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  1. v1.15 https://steamcommunity.com/sharedfiles/filedetails/?id=1687662965
  2. VELOCIPEDE

    rFactor 2: Roadmap Update February 2019

    Il team Studio 397, con puntualità svizzera, pubblica il nuovo roadmap update del mese di febbraio relativo allo sviluppo del suo rFactor 2. Le novità più interessanti riguardano lo sviluppo dell'attesissimo tracciato del Nürburgring, del quale ci vengono mostrate nuove immagini work in progress. Commenti sul forum dedicato.
  3. Il team Studio 397, con puntualità svizzera, pubblica il nuovo roadmap update del mese di febbraio relativo allo sviluppo del suo rFactor 2. Le novità più interessanti riguardano lo sviluppo dell'attesissimo tracciato del Nürburgring, del quale ci vengono mostrate nuove immagini work in progress.
  4. Il team Reiza Studios conferma finalmente che il suo nuovo "Reiza rFactor 2 Bundle", ovvero vetture e circuiti ufficiali creati dal team Reiza disponibili anche in rFactor 2, conterrà anche lo spettacolare circuito Enzo e Dino Ferrari di Imola, che vedete nelle immagini di anteprima qui sotto ! Il team brasiliano, che ha chiarito che il ritardo sullo sviluppo del DLC è stato causato dalla volontà di implementare tutte le ultime novità tecniche di rFactor 2, ampliando anche i contenuti, ha anche confermato nel pacchetto extra le nuovissime vetture Puma realizzate su licenza. The Autodromo Enzo e Dino Ferrari di Imola, better known as Imola, will be coming to RFactor2 as part of the Reiza rFactor2 Bundle! The famous italian circuit which hosted both the Italian and San Marino Grand Prix 28 times in total will feature in the Bundle in two versions: the classic 1972 layout, along with the modern track in its current configuration. The rF2 Bundle is planned to be released in March. Check out some fresh previews of the Bundle including Imola in all its glorious details below!
  5. Dopo aver soddisfatto per lungo tempo gli appassionati di Assetto Corsa (vedi il nostro speciale dedicato e non perdetevi il download) con i suoi splendidi tracciati storici targati F3 Classic Tracks, il nostro amico Sergio Loro rende felici da oggi anche i piloti di rFactor 2, rilasciando la sua apprezzatissima Sandevoerde (è richiesta una donazione minima di 5 euro) anche per il sim made in Studio 397! Per chi non lo sapesse, Sandevoerde è la versione storica del tracciato attuale di Zandvoort. Sandevoerde is a fast track, after the first slow curve we enter a section of half speed until the second hairpin, after there we will go up through fast corners to reach the top of the circuit that awaits us with a series of curves fast until we reach the last curve that deposited us on the main straight. The key is to have a well-balanced car that allows us to travel all the curves at the fastest possible speed, always remembering that the dunes await us before the minimum error. A circuit to enjoy This track is part of the “F3 Classic Tracks by Sergio Loro” Project. This or any other content, paid or free, created by “F3 Classic Tracks by Sergio Loro” or its affiliates is not to be distributed, decrypted, modified, reverse-engineered (partially or fully), converted, or used in public or corporate events without the express permission of “F3 Classic Tracks by Sergio Loro”.
  6. Il team MAK Corp ha finalmente rilasciato per rFactor 2 la nuova versione aggiornata 1.1 del suo imperdibile 1991 Group C Mod, il progetto dedicato alle mitiche e spettacolari vetture prototipo del Gruppo C dei primi anni '90. La nuova release implementa tutte le novità legate alle DirectX 11 supportate dal simulatore di Studio 397, ma porta con sè anche svariate migliorie e novità sul fronte della fisica, sonoro e modelli delle tre vetture disponibili. Per commenti e discussioni fate riferimento a questo topic del forum dedicato. The 1991 Group C mod includes the Mazda 787B, Porsche 962C and the Sauber C11 in the latest version of the mod for rFactor 2. Featuring unique realistic physics for each vehicle as well as different tire compounds, this is your chance to get behind the wheel of the three most iconic racing cars in the history of Group C racing. Features - 1991 Mazda 787B model by Ionut Nicolaescu, updated by Dmitriy Barishev. - 1991 Porsche 962C model by Dmitriy Barishev - 1991 Sauber C11 model by Dmitriy Barishev - Unique physics for each vehicle - Unique engine sounds for each vehicle The 1991 Group C mod v1.1 Update is now live on steam! If you are subscribed, it should automatically update. If it doesn't, unsubscribe and re-subscribe. For those of you who don't have the mod, you can get it on the steam workshop located here http://bit.ly/2HXDB5S The mod description also includes links to the new template files and the new updated v1.1 Manual. We hope you all enjoy this latest update!
  7. Dopo un periodo di silenzio, il team Reiza Studios, dopo aver annunciato la collaborazione con Studio 397, conferma finalmente che il suo nuovo "Reiza rF2 Bundle", ovvero vetture e circuiti ufficiali creati dal team Reiza, sono in arrivo per rFactor 2. Il team brasiliano ha inoltre chiarito che il ritardo sullo sviluppo del DLC è stato causato dalla volontà di implementare tutte le ultime novità tecniche di rFactor 2, ampliando anche i contenuti che saranno rilasciati, con ulteriori auto e piste. Le nuove immagini di anteprima allegate ci presentano da subito cosa possiamo aspettarci da questa originale partnership.
  8. VELOCIPEDE

