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  1. VELOCIPEDE

    rF2: T5 by UnitedRacingDesign v1.5

    Il team UnitedRacingDesign ha rilasciato per rFactor2 la nuova versione aggiornata 1.5 del suo T5 Mod, che ricordiamo essere un progetto modding a pagamento. Qui di seguito il dettaglio delle novità apportate. Inoltre il team ha anche annunciato il prossimo arrivo di una prima versione beta, con vetture GT, del suo EnduranceRacingX Mod. T5 2012/13 Version 1.5 changelog: - Updated overall car reflections on exterior (Note that build300 broke reflections so it wont be visible yet) - Cockpit materials/shaders/textures were changed. New carbon, added scratches so as shading - New 2013 driver from ISI that you paint with there template - DRS leds added to the 2013 cockpits(In the line of RPM bar on left side is yellow led when DRS is off, when DRS ON it will go green and the name DRS will come up on right side of RPM to) - Tires were slightly adjusted, mostly the OPTION ones for 2013 degradation but it might need more tweaks - All skins were updated to and we added some Special category so as full 2013 skins now - And some other small tweaks overall and bugs ive or you noticed from previus version
  2. Il team MAK-Corp ha annunciato che a partire dal prossimo 30 Settembre sarà disponibile la prima ed attesissima versione Open Beta del suo 1991 Group C Mod per rFactor2. Questa prima release conterrà la mitica Mazda 787B che Johnny Herbert, Volker Weidler e Bertrand Gachot portarono alla vittoria a Le Mans. Questo lancio porta con sè anche una gustosissima novità: i primi 500 che scaricheranno il mod, riceveranno uno sconto del 25% sull'acquisto del nuovo display SRD-9C della Renovatio Development! MAK-Corp is proud to announce the 787B / SRD-9C promotion it is running for the release of the 1991 Group C Open Beta for rF2. Thanks to Renovatio Development, MAK-Corp is able to provide our supporters with a very special bonus for downloading our mod. The 1991 Group C Open Beta will be released on the 30th of September 2013. The first five-hundred users to download the mod through our forum will receive a special 25% off coupon to spend on the SRD-9C at the Renovatio Development web shop located at shop.renovatio-dev.com
  3. VELOCIPEDE

    rFactor2: video confronto a Sebring

    Nel nuovo e spettacolare video di confronto che potete ammirare qui sotto, dedicato ad rFactor2, è possibile confrontare direttamente la Lola T70 reale sulla pista di Sebring con la sua controparte virtuale denominata Howston.
  4. Fonte. Hi guys, i've created this thread, because i can't edit the first post of the old one (i didn't create it). I've released later i thougth, but it's finally here The Real road is well implemented and the start and pit lights work fine. It's possible that exist bugs, but i think that will be minor bugs. Please, post all the bugs you find here and i'll try to solve them. Sorry for the delay and enjoy it. DOWNLOAD
  5. File Name: Nuerburg GP by lagg File Submitter: Uff File Submitted: 25 Sep 2013 File Category: Tracks Forum. Hi guys, i've created this thread, because i can't edit the first post of the old one (i didn't create it). I've released later i thougth, but it's finally here The Real road is well implemented and the start and pit lights work fine. It's possible that exist bugs, but i think that will be minor bugs. Please, post all the bugs you find here and i'll try to solve them. Sorry for the delay and enjoy it. Click here to download this file
  6. File Name: Philip Island by R1CHO File Submitter: Uff File Submitted: 21 Sep 2013 File Category: Tracks still needs work but enjoy Click here to download this file
  7. VELOCIPEDE

    Video: rFactor2 vs F1 2013

    Potete ammirare qui sotto un inedito video di confronto: il trailer ci permette infatti di paragonare direttamente il tracciato di Estoril di rFactor2 con quello di F1 2013.
  8. Fonte. F1 2006 converted some screen shots hear its a 2gb mod has tire damage anim driver and wets+inters only when it rains do you like it. I had to see what the last ever real F1 game that was made was like in rF2 and OMG I bet you want to drive it? but that will only happen if god allows it to happen.
  9. ADRIANF1esp

    rFactor2: video confronto a Mores

    Decisamente spettacolare è il nuovo video di confronto per rFactor2 che ci propone oggi AdrianF1: il paragone diretto è sul nuovo circuito di Mores, fra la Renault Clio reale e quella virtuale degli ISI.
  10. Guest

