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  1. VELOCIPEDE

    FIA GT3 by Apex Modding Team

    Dopo anni di lavoro, il team Apex Modding ha finalmente rilasciato per rFactor 2 l'attesissima versione 1.0 del suo imperdibile GT3 2012 Mod ! Il progetto, che è possibile scaricare gratuitament dallo Steam Workshop, include tutte le vetture GT3 dell'epoca, ovvero quelle partecipanti all'ADAC GT Masters, Blancpain series, FIA GT3 series, PIRELLI WORLD CHALLENGE e Nordschleife VLN. Per commenti e discussioni fate riferimento a questo topic del forum. We at Apex Modding Team thank you for downloading our 2012 FIA GT3 mod for rFactor2. It took years of work to create, improve and fix content, as well as stay current with game and technology updates. If you enjoy our work and wish to support us for past content or for future incentive, you can donate any amount through this link.If you downloaded our mod outside of Steam, please do not forget to install “AM_FIAGT3_2012.rfcmp” as it is the file that contains the sounds. Below is a summarized changelog between our last public beta and our v1.0 release. Enjoy the reading and we hope you will enjoy racing a full grid of cars - Bentley, BMW, Chevrolet, Mercedes, and an Italian and another German manufacturer – both offline and online!Apex Modding FIA GT3 2012 version 1.0- New cpm 2.0 tyres based on Studio 397 tyre database, rebuilt and tweaked with Redapg online tools. IMPORTANT: You need to be careful on the first lap out of the pits as these tyres, like in real life, need to reach a proper temperature window. If you push too hard too soon, the long-term pace and tyre life will be jeopardized. This mod is an endurance mod, like in real life, strategy is important. S7 tires are the softest compound, S9 are the hardest compound.- S7 tyres can handle 30 laps at a circuit like Spa-Francorchamps. The S7 is the tyre to use in Sprint races (Lasting one hour or less).- S8 lets you run a double-fuel stint and can last roughly two hours.- S9 can last up to three hours so it is a great option for proper endurance races- Reworked default setups which now offer a great blend between drivability and stability.- Added latest rFactor2 tech such as:- ABS, Traction Control (default setting is Medium), rain drop shaders and behavior to body and windscreen (wipers are now necessary), tweaked chassis flex, fuel movement- Undocumented and not fully supported by the game, we added night lights in the cockpits of 997, 12C, SLS, and Z4 as per real life references. There are limitations to what was realistically achievable so we had to settle for an implementation that worked and was not buggy- Illuminated MOTEC Reworked car filters and categories, and added more filters:- AMGT3: All cars (each manufacturer has their own filter too)- AM_ADAC-GT: Cars that participated in the ADAC GT Masters- AM_BES: Cars from the Blancpain series- AM_FIAGT3: Cars from the FIA GT3 series- AM_PWC: Cars from the PIRELLI WORLD CHALLENGE- AM_VLN: Cars that participated in the Nordschleife VLN race- Some series have cars with only a couple of liveries. We were not able to paint all of the cars but believe the overall representation is very good. The mod is now organized in a way where new skins are more easily added and found, and more skins can be added in a future update if the community wishes to contributeDebugging- Reworked Z06 chassis flex to address bottoming issues in tracks like Nordschleife or Spa-Francorchamps- Removed heat haze from the SLS- 799 cockpit camera correctly centered- Removed fuel mixture settings- MP4-12C and Z06 now use the correct sidewall textures- Reworked class filter displayNot Included- Chassis scratches due to game limitations. Detachable parts remain.- Car LED position lights as the real cars we recreated did not feature suchCredits:- 3D, 2D art, sounds, physics: Apex Modding Team (https://www.apex-modding.com/)- Additional physics: Chris redapg (his online tools), Michael Borda, Marek Lesniak- Additional 2D and 3D: shadow works, olisoft, sfersystem, Tolik, Totorman, Stano, Cartman 78, Gui lite- Additional sounds: Destroem- Additional art, windshield wipers and rain effect: SlowMotion, Nibiru (XFactor Racing)- Studio 397 for the updated tyre database from where we could study new entries- Testing: Apex Modding, adakar, archi, and special thanks to wishmaster and P1-Gaming for extensive beta testing of updates and Balance of Performance
  2. 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!
