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  1. 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.
  2. VELOCIPEDE

    RaceRoom: Auguri e... novità 2017

    Anche il team Sector3 fa gli auguri di buon anno a tutti gli appassionati, annunciando le novità in arrivo nel 2017 per il suo RaceRoom Racing Experience: si comincia con il supporto alla VR, sistema delle bandiere, gli attesi pit stop manuali, migliorie alla IA, diverse mescole per le gomme e molto altro ancora... We have plenty of new content already lined up for you to race next year and some exciting new game features in the works. VR support is well on its way, as well as a flag system, manual pitstops, AI improvements, different tyre compounds, new data displays and constantly evolving physic updates. The Multiplayer mode will be expanded with player rankings, a license system and scheduled races in official online championships to provide you the best virtual Motorsport Experience. Thanks to all of you for the support this year, and see you on track again in 2017!
  3. 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
  4. VELOCIPEDE

    RaceRoom update e FR3 disponibile

    The Formula RaceRoom 3 is now available ➤http://bit.ly/Formula_RR_3 Enjoy the racing over the holidays and see you on track in 2017! 20/12/2016 Game: Fixed an issue where the game would get stuck after skipping a session in a custom championship. Fixed an issue where the car setup file was being saved in wrong directory after loading championship. Fixed an issue with cars being too spread out in rolling start and almost going off the road. Fixed an issue where tyres were changing regardless of player choice during pitstop. Fixed so brake bias etc. can only be changed as long as the player's car hasn't finished the race. Reduced ffb slip effects for default xbox gamepad control sets. Multiplayer: Removed RaceSeriesFormat from multiplayer (now it always use custom/RRE format). Disabled full lap time syncing upon joining a dedicated server. It now only requests the best lap time of each opponent instead of all of them. This should help with people experiencing problems when joining a server at the end of a long practice or qualifying session. Fixed an issue where opponents driving certain cars such as Audi TT Cup would appear to have a bad stance, appearing taller. Fixed an issue with garage countdown timer still being visible in menus after leaving a MP session during garage phase. Fixed an issue with dedis not reporting results to backend. Fixed issue with dedis not using correct race length for race 2 & 3. Sounds, Physics & AI: Reduced engine sensitivity to side contacts in mid and rear engine cars Sachsenring: Fixed AI hitting the tire wall at pit exit Red Bull Ring Spielberg: Added alternative layout Südschleife National Circuit Finalized Formula RaceRoom 3 physics and AI for release Portal & Backend: Added option to hide password protected servers to MP browser. Added quick search field to MP browser. Fixed an issue with competition end countdown being inaccurate for players in different timezones. Fixed an issue with an essential pack already owned appearing as purchasable when looking at a car in car selection menus.
  5. Following the Formula RR Jr, Tatuus F4 and the Formula RR 2 we present to you a new addition to our Formula car line up. Formula RaceRoom 3 ​ Car Data: 2 liter inline 4, naturally aspirated 240hp @ 6300 rpm 300Nm @ 5000 rpm Redline at 7300 rpm 6 speed paddle shift 565 kg including driver Maximum theoretical downforce is 780 kg @ 250 km/h The FR3 is an open-wheel racing machine with highly efficient aerodynamics and incredibly performant brakes resulting in very quick laptimes. It sits in the middle of the Formula RaceRoom ladder and gives you the best of both sides. You'll need the precision and racecraft of the slower formula cars, and you get the adrenaline and excitement of the faster formula cars. It is the logical step up from the Tatuus F4 and it will prepare you to take on the F2 class. All in all the FR3 is a pivotal car to master and a lot of fun to drive at the same time! This post has been promoted to an article
  6. VELOCIPEDE