    rFactor 2, novit

    Lasciamo da parte i convenevoli e iniziamo subito a parlarvi delle tante novità previste per rFactor 2, sia ufficiali che da parte dei modders. Gli ISI hanno infatti confermato che un update per l'Autodromo Mores è in fase di lavorazione e non dovrebbe tardare molto a vedere la luce. Allo stesso modo ci hanno parlato di Silverstone, che in futuro riceverà avvallamenti più realistici e una tanto richiesta seconda mano di ottimizzazione. Sempre in tema di pista arrivano due nuovi screen (uno visibile qui sotto) per Essington Park, su cui il team ISR sta lavorando assieme a Mario Morais per migliorare la già buona conversione. Gli amanti del sistema di punteggi di iRacing troveranno poi pane per i loro denti con il nuovo plugin Security And Performance Rating appena pubblicato. Concludiamo infine con l'annuncio da parte del modder Roberto Yermo della conversione dell'eccezionale mod F1 2006 dei CTDP: ci auguriamo di cuore che la conversione riesca a fare giustiza a quello che tutt'oggi è uno dei migliori lavori mai pubblicati su qualsiasi piattaforma.
  11. Fonte. Hi all, I'm in holidays and so I've spent some time creating a plugin which monitors and rates my driving style. It contains two rating components: - rS : Security rating - rP : Performance rating My plugin detects when you are involved in an incident or if you are outside the track and shows it in the message window and logs it internally then. After each session it computes both ratings and write a report to UserData\Log\Results rS has the following range : -1000 < rS < 1000 where lower value means you are more secure (but you can never reach -1000 btw) rP has the following range : 0 < rS < 10000 where higher value means you are better (but you can never reach 10000 btw) Following factors are used to calculate both ratings: - lap count - track length - wheels outside the track - accelerations - difficulty settings, even if they were enabled and then disabled - AI settings - number of vehicles (min 6 in your class) - position you finished at. - session status (qualifying, warmup or race) - (on/offtrack wet ratio for race only (overtaking is more difficult here); has to be enabled first) - your existing ratings - if your car was driven by the AI for longer then 30 seconds (only your penalties will count then). If more than one incident happens within 15 seconds, only the highest rated one will be counted. There are different levels of incidents with different ratings (A, B, D) too. If the acceleration was to high in an accident, you will be declared dead and your rP/rS will be reseted to the default value if it was above/below the default one. Security rating is evaluated in every session, so you have to pay attention every time (as in real life); performance rating in qualifying, warmup and race. The plugin works in the current version locally only (central web reporting could be done too). I would like to hear your feedback first if for example there is a need for such a plugin? plugin: https://dl.dropboxusercontent.com/u/...ugin.v.0.5.zip Best regards Michael
  12. Hi everyone, Let's try this again: We have released rFactor 2 Build 300 (yesterday's 298 had issues with some third party mods). There's been some comments about improved framerates from testers, hopefully that experience carries over to you! We've also started to implement a new constraint system (which is used in the upcoming historic Howston cars), that allows many new physics features, such as chassis flex. Most importantly, this system allows suspension geometry and wheel rates to be more accurate than the old model was able to simulate. This system adds complexity and accuracy, but has already been optimized, with no notable additional CPU usage. Of course older cars will be updated in the future, and new cars will use the new system going forward. Fortunately, it's quite easy to convert... Documentation will follow. ===================================================== Update 18 (Build 300) Changelog (September 6, 2013): ===================================================== BUG FIXES / OPTIMIZATIONS: ———————— Fixed startup crash caused by mods with exceptionally long descriptions. Fixed TTool draw error, etc. Fixed static reflections. ===================================================== Update 17 (Build 298) Changelog (September 4, 2013): ===================================================== FEATURES: ———————— Added “FuelLevelDigit*” to cockpitinfo.ini. Changed when the low fuel warning comes on. Work-in-progress on restoring vehicle state upon race rejoins (server optional). Added new constraint system that supports chassis flex and more. Not 100% ready for primetime yet. Removed “hand held” functionality from cameras when cycling through cameras in spectator mode. GRAPHICS: ———————— Made some improvements to reflection mapping. MODDING / PUBLIC DEV ———————— Improved default tracking cam values. Implemented a “clear all cheat values” for a specific path because the old way required selecting all waypoints to be cleared first. Added option to only show selected camera’s activation zones. BUG FIXES / OPTIMIZATIONS: ———————— Fixed bug where uninstalled components were polluting inventory during loading. Fixed memory leak. Fixed some ttool problems when writing out TGM files. Fixed random message box spam during recon lap. Removed FlushPreviousFrame option from plr file to eliminate confusion, this param was moved to config.ini a year ago. Added fail-safe to make sure pit exit eventually turns green in race. Prevent pit exit from getting stuck at red during an early safety car. Fixed client confusion when restarting weekend after another client has left a race. Fixed a bug with incorrect use of bloom in showroom. Fixed a problem with track bar geometry introduced a while back (doesn’t affect any current ISI content). AI: ———————— Probable fix for multiplayer AI cars parking in wrong pit spots and blocking garages. Fixed AI chatting in response to contact (apology or anger depending on perceived fault). MULTIPLAYER: ———————— Now uses a single port for simulation data. +port is the command line option. Simulation port in multiplayer.ini. Can now run server and client on the same machine. Download links: http://www.drivingitalia.net/forum/index.php?app=downloads&showcat=124 Auto update should be live, and I would recommend you use it, as the download servers will be struggling until we get some mirrors up. To manual update, download lite, and install it over your existing installation as usual. Thanks, Tim
  13. VELOCIPEDE

