Jump to content

Search the Community

Showing results for tags 'rfactor 2'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Categories

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

Categories

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

  1. Il team ISI ha rilasciato per rFactor 2 la nuova versione aggiornata 1.62 della sua Chevrolet Corvette C6R GT2. La nuova release porta con sè varie migliorie, soprattutto per adeguare la vettura all'ultima versione del software. Il pacchetto contiene anche una skin grafica dedicata al compianto Max Angelo. Tutti quelli che stanno invece aspettando la nuovissima Stock Car Gen6 degli ISI, possono dare uno sguardo all'articolo pubblicato da SimHQ con screens inediti allegati. La vettura sarà rilasciata gratuitamente con la prossima build di rFactor 2. Gli ISI stanno inoltre lavorando ad un update per il circuito di Monza, che sarà ribattezzato "Autodromo Massimo Angiolucci" (Max Angelo). This update is mostly about bringing in the technology missing from the older version (released at around this time last year), along with a few more minor tweaks. You may now upgrade to our CPM (contact patch model) version of the Chevrolet Corvette C6.R GT2 with version 1.62 (below). You’ll also notice updates to wet cooling (which should make slicks more difficult in damp and wets stay alive longer).
  2. Chevrolet Corvette C6.R GT2 v 1.62 This update is mostly about bringing in the technology missing from the older version (released at around this time last year), along with a few more minor tweaks. You may now upgrade to our CPM (contact patch model) version of the Chevrolet Corvette C6.R GT2 with version 1.62 (below). You’ll also notice updates to wet cooling (which should make slicks more difficult in damp and wets stay alive longer). Download: http://www.mediafire.com/download/449kpyb738eureh/ISI_Corvette_C6RGT2_2009-162.rfcmp – 94.1MB Source: http://rfactor.net/web/2015/09/02/chevrolet-corvette-c6-r-gt2-v1-62-now-available/
  3. VELOCIPEDE

    rF2: FIA GT3 by Apex v0.925

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.925 del suo già noto ed apprezzato FIA GT3 Mod, progetto che ci permette di simulare l'omonima serie GT3 ufficiale della FIA della passata stagione, con tutte le vetture. Qui di seguito i dettagli delle novità e migliorie apportate, mentre per download e commenti fate riferimento a questo topic del forum. Changelog 0.925 Update - reworked 997 : new gear box , new final ratio, correcting the rear of the car who slide on fast turn - reworked the two broken cars : sls and z06 - rework some lods - third try for kill the invisible wall problems on 458 , z06 , sls , z4 . we race everywhere except on the track in silversone , Estoril and nordcheiffe - add missing Template
  4. VELOCIPEDE

    rF2: novità Ferrari by ASR Formula

    Da non perdere, per tutti gli appassionati di rFactor 2, le due ultime novità rilasciate per il simulatore ISI dal noto modding team degli ASR Formula: la nuova versione 1.0.6 della Ferrari F310 (immagini sotto) e la release beta 0.9 della Ferrari 412T2.
  5. VELOCIPEDE

