patch notes. Another Scandinavian track is headed your direction! Anderstorp is a long standing marker in Swedish racing history, this is where the greats of Formula One battled in the glory days and where speed kings of Scandinavia were crowned for decades. The track combines a very long straight with cambered sweepers and tight hairpin turns. It demands a good setup of the car and precise lines from the driver to master. The tight final corner combination is always an invitation for last lap heroics, at Anderstorp your win is not certain until the very final meter. The track will come in two variants: GP & South Layout
  2. Il team Sector3 ha appena rilasciato il nuovo update per il suo RaceRoom Racing Experience. L'aggiornamento ci mette a disposizione la nuovissima Formula RaceRoom US (ovvero una monoposto Indycar), ulteriori migliorie al comparto VR, nuovi data display per varie vetture ed i soliti bugfix. Da non dimenticare che nel prossimo futuro di RaceRoom sono già previste numerose novità, come McLaren 650s GT3, BMW M6, Anderstorp, Karlskoga e Mantorp Park. Per commenti ed i dettagli del lungo changelog correte sul forum.
  3. We plan to release a new patch for RaceRoom next week. Among other things you will get your hands on the FR US! The Formula RaceRoom US will become available next week! Are you ready to take this V6 675 HP Monster on the track? More info about the car on our forum: https://goo.gl/KrVvcG High res images on flickr.com/raceroom
  4. VELOCIPEDE

    RaceRoom: patch in arrivo con la FR US

    Il team Sector3 Studios ha appena annunciato che la prossima settimana sarà rilasciata la nuova patch di aggiornamento per il suo RaceRoom Racing Experience. L'update, oltre alle consuete migliorie e bugfix, porterà con sè anche l'attesa monoposto denominata Formula RaceRoom US, ovvero americana, sotto il cui nome di fantasia si cela in realtà la vettura Indycar che vedete protagonista delle immagini in video qui sotto.
  5. VELOCIPEDE