    WSGT2 e GTPC in screens

    Segnalo questa mattina i progressi, che ci vengono mostrati con i classici screenshots, di due diversi mods in fase di sviluppo ormai da tempo: il primo è il GTPC (noto anche come Prototype C), che il Virtua_LM Junior Team sta realizzando per rFactor, mentre il secondo è la Megane Trophy del WSGT2 Mod che il team RMT sta sviluppando invece per rFactor2.
  14. Il team IPM ha appena mostrato questi due ottimi render della Ferrari F138 appartenente al loro mod FSONE 13. Tradizionalmente lavorano su rF per cui posto le immagini qui, ma ancora non ho la certezza che sia per questa piattaforma. Questo messaggio
  15. Tosch, modder noto per diversi profili HDR che ha già rilasciato su rFactor 2, ha ricevuto la pista di Symmons Plains e ha iniziato a lavorarci sopra. La sua prima impressione è assolutamente positiva, tanto da fargli dire che "non importa che valori io metta, le texture sono così ben fatte che il risultato finale è sempre eccezionale". Di seguito tre screen di anteprima: difficile dargli torto!
  16. Tim Wheatley degli ISI è finalmente riuscito a trovare un po' di tempo per mettere assieme tutte le risposte degli ISI alle domande che gli erano state poste nelle settimane passate in merito a rFactor 2. Trovate l'intera sessione di Q&A a questo link. This post has been promoted to an article
  17. Guest