  3. Fonte. Corvette C7.R & C6.R OUT! Corvette C7.r 2014/15 (Car was originaly done by URD for Kunos Simulazioni-Assetto Corsa and we have full permission to reuse it and big thanks to Kunos team for that) -Implented everything as on C6.r(see bellow) -Included are 4 skins in total-2 Tudor skins from Corvette Racing 2014(Livery done by Livery), WEC Corvette racing 2014(Livery done by Magdas Catalin) and WEC Labre 2015(Livery done by Rob James) Corvette C6.r ZR1 2013: Changelog 1.9(16.5.2015): -new shaders applyed to the exterior -new light flares and front lights updated-Thank you some1 for the flare shaders! -chassis flex added( Thank you Miroslav Davidovic) -new tires added (4 dry+1 int+1 wet) Thank you Michael Borda -mirrors adjusted Its the Corvette that raced in ALMS and 24h Le Mans 2013. Its 99% scratch made as ive used small things from ISI vette like some textures that were good allready(cockpit safety net, roll cage and few smaller ones and even edited those) Sounds are new, done by Davide aka elMariachi90, 3d model of exterior/cockpit was done by me(Ales Ogrinc) and Revelli, ingame/templating/texturing by me. Thank you ISI for great rF2 and other assets we could use like tires and more... Templates are on our website under downloads www.unitedracingdesign.net Cheers and have fun! UnitedRacingDesign DOWNLOAD v1.9 This post has been promoted to an article
  4. Qualche screen da quello che sarà il primo mod a pagamento per rFactor 2. http://www.unitedracingdesign.com/ DTM 2012/13 Skinpack for T5 Series by SRRF Modding Crew DEMO: DOWNLOAD by DrivingItalia Aura T5 2012/13 so you have new DRS, Tires and physics just like in shop version now. Car is limited like its not paintable and it has only 1 skin. T5 touring car series mod include due vetture: Bayro T5 e Aura T5 (quest'ultima nella demo) Non editato. Editati.
  5. 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!
  6. 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!
  7. 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!
  8. 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!
  9. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, questa volta per il mese di maggio, nel quale segnala come al solito lo sviluppo in corso sul suo rFactor 2 ed annuncia anche l'arrivo della nuova Porsche 911 RSR GTE ufficiale! Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard. Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397! Content Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great! Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below. That’s of course not all the content we’re working on. There are a several more things under construction. The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later. Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape. For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it. For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”. UI UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.
  10. 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!
  11. 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.
  12. Nuovo Roadmap update pubblicato dal team Studio 397 per aggiornare gli appassionati sullo sviluppo di rFactor 2. Fra le novità più interessanti, gli sviluppatori ci parlano dei due nuovi tracciati di Botniaring e del Nurburgring! It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements! Botniaring In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center. Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?! Nürburgring When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system. Developer Tooling Developer (modder) tooling is an area we have been quiet on for the last couple of years. Internally, and when supporting our community, we have been building on the rather old 3D Studio Max 2012. Although we released updates that allowed you to work with the 64-bit version of that tool, the fact is that we needed to upgrade to the latest tooling. We are now doing just that, and we expect to release updated plugins for the latest versions of 3D Studio Max soon (they are currently going through internal beta testing). We are also making sure that these tools will continue to work with our new material system, and as always we encourage people to tell us what else they need! Community Night #3 Our month was once again very busy, but we like to drop some hints here and there. So believe us when we say that we are working on way more than what we can list in this roadmap. Yet with all those sleepless nights coding, writing contracts and grabbing licenses left and right, there still needs to be some time left for us to also enjoy our favorite sim! Right?….RIGHT! Finally that time has come again, and you know its name from previous adventures: the Community Night is back for its 3rd event! Let’s dive into some racing action together on Sunday (4th of November) 7pm CET, to be broadcast on https://www.twitch.tv/rfactorlive We wanted to celebrate the release of Botniaring and we thought it would be fun to put on our winter jackets and lap the Finnish track with you guys. Deciding on a car class gets harder with every new piece of content we add, so why not just race 2 different layouts with different classes? We will hit the short version with the USF2000, while the roaring GT3’s will conquer the longest ribbon. You can now go for your first laps on our Botniaring servers that are live with the launch, so get ready! That’s all folks, and don’t forget we are still in the middle of the Halloween Sale, so check out our special offers!!!