    RaceRoom: KTM X-BOW GT4

    Dopo il successo della KTM X-Bow stradale con relativo torneo eSport online, il team Sector3 annuncia l'arrivo per fine 2017 della nuova KTM X-Bow GT4, che vedete presentata nei dettagli ed immagini che seguono. Following the release of the KTM X-BOW RR we are glad to announce another new addition from the Austrian manufacturer: KTM X-BOW GT4 KTM and Reiter Engineering have jointly developed the KTM X-BOW GT4 according to the GT4 regulations. The X-BOW GT4 first competed in the popular European GT4 Series in 2015 and won the AM championship within its first season in competition. It has also won various races and championships worldwide. Based on the philosophy of the popular X-BOW, the GT4 version is lightweight and aerodynamically designed. HORSEPOWER RPM: 360 DISPLACEMENT: 2.0L CHASSIS: CARBON MONOCOQUE & BODY TRANSMISSION: SEQUENTIAL 6-SPEED PADDLESHIFT BRAKES: ABS WEIGHT: 999 KG ENGINE: 2.0L AUDI TFSI The KTM X-BOW GT4 is coming to RaceRoom in Spring 2017! fonte Raceroom forum
  6. Dopo il successo della KTM X-Bow stradale con relativo torneo eSport online, il team Sector3 annuncia l'arrivo per fine 2017 della nuova KTM X-Bow GT4, che vedete presentata nei dettagli ed immagini che seguono. Following the release of the KTM X-BOW RR we are glad to announce another new addition from the Austrian manufacturer: KTM X-BOW GT4 KTM and Reiter Engineering have jointly developed the KTM X-BOW GT4 according to the GT4 regulations. The X-BOW GT4 first competed in the popular European GT4 Series in 2015 and won the AM championship within its first season in competition. It has also won various races and championships worldwide. Based on the philosophy of the popular X-BOW, the GT4 version is lightweight and aerodynamically designed. HORSEPOWER RPM: 360 DISPLACEMENT: 2.0L CHASSIS: CARBON MONOCOQUE & BODY TRANSMISSION: SEQUENTIAL 6-SPEED PADDLESHIFT BRAKES: ABS WEIGHT: 999 KG ENGINE: 2.0L AUDI TFSI The KTM X-BOW GT4 is coming to RaceRoom in Spring 2017! fonte Raceroom forum
  7. Come sappiamo, il prossimo GTR3 viene sviluppato dal neonato team Simbin sfruttando il potente engine grafico Unreal 4. A sua volta, il team Sector3, legato come sappiamo a doppio filo al gruppo svedese, ha confermato in una intervista che anche il suo RaceRoom Racing Experience sarà aggiornato in futuro e passerà all'Unreal 4, non solo per restare al passo con i tempi a livello grafico, ma anche per implementare nel software opzioni come il ciclo giorno - notte e le condizioni meteo. La priorità al momento resta ovviamente quella di lavorare su GTR3, ma ci chiediamo: avrebbe senso un tale upgrade per RaceRoom, per avere in pratica due simulatori quasi identici? We know with R3E the game engine is old in comparison to the competition, there is no doubt we are missing certain elements and eye candy the others have. We took the decision that Unreal is the way to go. Eventually RaceRoom will move across to this new technology, but first and foremost it's GTR3. Then we look into what we can do with RaceRoom afterwards.... There is no doubt that the work that is going on for GTR3 we will see in RaceRoom when we make that decision to switch, which means day night cycle, weather, improved physics, AI and visuals. All these goodies will be coming across when the time is right. No doubt there is still some key elements missing in RaceRoom... Flag system, tyre compounds on certain cars is being worked on. Multiclass racing we have a design on paper and will at some point work towards that but first and foremost we have to get the structured MP racing features done. Think of it like this, two separate studios working on two separate products. We are under the same umbrella but we are two separate entities working on different things. We are supporting one another in different areas and provide feedback where necessary, but the Swedish studio is still solely responsible for RaceRoom whilst the UK studio is responsible for GTR3. We want to assure everyone that RaceRoom is going to be here for a long time. Inoltre non perdetevi la nuova intervista fatta al team Sector3. RD: So in short the GTR3 announcement from SimBin won't prevent RaceRoom for developing further, it will in fact dovetail the development and open up opportunities for R3E to become bigger and better than would be possible without GTR3?CS: Think of it like this, two separate studios working on two separate products. We are under the same umbrella but we are two separate entities working on different things. We are supporting one another in different areas and provide feedback where necessary but the Swedish studio is still solely responsible for RaceRoom whilst the UK studio is responsible for GTR3.
  8. Potete leggerla in inglese a questo link RD: Will you guys be moving Raceroom over to Unreal?CS: It kind of works in unison to be honest. We know with R3E the game engine is old in comparison to the competition, there is no doubt we are missing certain elements and eye candy the others have. We took the decision that Unreal is the way to go, we did some R&D early in the year and we setup SimBin, that's what they are going to work on. That's not going to happen overnight either. Eventually RaceRoom will move across to this new technology, but first and foremost it's GTR3. Then we look into what we can do with RaceRoom afterwards. I want to be 100% clear we are not ceasing work on our current development plan for RaceRoom.
  9. Il team Sector3 ha appena rilasciato un nuovo aggiornamento per il suo RaceRoom Racing Experience. Oltre ai consueti bugfix e migliorie varie, il nuovo update ci mette a disposizione anche il nuovo circuito di Silverstone (in 4 configurazioni) e l'update per la fisica delle vetture DTM. Qui di seguito il changelog completo ed il trailer di lancio. 25-01-2017 What’s New (Summary) First pass of VR support Leaderboard divisions. Multiplayer Browser Revamp. Manual Pitstops in Get Real. AI Stress factor. All DTM seasons updated to latest physics. Silverstone and Stowe. Game: Added a first pass of support for OpenVR. Read more about it HERE. Fixed an issue where turning the virtual wheel in vehicle settings on/off would not apply in game until session restart. Tweaks to Memory usage of Instant Replays and changed so instant replays always request 300 seconds length. Memfiles are now written to disk when becoming too large. Player is now allowed to pit in non race sessions (to practice pitstops, change tires, refuel…). Before, the player would automatically be brought to garage menu after entering pitlane. Fixed issue with timing on single lap layouts (ie Nordschleife Tourist) when starting from garage in non race sessions. Fixed issue with best individual sector times being calculated incorrectly. Fixed a case where enabling Manual Depth of Field mode wouldn’t always lock the focus plane on the currently selected car Fixed AI pitting in last lap on certain occasions by adding precision to calculations for refuelling. Fixed incorrect stance for certain cars, fixed this for replays as well now. Updated the Fanatec SDK to version 2.2 Added support for Fanatec CSL and added a default profile. Moved the message area used for displaying current camera, chat messages etc. down a bit so they don't