    Community Q&A: gli ISI rispondono

    Tim Wheatley degli ISI è finalmente riuscito a trovare un po' di tempo per mettere assieme tutte le risposte degli ISI alle domande che gli erano state poste nelle settimane passate in merito a rFactor 2. Trovate l'intera sessione di Q&A a questo link, mentre per i vostri commenti potete fare riferimento a questo topic del forum. Qui sotto invece potete ammirare un nuovo screenshot che ci mostra il nuovo Autodromo Franco di Suni di Mores, in fase di sviluppo.
  18. File Name: Longford 1967 File Submitter: Uff File Submitted: 20 Aug 2013 File Category: Tracks About the circuit: Longford began hosting motorcycle events in the early 1950s, and car races soon after, including two Australian Grand Prix. The lineup included touring cars, sports cars, and the Tasman Series featuring a number of the top F1 drivers and teams. The circuit was last used for the 1968 event. The public road circuit started amongst sheep paddocks, moved past the town's water tank, down a steep slope, passed under the brick arches of the railway viaduct, and onto King's Bridge over the South Esk River. The circuit approaches the town and turns in front of one of the local pubs, passes a few houses and crosses the rail line again at a level crossing. The road continues out of town between Hawthorn hedges and Plane trees and back amongst paddocks, past the disused Tannery, and turns right at a t-junction towards Long Bridge which recrosses the river. Another t-junction turns up hill and takes the cars flat-out for around two kilometers to the final corner, the slowest on the circuit, and back to the start line. ReadMe & basic change log below: 2015-03-03: Longford v0.99 - Sixth version for rF2 (475MB) ISI forums Longford thread: http://isiforums.net/f/showthread.ph...-Longford-1967 About the circuit: Longford began hosting motorcycle events in the early 1950s, and car races soon after, including two Australian Grand Prix. The lineup included touring cars, sports cars, and the Tasman Series featuring a number of the top F1 drivers and teams. The circuit was last used for the 1968 event. The public road circuit started amongst sheep paddocks, moved past the town's water tank, down a steep slope, passed under the brick arches of the railway viaduct, and onto King's Bridge over the South Esk River. The circuit approaches the town and turns in front of one of the local pubs, passes a few houses and crosses the rail line again at a level crossing. The road continues out of town between Hawthorn hedges and Plane trees and back amongst paddocks, past the disused Tannery, and turns right at a t-junction towards Long Bridge which recrosses the river. Another t-junction turns up hill and takes the cars flat-out for around two kilometers to the final corner, the slowest on the circuit, and back to the start line. ReadMe & basic change log below: 2015-11-03: Longford 1967 - v0.99 (during rF2 Build 1008) by woochoo ============================================= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= OLD rF2 VERSIONS 2015-03-03 v0.98 (during rF2 Build 930) 2015-01-06 v0.97 (during rF2 Build 910) 2013-11-22 v0.92 (during rF2 Build 342) 2013-09-17 v0.91 (during rF2 Build 300) 2013-08-19 v0.90 (first version for rF2 Build 240) OLD rF1 VERSIONS: 2013-03-14 v1.0 (probably final version for rFactor 1) 2012-10-19 v0.99 2011-08-17 v0.97 2010-07-11 v0.9 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- - Rights to reuse any content are denied unless explicit permission is given by woochoo. - Please do not edit textures, models, or other files without permission. - Loading screens may be modified without permission for private league use (credit to woochoo must still be displayed on screen). - Contact woochoo if other changes are needed to make the circuit more league-friendly (and woochoo may implement them into the main package). - Conversions and updates require explicit permission from woochoo. - Permission for conversion or update is not transferable between personnel. - Permission for conversion or update is not transferable between source versions. - Absence of permission does not imply permission. - Credit must be given in the readme.txt file and any other appropriate accompanying documentation (including download pages). - This ReadMe file must be included (unedited) in any redistribution of this circuit and/or content. - Use of any content in a public display or commercial context (or any similar situation, other than private home use and standard online use) is not permitted without permission from woochoo. - Contact woochoo to request permission (semi-active on some sim-racing forums, primarily ISI forums, so send PM). - If woochoo cannot be contacted, absence of permission still does not imply permission. /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- _-__-__-__-__-__-__-__ 36 garage spots, 12 pit boxes, 36 grid slots. 1 Grid Layout: - Staggered Grid has a single car per row, alternating left and right. _-__-__-__-__-__-__-__ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- |========================================| |===============CHANGE LOG===============| |======What is new in this version?