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  1. rFactor 2 Build 946 includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options. While many will focus on the overwhelming change to how lighting and colors are handled with the new tonemapper (fixing a bunch of lighting issues in the process), there are also a vast amount of smaller changes that make rFactor 2 a more complete product as a whole. As always, both the demo and SDK/Dev mode have been updated to reflect the changes in the latest build. Download: http://rfactor.net/web/rf2/rf2dl/ and (for SDK/Mod Mode) - http://rfactor.net/web/rf2/devscorner/ News post: http://rfactor.net/web/2015/04/03/rf...now-available/ Update 31 (Build 946) Changelog: FEATURES: ————- – Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been). – Added local content management to Launcher. – Added support for batch downloads in Launcher’s remote content tab. – Added ring stiffness multipliers to TGM files. – Added third party content publishing to Launcher. FIXES: ————- – By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore. – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage. – Made unlimited laps in qualifying truly unlimited. – Fix for aspect ratio problems in monitor. – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing. – Added HTTP Basic Authentication to dedicated server mod downloads. – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.) – Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present). – Fixed unnecessary reloads of matchmaker list. – Lined up vehicle labels in monitor. – Made vehicle labels more legible under different conditions. – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be). – Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod. – Fixed a crash that could happen while resuming a replay of a non-race session. MODDING / PUBLIC DEV: ————- – Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode. – Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”) – simplified grid, pit, & garage spot marking. – Allowed AIW editor to set number of garages per pit spot for ease of editing. – Fixed Camera FOV editing. MULTIPLAYER ————- – Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2) – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI). – Improved multiplayer skin transfers so there is less chance of name mix up. GRAPHICS: ————- – New tonemapper – Optimized single-pass HDR for multiview. – Adjusted some hdr/sky params to work with new tonemapper This post has been promoted to an article
  2. VELOCIPEDE