    rFactor 2 "Max" Build 998 disponibile

    Downloads: DEMO VERSION installer - http://www.mediafire.com/download/t9cjnb6fs64mknp/rFactor2_DemoBuild_998.exeDownload - 1.1 GB Lite installer - http://www.mediafire.com/download/76y8u7hjbw0obit/rFactor2_LiteBuild_998.exeDownload - 316 MB SDK/Dev Mode installer - http://rfactor.net/web/rf2/devscorner/Download in Dev Corner - 360 MB The demo version can be used to pre-install the content within it, as it will use an existing activation if you have one. The demo is content-locked to a demo series until purchase/activated. The lite installer contains no cars or tracks, and allows you to select what you want to install. Lite can also be used to update a recent build by installing over the top. If you are not using a recent build (last 2) it is often easier to uninstall rF2 via the Windows control panel, then install Lite. Demo Media: - http://rfactor.net/web/rf2/tracks/atlanta-motorsports-park/Atlanta Motorsports Park profile - http://rfactor.net/web/rf2/cars/shelby-ac-cobra-427/AC 427 profile - http://rfactor.net/web/rf2/cars/formula-renault-3-5-world-series-car/Formula Renault 3.5 profile - http://rfactor.net/web/rf2/cars/karts/Kart profile Update 33 (Build 998) Changelog: FEATURES: ------------- - Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1. - Added the admin command /pitbyvehicle. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file. - Online map put player's icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of. - Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location. - Added results file tag <TrackData> which lists the layout MAS file. - Letting "virtual" cars override "Classes" & "Category" from the base vehicle file. (in a text editor, by hand.) - Made the key for triple-head configuration and the TGM display into a single configurable control. - Added onboard right track bar adjustment, which requires the HDV [sUSPENSION] setting OnboardRightTrackBarAdjustment=1. - Expanded multiview adjustments to allow separate side channel settings - Added multiview adjustment tool, toggle with ctrl-equal - Default pace car is Corvette - Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally). FIXES: ------------- - Corrected albedo levels on several particle textures. - Fix for not checking mod versions when changing mods - Fixed an issue where a rear axle adjustment was essentially being done twice in initialization. - Fix for server not writing correct results when everybody leaves session. - An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. This still needs to be tested (using the admin command /forwardseconds should help). - Fix for locale errors in config.ini - Corrected static ARB forces (already accounted for non-symmetric ride heights, but now accounts for non-symmetric springs and weights as well) - Fixed underbody scraping sound. - Small fix to prevent the upgrade tree list from updating the current track when not in realtime. - Fixed place readout and camera cycling by place in normal (i.e. non-instant) replay mode. - The wheels on other clients' vehicles should usually rotate at approximately the correct speed now. - Attempted fix for race rejoin where client still thinks vehicle is under AI control. MODDING / PUBLIC DEV: ------------- - Added "none" to AIW editor text display options. Fixed step distance/speed not getting saved for track overrides in AIW editor
  6. Andrea Brunini

    rF2: FIA GT3 by Apex v0.92

    Changelog cpm patch on every tyres ,slick and rain on every car tyres temp and wear are now better ,but you need to stay clean on road and have a good setup.. mp412c gt3 added to the mod 3d,2d,and sounds = yoss Turbo engine physics and rounds thing : Michael Borda ISI Reworked thing - as requested ,new filter system for select only the car of the mod , more easy : one general filter named AMGT3 and one specific filter if you want choose one one car of the mod for challenge cup : AMGT3_BMWZ4_GT3 AMGT3_799R_GT3 AMGT3_854GT3 AMGT3_Camaro AMGT3_MP412C AMGT3_SLSAMG AMGT3_Z06RGT3 - updated z4 physics for correct the aleatory game ctd with this car – new gear box on the 854 – less oversteer on the 799 – every car receveid new from scratch chassis flex file made with the ISI tool – every car have a new damage file , based on camaro gt3 isi file – updated cockpit rendering ,external and internal window with the new tone mapper isi Debug - zbuffler problem on the sls and z4 on nordcheiffe and silverstone resolved (thanks tosch for the help) – continious work on stop problem some car suffer because ISI put invisble easter egg everywhere (i m joking) thanks Freddy3792 and Gijs van Elderen for the help – banner problem on the 799 resolved Let to do – a lot of thing and we correct in the next update the remaining bug you find ,as usuual.yes we know IA are not good but it s a online mod on a multiplayer game . it s the 0.92 version of the mod , we are far away the end …rf2 game evolve time to time ….and it’s FREE modding …
  7. Hi folks, Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list. Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy! Profile: http://rfactor.net/web/rf2/tracks/portugal-international/ Download: http://www.mediafire.com/download/6znt0222v1bq0ld/ISI_Portugal_2009-v200.rfcmp - 323 MB Screenshots: http://rfactor.net/web/rf2/screenshots/ or download - https://www.dropbox.com/s/azko0b80exrqpjg/20150710_Portugal2.0.zip?dl=0 News item (source): http://rfactor.net/web/2015/07/10/portugal-international-2-0-now-available/ Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2 This post has been promoted to an article
  8. Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2
  9. And this is one of our next projects for rf2/AC!
  10. Atlanta Motorsports Park disponibile http://rfactor.net/web/2015/05/30/atlanta-motorsports-park-now-available/ This post has been promoted to an article
  11. VELOCIPEDE