overlap with the text field that displays which leaderboard division the player is in. Fixed issue with mouse steering resetting to zero position when looking left/right in cockpit & hood cams. Fixed an issue with race position overlay sometimes missing entries if they get processed in the wrong order. Fixed an issue where player would see pit lane speed window when off track on certain areas. Fixed an issue in timing screen where multiple entries of the same driver would appear. Minor tweaks and fixes to protocol that communicates to backend and web to support the additional data in the MP browser. Fixed DQ on late penalties being treated as it was ON when it was OFF. The Pit menu and Pit In Now overlays should now be hidden when restarting a non race session. Fixed an issue where cars could remain ghosted after receiving a slow-down penalty Fixed a crash occuring when game attempted to save pit presets on certain occasions. Fixed a rendering issue with cars that would occur when changing visual preset from low to custom and changing shadows from off to lowest. Multiplayer: Fixed issue with the dedicated server writing a backend log file in the wrong folder when too many liveries were allowed on the server. Fixed an issue in timing screen where multiple entries of the same driver would appear. Sounds, Cameras, Physics & AI: Introduced “Stress factor” for AI. AI’s can now be pushed into making mistakes when under pressure. Likelihood of those mistakes increases from being chased and from collisions. Improved AI awareness of opponents on their sides. When two AI’s are side by side reaching a braking point, one will brake 3% earlier and the other 2% later, depending on longitudinal position and relative speeds Increased awareness for AI when under blue flag and upon leaving pitlane for incoming traffic Punctures : occurrence of tire punctures are now tied to wheel rotation speed rather than vehicle speed. Reduced the bouncing of certain cars upon spawning in their garage location. Fixed a case that would cause 4WD cars to run with differentials wide open Fixed a case where DRS could disengage when driving over bumps Audi TT Cup and TT RS VLN : Added rear downforce to AI cars to keep them more stable in high speed weight transfers where they are often caught losing control. Tweaked AI versus players collisions to be more fair to the player DTM : Ported 2016 physics and sounds to all past seasons of the DTM. GTR 3 : AI update, Improved standing starts for all cars, AI versus player collisions tweak to be more fair to the player Mercedes C63 DTM 2016 : Fixed the noisy suspensions and increased engine volume Raceroom FR3 : updated sounds RedBull Ring GP : Cut rules update for more strict rules Art: Chang: Adjusted IBL to match the new light setting Zandvoort : fixed missing terrain, fixed missing generics, fixed terrain normals, redone sets for generics/audience, swapped 2d audience with latest models, fixed underpass shadow on track Alpina B6 : Fixed incorrect windscreen banners in certain liveries. Portal & Backend: Revamped Multiplayer Browser. Implemented Leaderboard Divisions. Leaderboards with over 100 entries will now divide into divisions. Added thumbnail support to MP Browser. Dedi admins can now upload their custom image to represent their servers (PS: Servers with offensive images will be removed.) Fixed some scrolling issues in certain sections of portal. Fixed an issue where clicking the race button in MP browser while it is greyed out would lock the game
  10. Il team Sector3 ha appena rilasciato un nuovo aggiornamento per il suo RaceRoom Racing Experience. Oltre ai consueti bugfix e migliorie varie, il nuovo update ci mette a disposizione anche il nuovo circuito di Silverstone (in 4 configurazioni) e l'update per la fisica delle vetture DTM. Qui di seguito il changelog completo ed il trailer di lancio.
  11. Dopo avercela presentata nei giorni scorsi, il team Sector 3 rilascia oggi per il suo RaceRoom Racing Experience l'impegnativa e divertente KTM X-Bow RR, che vedete protagonista dei video e screens che seguono. Con il rilascio della vettura, viene anche lanciato un torneo online denominato eSport Trophy, che prevede come premio finale uno spettacolare track day con l'auto reale sul circuito del Red Bull Ring! The KTM X-BOW is now available ➤http://bit.ly/KTM_XBow_RR Enter the KTM X-Bow eSport Trophy ➤http://bit.ly/KTM_X-Bow_eSport_Trophy And win a track day in the real car at the Red Bull Ring! KTM X-Bow RR While you may already be familiar with the KTM X-Bow R, the "RR" makes its simracing debut in RaceRoom. Compared to its little sister the X-Bow R, the RR is recognizable at first glance thanks to its additional aerodynamic parts. Then once you get in, you realize that all the features of the road-legal version have been removed, in order to reduce the weight. Also the monocoque is made completely of composite carbon fibre material. The overall result is a race machine weighing just under 800kg equipped with an Audi 2.0 TFSI delivering 360bhp! Car Data:​ Mid-engine open two seater Carbon composite monocoque Audi 2.0 TFSI. Turbo-charged 4-cylinder. 360hp @ 6800rpm 500Nm @ 3600 rpm 6 speed manual Redline @ 7500rpm Shiftpoint @ 6800-7000rpm 40 liter fuel cell 790kg (dry weight) 37/63 weight distribution 250 kg+ downforce at 200 kph 200/610-17 & 240/640-18 slicks Steering defaults are 792 degrees of rotation with a 25 degrees steerlock We've had the pleasure to work on this car with an overwhelming amount of data provided by KTM that allowed @Karsten Borchers to create a highly accurate model of the car while also bringing more insight on suspension models and tyres that will benefit future productions. Here are some notes shared by Karsten to the betatesters during development: Karsten Borchers said: More work went into the Suspension Model, as we have added additional support for the very specific chassis of the X-Bow. 30 liveries will be available for the KTM X-Bow RR, giving you a good taste of the X-Bow Battle, KTM's own one-make Series. ​RaceRoom and KTM are very proud to break new ground, and set you up with the chance to win a unique and exclusive motorsport experience. Win the KTM X-Bow #eSport Trophy, and you'll be the guest of #KTM in Austria, all expenses paid. Thats a nice trip in itself, but the kicker is that your final destination is the Red Bull Ring in Spielberg where you will be gifted with a full track day in the awesome KTM X-Bow. There are very special prizes for the Trophy podium finishers AND for randomly picked entries. You do not have to be the fastest racer out there to walk away with a handsome reward. For more information read the full rules and regulations on our portal: http://game.raceroom.com/championships/6 Enter the KTM X-Bow eSport Trophy ➤http://bit.ly/KTM_X-Bow_eSport_Trophy And win a track day in the real car at the Red Bull Ring!​ Good Luck! Hannes Tribelnig, Licensing Manager at KTM commented: "We are excited to be a partner of RaceRoom and look forward to seeing players getting in touch with our KTM X-Bow RR. The fastest will get a chance to prove their skills not only in the virtual- but also in the real world. Have fun and we hope to meet you soon." This post has been promoted to an article
  12. VELOCIPEDE