    rFactor 2: Kart by ISI v1.14

    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.
  3. VELOCIPEDE

    rF2: Sebring by Virtua_LM v2.0

    Gli esperti del team Virtua_LM hanno rilasciato per rFactor 2 la nuova versione aggiornata 2.0 della spettacolare pista di Sebring, che ora supporta in pieno tutte le features implementate dall'ultima build del simulatore ISI. Virtua_LM is proud to present you with one new endurance legendary track: Sebring, United States, for rFactor 2. Converted from our from-scratch creation on rFactor, this track has been modified to take advantage of new rFactor 2 capabilities. What is new in v2.00 The actual (newer) RealRoad shader is applied Curbs are also RealRoad Nightlights on the track side objects are back working A lot of changes on the materials and textures The overall brightness of the track is reduced to match the current version of rFactor 2 AIW (AI-Driver): some smaller fixes GDB (Time and Position): some smaller fixes A kind of solid “cut detection” in the part beween 15 (Gendebien) and 16 (Le Mans)
  4. Download: http://rfactor.net/web/rf2/rf2dl/ News post: http://rfactor.net/web/2015/04/03/rf...now-available/ Update 31 (Build 946) Changelog: FEATURES: ————- – Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been). – Added local content management to Launcher. – Added support for batch downloads in Launcher’s remote content tab. – Added ring stiffness multipliers to TGM files. – Added third party content publishing to Launcher. FIXES: ————- – By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore. – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage. – Made unlimited laps in qualifying truly unlimited. – Fix for aspect ratio problems in monitor. – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing. – Added HTTP Basic Authentication to dedicated server mod downloads. – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.) – Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present). – Fixed unnecessary reloads of matchmaker list. – Lined up vehicle labels in monitor. – Made vehicle labels more legible under different conditions. – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be). – Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod. – Fixed a crash that could happen while resuming a replay of a non-race session. MODDING / PUBLIC DEV: ————- – Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode. – Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”) – simplified grid, pit, & garage spot marking. – Allowed AIW editor to set number of garages per pit spot for ease of editing. – Fixed Camera FOV editing. MULTIPLAYER ————- – Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2) – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI). – Improved multiplayer skin transfers so there is less chance of name mix up. GRAPHICS: ————- – New tonemapper – Optimized single-pass HDR for multiview. – Adjusted some hdr/sky params to work with new tonemapper During the production schedule for the newly released Build 946 it became obvious that the old tonemapper wasn’t working very well on certain tracks. Both Saõ Paulo and Malaysia became the perfect place to experiment with the new tonemapper. Then, because Malaysia hadn’t been given a lot of attention in recent times, we wanted to grab this opportunity to give the place a polishing pass. It is, frankly, a superbly challenging circuit – it deserved it! Download Malaysia v1.58: https://www.mediafire.com/view/ajs0fgp00v32dj3/ISI_Malaysia_2007-v158.rfcmp (Requires latest rFactor 2 Build). Changelog for v1.58s (from v1.43) - Increased road mesh density on South Loop – Added RealRoad tech to curbs – Remapped RaceGroove – Added special sign – Reconformed painted stripes – Cleaned up and improved road art – Improved road and terrain materials – Improved barrier materials – Improved vegetation textures and materials – Replaced seats with more recent artwork – Removed negative mip map bias on all key materials – Optimized access roads meshes – Optimized fence textures and materials – Optimized shadow casters – Optimized reflections – Optimized terrain materials a little bit – Optimized scene by removing a lot of non-essential objects – Grouped objects for better batching to cure stutters – Fixed about 100 micrograps in terrain – Fixed armco collision glitch – Fixed road mapping – Fixed odd wet patches – Fixed visibility of distance markers – Fixed object popups – Fixed curb reflections due to RealRoad tech (compromise) – Fixed scale of ambulances – AIW improvements – Updated TDF values – Removed Legacy HDR Profile
  5. Download Malaysia v1.58 Now! (Requires latest rFactor 2 Build). Changelog for v1.58s (from v1.43) - Increased road mesh density on South Loop – Added RealRoad tech to curbs – Remapped RaceGroove – Added special sign – Reconformed painted stripes – Cleaned up and improved road art – Improved road and terrain materials – Improved barrier materials – Improved vegetation textures and materials – Replaced seats with more recent artwork – Removed negative mip map bias on all key materials – Optimized access roads meshes – Optimized fence textures and materials – Optimized shadow casters – Optimized reflections – Optimized terrain materials a little bit – Optimized scene by removing a lot of non-essential objects – Grouped objects for better batching to cure stutters – Fixed about 100 microgaps in terrain – Fixed armco collision glitch – Fixed road mapping – Fixed odd wet patches – Fixed visibility of distance markers – Fixed object popups – Fixed curb reflections due to RealRoad tech (compromise) – Fixed scale of ambulances – AIW improvements – Updated TDF values – Removed Legacy HDR Profile
  6. Fonte. Here is the first public version 1.0 of the BMWE90 WTCC0608 for rFactor2. Let me explain some more: 1. I want to call this version an "update to rFactor2" of the "evergreen" great mod made by Raceskinning.de starting by the 3D made by Thome and under his permission 2. My intention in managing it, was to let the essence of the mod itself, without changing the feeling in driving these cars, but at the same time improving and enhancing the features in those areas where rFactor2 uses its new technology like the flexible chassis, the new deformable tire structure, the new integrated gear, new shaders, etc... 3. I toke the decision to change only the default setup to have a car easier to drive and more performing, localcams views, seat adjustment and tires!!!! 4. About tires I spent a lot of time (but without having the necessary skill to manage the TGM files and +ttool at a pro level...) to reach my goal: Qualify Tire with high performances but very very sensitive in degradation more than in the "pure" wear, great for a couple of laps only; Race Tire for a lasting performance where aggressiveness in driving can be allowed but without sliding too much or spinning; Wet Tires very closed to the original ISI coefficients. Also AIs performances with Talent file seems to be at a good level, also if AIs do not mount Qualify Tire (not my fault) Changelog v1.1 - changed some coefficients following the new available technology of rFactor2 - fixed a graphic issue into the dashboard using HDR - “cutted” a little slice at the bottom of the front bumper to avoid (partially) to touch the ground, off road - tuned max speed for AIs closed to the humans - new talent files for all classes following new ISI specifications - tuned braking system - added option to personalize suites of each driver – standard rF2 driver (DRIVER) - added option to personalize specific BMW E90 helmet of each driver (EXTRA1) - pay attention for window… you must use WINDOW and duplicate the content to EXTRA0 too Many thanks to the several persons that gave me help, technical suggestions and support during the development. I hope you will enjoy the mod! DOWNLOAD - TEMPLATE And, thanks to ISR, a server and GETMOD option are already available! Feel free to email me in case of needs: slowmotion@symracing.net This post has been promoted to an article
  7. VELOCIPEDE