    rF2: Dallara Indycar by ISI v1.62

    You might want to consider this beauty a first true release. We got data and we've used it. It is almost a scratch built car in terms of physics. The road side has had quite a few changes, but the oval side is where you should be able to feel the biggest difference. Enjoy. Changelog: (link) Physics / Setup – Fixed fuel tank capacity. – Fuel tank position corrected (slightly lower and further forward) – Allowing both compounds during race. – Added ‘weight jacker’. Garage only at this time. – Brand new CPM enabled tyres. – Better undertray points. – Better fuel estimation. – Better ride height ranges and defaults. – Caster range now 4-10 as per real life. – Accurate suspension geometry that varies between oval / road course. – Tyre pressure ranges more realistic (as are defaults) – Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks. – Minor Turbo error correction. – Aero corrections for both speedway and road courses. (Main change is more accurate and higher downforce for speedway config) – Recalculated brake system & restricted brake bias range. – Improved unsprung masses. – Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119″ is ideal for speedways, 120″ may be ok for road courses. – Increased the weight of the car (was ~missing driver weight). – Slightly more damage sensitive. – Increased CG height according to new data. – More accurate default RC toe angles. – Increase AI’s grip a touch (road course). – Recalc’ed and more accurate anti-roll bar rates, ranges. – Fixed small error on front wing range (now goes up to 32° on RC / SC) – Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate. – Allowing stiffer springs. – Now using spool differential (locked axle). – Increase in chassis flex. – Min brake ducts now have MUCH less cooling, Max similar. – Brake Duct drag and lift reduced (so penalty is a little lower). – Steering system updated. – Opponent sound attenuation increased (so other cars are slightly less audible). – Steering ratio corrected (default, options not available yet). – Very slightly less sensitive to turbulent air, Auto-shift tweak (AI) Visuals – Fix so rotation matches in-game. – Fixed problem with Alternates showing as Primaries at race start – air intake gap fixed – hands animation fixed – new tyre damage texture – spinner scene fixed – Fixed tyre compound visibility in spinner. – Digits on the steering wheel increased to 5 – Digital Yellow message “Yel” aligned – Graphics : whole model rescale (+2%), – Front susp arms corrected. – Mirrored rear wing back logo (#27 #77) – Various texture fixes
  12. VELOCIPEDE