  13. VELOCIPEDE

    rFactor 2 Roadmap Update October 2018

    Nuovo Roadmap update pubblicato dal team Studio 397 per aggiornare gli appassionati sullo sviluppo di rFactor 2. Fra le novità più interessanti, gli sviluppatori ci parlano dei due nuovi tracciati di Botniaring e del Nurburgring! It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements! Botniaring In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center. Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?! Nürburgring When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system. Developer Tooling Developer (modder) tooling is an area we have been quiet on for the last couple of years. Internally, and when supporting our community, we have been building on the rather old 3D Studio Max 2012. Although we released updates that allowed you to work with the 64-bit version of that tool, the fact is that we needed to upgrade to the latest tooling. We are now doing just that, and we expect to release updated plugins for the latest versions of 3D Studio Max soon (they are currently going through internal beta testing). We are also making sure that these tools will continue to work with our new material system, and as always we encourage people to tell us what else they need! Community Night #3 Our month was once again very busy, but we like to drop some hints here and there. So believe us when we say that we are working on way more than what we can list in this roadmap. Yet with all those sleepless nights coding, writing contracts and grabbing licenses left and right, there still needs to be some time left for us to also enjoy our favorite sim! Right?….RIGHT! Finally that time has come again, and you know its name from previous adventures: the Community Night is back for its 3rd event! Let’s dive into some racing action together on Sunday (4th of November) 7pm CET, to be broadcast on https://www.twitch.tv/rfactorlive We wanted to celebrate the release of Botniaring and we thought it would be fun to put on our winter jackets and lap the Finnish track with you guys. Deciding on a car class gets harder with every new piece of content we add, so why not just race 2 different layouts with different classes? We will hit the short version with the USF2000, while the roaring GT3’s will conquer the longest ribbon. You can now go for your first laps on our Botniaring servers that are live with the launch, so get ready! That’s all folks, and don’t forget we are still in the middle of the Halloween Sale, so check out our special offers!!!
  14. Dopo anni di lavoro, il team Apex Modding ha rilasciato per rFactor 2 la versione aggiornata 1.02 del suo imperdibile GT3 2012 Mod ! Il progetto, che è possibile scaricare gratuitamente dallo Steam Workshop, include tutte le vetture GT3 dell'epoca, ovvero quelle partecipanti all'ADAC GT Masters, Blancpain series, FIA GT3 series, PIRELLI WORLD CHALLENGE e Nordschleife VLN. Per commenti e discussioni fate riferimento a questo topic del forum. We are happy to release the v1.02 update of the mod today! We listened and analysed the feedback received here and elsewhere (such as P1-Gaming and Kiwi simracing). Here is the v1.02 changelog: - Added missing 458 rain tyres and z4 s9 - Closed gap on cockpit view in z4 and SLS - Debugged Camaro roll over and random CTD with some cars on s8/s9 tyres - Reworked light cockpit halo on SLS, z4, MP4-12C, 799, Camaro - Helmet and driver can now be skinned - Updated template file with driver and helmet templates If you are already subscribed on Steam, the mod should update automatically. A direct download link will soon follow. You can find it in rFactor2's workshop
  15. Dopo aver aggiornato tempo fa la versione per Assetto Corsa, il team ASR Formula ha rilasciato anche per rFactor 2 la nuova versione 4.0 del suo imperdibile ASR2 Championship, progetto che ci permette di simulare il campionato di Formula 2. Il mod può essere acquistato per soli 2,99 euro a questo link. ASR2 Championship Mod rFactor 2 (v4.0) Changelog V4.0: -Fix Rainlight -Update rain map -New Driver Shaders -Change Category Mod www.asrformula.com