    rF2: Longford 1967 by Woochoo v0.98

    Il bravissimo Woochoo ha rilasciato per rFactor 2 la nuova versione aggiornata 0.98 della stupenda pista storica di Longford del 1967. Come vedete dagli screens di anteprima, si tratta davvero un addon imperdibile.
  8. VELOCIPEDE

    rF2: Nissan GT500 by ISI in arrivo

    Il team ISI ha appena pubblicato tramite social network due nuovi screens di anteprima della Nissan GT500 GT-R, ormai di prossimo arrivo per rFactor 2. Potete visionare le immagini e discuterne a questo link del forum. E' inoltre in arrivo un aggiornamento anche per la Brabham BT20, con migliorie alla fisica, alla flessibilità del telaio ed alle gomme da bagnato. We finally have the Nissan GT500 in-sim, and now that some core updates are nearing completion, we can start to push out a number of cars previewed in the past. The GT500 is obviously a Super GT car and it's very likely we'll be able to source another license in the future to give it some on-track competition. Obviously, like all official ISI content, this car will be free when released.
  9. VELOCIPEDE

    rFactor 2: grandi novità da ASR Formula

    Grandi novità arrivano questa mattina per gli appassionati di rFactor 2: il noto modding team ASR Formula ha infatti rilasciato per il simulatore ISI ben 4 nuovi aggiornamenti, ovvero le nuove release di Ferrari 643 e McLaren MP4/6 (v1.6), Ferrari F310 (v0.7 Beta) e F1 1992 Mod (v1.81). Ferrari 643 and McLaren MP4/6 v1.6: total revision of physics, sound and skin, now in HD quality 4096x4096. Fixed small bugs. Ferrari F310 v0.7 Beta private: physical renovation, added nosecone late season, correct gearbox and texture. F1 1992 Mod v1.81: Update (full mod) that improves the physical LE and AI rcd talent.
  10. VELOCIPEDE

    rF2: F1 1992 v1.8 by F1ASR

    Con una piacevole sorpresa, il team ASR Formula ci presenta la nuova versione 1.8 beta del suo ottimo Formula 1 1992 Season Mod. To encourage the community who have appreciated our first version of rFactor 2 '92 Mod 1.7 LE, we decided to improve it and, although not matching the standard of our recent works, we think that this new version can easily substitute what for us was the first experiment of rFactor 2 platform, but that was also used by major community. Go to ASR Formula Website to download and test rF2 Full 92 Season by ASR FORMULA (Version 1.8Beta).
  11. Today we are happy to announce the 1988 Mclaren MP4/4 that we've been secretly developing over the last months that will be released on both rFactor 2 and Assetto Corsa. For all the info and images of this car, please read our news article we've just posted on our official website. We're looking forward to bringing this car to all of you very soon, be sure to stay tuned!
  12. VELOCIPEDE