    RaceRoom: KTM X-Bow ed eSport Trophy

    The KTM X-BOW is now available ➤http://bit.ly/KTM_XBow_RR Enter the KTM X-Bow eSport Trophy ➤http://bit.ly/KTM_X-Bow_eSport_Trophy And win a track day in the real car at the Red Bull Ring! KTM X-Bow RR While you may already be familiar with the KTM X-Bow R, the "RR" makes its simracing debut in RaceRoom. Compared to its little sister the X-Bow R, the RR is recognizable at first glance thanks to its additional aerodynamic parts. Then once you get in, you realize that all the features of the road-legal version have been removed, in order to reduce the weight. Also the monocoque is made completely of composite carbon fibre material. The overall result is a race machine weighing just under 800kg equipped with an Audi 2.0 TFSI delivering 360bhp! Car Data:​ Mid-engine open two seater Carbon composite monocoque Audi 2.0 TFSI. Turbo-charged 4-cylinder. 360hp @ 6800rpm 500Nm @ 3600 rpm 6 speed manual Redline @ 7500rpm Shiftpoint @ 6800-7000rpm 40 liter fuel cell 790kg (dry weight) 37/63 weight distribution 250 kg+ downforce at 200 kph 200/610-17 & 240/640-18 slicks Steering defaults are 792 degrees of rotation with a 25 degrees steerlock Karsten Borchers said: Suspension: You have the option between 3 springs. 70, 80, 90 in the front, and 100, 120, 140 in the rear. Add to that 5 Anti-Roll bar settings, front and rear. The default damper settings are set to KTM specs. You have the usual camber and toe adjustments accessible. Transmission: It is using actual gear-ratios, except we had to cheat a little for the 5th and 6th gears so they use a final ratio rather than a dynamic solution where both can use different finals. The differential is not adjustable. Aerodynamics: Regarding downforce, you have 3 options for that small wing in your back. The lowest setting will allow you to reach the top speed of 249kph while the highest setting will reduce your top speed to 241kph. Shifting: The engine has very strong low end torque, and its shift point is around 6800-7000. The Shift light comes on at 6800. That means you will not be using the first two gears very often but instead make the high torque work for you. Tires: The compound used by KTM in the X-Battle is a very hard one, and you will not be getting much wear from them. It is common to use a single set of tires for a full week-end. Good to note that we're using a new heating / cooling model for this one. It is slightly more friction based now, and if your tires run cold, you just aren't going quick enough. If the front is going hot and the rear cold, you should look into adjusting your driving and stop ploughing into the corners and instead shift the weight around some more. You will notice that on some tracks it will be hard to get temperatures up while on others you will struggle to keep them low enough. Brakes: A lot of work went into the brakes, changing the way we have been doing them in the past. They now bite a lot more, and dont cool/heat as fast as you're used to. Default pressure is now 90%, and you can go down to 75% if you wish. Now do not panic about that. You are free to run 100%, but you will have to modulate the brakes a lot more, and you cant just slam them, because they will lock instantly. The brake bias can be adjusted in 0.5 increments, and you can go as far as 55% rear, if you so desire. The brakefade range has been increased a lot. Optimal temperature is 450 celcius, and at 50c or 850c you will only have 89% braking power. You might find that on some tracks, like Norisring, you cannot just keep braking at the minimum brake distance lap after lap. They will run hot quite fast! Click to expand... More work went into the Suspension Model, as we have added additional support for the very specific chassis of the X-Bow. 30 liveries will be available for the KTM X-Bow RR, giving you a good taste of the X-Bow Battle, KTM's own one-make Series. ​ We've had the pleasure to work on this car with an overwhelming amount of data provided by KTM that allowed @Karsten Borchers to create a highly accurate model of the car while also bringing more insight on suspension models and tyres that will benefit future productions. Here are some notes shared by Karsten to the betatesters during development: RaceRoom and KTM are very proud to break new ground, and set you up with the chance to win a unique and exclusive motorsport experience. Win the KTM X-Bow #eSport Trophy, and you'll be the guest of #KTM in Austria, all expenses paid. Thats a nice trip in itself, but the kicker is that your final destination is the Red Bull Ring in Spielberg where you will be gifted with a full track day in the awesome KTM X-Bow. There are very special prizes for the Trophy podium finishers AND for randomly picked entries. You do not have to be the fastest racer out there to walk away with a handsome reward. For more information read the full rules and regulations on our portal: http://game.raceroom.com/championships/6 Enter the KTM X-Bow eSport Trophy ➤http://bit.ly/KTM_X-Bow_eSport_Trophy And win a track day in the real car at the Red Bull Ring!​ Good Luck! Hannes Tribelnig, Licensing Manager at KTM commented: "We are excited to be a partner of RaceRoom and look forward to seeing players getting in touch with our KTM X-Bow RR. The fastest will get a chance to prove their skills not only in the virtual- but also in the real world. Have fun and we hope to meet you soon."
  13. Vi ricordiamo che fra 3 ore, alle ore 20 italiane, il team Sector3 presenterà in un apposito streaming live tramite Twitch, tutte le novità in arrivo con l'imminente update di RaceRoom Racing Experience. Fra gli aggiornamenti disponibili vi ricordiamo che troveremo maggior trazione e grip, fisica e dinamica dei veicoli perfezionate, nuovi dati a schermo, bandiere funzionanti e persino un primo approccio alla VR. The wait is almost over! Tune in on Monday, 14.11.2016 at 8pm CET when Sector3 Studios will host a LIVE dev stream on twitch.tv to inform you about all the details of the upcoming patch and the future plans for RaceRoom!
  14. Come un fulmine a ciel sereno, arriva la notizia che non ti aspetti: il ritorno dei SimBin entro il 2016 ! La ormai mitica software house svedese, famosa per titoli storici del panorama simracing come GTR, GTR2, GT Legends e RACE, rinasce infatti in un nuovo studio in Inghilterra, guidata ora da Allan Speed ed in collaborazione con il team Sector3 Studios, creatore di RaceRoom. I nuovi SimBin si occuperanno in primis di titoli racing, con il supporto di Sector3 e la collaborazione tecnica del pilota Mathias Lauda, figlio del grande Niki Lauda. Nelle prossime settimane avremo ulteriori notizie. Player 2 has entered the game simbin.com New Start, New Location for SimBin Studios SimBin Studios, renowned for their racing games is back in business with a brand new UK office in the North-West of England. The Studio is to be headed up by industry veteran, Allan Speed and in collaboration with Sector3 Studios. The focus will be on developing cross platform titles for the current and next gen platforms, primarily in the racing genre. ‘We are extremely excited to announce the collaboration with newly formed SimBin Studios UK being headed up by Allan, his industry knowledge and talent network will provide the perfect spring board for our future strategy and let’s not forget the revival of the Simbin name which has a long, rich and successful heritage in delivering some of the best racing titles to date’ said Chris Speed, CEO of Sector3 Studios. Sector3 Studios and Simbin Studios UK have also partnered up with racing driver Mathias Lauda to provide his expertise, insight and support for their up and coming racing projects. Mathias Lauda is an Austrian race driver and is the son of three-time Formula One world champion Niki Lauda. Sector3 Studios AB is a Swedish game developer currently working on RaceRoom Racing Experience, a F2P title available on Steam and committed to the creation of realistic championship experiences for motorsport series worldwide, including; DTM, ADAC GT Masters, and the WTCC. This post has been promoted to an article
  15. VELOCIPEDE

    Il ritorno dei SimBin ! (con Sector3)