  16. In avvicinamento all'evento del Simracing Expo 2018, al quale parteciperà, il team Studio 397 ci aggiorna con un nuovo Roadmap Update sullo sviluppo del suo rFactor 2. La novità più interessante, accompagnata da alcuni spettacolari screens di anteprima, è il prossimo arrivo del nuovo circuito di Zandvoort e del Reiza Pack. Sometimes you look at the calendar and realize that time can fly past faster then our LMP2 cars ingame. It’s already end of August and we have been so busy with working on rFactor 2 that there is no Roadmap yet. But we couldn’t do without one, right? That would be like breaking a family tradition, and since our team is more about fixin’ things than breaking them, let’s put together a Roadmap for August! As said above already, we’re pretty busy, but with what you might ask? As most of you probably know, SimRacing Expo at the iconic Nürburgring track in Germany is just around the corner and it will kick off big things for us. But let’s do this step by step, it’s a roadmap in the end! (wink) SimRacing Expo 2018 There is enough going on at this years Expo that we could probably fill the whole Roadmap with it, so let’s concentrate on the major things you should know about it. Obviously we will have a booth at the Expo, so you can come around and meet the team, as we will bring plenty of people along. But just talking to us might be a bit boring all day long, so we will make sure that you will have plenty of reasons to visit the rFactor 2 booth. One of them will be new content that we will show exclusively at our booth, a pre-release of course. Hypemode intensifies! You want to know more about what this could be? For now you need to live with just 3 words: iconic, fast, competition proven, more at the Expo! (wink) You think that’s it already? Enough reasons to visit us? Nah, we’re in for way more this year! The content shown at the booth will be our first announcement during the Expo, but as Germans say “Alle guten Dinge sind drei”, literally meaning “all good things come in threes”, meaning we will follow up with another announcement during Saturday afternoon. This second announcement will probably tick a lot of boxes for simracers in terms of their dreams-list for our simulation. We are more then excited to finally share that with you. Sunday will see a third announcement (yep, you’re not getting a day to get back your breath) which will show our dedication to further improving your simracing experience. What happens if you can’t be around then? Don’t worry, we will stream all announcements and first talks about them live from our booth onto our channels. Missing them is not an option at all. Before we all now dive into the guessing-game about what could be in the announcements, let’s have a look at the other topics of our roadmap… UI and Competition We are fully aware that everyone is awaiting news on the UI and we’re still working hard every day on this topic. Many steps are needed to implement an UI like the one we envision, which is taking a lot of time. We are still tweaking and optimising, and we will be able to show parts of the new interface at the Expo. Of course we are very curious to get your feedback there! On the competition side, we have been integrating different session types so we can have events that consist of combinations of practice, qualification and race sessions and we are looking at different ways to score events. In the last month or so we have also been researching and testing a rating system, feeding it data of many races and evaluating its outcome. We’re nowhere near done, but some of these improvements we will certainly already bring to the McLaren Shadow competition next month. Content On the content side, we won’t yet spoil the surprises we have in store for the Expo. Previously we’ve announced both Zandvoort and the Reiza Pack to be almost ready and we do anticipate both to become available in September. Community Community is our favorite topic, because most of the time this means we can have some action as well. What we’re talking about? Obviously our community night! We did not forget about it at all, so you can expect a new date for some racing and talking on-stream soon. Maybe we should also do a vote for track/car combinations? As always, if you got feedback, suggestions/ideas, feel free to drop into our Discord server and let us know!