    rFactor 2: Roadmap Update Gennaio 2019

    Il nostro @Alfred ita ci aggiorna puntualmente sugli sviluppi in corso di rFactor 2 da parte degli sviluppatori Studio 397, grazie al nuovo Roadmap Update di Gennaio. Per tutti i dettagli e commenti, fate riferimento a questo topic del forum dedicato. Dopo aver rilasciato il game per console "The Grand Tour game" il Team Studio 397 si sta' concentrando sui prossimi aggiornamenti di rFactor 2, la nuova UI e il sistema di gestione delle competizioni online e' in fase di ultimazione e vedra' la luce alla fine del primo quadrimestre (Marzo 2019). In dirittura di arrivo le Tatuus oramai quasi completate per quanto riguarda la fisica, le auto sono per lo più finite, ma hanno ancora bisogno di un po' di messa a punto dei modelli 3D. Questo pacchetto sara' rilasciato con un vasto set di livree reali, il che significa anche avere l'approvazione di tutte le squadre coinvolte. In fase di completamento c'e' il Reiza Pack, Il Nordschleife e' ancora in lavorazione e dato che la scansione laser corretta e' arrivata con due mesi di ritardo il rilascio avverra' piu' avanti. Ci saranno aggiornamenti sulle vecchie vetture sia come materiali che come livree. Per il GT3 Challengers sono arrivate le nuove skins, per altre gia' testate per gli eventi online. A breve arriveranno le Formula E 2019, un nuovo tracciato chiamato: Lester Formula E Edition.
  9. Il team ASR Formula ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.0 della mitica ed imperdibile Ferrari F2004, che nella stagione 2004, con ben 13 vittorie, portò Michael Schumacher alla conquista del titolo Mondiale. Per il download della vettura correte a questo link, mentre per commenti e discussioni fate riferimento al forum dedicato.
  10. Il team Enduracers ha rilasciato per rFactor 2 la nuova versione 3.0 del suo imperdibile Endurance Series mod. L'aggiornamento include importanti migliorie sul fronte della fisica, con l'implementazione delle ultime novità sulle gomme, che Studio 397 ha installato nel proprio simulatore con l'ultimo update, inoltre sono state aggiornate anche l'aerodinamica ed il force feedback, per una esperienza simulativa ancora maggiore. Per tutti i dettagli e download dirigetevi sul sito ufficiale Enduracers, mentre per commenti e discussioni fate riferimento al forum dedicato. EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Endurance Series rF2 build 3.00 ! The build includes an important update of the physic behavior of the car, including the last specification of the CPM tires, based on the S397 Endurance pack DLC. The FFB and the aerodynamics of the cars have been updated, as well as plenty other features. We took the opportunity to update the side WEC/LM position leds, wich are now rendering realisticly the top 3 position in each classes, like in real. We made some other graphic improvements and cured some issues like the Corvette C7R cockpit. A new build will come when the new shaders system will be made available to modders. We made an update on the Ligier JSP3 sounds, wich can be considered as intermediate and is sheduled to be improved again in an upcoming build. This modification has driven an update of all cars defaut setups, so please be carefull with your current setups before making some feedbacks. Don't forget to read carefully the instructions to install and setup correctly the mod.
  11. Dopo averci parlato dell'Aston Martin Vantage ed aver confrontato Audi R8 LMS e BMW M6 GT3, oggi Federico Sciarra di Automoto.it torna nell'abitacolo di rFactor 2 per analizzare in un nuovo paragone diretto la Porsche 911 R e la McLaren 720S. Vi ricordiamo che tutte queste vetture sono disponibili per rFactor 2 nel GT3 Challengers pack rilasciato da Studio 397 recentemente.
  12. Se volete simulare la stagione 2018 della Formula 1 con rFactor 2, vi consigliamo di non perdervi le nuove versioni del F1 2018 ACFL mod, che sono state completamente aggiornate dal nostro esperto amico Nicola @acciarri ! Aggiornamento 20/01/2019: Nuovo prezioso update da Nicola Acciarri, che come al solito ringraziamo per la segnalazione: 1) Fixed Bottas helmet texture missing 2) Fixed Force India cockpit position, including antenna and mirror position in external T-cam view 3) Fixed Toro Rosso mirrors ( not displayed ) in external T cam view 4) Updated GEN files for all cars, in order to show in Showroom Menù the steering wheel of cars 5) Updated Gen file of Williams in order to see in external T cam view the cockpit Motec ( missing in previous version ) 6) Updated all helmet position in cockpits, now more realistic in the driver position 7) Updated all car camera files in some views Potete acquistare il mod direttamente dal sito ACFL, attualmente scontato ad euro 3,99. Per commenti e discussioni fate riferimento a questo link del forum.
  13. Il team ASR Formula ha rilasciato per rFactor 2 un completo aggiornamento dedicato alle monoposto della stagione 1991 di Formula 1: sono disponibili quindi le nuove Ferrari 643, Williams FW14, Benetton B191, Tyrrell 020, Jordan 191, McLaren MP4/6 e Minardi M191. Potete scaricare le vetture dal sito ASR Formula oppure dallo Steam Workshop. Commenti e domande sul forum dedicato.
  14. We saw someone racing around on our #rFactor2 testserver in this, is that yours ABB Formula E? Looks stunning, we want to be up next!
  15. VELOCIPEDE