    Come un fulmine a ciel sereno, arriva la notizia che non ti aspetti: il ritorno dei SimBin entro il 2016 ! La ormai mitica software house svedese, famosa per titoli storici del panorama simracing come GTR, GTR2, GT Legends e RACE, rinasce infatti in un nuovo studio in Inghilterra, guidata ora da Allan Speed ed in collaborazione con il team Sector3 Studios, creatore di RaceRoom. I nuovi SimBin si occuperanno in primis di titoli racing, con il supporto di Sector3 e la collaborazione tecnica del pilota Mathias Lauda, figlio del grande Niki Lauda. Nelle prossime settimane avremo ulteriori notizie. SimBin Studios, renowned for their racing games is back in business with a brand new UK office in the North-West of England. The Studio is to be headed up by industry veteran, Allan Speed and in collaboration with Sector3 Studios. The focus will be on developing cross platform titles for the current and next gen platforms, primarily in the racing genre. ‘We are extremely excited to announce the collaboration with newly formed SimBin Studios UK being headed up by Allan, his industry knowledge and talent network will provide the perfect spring board for our future strategy and let’s not forget the revival of the Simbin name which has a long, rich and successful heritage in delivering some of the best racing titles to date’ said Chris Speed, CEO of Sector3 Studios. Sector3 Studios and Simbin Studios UK have also partnered up with racing driver Mathias Lauda to provide his expertise, insight and support for their up and coming racing projects.
  16. VELOCIPEDE

    RaceRoom: Corvette C7R GT3 in arrivo

    The GT3 grid in RaceRoom keeps growing as we are adding another new car to the line up!​ Callaway Corvette C7 GT3-R ​ The all new Callaway Corvette C7 GT3-R builds on the famous Corvette Z06.R GT3 and comes with once again more performance and aerodynamics. ​ This astonishing racing car was developed by the company Callaway Competition based in Leingarten (Heilbronn, Germany), 151 kilometers south of Frankfurt and 10 kilometers west of Heilbronn. Callaway Competition was established-one in 1985 under the name “Woehr & Ciccone” company that has specialized since its foundation on body manufacturing, vehicle repairs and racing modifications. In 1988, the company “Woehr & Ciccone” expanded to take over the distribution of Callaway in Europe. The racing department Callaway Competition got its name in 1994. ​ The car sets new standards in the league of GT3 race cars and should, as its predecessor C6-based model, become a worldwide sensation in GT3. Vehicle data Width: 2042 mm (80.4 in.) Wheelbase: 2713 mm (106.8 in.) Overall Length: 4592 mm (188.7 in.) Homologation Weight: 1240 kg (2734 lb.) Chassis: Aluminium Engine Type: 8 Cylinder V, 90° Bank Angle Power: 550 - 600 HP (depending on Air-Restrictor) Engine Displacement: 6245 cc (381 cid)
  17. Con un trailer ed alcuni screens di anteprima, il team Sector3 annuncia l'imminente arrivo per il suo RaceRoom Racing Experience della nuova monoposto denominata Formula RaceRoom 2. La vettura, che come si nota dalle immagini, non è una Formula 1, viene definita semplicemente "da alto carico aerodinamico e semplice da gestire anche ad elevata velocità". Many of you have been asking for it, and soon you will be able to take the first Openwheeler out on track in R3E! Quite a lot of work went into this car as it features the new driver model as well as animated suspension and of course the new physics approach, which makes it a lot of fun on track. The FR2 is a high downforce vehicle, capable of generating up to 1.7 ton of pressure at full speed. This makes it a very precise, very fast and quite easy car to race at high speeds, but it also makes it a challenge for anyone to handle right at the limit. Smooth, precise and determined is how to bring this one to the top of the leaderboards. With 24 open wheel racers built to the same spec, it is all down to the driver in this car class. There are no shortcuts or magic tricks to podium finishes in the Formula RaceRoom 2, just skill, practise and talent. By purchasing the Formula RaceRoom 2 pack you get a full grid of 22 unique liveries to make any FR2 race a spectacle. The FR 2 will be released very soon! fonte Sector3 forum This post has been promoted to an article
  18. VELOCIPEDE

    Formula RaceRoom 2 by Sector3

    Many of you have been asking for it, and soon you will be able to take the first Openwheeler out on track in R3E! Quite a lot of work went into this car as it features the new driver model as well as animated suspension and of course the new physics approach, which makes it a lot of fun on track. The FR2 is a high downforce vehicle, capable of generating up to 1.7 ton of pressure at full speed. This makes it a very precise, very fast and quite easy car to race at high speeds, but it also makes it a challenge for anyone to handle right at the limit. Smooth, precise and determined is how to bring this one to the top of the leaderboards. With 24 open wheel racers built to the same spec, it is all down to the driver in this car class. There are no shortcuts or magic tricks to podium finishes in the Formula RaceRoom 2, just skill, practise and talent. By purchasing the Formula RaceRoom 2 pack you get a full grid of 22 unique liveries to make any FR2 race a spectacle. The FR 2 will be released very soon!
  19. VELOCIPEDE

    Nuove GTR3 per RaceRoom

    Il team Sector3 ha appena rilasciato per il suo Raceroom Racing Experience ben tre nuove vetture di classe GTR3: si tratta della RUF RT12R, Ford GT GT3 e Chevrolet Corvette Z06.R GT3. Le vetture, che possono essere acquistate direttamente tramite lo store online del gioco, portano cosi a 10 il totale dei modelli GTR3 disponibili, fra le quali troviamo già Audi R8, Nissan GTR, BMW Z4 ed altre ancora.
  20. Il team Sector3 ha appena rilasciato per il suo Raceroom Racing Experience ben tre nuove vetture di classe GTR3: si tratta della RUF RT12R, Ford GT GT3 e Chevrolet Corvette Z06.R GT3. Le vetture, che possono essere acquistate direttamente tramite lo store online del gioco, portano cosi a 10 il totale dei modelli GTR3 disponibili, fra le quali troviamo già Audi R8, Nissan GTR, BMW Z4 ed altre ancora. This post has been promoted to an article
  21. VELOCIPEDE