  17. To say September was a busy month for us would probably be the understatement of the year. Last time we already hinted at some big news, and the release of no less than three free, iconic McLaren race cars has certainly been well received and confirms our commitment to adding high-quality free and paid content to the simulation. We’ve met many of you at SimRacing Expo at the Nurburgring mid September. The event was highly successful, and I am confident that we will be back next year. Directly after the Expo, we started our qualification rounds for the McLaren Shadow competition, which will continue well into next month. In the mean time we, almost silently, also released a big update for Zandvoort, featuring all possible layouts, a significant performance improvement as well as proper support for night and wet racing. Material and Lighting System Our final announcement at the expo was a new material and lighting system, which is currently in progress, and is based on physically based rendering (PBR). We’ve been working on it for the last couple of months, and its release is still a few months away, but the results so far have been very good. We showed some examples of our new car paint material that simulates a multi-layer paint job, featuring a body or primer, a base coat that is possibly metallic or two-tone, and finally a clear coat – each with parameters that allow you to specify in great detail the specifics of each layer. We did not stop there though, as our cars in general come with templates that allow users to create their own liveries. We now support up to six different materials that can be used on different, configurable regions of the car. This allows people to create liveries with vinyl wraps, shiny metallic bits, carbon parts and many other things all on the same car body. We are already looking forward to the unique designs our community can create with all these new possibilities. What we’re working on in the months ahead is other materials. Arguably the car bodies are very important, but we would also like to improve our cockpit interiors, the way rubber tyres look, and also our road surfaces. Obviously we will make sure that what we do stays compatible with all current content, but what’s more important, we aim to make it very easy to upgrade to these new materials. We’re committed to updating all our own content, and we expect the community to do the same. Nürburgring As we told you in the announcement, the scan is done, and both the Nordschleife and GP track are up to 2018 standards. We’re finalizing the important processing of the data now, which – as you might imagine for such a large track – takes some time. In the meantime, our track team already started the huge task of modelling all the details that are visible when you drive around the track: trees, houses, audiences, camping grounds and many other things. We are aiming for a release at the end of Q1 of 2019. In the meantime, we are also looking at our options for the Südschleife. Quite a few people have responded and pointed out available information about this classic track. We have not yet made the decision to build it, and if it happens this layout will certainly be done as a separate project. We’ll keep you posted. Botniaring We’ve included some screenshots of a new-final version of Botniaring. As the track was officially licensed, we got extensive opportunities to survey the asphalt and its surroundings, which allowed us to accurately reproduce every little detail of the track. Like many of our other tracks, we will provide the different layouts and we are sure this relatively unknown track will offer some good racing. The release is planned for October, and as mentioned before, this will be a free track. UI and Competition The UI and Competition are two areas with a constant buzz of diverse development activity. We’re now at that point where the two teams merge and start to work on getting the competition functionality into the UI itself. So in short, we’re currently integrating UI and competition and preparing for a launch of both systems ‘together’. You’ve probably seen and even participated in the multiple competitions we’ve put on over the last year, where joining and viewing stats was through our web page. We still want to offer join via our webpage, but our ultimate goal is for you to find and join a competition straight from the UI, making it that much easier and that much more tempting to take part! Of course, we do have some new UI functionality to share with you as well. First, we now have that spiffy animated trackmap you always wished for This trackmap highlights the leader as well as the current driver you have selected (in white). You can click on any number on the track map itself and the list auto-scrolls to and expands that driver. Next, we have a brand new expanded standings pop-up function with color-coded best sectors. Finally, we’ve added a simple minimal graph to the standings, this gives a quick overview of your progress lap by lap as compared to the other drivers around you. We’re hiring! Some of you might have seen this post on our forum. We’re hiring! Specifically, we are looking to strengthen our track building team at Studio 397. We’re expecting you to bring your experience and knowledge of modeling tools, and of course you should be an expert in building good and accurate tracks. We will provide you with the necessary hardware and software, a good working environment and an education in tools you are not yet familiar with. If you’re up for a new challenge, check out the post and get in touch: https://forum.studio-397.com/index.php?threads/were-hiring-looking-for-environment-artists.61194/ That’s all for now, enjoy the remaining rounds of the McLaren Shadow competition and remember to keep it on the black stuff! Fonte Studio 397
  18. VELOCIPEDE

    rFactor 2 Roadmap Update September 2018

    Il team Studio 397, come ormai consuetudine, ha pubblicato il nuovo Roadmap Update del mese di settembre dedicato al suo rFactor 2. Come si legge dal lungo post, prosegue il lavoro di sviluppo del software, con i lavori concentrati sul sistema dinamico di materiali e luci, il tracciato del Nürburgring atteso entro aprile 2019, la novità del circuito di Botniaring sempre su licenza e le migliorie apportate al menu di gioco. To say September was a busy month for us would probably be the understatement of the year. Last time we already hinted at some big news, and the release of no less than three free, iconic McLaren race cars has certainly been well received and confirms our commitment to adding high-quality free and paid content to the simulation. We’ve met many of you at SimRacing Expo at the Nurburgring mid September. The event was highly successful, and I am confident that we will be back next year. Directly after the Expo, we started our qualification rounds for the McLaren Shadow competition, which will continue well into next month. In the mean time we, almost silently, also released a big update for Zandvoort, featuring all possible layouts, a significant performance improvement as well as proper support for night and wet racing.