    rF2: FIA GT3 Apex v0.90

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione 0.90 del suo FIA GT3 Mod, un progetto che ci permette di simulare l'omonimo e combattuto campionato FIA. La nuova release, che include anche le nuove BMW Z4 GT3, Chevrolet Camaro GT3 e Ferrari 458 GT3 (denominata però 854), è scaricabile adesso anche dalla nostra area files.
  13. So you thought after GTPC v1 Virtua_lm was in for a vacation??? HELL no!! Today we will anounce the next chapter we have started. Sportscars Unlimited This mod will be build for Rfactor2. No logo yet just a name and a few renders. So what is it. After release of GTPC we started talking about what to do next. First most important thing was we wanted to build cars we as group really liked and we wanted to thank a couple of people who helped us a lot with info for GTPC by building their cars. So we started gathering info for a couple of cars. 1. Gebhardt c91 2. Brun c901. 3 Interpid RM1. Virtua_lm tries to make historical correct cars. So a lot of fun we have is finding all those small details, contacting original racedrivers, mechanics and try to get as much info as possible to recreate them and be as historical correct as possible in looks, physics. That is for us the fun of modding. Because we have upgrades it is impossible right now to build this for AC. So yes it looks like we model the later years of sportscar racing now. But Unlimited in Sportscar Unlimited stands for cars WE like so could be a older sportscar car too. Vivemclaren has started to model the RM1. Today we would like to show you his first progress report. As you can see lot of work is still to be done. Vivemclaren do" list 1991 : Adding a small rod for #65 (Mid Ohio) 1992 MTI : Extra louvres front hood 1992 MTI : Low downforce rear wing (need look for pictures in historic races) 1992 MTI : Finish the rear part Rods on the front hood : Scale them All versions : details All versions : Engine & mechanical part and then all the other stuff..... So still a very long way to go. We are still on the lookout for images from a few races. If anyone can help us we would be very happy Missing picture 1991 Rd 2 - West Palm Beach (need pictures of the rear part) Rd 4 - Miami (we have only one picture of front) Rd 5 - Road Atlanta (need more pictures) Rd 7 - Lime Rock (need more pictures) Rd 9 - New Orleans (without rear wheels covers) (need pictures) Rd 10 - Watkins Glen (need more pictures) Rd 12 - Portland (need pictures) Rd 13 - Del Mar (need pictures of the rear part) 1992 Rd 0 - Daytona Test #4 (need pictures) Rd 2 - Miami #5 & #12 (need pictures) and #4 (need more pictures) Rd 3 - Sebring #5 Headlight version? Rd 4 - Road Atlanta #4, #5 & #12 (need more pictures) Rd 5 - Lime Rock #5 & #12 (need pictures) Rd 6 - Mid Ohio #12 (need more pictures) Rd 7 - New Orleans #4, #5 & #12 (need more pictures, without rear wheels covers) Rd 9 - Laguna Seca #12 (need more pictures) Rd 10 - Portland #15 & #41 (need more pictures) Rd 11 - Road America #12 (need more pictures) Rd 12 - Phoenix (need more pictures) Rd 13 - Del Mar #4, #5 & #12 (need pictures) 1993 Rd 2 - Miami (need pictures) Rd 4 - Atlanta (need pictures) Rd 5 - Lime Rock (need pictures) Rd 6 - Mid Ohio (need more pictures) Rd 7 - Watkins Glen (need more pictures) Rd 9 - Laguna Seca (need pictures) Rd 10 - Portland (need pictures) Rd 11 - Phoenix (need more pictures) So what about GTPC for Rfactor1. The final Patch is worked on. Personally I am working on making the paint templates ready, Swisshutless physics and Vivemclaren in between modeling few 3d model issues. Smaller paint issues are less importatn to us Possibe with a extra car but Let us see if we can make that happen for real.. I think the builder. Monsum The track modeller who brought you Sebring, Le Mans, Mid ohio Made one carThat car will hopfully be included in GTPC. A car originally made for GTX5! This post has been promoted to an article
  14. Skip Barber Formula 2000 v1.54 Now Available!The Skip Barber 2000 is one of the most useful tools in a sim racer’s toolbox, aiding in the development of proper driving techniques through unrelenting punishment of a bad one! We highly recommend reading the profile page for the Skip Barber 2000 very carefully… We’re very happy to release an update for our version of this car, bring updates to the model, physics and tires (see list below). Download the car from our rFactor 2 cars page. Changes from 1.46: – Revised tyres – Moved to ultra chassis (with flex) – Updated to ModelWheelsIncludeAllTireMass=1 fix – Bumpstop fix – Tweaked undertray locations – Minor AI correlation tweaks – Updated shaders – Updated textures – Updated liveries – Helmet no longer goes through cockpit – New car icons – Added rim blur – New tire textures – New tire damage textures – Moved to new steering system – Added descriptions and new variables A section from our SB2000 profile page:
  15. VELOCIPEDE