    rF2: Seat Leon EuroCup v1.5

    Seat Leon Eurocup v1.5 for rF2 Changelog: – Fixed tire grip (slick and wet) at wet conditions – Tweaked Nominal Max Steering Torque, now you can use with the default (1.0) ffb multiplieer – Added #61 Mario Dablander livery
  13. ======================================================================== Seat Leon EuroCup 2014 for rFactor2 ======================================================================== Seat Leon Eurocup v1.5 for rF2 Version: 1.5 21th of May, 2015 Install: First, remove the previous version, after install the new v1.5 full content. Changelog: – Fixed tire grip (slick and wet) at wet conditions – Tweaked Nominal Max Steering Torque, now you can use with the default (1.0) ffb multiplieer – Added #61 Mario Dablander livery Download (Mediafire) Download (Mega) Donation
  14. Il ben noto modding team UnitedRacingDesign ha rilasciato per rFactor 2 un nuovo pacchetto mod (versione 1.9) che ci mette a disposizione le stupende Corvette C6R e Corvette C7R. Corvette C7.r 2014/15 (Car was originaly done by URD for Kunos Simulazioni-Assetto Corsa and we have full permission to reuse it and big thanks to Kunos team for that) -Implented everything as on C6.r(see bellow) -Included are 4 skins in total-2 Tudor skins from Corvette Racing 2014(Livery done by Livery), WEC Corvette racing 2014(Livery done by Magdas Catalin) and WEC Labre 2015(Livery done by Rob James) Corvette C6.r ZR1 2013: Changelog 1.9(16.5.2015): -new shaders applyed to the exterior -new light flares and front lights updated-Thank you some1 for the flare shaders! -chassis flex added( Thank you Miroslav Davidovic) -new tires added (4 dry+1 int+1 wet) Thank you Michael Borda -mirrors adjusted
  15. Fonte. Updated to .57 May 16 2015 Graphic updates. Fixed some things, broke some things Download Track
  16. VELOCIPEDE

    rF2: Palatov Motorsport D4 disponibile

    Il team Slow Motion ha rilasciato per rFactor 2, con licenza ufficiale della casa, la nuova Palatov Motorsport D4. La vettura è disponibile in tre diverse configurazioni: custom, track day e cronoscalata. Superb work by Third-party SLOW MOTION GROUP (full credits on profile link). They bring you this fully licensed Palatov D4, including AWD Hillclimb configuration, from PALATOV MOTORSPORT LLC. The car comes with three main configurations: Custom, Track day and Hillclimb. Though there are additional engine and tire options.
  17. VELOCIPEDE

    rF2: Seat Leon Cup v1.4 e Hockenheimring

    Tommy78 ha rilasciato due imperdibili addons per rFactor 2: la nuova versione aggiornata e migliorata 1.4 dell'ottimo Seat Leon EuroCup 2014 e la versione 1.1 del circuito tedesco di Hockenheimring. Seat Leon EuroCup 2014 v1.4 – Fixed Banner material name, so now is paintable – Tweaked flickering of the rear bumper and trunk lid – Tweaked brake torque – Tweaked brake wear and failure – Slightly touched tyre grip
  18. Hockenheimring v1.1 Changelog: – lowered curbs height – fixed background alpha channel – repositioned garage spot (3/1) at the Short2 layout – slightly tweaked track grip, dry and wet – tweaked skidmarks time to stay on the track – tweaked AIW at the start/finish lane, and the pit exit when join to the racing line (all layout) Download
  19. 1966 AC 427 v1.03 Now Available! Disclaimer: READ THIS (technique section). There's no rev limiter... (I told you to read it). Download here. Screenshots. Profile <-- read this We're very happy to bring you this spectacular classic car to rFactor 2 - free - as always. This one is special. We feel that you'll find this a worthy challenge and ultimately could find a level of enjoyment from this car that you may not have expected. Description The AC 427. One of the most iconic cars, and in many ways notorious. While possible to tame, it was known as the "Cobra" for a reason, it would bite back. A gentle touch was thus needed to handle this car. Having some 485hp in S/C state, with street legal tire technology meant that wheel-spin was almost always possible. In fact, it wasn't until 4th (the tallest gear) before you could, with reasonable confidence, apply full throttle. On account of the engine having incredible torque, some 650Nm of torque from 3500 RPM, the 4-speed seems more than sufficient to accelerate the car from any speed. The S/C also features stickier rear tyres than fronts to keep the car stable, but the professional driver may find mildly understeery mid-corner, of course the right pedal is easily enough to overcome this at-will. The car also has very good stopping power featuring ventilated discs at the front and solid disc rear brakes. While tricky, this can be one of the most rewarding rides around. In S/C form, this was about the fastest road car of it's time and has only since been matched by the most exotic supercars beginning in the 90's. Configurations We carry two configurations: The street tires are designed for the driving enthusiast. They should be easier for most people to drive. The competition tires are wider, a softer compound, thus have more grip, but they are a little bit edgier on the limit. The competition tires do not exhibit the understeer that is present in the street tires either. They are designed with the racing driver in-mind. The competition version of the car also has adjustable springs and dampers. This post has been promoted to an article
  20. We're very happy to bring you this spectacular classic car to rFactor 2 - free - as always. This one is special. We feel that you'll find this a worthy challenge and ultimately could find a level of enjoyment from this car that you may not have expected. Description The AC 427. One of the most iconic cars, and in many ways notorious. While possible to tame, it was known as the "Cobra" for a reason, it would bite back. A gentle touch was thus needed to handle this car. Having some 485hp in S/C state, with street legal tire technology meant that wheel-spin was almost always possible. In fact, it wasn't until 4th (the tallest gear) before you could, with reasonable confidence, apply full throttle. On account of the engine having incredible torque, some 650Nm of torque from 3500 RPM, the 4-speed seems more than sufficient to accelerate the car from any speed. The S/C also features stickier rear tyres than fronts to keep the car stable, but the professional driver may find mildly understeery mid-corner, of course the right pedal is easily enough to overcome this at-will. The car also has very good stopping power featuring ventilated discs at the front and solid disc rear brakes. While tricky, this can be one of the most rewarding rides around. In S/C form, this was about the fastest road car of it's time and has only since been matched by the most exotic supercars beginning in the 90's. Configurations We carry two configurations: The street tires are designed for the driving enthusiast. They should be easier for most people to drive. The competition tires are wider, a softer compound, thus have more grip, but they are a little bit edgier on the limit. The competition tires do not exhibit the understeer that is present in the street tires either. They are designed with the racing driver in-mind. The competition version of the car also has adjustable springs and dampers.
  21. Guest