======| |========================================| +@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+ - Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line. - Road: Changes to road materials and specular masks. - Road Decals: Some small material and texture changes (higher res). - Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout. - Control Tower: Reworked/new textures and materials as a result of above mesh updates. - Control Tower: Added small custom "wind" animation to awnings (it's not great, but it's something). - Control Tower: Added working clock. - Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings. - Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles). - Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow). - Tram/Police Centre: Small update to texture and material. - Food Stall/Toilets: Small update to textures and material. - Bleachers: New highpoly model with new texture (old model still used for lower detail levels). - Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific. - Spectator Cars: Corrected a mesh error that had appeared on some station wagons. - Pub: Some small mesh, mapping, and texture changes. - Pump Station: Upgraded pump station building (driver's right after King's Bridge) with more mesh detail, new textures, and new material. - Houses: Upgraded house models with more polygons and new textures. - Houses: Some changes to house distribution based on reference photos. - House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing. - Kerbs/Gutters: Increased mesh density for smoothing hard edges. - Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town). - Driveway Thresholds: Added concrete ramps over gutter to footpath. - Haybales: Welded and smoothed bales (they look a bit better and a bit worse now - different... just different) - Fences: Some small changes to textures and materials of timber plank fences. - Railway Crossing Signs: Higher poly meshes with new textures and material. - Railway Signal Tower: Higher poly mesh with new textures and material. - Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs. - Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives. - Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events. - Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference. - Starting Lights: Fixed material animation error and changed sequence to single red light, then green light. - AIW: All new AIW files due to online grid errors in old version. - AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration). - AIW: Removed "Historic Grid" & "Level Grid" layouts, which were having some grid troubles. - AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42. - AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile. - AIW: Added "Fast_H" fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge. - AIW: Added "OW3_Fast" path for Skip Barber, which wasn't handling some slow-down hacks in the main fast path. - CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location. - HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation. - Standardisation: Slight changes to file name structures to match ISI format more closely. - Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly. - Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps. ================================================== === ===Known Issues, Non-Implemented Features, & Notes=== ================================================== === ===The AI - Sometimes they'll hop onto the dirt banks on the inside of a few corners. - F1 and some other cars may collide with tyre markers. ===Headlights - Some cars may not have their headlight beams rendered on road, terrain and objects correctly or consistently (includes ISI Corvette C6, Honda NSX cars) ===Wet Road Reflections - Fences and some terrain areas are not currently in the reflection list due to the nature of the reflection system. ===Shadows - Some popin, popout, and awkward shading of trees/bushes/buildings etc. In some cases this is a compromise between shaded vegetation and overly bright unshaded vegetation. ===Poles and Fences Flickering in the Distance - Distant poles and fences may flicker due to the difference between shaded and unshaded parts of the mesh. There is a constant reevalution of which part of the mesh to render into the available pixels, and where bright and shaded geometry is close the rendering alternates between bright and shaded pixels. Using something like nVidia's DSR should reduce flickering by rendering at higher resolution and then the resultant downsizing for display will have blended the brightness transitions. ===Bridges - Bridge structures don't currently extend down into the river bed mud. When bridge structures are updated, they will. ===Terrain Decals - Slight blur where grassy road-edge decals blend into terrain. ===Normal Mapping - In a couple of areas one or two of the normal maps don't seem correctly oriented with the lighting system. ===General Efficiency / Optimisation - This project was started as a beginner some time ago, and has been a learning experience. Skillz, philosophies, techniques, and technology have progressed in that time. As a result, and the size of the circuit, updates are a rolling process, and there isn't usually time to do all desired updates at or by a specific time. It is planned that the older models and textures will be updated, optimised, or replaced. ===Continued Development - The main target of development will be updates/remakes of older buildings/structures. - 3D trees for track-side trees are planned, but takes too long to reach my desired accuracy at this time (some unreleased work has occurred but it is time-intensive). - Separating painted lines from road textures to separate grip levels (pitlane and grid lines are already separate). ================================================== === +@@@@@@@@@@@@@@@@@ V0.98 @@@@@@@@@@@@@@@@+ This release is primarily a maintenance release to fix an AIW issue. - AIW: Fixed issue where some low-grip/high speed cars would miss apexes, and the final corner entirely (added AI path kinks before turn in - doesn't appear to concern cars which already worked well). - AIW: Attempted to help some modern GT type cars avoid first lap crashes by narrowing AIW corridors. - AIW: Some improvement for historic cars (BT20/Howston) crashing in wet conditions at kink before Tannery Corner. - AIW: Note, Since early builds there have been three variations of the starting grid, so experimenting with those may help avoid first lap incidents (eg. Staggered Grid for modern cars). - House: Replaced old GPL model of large house on driver's left, after rail crossing (new model is ~11K triangles). - Tents: New tent models and textures to replace the old ones. - Road: Slightly eased some bumps (track mesh) on the flying mile. - Road: Added slight hump/dip between turn two and the viaduct (was hard to