  19. Gli appassionati di simracing ed esport ricorderanno certamente il torneo World Fastest Gamer organizzato da McLaren nel 2017, che ha portato l'olandese Van Buren a diventare pilota ufficiale del simulatore professionale di base a Woking. Quest'anno la casa inglese ha deciso di rilanciare, con il nuovo Shadow Project, anche questo un torneo che si svolgerà su diversi titoli (iRacing, Forza Motorsport 7, rFactor 2 e Real Racing 3), che, dopo il lancio su iRacing e Real Racing 3, approda finalmente anche su rFactor 2 con le qualificazioni, per concludersi poi a gennaio 2019 e che porterà i piloti più veloci nel team ufficiale esport della McLaren. E' possibile seguire in diretta le varie gare del simulatore americano direttamente a questo link. Commenti sul forum dedicato. Get ready for one of the world’s most intense and demanding competitions for virtual racers. Last year, rFactor 2 winner Rudy van Buren won the overall prize. Now with the McLaren Shadow project, it’s your turn to compete with some of the best. It’s a contest that will see the winner offered an awesome role, follow @mclarenshadow on Twitter for the latest news! Registration is now open, dive into the rFactor 2 McLaren Shadow qualifier and experience the authentic replica of iconic McLaren open wheelers of different eras. Servers will be running the first car/track combination from 18th of September onward. https://www.studio-397.com/mclaren-shadow-rfactor2/
  20. La collaborazione con McLaren per lo Shadow Project porta i primi frutti anche per i sim racers. Come promesso, sono disponibili per rFactor 2 tre nuove vetture dello storico marchio: la M23, la MP4/8 e la MP4/13, tutte gratis. Assieme alle nuove auto è stata rilasciata anche una nuova demo (con una di queste monoposto) e l'online, così da dar modo a tutti di provare il sim con i suoi ultimi aggiornamenti (VR inclusa) nel caso si fosse ancora indecisi sull'acquisto. Commenti sul forum. Don´t just admire Icons – become one! The motorsport world is full of heroic stories, iconic cars and unbelievable moments of success. Many of these tales include McLaren. How many times do we as simracers dream about the golden age of motorsport and wish we could have driven in that era. All the myths around specific cars and the strong characters that drove them fuel our ambition to create our own legendary moments, either on virtual or real tracks. What would you have done if it was you sitting in the racecar back then? Read the rest of this announcement here: https://www.studio-397.com/2018/09/mclaren-racecars/
  21. Dopo aver annunciato l'arrivo delle nuove McLaren storiche, il team Studio 397 conferma il prossimo arrivo per il suo rFactor 2 del nuovo tracciato del Nurburgring Nordschleife realizzato in laser scan! Il circuito includerà sia il moderno tracciato del Nurburgring GP che il mitico "Infermo Verde". You missed Announcement #2? Here you go: It’s coming, the Nordschliffe plus Nurburgring GP fully laser scanned using 2018 data. It’s still in development so here’s some point data from the scans
  22. L'ormai ben noto ed apprezzato modding team ASR Formula, ha rilasciato per rFactor 2 la nuova versione aggiornata 1.1 della mitica e bellissima McLaren MP4/8, in configurazione con motore Ford e Lamborghini. Potete ammirarla nello spettacolare trailer realizzato da DDN Tube Per commenti e discussioni fate riferimento al forum dedicato. rF2 - McLaren MP4/8 Ford and Lamborghini 1993 v1.1 (Fix Display) McLaren MP4/8, the last McLaren driven by the Magic Ayrton Senna. The car is available in 2 versions, Ford powered engine with classic Marlboro livery with every track livery design and areo specs and the Lamborghini V12 in total white livery. New cockpit details, dedicated diver's steeringwheel. http://www.asrformula.com/
  23. Il team Studio 397 ha pubblicato com'è ormai consuetudine, il nuovo roadmap update del mese di giugno per il suo rFactor 2, accompagnato da una serie di screenshots inediti. Gli sviluppatori sono al lavoro per un aggiornamento dell'Endurance Pack, per ultimare i nuovi circuiti di Zandvoort e Sebring, oltre che a varie migliorie al comparto pioggia ed all'interfaccia di gioco. June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
  24. VELOCIPEDE

    rFactor 2 Roadmap Update August 2018