    rFactor 2: Flat6 Series v5 by Enduracers

    Il team Enduracers ha rilasciato per rFactor 2 la nuova build versione 5 del suo eccellente Flat6 Series mod, che ci permette di simulare il monomarca del Porsche Carrera Cup anche con il simulatore targato Studio397. We have proudly released the build 5.00 of the Flat6 Series rF2 mod ! On the changelog, you'll find a major physics update with, in particular, the last specification of CPM tyres, imrpoved AI, updated FFB,...together with some graphic updates like the position plates and new icons. All informations and links on our website : http://www.enduracers.com/newsletter_51.html
  16. Il team Studio 397 ha appena rilasciato per il suo rFactor 2 la nuova Aston Martin Vantage GT3, vettura che fa parte del pacchetto GT3 Challengers già disponibile da qualche settimana, che include anche la McLaren 720S GT3, Audi R8 LMS GT3, Porsche 911 GT3 R e BMW M6 GT3. Se non lo avete ancora fatto, potete acquistare il pack a 15 euro direttamente da Steam. Vi segnaliamo inoltre un nuovo articolo pubblicato dal nostro amico Federico Sciarra su Automoto.it che mette in confronto diretto proprio le prestazioni di Audi R8 LMS GT3 e BMW M6 GT3.
  17. Il team ASR Formula ci propone una doppia novità modding per questo fine 2018. Per Assetto Corsa è disponibile gratuitamente la mitica Ferrari 412 T2 del 1995 in versione 1.0. Da Wikipedia: La Ferrari 412 T2 è un'automobile monoposto sportiva di Formula 1 che gareggiò nella stagione 1995, la quarantaduesima utilizzata dalla Scuderia Ferrari. La vettura fu disegnata da John Barnard ed era guidata da Jean Alesi e Gerhard Berger. Vettura molto convenzionale e veloce da assettare,[1] conta nel suo palmarès una vittoria al Gran Premio del Canada e il terzo posto nel mondiale costruttori. La 412 T2 fu protagonista di prestazioni altalenanti durante tutto l'arco del campionato e vari guasti fecero perdere diversi punti ai due piloti. Per gli appassionati di rFactor 2 è invece disponibile la nuova versione aggiornata 2.0 del ASR3 Series 2015, mod che ci permette di simulare la stagione 2015 del combattutissimo campionato GP3. E' possibile acquistare e scaricare il mod da questa pagina per Euro 2,99.
  18. Disponibile da oggi per rFactor 2 il GT3 Challengers pack, nuovo pacchetto DLC per il simulatore targato Studio 397 che ci mette a disposizione 5 nuovi bolidi di categoria GT3: McLaren 720S GT3, Audi R8 LMS GT3, Porsche 911 GT3 R, BMW M6 GT3 e Aston Martin Vantage GT3 2019. Il pack può essere acquitsato e scaricato direttamente da Steam, per euro 15, ma da subito avremo a disposizione solo le prime 4 vetture, in quanto la Aston deve essere ancora approvata dagli sviluppatori. Vi ricordiamo che rFactor 2 (necessaio ovviamente per utilizzare il DLC) è in offerta su Steam con lo sconto del 50% ad euro 14,99. Allo stesso modo è in offerta al 50%, al costo di euro 7,50, anche il primo GT3 Pack, che contiene McLaren 650S GT3, Mercedes AMG GT3, Radical RXC Turbo GT3, Callaway Corvette C7 GT3-R e Bentley Continental GT3. Let the Challengers rise! With a great