    rF2: Skip Barber by ISI v1.54

    Skip Barber Formula 2000 v1.54 Now Available! The Skip Barber 2000 is one of the most useful tools in a sim racer’s toolbox, aiding in the development of proper driving techniques through unrelenting punishment of a bad one! We highly recommend reading the profile page for the Skip Barber 2000 very carefully… We’re very happy to release an update for our version of this car, bring updates to the model, physics and tires (see list below). Download the car from our rFactor 2 cars page. Changes from 1.46: – Revised tyres – Moved to ultra chassis (with flex) – Updated to ModelWheelsIncludeAllTireMass=1 fix – Bumpstop fix – Tweaked undertray locations – Minor AI correlation tweaks – Updated shaders – Updated textures – Updated liveries – Helmet no longer goes through cockpit – New car icons – Added rim blur – New tire textures – New tire damage textures – Moved to new steering system – Added descriptions and new variables A section from our SB2000 profile page: The Skip Barber Formula 2000 is the perfect car for either a complete rookie or a seasoned expert to hone their skills. A true racers car, it is balanced in such a way that it works well when driven well, and will work badly (often spinning off the track) when driven badly. If you don’t drive with good technique, it punishes you: It teaches you how to best drive almost every race car you will ever drive… The first thing to note is that of the two configurations, the National version is both easier and faster to drive. The Regional version takes significantly longer to warm the tires, etc, but both configurations do have the same handling traits overall. It is very important to keep the throttle down while turning, as this will keep the rear suspension loaded and the car more stable. Weight transfer is also critical, and any changes to throttle input on entry or mid-way through a turn, which will shift the weight away from the rear and cause “lift off oversteer”, will often lead to a spin. Smooth input is probably the most important aspect of this car, and any car. You must smoothly turn in, carefully feed in the power, try not to fight it too much in the corner, then smoothly let the wheel run as you exit the turn. Always be aware how much the car moves around underneath you, the car will not react well if you put a wheel on the grass on turn-in: That loss of grip will be devastating. Most importantly: Don’t give up on it. If you can adapt your driving style to this car, and drive it well, you will become a better driver in everything you drive. The frustration of spinning out will all be worth it if you can beat this car. Additional recommended reading material is Going Faster, which documents a lot of the techniques required in good detail.
  16. VELOCIPEDE