    In avvicinamento all'evento del Simracing Expo 2018, al quale parteciperà, il team Studio 397 ci aggiorna con un nuovo Roadmap Update sullo sviluppo del suo rFactor 2. La novità più interessante, accompagnata da alcuni spettacolari screens di anteprima, è il prossimo arrivo del nuovo circuito di Zandvoort e del Reiza Pack. Sometimes you look at the calendar and realize that time can fly past faster then our LMP2 cars ingame. It’s already end of August and we have been so busy with working on rFactor 2 that there is no Roadmap yet. But we couldn’t do without one, right? That would be like breaking a family tradition, and since our team is more about fixin’ things than breaking them, let’s put together a Roadmap for August! As said above already, we’re pretty busy, but with what you might ask? As most of you probably know, SimRacing Expo at the iconic Nürburgring track in Germany is just around the corner and it will kick off big things for us. But let’s do this step by step, it’s a roadmap in the end! (wink) SimRacing Expo 2018 There is enough going on at this years Expo that we could probably fill the whole Roadmap with it, so let’s concentrate on the major things you should know about it. Obviously we will have a booth at the Expo, so you can come around and meet the team, as we will bring plenty of people along. But just talking to us might be a bit boring all day long, so we will make sure that you will have plenty of reasons to visit the rFactor 2 booth. One of them will be new content that we will show exclusively at our booth, a pre-release of course. Hypemode intensifies! You want to know more about what this could be? For now you need to live with just 3 words: iconic, fast, competition proven, more at the Expo! (wink) You think that’s it already? Enough reasons to visit us? Nah, we’re in for way more this year! The content shown at the booth will be our first announcement during the Expo, but as Germans say “Alle guten Dinge sind drei”, literally meaning “all good things come in threes”, meaning we will follow up with another announcement during Saturday afternoon. This second announcement will probably tick a lot of boxes for simracers in terms of their dreams-list for our simulation. We are more then excited to finally share that with you. Sunday will see a third announcement (yep, you’re not getting a day to get back your breath) which will show our dedication to further improving your simracing experience. What happens if you can’t be around then? Don’t worry, we will stream all announcements and first talks about them live from our booth onto our channels. Missing them is not an option at all. Before we all now dive into the guessing-game about what could be in the announcements, let’s have a look at the other topics of our roadmap… UI and Competition We are fully aware that everyone is awaiting news on the UI and we’re still working hard every day on this topic. Many steps are needed to implement an UI like the one we envision, which is taking a lot of time. We are still tweaking and optimising, and we will be able to show parts of the new interface at the Expo. Of course we are very curious to get your feedback there! On the competition side, we have been integrating different session types so we can have events that consist of combinations of practice, qualification and race sessions and we are looking at different ways to score events. In the last month or so we have also been researching and testing a rating system, feeding it data of many races and evaluating its outcome. We’re nowhere near done, but some of these improvements we will certainly already bring to the McLaren Shadow competition next month. Content On the content side, we won’t yet spoil the surprises we have in store for the Expo. Previously we’ve announced both Zandvoort and the Reiza Pack to be almost ready and we do anticipate both to become available in September. Community Community is our favorite topic, because most of the time this means we can have some action as well. What we’re talking about? Obviously our community night! We did not forget about it at all, so you can expect a new date for some racing and talking on-stream soon. Maybe we should also do a vote for track/car combinations? As always, if you got feedback, suggestions/ideas, feel free to drop into our Discord server and let us know!