heritage in GT class racing, we are proud to announce the next pack released for rFactor 2 – The GT3 Challengers Pack. Featuring not just one, but two world firsts! GT represents much of what rFactor 2 stands for, and fits into our feature set of day/night transitions, weather and driver swaps. We hope you enjoy this pack that also features our latest graphic engine technology. With our existing GT3 Pack and the Endurance Pack we now have 13 GT class cars that can race on track – add a couple of LMP’s and we have one of the most diverse grids in sim racing. Once again we are proud to have great support from partners to help us make this happen. Download on Steam right here! Now let’s take a look at what’s in awesome pack! McLaren 720s GT3 To bring one of their new incredible cars onto race tracks, McLaren developed the stunning 720S GT3. Modern design, impressive aerodynamics and years of experience in Motorsport should help this car to claim wins among several premier GT3 events in 2019. Porsche 911 GT3 R It probably wouldn’t be called motorsport if the iconic brand Porsche aren’t part of a class. The 911 GT3 R is once again a very balanced, race-proven car by the German manufacturer, reinforcing their image as being amongst the highest rated contenders in a series. Audi R8 LMS GT3 Considered as one of the all-time favourites, this midship RWD car by Audi has been competing in GT3 since the beginning, winning significant races around the globe for a variety of teams. A demanding but rewarding choice. BMW M6 GT3 From the very start, the BMW M6 GT3 hit the grids all over the motorsport world and proved the V8 concept to the German manufacturer. Leading several Endurance events in different series and also claiming the 2018 FIA GT World Cup title, this car is a winner. Aston Martin Vantage GT3 2019* The second generation of the Aston Martin Vantage GT3 is ready for some serious racing action. It will enter GT events in 2019 and beefs up the already stunning road version of the Vantage. With the prestige and expertise Aston Martin brings into racing, it’s a challenger you always have to keep an eye on. *Please note this car will be released as part of the pack once approved Final Notes These cars are built with our new graphic technology, based on PBR lighting. We are converting more of our older content and yes, we are bringing more liveries to you shortly!
  19. Il noto modding team UnitedRacingDesign ha aggiornato numerose sue vetture extra sia per Assetto Corsa che per rFactor 2: cominciamo dalla Detroit EGT (ovvero la Ford GTE) disponibile in versione aggiornata su Assetto Corsa e anche su rFactor 2, update disponibile anche per la PX1 Aura per rFactor 2, infine la nuova versione delle T5 2018 per Assetto Corsa. Da non perdere in questi giorni gli sconti di Natale offerti da URD: We have Christmas sales! Sellfy has direct 30% off! In our main shop we have coupons! Code Christmas2018 gets you 30% on any product! If you want collection rf2 or AC use Christmas2018AC or Christmas2018RF2 and you will receive 40% off!
  20. VELOCIPEDE