    RaceRoom: DTM Experience 2015 disponibile

    Developed with input from real DTM drivers such as Bruno Spengler and Daniel Juncadella, the DTM Experience 2015 builds on the success of previous DTM experiences and adds all the 2015 cars from Audi, BMW and Mercedes as well as refined physics, improved sounds and updated tracks. This is the pinnacle of high tech touring car racing. Recreated to the smallest details, these DTM cars are faster than ever, and now they are yours to tame. So buckle up and take on the 2015 challenge. Features all 2015 regulations and of course action. Lots of action.
  22. Il team Sector3 ha appena rilasciato un corposo aggiornamento per il suo RaceRoom Racing Experience. L'update, oltre a preparare il software per le prossime imminenti novità (come il WTCC 2014), ci mette a disposizione la nuova funzionalità del server dedicato, il nuovo modello di trasmissione, IA e sonoro migliorati, nuovi menu di gioco ed altro ancora. Qui di seguito il changelog completo. New content: Prepared the game for upcoming releases and special events related to WTCC and DTM. Game: Brand new transmission model feat. drivetrain elasticity calculations Brand new backfire system A.I. logic improvements “Smooth Operator” Old “green orb” menu design is now gone. Implemented Experience switcher. Game now starts in RaceRoom Experience and player can switch directly to another experience using the buttons on top of the screen. Optimization of the whole client-server communication for a smoother and faster browsing of the menus (should also reduce timeouts during peak hours). Optimized loading times. (It may still be slow the first time as the shaders will need to be built) Implemented dog box transmission, allowing upshifts without clutch engaged. Updated steer ratio speed for gamepads to allow gamepad users to make it around tight hairpins. Added new advanced controller options for adjusting clutch biting point. Added new advanced controller option for double shift prevention on worn out controllers. Added new advanced controller options to adjust Upper dead zones for brake and clutch axis. (useful for adjusting the required pressure on load cell brake pedals) Removed deadzone for mouse steering. Fixed so axis deadzones are setup properly when reconnecting devices. Fixed spacing issue in active devices when having multiple devices connected. Added new graphic option adjusting the amount of rendered cars around the player. Added new sound options for transmission whine, wind, RoadFeel sound effects (car body rattle), suspension squeaks and backfires. Cleaned up code in game startup. Merged preload screen and title screen. Updated startup image and desktop icon. Fixed a shadow issue where wrong lod was being used in certain cases. Fixed an issue with free flight camera when pausing/unpausing. Player can now jump the start in Get Real if flag rules are enabled. Game now forces auto-clutch to be ON when using auto gearbox. Improved protection of track files. Fixed the selection of liveries for AI drivers that wasn’t random. Fixed a small issue with lap counter in pause menu. Fixed a crash that was occurring when going through saved championships and there’s no participants. Fixed AI pitting twice to change tyres within a small window. Fixed DTM 14 AI using two sets of Option tyres. Fixed Instant replay not working in some game modes. Fixed crashes that were occurring when loading certain replays. Fixed an issue with menus sometimes not rendering properly after switching video settings. Fixed an issue where some car parts were still not re-attached to the car after repairing aero damage. Fixed an issue where the default view was turned to the left on unsupported controllers with certain keys unbound. Fixed an issue where driving camera would become offset when using freecam with mouse steering active. Fixed an issue where controller ID’s were not being assigned/loaded correctly for keybinds. Fixed Disqualified text not fitting properly in overlays. Text inside click buttons will now auto resize. Log files now use date and time in name instead of appending a number and. Also changed the way we handle logs. Fixed numpads not controlling the cameras in Race Monitor. Multiplayer Multiplayer Dedicated Server is now available on Steam under tools in Library. (RaceRoom Dedicated Server) Implemented garage phase; a minute long phase before the race starts where players can set up tyres, pit preset and car setup. Race starts when all players are ready or when time runs out. AI, Physics & Audio Improved AI throttle/brake control. Improved AI reaction to over/understeer. Fixed so AI don’t react to cars off track. Fixed so AI do not brake during rolling start. [Laguna Seca] A.I. improvements and cut track detection modification [salzburgring] Fixed pit speed limit showing when driving close to pit lane. [salzburgring] Tweaked AI speed in various turns. [suzuka] Tweaked AI speed. [All cars] Updated data for new transmission model [All cars] Added new samples for backfires, suspensions and revlimiter [bMW 320 Turbo] Various gear ratio tweaks. [bMW 320 Turbo] New revlimiter sound sample [Fabcar] Corrected weight distribution. Adjusted gear ratios. [Fabcar] Tweaked revlimiter as it was hitting the limiter too often. [Group 5 cars] Removed ability to use Traction Control [Group 5 cars] Rebalanced AI behaviour vs player. [RUF RT12R] Tweaked the default car setup. Art: [Alpina B6] Lowered intensity on the front intake [Audi 90q (GTO)] Various art fixes [Audi V8 DTM92] Livery fixes. [bMW 320 Turbo] Various art fixes. [bMW 635] Fixed an issue with fog lights. [bMW M1 Procar] Various livery fixes [bMW Z4 GT3] Fixed a black stain on the rear mirror [Chevrolet Dekon Monza] Fixed speed gauge range and cockpit windows banner text being flipped [DTM 13/14] Bigger flames for backfires (experimental) [Fabcar 935] Lowered reflection on front intake; various livery fixes [Ford GT1] Fixed wheel arches appearing too reflective [Group 5 cars] Bigger flames for backfires (experimental) [McLaren MP4-12C] Lowered reflection on air hose [Mercedes SLS] Fixed a misaligned sticker. [Nissan Silvia] Fixed various holes reported in the cockpit; fixed a shadow lod issue [Nissan Skyline 2000RS] Fixed a LOD issue in the rear of the car and some gauges needle in the dashboard [bathurst] Various art bugs including wrong sun position [brands Hatch Indy] Road shader update, added far vegetation and various bug fixes [Hockenheim] DTM 2015 theme [Hungaroring] WTCC 2014 theme, fixed numerous bugs (LODs, clipping, shaders), improved performance (optimized collision, removed audience from rearview), 2014 track updates [indianapolis] Various bugfixes including dropshadows for walls, u.s. flag, removed flat audience shadow cast, cleaned up scenes, fixed pitwall, and collisions [Laguna Seca] 2014 updates (mostly track adverts), added brakemarkers, removed flat audience shadow cast [Lausitzring] fixed some flickering overlays, fixed missing generics, removed dtm curb from GT Masters version in T1, shader tweaks, pitlights are now working, mapping tweaks, Various art fixes. [Oschersleben] DTM 2015 theme, fixed some generics not showing, fixed ao, added missing pitwall hut, added pitlights, other various bug fixes, [Mid Ohio] added US flag on building, various art fixes [Monza] Various art fixes [Moscow] WTCC 2014 and DTM 2015 themes, 2014 track updates (new sound wall), various art bug fixes [Norisring] DTM 2015 theme [Nuerburgring] DTM 2015 theme [RedBull Ring] DTM 2015 theme [salzburgring] Various art fixes. [sonoma] Fixed some fences that were missing collision, and tucked in a tyrewall in which AI kept colliding, various other fixes [Zandvoort] - Small curbs update, New scheivlak house, Removed funky dip in chicane, Changed banking of final turn exit (more camber onto straight), and other bugfixes. [Zolder] - Various art fixes Portal: Refactored code to improve loading times of store page. Refactored code to improve sluggish experience menus. Implemented asynchronous purchase calls between portal backend and system backend to reduce waiting times upon purchases. Favorite cars in user profiles now show the specific livery instead of the main livery of the car. Added various partners to partners page (WIP). You can subscribe to partners to get more news about them in your newsfeed. Various store fixes when adding duplicate items. Fixed newsfeed showing incorrect event date time. Fixed leaderboard layout name not showing track name. Fixed item info on competitions where user does not own the content. Fixed links to dashboard resulting in error 500. Updated youtube API to bring back youtube videos in portal. Fixed an issue where championship load/save screen would appear repeatedly when trying to cancel it after exiting a championship session. Added filtering and search functionality to partner pages. Fixed an issue with leaderboard not updating difficulty when backing out from game launcher Fixed only having one car class available in Leaderboard challenge on certain cases This post has been promoted to an article
  23. VELOCIPEDE