    rF2: Seat Leon EuroCup v1.2

    Tommy78 ha rilasciato per rFactor 2 la nuova versione aggiornata 1.2 del suo ottimo Seat Leon EuroCup 2014 Mod. Come potete leggere dal changelog, le migliorie e novità sono davvero numerose. Changelog: - fixed cockpit windshield texture to better reflection – modified rear lights texture (removed glow effect) – fixed rollcage and few other material reflection – added front daylight, so the LED is always on – added front light (lights with glare effect) – added brake glare effect (lights with glare effect) – fixed car undershadow – re-positioned swingman camera – added two new onboard camera (like in the real car) – added upgrade options to select the fix RPM to the launch control – fixed and added more undertray collision point – re-worked aero (front and rear wing, diffuser, body aero) – tweaked front and rear brakes parameters – tweaked suspension parameters in HDV (dampers, fast and slow bump and rebound parameters) – added notes to the garage menu (you can read some basic and useful information about the car, engine, and some suspension settings) – added special notes to the spring, ARB and differential settings – tweaked clutch parameters – fixed shift, clutch and blip time – re-worked engine oil and water temp, heating and cooling, and radiator settings – fixed gear ratios – reduced tire grip, because of the re-worked aero – new suspension geometry (multi-link rear suspension) – added upgrade options to choose between the Standard car for Cup races, or the Endurance car for the Long races (115L fuel tank and sequential gearbox, separate tire change time and refueling time in the pit option)
  17. ======================================================================== Seat Leon EuroCup 2014 for rFactor1/2 ======================================================================== Title : Seat Leon EuroCup 2014 Author : Tamas Pongracz (Tommy78) e-mail: tpongracz@yahoo.co.uk Blog : http://tpongracz.wordpress.com Description : Add-On mod for rFactor1/2 ======================================================================== Version: 1.0 Mod : Scratch-made model by me (Tommy78) Features : Contains the 2014 real liveries (38) Credits : 3D model and textures: Tamas Pongracz (Tommy78) Physics: Tamas Pongracz (Tommy78) Sound: Lukas Möllmann & Tamas Pongracz (Tommy78) Liveries: Terényi Krisztián (Kopi) 18 – /T.Mourgues, G.Wéber, M.Hernandez, J.Briche(white), M.DeDiego, M.Baus, S.Kox, F.Rueda, J.Oriola, A.Carbonell, M.Giao, T.Fjordbach, A.Martinez, M.Pellegrini, S.Zanini, L.Veglia, E.Bus, J.Monroy/ Tamas Pongracz (Tommy78) 19 – /J.Schmarl, P.Rosell, A.Vinyes, M.Lalusic, J.Briche(blue), S. comini, D.Bulatovic, P.Foglio, J.Font, N.Tóth, F.Ficza, H. Arruabarrena, M.Jensen, P.Ward, S.Stahl, R.Ferri, L.Sanz, A.Pellinen, J.Vinyes/ Dominik Kiss 1 – /S.Paulsen/ Special Thanks to: Stefano Comini, Thibaut Mourgues, Ferenc Ficza, Norbert Tóth, Gábor Wéber
  18. VELOCIPEDE

    rF2: Silverstone by ISI v1.35

    Il team ISI ha rilasciato per rFactor 2 la nuova versione aggiornata 1.35 del circuito inglese di Silverstone. Per dettagli, download e commenti fate riferimento a questo topic. We are happy to release version 1.35 of Silverstone Circuit for rFactor 2. This update includes a number of small fixes and tweaks, a very important fix for the GT AIW (AI driving lines), and the addition, finally, of a working National configuration.
  19. We are happy to release version 1.35 of Silverstone Circuit for rFactor 2. This update includes a number of small fixes and tweaks, a very important fix for the GT AIW (AI driving lines), and the addition, finally, of a working National configuration. DOWNLOAD
  20. Fonte. Monsum ha mostrato le prime immagini di anteprima di questa nuova pista. Probabile che venga rilasciata poi sotto nome Virtua_LM. Very early WIP of a new rFactor 2 project: Watkins Glen International (nicknamed “The Glen”) is an automobile race track located near Watkins Glen, New York, at the southern tip of Seneca Lake. The sports car racing facility is owned by International Speedway Corporation. It was long known around the world as the home of the United States Grand Prix, which it hosted for twenty consecutive years (1961–1980), but since 1948 the site has been home to road racing of nearly every class, including Formula One, the World Sportscar Championship, Trans-Am, Can-Am, NASCAR Sprint Cup Series, and the IndyCar Series.
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