    rFactor 2 Roadmap Update December 2018

    In attesa del nuovo GT3 Challengers pack che sarà rilasciato proprio oggi, il team Studio 397 ci aggiorna sulla situazione del suo rFactor 2 con il nuovo Roadmap Update del mese di Dicembre. Si comincia con uno sguardo sull'inizio dell'anno... Commenti a questo link del forum dedicato. Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started! Looking Back December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since. In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack. In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights! The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course. The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now! The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars. Competition As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready… GT3 Challengers Launch Stream As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018 Material System During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months. Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds. However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry. What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness. Implementing this was challenging for us for several reasons. First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere. The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too. This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes. We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building. Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment. So… Where do we go from here? Looking Ahead The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it. Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!
  21. In attesa del nuovo GT3 Challengers pack che sarà rilasciato proprio oggi, il team Studio 397 ci aggiorna sulla situazione del suo rFactor 2 con il nuovo Roadmap Update del mese di Dicembre. Si comincia con uno sguardo sull'inizio dell'anno... Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started! Looking Back December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since. In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack. In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights! The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course. The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now! The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars. Competition As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready… GT3 Challengers Launch Stream As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018 Material System During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months. Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds. However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry. What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness. Implementing this was challenging for us for several reasons. First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere. The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too. This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes. We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building. Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment. So… Where do we go from here? Looking Ahead The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it. Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!
  22. Il team Studio 397 ha annunciato tramite i social alcune novità interessanti in arrivo per il suo rFactor 2. La prima novità è rappresentata dalla Porsche 911 GT3 R, che sarà rilasciata in un DLC a pagamento e non ha nulla a che vedere con la versione 911 RSR GTE già disponibile da qualche tempo. La seconda vettura annunciata in anteprima è la possente BMW M6 GT3, che quest'anno ha trionfato nella 24 Ore di Spa del Blancpain GT Series. Confermata anche la terza vettura, l'Audi R8 LMS GT3, mentre la quarta è la nuovissima McLaren 720S GT3. In attesa di conoscere la quinta ed ultima auto del pacchetto, speriamo che il nuovo DLC sia rilasciato già per il prossimo Natale. Gli sviluppatori sono inoltre al lavoro per migliorare sensibilmente il comparto grafico del simulatore, implementando la tanto attesa tecnologia degli shader, ovvero gli effetti con nuovi riflessi e transizioni tra luci ed ombre. Infine vi segnaliamo, tramite questo link, un semplicissimo contest legato ai social che vi permette di tentare di vincere proprio il nuovo DLC, oltre ad un secondo pacchetto a vostra scelta!
  23. VELOCIPEDE

    rFactor 2 Roadmap update Novembre 2018

    Il team Studio 397 ritorna con il suo ormai abituale Roadmap Update dedicato ad rFactor 2, questa volta per il mese di novembre. Commenti e discussioni qui sul forum dedicato. Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  24. Il team Studio 397 ritorna con il suo ormai abituale Roadmap Update dedicato ad rFactor 2, questa volta per il mese di novembre. Commenti e discussioni qui sul forum dedicato. Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  25. Il team UnitedRacingDesign, dopo aver rilasciato alcuni giorni fa la versione per Assetto Corsa, ha appena rilasciato anche per rFactor 2 la nuova release del T5 2018 Mod ! Come potete intuire dalle immagini in allegato, si tratta in realtà di un progetto che ci permette di simulare lo spettacolare ed appassionante campionato tedesco del Deutsche Tourenwagen Masters (DTM) della stagione 2018, conclusasi il 14 ottobre con la vittoria finale di Gary Paffett su Mercedes AMG C63 DTM. Il mod contiene ovviamente anche le altre vetture DTM, ovvero Audi RS5 DTM e BMW M4 DTM. Il T5 2018 mod può essere acquistato per euro 9,98 direttamente dallo shop URD. Per commenti e discussioni in merito fate riferimento a questo topic del forum.
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