be sure from reference photos, but newly acquired reference photos from a different angle make it much more obvious - thanks to Cooper997). - Road: Some changes to material specular settings. - Terrain: Some changes to texture & material specular settings. - Terrain: Some changes to some normal maps. - Trees: Improved tree settings for people not using transparency AA (should look less bad). - Grasses: Improved tree settings for people not using transparency AA (should look less bad). - Bushes: Removed some shadow casting in viaduct area. - Footbridge: Partial update/partial remake of textures. - Crowd: Minor tidy-up work on the old 2d cardboard crowd (yes, still the same old crowd textures at this time). - Tyre/Tire Markers: Slight reduction in height of collision mesh (will still flip cars with low floors etc). - TDF: Small changes to road bumps in terrain physics definition file. - CAM: Some chages to trackside camera clipping planes to reduce z-fighting (not perfect, but better). - Maintenance: Deleted a few megabytes worth of old textures from Maps.mas. +@@@@@@@@@@@@@@@@@ V0.97 @@@@@@@@@@@@@@@@+ - Road: New T1/main textures. - Road: Small texture changes and increased resolution, and modified material settings for detail textures. - Road: Some variation to road edge geometry. - Road: Some small adjustments to road camber and crown. - Road: Some reduction of the more extreme bumps. - Road: Added some road surface repair patches. - Road: Higher polygon density in some corners (makes more precise RealRoad effects). - Road Lines: Some changes in resolution, normal maps, and material settings of decal lines. - Road Lines: Added small, fictional yellow paint markers to the yellow pitlane line to indicate pit-in/pit-out for speed limits. - Roadside Kerbs/Gutter: Updated some textures and increased some resolutions. - Terrain: Initial implementation of new terrain shader (from rF2 build 860) - Terrain: Mostly new textures. - Terrain: Added geometry to some verge edges for variation and texture lerping. - Terrain: Some verges have changed from grass to gravel. - Terrain: Added shadow casting meshes for some steeper terrain areas, and global sun-blocker, to improve morning/afternoon lighting. - Terrain: Added some basic terrain reflection meshes where appropriate. - River: Added geometry to river and river shore, to improve mapping and appearance. - River: Adjusted water textures and material properties. - Trainlines: New trainline meshes, adjusted textures, added specular and normal mapping. - Viaduct: New Model (more polys, more pixels, more precise). - Pub: Some small upgrades to textures and material. - Pit Building: Some basic stopgap updates to the pit building (a new mesh is planned in the future). - Control Tower: Some quick and basic texture adjustments. - Water Tower: Higher resolution texture, and material adjustments. - Culverts: New models for Viaduct, Tannery Straight, and Newry Road culverts. - Roadside Marker Posts: Replaced with new models and textures (including reflectors). - Hay Bales: Textures retoned and higher resolution. - Fences: New wire texture for fences (includes rusty barbed wire). - Fences: Added normal mapping to some fence elements, and increased texture resolution for some fences. - Fences: Adjusted Fence collisions outside of Turn 1 to reduce severity of 3-wide AI incidents at the start of a race. - Trees: Rearranged some poplar trees after Newry Corner. - Trees: Fixed some broken shading on some trees. - Trees: Removed self-shadowing from trees (in some ways it's better, in some ways it's worse). - Trees: Fixed some Z-fighting on some distant trees. - Trees: Replaced some tree walls with massed X-trees. - Sponsor Banners: Adjusted some textures and added specular and normal maps to some banners. - Lights: Shortened attenuation of streetlights and floodlights. - Shadow Meshes: Removed some old-style dummy shadow meshes from some buildings (now using the visible mesh to cast some shadows). - AIW: Adjusted fast path on Tannery Straight to reduce AI crashes in wet conditions (some may still occur when low-grip cars are side by side). - AIW: Some adjustments to create (a quite subtle, hacky) wind shear reverb effect on power poles. - Physics: Some changes to physics of movable objects (hay bales, marker posts, signs) - Indy Aero: Included VehicleConfig.ini to force Indy DW12 to use Roadcourse aero package. - Optimisation: Some batching and adjustments to some draw distances may produce small FPS improvements. +@@@@@@@@@@@@@@@@@ V0.92 @@@@@@@@@@@@@@@@+ - Three versions of the track: Historic, Level, & Staggered grids (may ease AIW & online grid/collision issues). - AIW file: New version of Level grid, hopefully to fix online grid issue (otherwise use staggered). - AIW file: Eased pitbox congestion (was 16 boxes, now 14: now 42 grid/garage spaces). - AIW file: Pace Car/Safety Car now works. - Water: Water shader with animated textures. - Road Mapping: Road is now continously mapped, and more linear in mapping. - Road Detail Textures: New spec, multi, & normal map textures & mapping. - Grass: Preliminary implementation of specular effect. - Mill: New model of the mill at Longford Corner (Four-storey brick building seen when approaching the town). - Road Signs: Replaced some of the old direction sign objects (initial implementation). - HDR: Adjustments for b342 - Includes "Bright", "Clear", "Neutral", & "Overcast". - Cameras: Adjusted static orientations. - Sounds: Added a subtle ambient environmental sound (initial implementation). +@@@@@@@@@@@@@@@@@ V0.91 @@@@@@@@@@@@@@@@+ This version is mainly a fix version for v0.90 [edit: this didn't work out in v0.91]. - collisions with fence on Long Bridge causing flips/flying: hopefully fixed. - cars in online race sessions flip/fly/bounce on grid: hopefully fixed. - a levitating clump of grass just before King's Bridge: fixed. - grass popup on tannery straight: fixed. - less PA sound sources in pit area. - volume of flapping flag sound has been lowered. - reverb effect no longer heard