    RaceRoom update 2 giugno 2015

    New content: Prepared the game for upcoming releases and special events related to WTCC and DTM. Game: Brand new transmission model feat. drivetrain elasticity calculations Brand new backfire system A.I. logic improvements “Smooth Operator” Old “green orb” menu design is now gone. Implemented Experience switcher. Game now starts in RaceRoom Experience and player can switch directly to another experience using the buttons on top of the screen. Optimization of the whole client-server communication for a smoother and faster browsing of the menus (should also reduce timeouts during peak hours). Optimized loading times. (It may still be slow the first time as the shaders will need to be built) Implemented dog box transmission, allowing upshifts without clutch engaged. Updated steer ratio speed for gamepads to allow gamepad users to make it around tight hairpins. Added new advanced controller options for adjusting clutch biting point. Added new advanced controller option for double shift prevention on worn out controllers. Added new advanced controller options to adjust Upper dead zones for brake and clutch axis. (useful for adjusting the required pressure on load cell brake pedals) Removed deadzone for mouse steering. Fixed so axis deadzones are setup properly when reconnecting devices. Fixed spacing issue in active devices when having multiple devices connected. Added new graphic option adjusting the amount of rendered cars around the player. Added new sound options for transmission whine, wind, RoadFeel sound effects (car body rattle), suspension squeaks and backfires. Cleaned up code in game startup. Merged preload screen and title screen. Updated startup image and desktop icon. Fixed a shadow issue where wrong lod was being used in certain cases. Fixed an issue with free flight camera when pausing/unpausing. Player can now jump the start in Get Real if flag rules are enabled. Game now forces auto-clutch to be ON when using auto gearbox. Improved protection of track files. Fixed the selection of liveries for AI drivers that wasn’t random. Fixed a small issue with lap counter in pause menu. Fixed a crash that was occurring when going through saved championships and there’s no participants. Fixed AI pitting twice to change tyres within a small window. Fixed DTM 14 AI using two sets of Option tyres. Fixed Instant replay not working in some game modes. Fixed crashes that were occurring when loading certain replays. Fixed an issue with menus sometimes not rendering properly after switching video settings. Fixed an issue where some car parts were still not re-attached to the car after repairing aero damage. Fixed an issue where the default view was turned to the left on unsupported controllers with certain keys unbound. Fixed an issue where driving camera would become offset when using freecam with mouse steering active. Fixed an issue where controller ID’s were not being assigned/loaded correctly for keybinds. Fixed Disqualified text not fitting properly in overlays. Text inside click buttons will now auto resize. Log files now use date and time in name instead of appending a number and. Also changed the way we handle logs. Fixed numpads not controlling the cameras in Race Monitor. Multiplayer Multiplayer Dedicated Server is now available on Steam under tools in Library. (RaceRoom Dedicated Server) Implemented garage phase; a minute long phase before the race starts where players can set up tyres, pit preset and car setup. Race starts when all players are ready or when time runs out. AI, Physics & Audio Improved AI throttle/brake control. Improved AI reaction to over/understeer. Fixed so AI don’t react to cars off track. Fixed so AI do not brake during rolling start. [Laguna Seca] A.I. improvements and cut track detection modification [salzburgring] Fixed pit speed limit showing when driving close to pit lane. [salzburgring] Tweaked AI speed in various turns. [suzuka] Tweaked AI speed. [All cars] Updated data for new transmission model [All cars] Added new samples for backfires, suspensions and revlimiter [bMW 320 Turbo] Various gear ratio tweaks. [bMW 320 Turbo] New revlimiter sound sample [Fabcar] Corrected weight distribution. Adjusted gear ratios. [Fabcar] Tweaked revlimiter as it was hitting the limiter too often. [Group 5 cars] Removed ability to use Traction Control [Group 5 cars] Rebalanced AI behaviour vs player. [RUF RT12R] Tweaked the default car setup. Art: [Alpina B6] Lowered intensity on the front intake [Audi 90q (GTO)] Various art fixes [Audi V8 DTM92] Livery