    RaceRoom: Sector3 annuncia la FR3

    Following the Formula RR Jr, Tatuus F4 and the Formula RR 2 we present to you a new addition to our Formula car line up. Formula RaceRoom 3 ​ Car Data: 2 liter inline 4, naturally aspirated 240hp @ 6300 rpm 300Nm @ 5000 rpm Redline at 7300 rpm 6 speed paddle shift 565 kg including driver Maximum theoretical downforce is 780 kg @ 250 km/h The FR3 is an open-wheel racing machine with highly efficient aerodynamics and incredibly performant brakes resulting in very quick laptimes. It sits in the middle of the Formula RaceRoom ladder and gives you the best of both sides. You'll need the precision and racecraft of the slower formula cars, and you get the adrenaline and excitement of the faster formula cars. It is the logical step up from the Tatuus F4 and it will prepare you to take on the F2 class. All in all the FR3 is a pivotal car to master and a lot of fun to drive at the same time!
  7. 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."
  8. Dopo il rilascio dell'ultimo aggiornamento di alcuni giorni fa, al quale peraltro il team di sviluppo sta ancora lavorando per risolvere alcuni fastidiosi problemi tecnici riscontrati da quasi tutti gli utenti, Sector 3 ci aggiorna nuovamente con alcuni screenshots per mostrarci cosa aspettarci nel futuro del suo RaceRoom Racing Experience. Oltre alle migliorie delle quali vi abbiamo già parlato, ecco le prime previews della KTM X-Bow RR ed Audi TT RS VLN (di imminente rilascio), Formula RR 3 (una Formula 3 di fantasia), Formula RR US (IndyCar), varie GT3 aggiornate (BMW M3, Audi R8 e McLaren 650s), Volvo Polestart TC1 WTCC (che sarà nel WTCC 2016 pack il prossimo anno), senza dimenticare la pista di Silverstone, che dovrebbe arrivare già in dicembre.
  9. 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!
  10. 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)
  11. VELOCIPEDE

    R3E: Audi Sport TT Cup 2016

    We are bringing you the 2016 Season of the Audi Sport TT Cup. Including some car model changes and all the new team designs. We also managed to gather enough new data to overhaul the physics model of the car. Real TT Cup driver Simon Larsson visited the office in Sweden to give his input on the car handling. After comparing real and virtual laps some significant changes have been made. Having access to actual car telemetry has helped us a lot in nailing every aspect of the car. As they say: Numbers don't lie! We are looking forward to hear how you like the improvements. The Audi Sport TT Cup 2016 will be available very soon!
  12. Just one of many cool things coming your way in 2016. The Audi TT RS VLN!
  13. 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.
  14. 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
  15. VELOCIPEDE

    RaceRoom: WTCC 2014 car pack

    Dopo il nuovo circuito di Shanghai, ecco arrivare un'altra gustosa novità da parte del team Sector3 per RaceRoom Racing Experience: il nuovo pacchetto WTCC 2014 ci permette di simulare in ogni dettaglio lo spettacolare e combattutto campionato mondiale turismo, grazie alle licenze, con tutti i teams, piloti e vetture reali, ovvero Citroen WTCC C-Elysee, Honda Civic, Chevrolet Cruze e Lada Granta.
  16. 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
  17. 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
  18. 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.
  19. 12-02-2015 Game - Removed forced camera in pits. - Fixed AI overtaking during rolling start. - Fixed an issue with Italian FFB descriptions getting cut. - Optimized graphical performance. - Fixed an issue where the final standings screen would show the same number for two cars. - Fixed an issue where force feedback and rumble was still sending data when quitting or getting disqualified. - Fixed an issue with end results screen. - Fixed an issue where the amount of fuel in cars differed between game modes. - Fixed an issue where the last race results overlay showed all entries as “28”. - Fixed an issue where the default steering lock would change to the wrong default locks. - Fixed an issue where player would end up in garage menu with DRIVE option with no function, when getting disqualified during qualifying session. - We now save after each session (practice, qualify, race) instead of after an event (race) in championships. - Fixed an issue with AI pitting on last lap. - Fixed an issue with AI being shown as “+1 lap” in results if player wins the race. - Fixed the squashed red “Quit” button in old menu dialogue box. - Fixed an issue where the scrollbar was not uniform across all the Controller settings pages. - Fixed an issue with wheel range and steering lock randomly getting reset. - Fixed an issue where user was unable to load into a track with AI if the user didn’t own the AI car. - Fixed lap counter in pause menu not always matching with the real lap counter. - Fixed an issue where some users were unable to join competitions. - Fixed an issue where users could get “Invalid game or game settings” error message while going from an experience menu back to the old green orb menus. Multiplayer - Fixed a memory leak on dedicated server. - Fixed an issue with rolling start for Multiplayer Qualify and Race. - Changed so the default race end time is 60 in case it’s not set on server end to avoid players getting kicked out. - Added additional logging functionalities to catch the issue where player clicks on the livery repeatedly but nothing happens. Please make sure you have ping to the server before entering. - Fixed an issue in race results when two players cross the finish line very close to each other. AI & Physics & Sound - Revised Aquila Physics. - Revised Daytona Prototype Physics. - Adjusted BMW M3 E30 Gr.A sounds. Art - Mid Ohio - Various art fixes. - Slovakiaring – Various bug fixes and updates. - Hungaroring – Various bug fixes and performance improvements. - Suzuka – Various bug fixes and improvements. Portal: - Optimized images overall. We now use Webp instead of PNG in game themes to improve menu loading. - Added test drive to purchase item prompt in RR experience. - Changed the support links to direct to our new forums forum.sector3studios.com - Added additional login options in various prompts if user is not logged in. - Fixed an issue where VIP profile backgrounds would take over the Experience style in non RR experience portal pages. - We now show which packs an item is available in individual item pages rather than in checkout only. - MP Browser – Changed so that we only show – on servers with no ping for the first time to avoid flickering by repeating. - Fixed DTM 2014 default leaderboard page showing DTM 2013 car class by default. - Fixed an issue where users could not load into certain tracks such as purchased via European Track Pack, before the pack was updated with more tracks.
  20. VELOCIPEDE