around whole circuit. - added low detail vis group (removes a bunch of stuff on low detail setting). - road surface is less bumpy. - grass rolling resistance increased. other things: - grid is now 2-2-2-2 alignment, rather than 3-2-3-2, to ease congestion. - racegroove/rubber line is now mapped continuously. - colour tone of willow trees (and some other trees) has been adjusted. - corner markers (tyres) are rounder. - corner markers (tyres) have separate HAT meshes (lower profile). - have fiddled with HRD profile due to b300 lighting changes. - road mirage effect enabled. - mip bias for trees and bushes adjusted. - waving flags, implying a fairly strong wind (might be adjusted in the future). - loading screen updated with new image and version number. - readme and change log updated to v0.91 +@@@@@@@@@@@@@@@@@ V0.90 @@@@@@@@@@@@@@@@+ This version is mainly a conversion from rF1, with inclusion of RealRoad, Reflections, Weather, HDR and some other things. ================================================== === =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Check the credits list. They span rF1 and rF2 periods. If you have contributed and feel you have been under-acknowledged or not acknowledged at all, let me know. I've tried to keep up with the list, but i might have missed some things. Thanks to all those people! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= ==========CREDIT, and/or THANKS TO:========== Piddy and Bob's Track Builder - circuit made with Bob's Track Builder (now using 3ds Max) Dave Noonan & 3dSimEd guitarmaen & rF AIW CAM Editor tasman-series.com - photos and info Ben Jamieson - beta testing and resources VirtuaLM/elwood/madhorse - Rouen grass/road textures (only in rF1 v0.9 - no longer used - thanks ) VirtuaLM - Modding@Max 3dsMax scripts (esp. detach by smoothing groups) people on the atlas nostalgia board (Ray Bell, Doug Nye, Cooper997, Longfordboy, elrosso, Ellis, and others) ennis fargis - rural aus and roads medium btb xpacks (i think only a single bush is still used) Wierdbeard: haywood club btb xpack textures (I'm not sure any of these are still used) http://www.cgtextures.com/ - Rocky's bricks, some wooden fences, others Gustaf Reutersward - GPL 3do models (inc. Pub, Mill, Tannery), photos - big thanks Kruch/ Neil Faichney (Team ORSM) - skybox geometry and code (see .scn file) ISI - rFactor and textures (only a small selection) Longford Country Club Hotel - photo reference Matin Weare - icepack - off white brick texture behind pub http://www.masterbuilderstore.com - timber fence texture "fen_wd1" My Dad and my Mum ~ National Automobile Museum of Tasmania Meclazine - beta testing oldracephotos.com - Lindsay Ross - photos Barry Green, author - Longford: Fast Track Back Malcolm and Peter O'May - private footage from 1965 Ellis French - movies, photos, posters, program covers, 2x photos on loading screen Mike McIvor & Barry Cassidy (former drivers at Longford) unknown - track marshall texture "flagger.dds" Stephen Dalton - TNF member (Cooper997) Longfordboy - TNF member Sunalp2 John S. - Chrysler Royal ambulance photos (no longer used, but thanks) - http://www.111emergency.co.nz/ExWFAChrysler.htm http://www.sergent.com.au/motor/tas67a.html The owners of the St John HD Holden Ambulance, 94, Glamorgan (at the Longford Revival Festival, 2012) 6e66o's sky pack: http://simscreens.blogspot.com/2008/...ures-pack.html (no longer used as of 0.99) saultenian Com8: Mainz-Finthen "wet.dds" (renamed to "reflectnoise.dds" - only in rF1 version 0.9) The Lonely: Wet Track Turtorial (http://www.rfactorcentral.com/detail...ack%20Tutorial) motorfx for GTL, GTR2, Race conversions of rF1 v0.9 Todd B./TASMAP & Department of Primary Industries, Parks, Water and Environment (Tasmania) - Aerial Photography. James, Andrew, Stephen, Tom, Winyu, Christian, Andrew, & HITLab AU Luke S., at/formerly UTas ehrlec Tim B. for hooking me up with... Octagon and the Longford Revival Festival (2011, 2012) Shannon's Insurance - Rodney, Warren, Nick Andrew Q. - SCTV Tim, Luc, Scott, and all the other helpful people on the ISI forums Strava and the Vintage Vee mod Rantam and HistorX Mod Team My Dad for "Eater's Ice Cream" fictional sponsor name Ian Carins - Former secretary of the Longford Motor Racing Association Rob Saward BLeeK Duncan Taylor Julian Groitzsch`s Weather Builder Aleksi Elomaa (staggered grid suggestion) Shaun Andrews Luc Van Camp Marco S (Indy Aero config - ISI forums) Andreas Zeidler, danke jpalesi matf1 ~IsR~Barabba Helpful, enthusiastic, supportive people on the ISI forums Server admins who have been hosting Longford sessions, including Durge and Bryan Longford rF1 Beta Testers -Meclazine -Ben -Sunalp2 -saultenian -Andrew -Stephen =========================================| =========================================| All trademarks are the property of their respective owners, and use has not been authorised, unless noted. Any indications of sponsorship relate only to the original real-world events, not to this recreation. Authorisation recieved for reproducing the name/branding of: - St. John (ambulances) - Donald Gorringe (pedestrian overpass) - Examiner Newspaper* (pit building and fence banners) - 7EX (control tower) - 7LA (control tower) - TASMAP (pit building - not historic, but as recognition of permission to use aerial photography) Thank you to the respective representatives of those brands. *permission could not be renewed for reproduction in commercial software (rFactor2 Steam) in time for release. =========================================| =========================================| - required statement for use of cgtextures.com source material: One or more textures in this 3D model/environment have been created with images from CGTextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information. - thanks to cgtextures for making so many textures and source photos freely available for use! =========================================| =========================================| Click here to download this file
  19. ADRIANF1esp