fixes. [bMW 320 Turbo] Various art fixes. [bMW 635] Fixed an issue with fog lights. [bMW M1 Procar] Various livery fixes [bMW Z4 GT3] Fixed a black stain on the rear mirror [Chevrolet Dekon Monza] Fixed speed gauge range and cockpit windows banner text being flipped [DTM 13/14] Bigger flames for backfires (experimental) [Fabcar 935] Lowered reflection on front intake; various livery fixes [Ford GT1] Fixed wheel arches appearing too reflective [Group 5 cars] Bigger flames for backfires (experimental) [McLaren MP4-12C] Lowered reflection on air hose [Mercedes SLS] Fixed a misaligned sticker. [Nissan Silvia] Fixed various holes reported in the cockpit; fixed a shadow lod issue [Nissan Skyline 2000RS] Fixed a LOD issue in the rear of the car and some gauges needle in the dashboard [bathurst] Various art bugs including wrong sun position [brands Hatch Indy] Road shader update, added far vegetation and various bug fixes [Hockenheim] DTM 2015 theme [Hungaroring] WTCC 2014 theme, fixed numerous bugs (LODs, clipping, shaders), improved performance (optimized collision, removed audience from rearview), 2014 track updates [indianapolis] Various bugfixes including dropshadows for walls, u.s. flag, removed flat audience shadow cast, cleaned up scenes, fixed pitwall, and collisions [Laguna Seca] 2014 updates (mostly track adverts), added brakemarkers, removed flat audience shadow cast [Lausitzring] fixed some flickering overlays, fixed missing generics, removed dtm curb from GT Masters version in T1, shader tweaks, pitlights are now working, mapping tweaks, Various art fixes. [Oschersleben] DTM 2015 theme, fixed some generics not showing, fixed ao, added missing pitwall hut, added pitlights, other various bug fixes, [Mid Ohio] added US flag on building, various art fixes [Monza] Various art fixes [Moscow] WTCC 2014 and DTM 2015 themes, 2014 track updates (new sound wall), various art bug fixes [Norisring] DTM 2015 theme [Nuerburgring] DTM 2015 theme [RedBull Ring] DTM 2015 theme [salzburgring] Various art fixes. [sonoma] Fixed some fences that were missing collision, and tucked in a tyrewall in which AI kept colliding, various other fixes [Zandvoort] - Small curbs update, New scheivlak house, Removed funky dip in chicane, Changed banking of final turn exit (more camber onto straight), and other bugfixes. [Zolder] - Various art fixes Portal: Refactored code to improve loading times of store page. Refactored code to improve sluggish experience menus. Implemented asynchronous purchase calls between portal backend and system backend to reduce waiting times upon purchases. Favorite cars in user profiles now show the specific livery instead of the main livery of the car. Added various partners to partners page (WIP). You can subscribe to partners to get more news about them in your newsfeed. Various store fixes when adding duplicate items. Fixed newsfeed showing incorrect event date time. Fixed leaderboard layout name not showing track name. Fixed item info on competitions where user does not own the content. Fixed links to dashboard resulting in error 500. Updated youtube API to bring back youtube videos in portal. Fixed an issue where championship load/save screen would appear repeatedy when trying to cancel it after exiting a championship session. Added filtering and search functionality to partner pages. Fixed an issue with leaderboard not updating difficulty when backing out from game launcher Fixed only having one car class available in Leaderboard challenge on certain cases
  24. Il team Sector3 annuncia con uno screenshot il prossimo arrivo per il suo RaceRoom Racing Experience, dell'addon DTM Experience 2014, che ci permetterà di rivivere l'attuale stagione dell'appassionante campionato turismo tedesco. DTM Experience 2014 coming soon - check out the first screenshot of DTM Experience 2014 and the video with 2013 DTM Champion Mike Rockenfeller and his Audi Sport RS 5 DTM This post has been promoted to an article
  25. VELOCIPEDE

    RaceRoom: Group 5 Pack disponibile

    Con il nuovo trailer che vedete qui sotto, il team Sector3 annuncia il lancio per RaceRoom Racing Experience del nuovo Group 5 Pack, un DLC che ci mette a disposizione ben 7 modelli mitici fra le famigerate vetture Gruppo 5 degli anni '80: Zakspeed Capri, Chevrolet Corvette Greenwood 1977, BMW 320 Turbo, Chevrolet Dekon Monza, Fabcar 935, Nissan Skyline 2000RS e Nissan Silvia Turbo, per un totale di 44 livree diverse! Il Group 5 Pack può essere acquistato e scaricato da questo link del sito R3E.
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