    RaceRoom update con Sonoma

    Il team Sector3 ha rilasciato un nuovo update per il suo RaceRoom Racing Experience: oltre ad alcuni bugfix, è disponibile anche il nuovo tracciato americano di Sonoma. La pista californiana, nota anche col nome di Infineon Raceway, è disponibile nelle sue 4 diverse configurazioni, usate per le gare Indycar, Nascar e WTCC ed è possibile acquistarla per 499vRP, ovvero 5€. And RaceRoom is back up. Unfortunately we are experiencing some issues with Multiplayer Servers so they will be down for few more hours Emoticon frown. Otherwise here's the update: - Added Sonoma Raceway. - Fixed Cut track penalty coming up after the rolling start in Leaderboard Challenge
  21. VELOCIPEDE

    RaceRoom: anche la Fabcar 935 in arrivo

    Il team Sector3 non sta certamente riposando in questo periodo: dopo averci presentato la classe GTR2, oggi ci mostra le immagini di anteprima di BMW 320 Turbo, Zakspeed Capri e Fabcar 935, tutte di prossimo arrivo per RaceRoom Racing Experience.
  22. VELOCIPEDE

    RaceRoom: GTR2 update in screens

    Il team Sector3 ci mostra oggi alcuni nuovi screens di anteprima del prossimo update per RaceRoom Racing Experience, che ci metterà a disposizione la nuova classe GTR2, con nuove livree ed aggiornamenti alla fisica.
  23. VELOCIPEDE

    RaceRoom: gustose novità in arrivo...

    Dopo l'update rilasciato ieri, il team Sector3 non sta certo riposando e ci mostra oggi con alcuni video le interessanti novità in arrivo per il suo RaceRoom Racing Experience: ecco quindi un nuovo modello di trasmissione, il circuito di Sonoma (qui sotto), le funzionalità del server dedicato e le possibilità di creare il proprio campionato personalizzato.
  24. VELOCIPEDE

    RaceRoom si aggiorna

    Il team Sector3 ha rilasciato oggi un corposo aggiornamento per il suo RaceRoom Racing Experience, inoltre ha presentato in video il nuovo Hillclimb Pack, un pacchetto con vetture e tracciati pensato per gli appassionati delle cronoscalate. Da non perdere poi il video che vedete qui sotto e che ci presenta le novità che arriveranno nelle prossime settimane, tra vetture WTCC 2014, circuito di Sonoma, la Cadillac ed altro ancora. In case you missed the Live broadcast of our dev stream, you can watch it now on YouTube. Enjoy! Topics: WTCC 2014, Cadillac CTS-V.R, Sonoma Raceway, New Transmission Model, MP Dedicated Servers, Custom Championships, GTR2 Pack, Hillclimb Pack
  25. VELOCIPEDE

    R3E Open Championship Statistics

    As you can see at this full sample website it generates for every race: Driver Standings Team Standings Vehicle Standings (if more than one vehicle type) Best Lap Times How it works Run the ".exe" file, it should bring up a very simple program that you keep running while doing singleplayer races in R3E. The program tracks edits to "My Documents/My Games/SimBin... raceresults.txt" which contains the results of the last completed race (no matter what kind of race it was). Based on the content of the file a unique "championship" is created (hash based on starter-field). That means if you choose always the same starter-field config (vehilce class and number of opponents) in your single player race, it shall treat it as a single championship For every completed race, the results are appended to the championship file (a simple text file storing the results for every race) and a HTML file is generated with the current standings, see image above It is an "open" championship, as none of the settings are really frozen (AI...), you can keep going and mix tracks however you want, a pseudo championship based on your single player races. Simply delete the appropriate database lua file in the "results" directory to start fresh again.
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