    Video: rFactor2 vs realt

    Il nostro amico AdrianF1 ci propone oggi un nuovo video di confronto diretto fra la realtà e la simulazione: il simulatore in questione è l'rFactor2 targato ISI, mentre il tracciato protagonista è l'impegnativa Sepang.
  20. Guest

    Due preview dal Bahrain di McNolo

    Vi mostriamo oggi due nuove immagini dalla pista del Bahrain che McNolo sta convertendo per rFactor 2. Rilasciato in origine dai CTDP, questo modder si sta prendendo tutto il tempo necessario a rifinire il tracciato: i risultati si vedono e già da ora sembra un lavoro eccezionale, meritevole di essere scaricato da chiunque possieda il simulatore ISI. Di seguito gli screen pubblicati recentemente, che ci mostrano gli aspetti su cui McNolo si sta concentrando al momento: i dettagli dell'ambiente e le animazioni, tra cui quelle dei fotografi.
  21. Guest

    Doppio Ring per rFactor 2

    Mattinata particolarmente ghiotta di novità per gli utilizzatori di rFactor 2. In un colpo solo, infatti, vi segnaliamo il rilascio di una nuova pista e l'aggiornamento di un'altra. La prima è il tortuoso tracciato dell'Euro Ring, realizzato inizialmente dagli ISI come pista da drift sul primo rFactor e convertito ora da vicent-sollana, che ce lo ripropone con una ottima conversione. La seconda è invece il vero e proprio Ring, anche noto come Green Hell: pleclair ha aggiornato la sua conversione del Nordschleife migliorandone diversi aspetti, rendendola così sempre più piacevole da guidare. L'autore suggerisce l'uso di un profilo HDR appositamente realizzato e che potete scaricare dal topic dedicato alla pista sul nostro forum.
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