    rF2: Cobra e Portogallo in video

    Il team ISI annuncia con il video che potete vedere qui sotto, l'ormai imminente arrivo per rFactor 2 della nuova AC Cobra, che sarà seguita dopo poco anche dal rilascio del circuito del Portogallo. A 12-lap race against the rFactor 2 A.I. opponents using the soon-to-be-released AC Cars AC427 (commonly known as the Cobra) as well as the WORK-IN-PROGRESS updated Portugal, due out sometime after the car.
  22. A 12-lap race against the rFactor 2 A.I. opponents using the soon-to-be-released AC Cars AC427 (commonly known as the Cobra) as well as the WORK-IN-PROGRESS updated Portugal, due out sometime after the car. This post has been promoted to an article
  23. Guest

    Kart by ISI v1.140

    News item: http://rfactor.net/w....for-rfactor-2/ One of the most fun and least appreciated types of racing in rFactor 2 has got to be the karts. While for some this can create a whole standalone simulation, it is merely one of many vehicle types we offer to our users as a free download. If you haven’t tried them yet, be sure to give them a try with this updated version! Download here! (Requires up-to-date build of rFactor 2). Physics (both Karts) – New tires which have enabled the contact patch model for the first time. – Added new wet weather variables for tires. – Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R). – Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result. – Reduced axle and gearbox friction to what should be a more accurate level. – Softened undertray collision points which makes the kart more realistic and controllable over tall curbs. – Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer). – Tweak to reduce some ‘hopping’ experienced in certain extreme situations. Physics Junior Kart specific – Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill. Physics KartF1 specific – Increased grip to correspond better with the class of tyre this is simulating. UI – Changed category name in-sim from ‘Kart Cup’ to ‘Karts’. – Camera offset to match steering wheel. Graphics – Updated shaders – Updated textures – Minor 3D fixes The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon. There are also some setup adjustments not yet available in the UI. An update will follow. This post has been promoted to an article
×
×
  • Create New...

Important Information

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