  25. Fonte. Ok, it's ready now I'm happy to report that Longford will also be included in the base install of the Steam version of rFactor2 when rF2 Steam is released This new version of Longford includes a number of visual updates. Textures have been adjusted for the recent updates to the lighting system. New house models have been added and the Control Tower has been updated. Night driving has been improved with adjusted settings. Road surface materials have been tweaked and some minor road mesh changes have been made. A new AIW file should accommodate a wider variety of cars and provide more satisfying racing. v0.99 ReadMe/Change Log: 2015-11-03: Longford 1967 - v0.99 (during rF2 Build 1008) by woochoo ============================================= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= OLD rF2 VERSIONS 2015-03-03 v0.98 (during rF2 Build 930) 2015-01-06 v0.97 (during rF2 Build 910) 2013-11-22 v0.92 (during rF2 Build 342) 2013-09-17 v0.91 (during rF2 Build 300) 2013-08-19 v0.90 (first version for rF2 Build 240) OLD rF1 VERSIONS: 2013-03-14 v1.0 (probably final version for rFactor 1) 2012-10-19 v0.99 2011-08-17 v0.97 2010-07-11 v0.9 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- - Rights to reuse any content are denied unless explicit permission is given by woochoo. - Please do not edit textures, models, or other files without permission. - Loading screens may be modified without permission for private league use (credit to woochoo must still be displayed on screen). - Contact woochoo if other changes are needed to make the circuit more league-friendly (and woochoo may implement them into the main package). - Conversions and updates require explicit permission from woochoo. - Permission for conversion or update is not transferable between personnel. - Permission for conversion or update is not transferable between source versions. - Absence of permission does not imply permission. - Credit must be given in the readme.txt file and any other appropriate accompanying documentation (including download pages). - This ReadMe file must be included (unedited) in any redistribution of this circuit and/or content. - Use of any content in a public display or commercial context (or any similar situation, other than private home use and standard online use) is not permitted without permission from woochoo. - Contact woochoo to request permission (semi-active on some sim-racing forums, primarily ISI forums, so send PM). - If woochoo cannot be contacted, absence of permission still does not imply permission. /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- _-__-__-__-__-__-__-__ 36 garage spots, 12 pit boxes, 36 grid slots. 1 Grid Layout: - Staggered Grid has a single car per row, alternating left and right. _-__-__-__-__-__-__-__ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- |========================================| |===============CHANGE LOG===============| |======What is new in this version?======| |========================================| +@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+ - Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line. - Road: Changes to road materials and specular masks. - Road Decals: Some small material and texture changes (higher res). - Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout. - Control Tower: Reworked/new textures and materials as a result of above mesh updates. - Control Tower: Added small custom "wind" animation to awnings (it's not great, but it's something). - Control Tower: Added working clock. - Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings. - Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles). - Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow). - Tram/Police Centre: Small update to texture and material. - Food Stall/Toilets: Small update to textures and material. - Bleachers: New highpoly model with new texture (old model still used for lower detail levels). - Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific. - Spectator Cars: Corrected a mesh error that had appeared on some station wagons. - Pub: Some small mesh, mapping, and texture changes. - Pump Station: Upgraded pump station building (driver's right after King's Bridge) with more mesh detail, new textures, and new material. - Houses: Upgraded house models with more polygons and new textures. - Houses: Some changes to house distribution based on reference photos. - House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing. - Kerbs/Gutters: Increased mesh density for smoothing hard edges. - Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town). - Driveway Thresholds: Added concrete ramps over gutter to footpath. - Haybales: Welded and smoothed bales (they look a bit better and a bit worse now - different... just different) - Fences: Some small changes to textures and materials of timber plank fences. - Railway Crossing Signs: Higher poly meshes with new textures and material. - Railway Signal Tower: Higher poly mesh with new textures and material. - Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs. - Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives. - Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events. - Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference. - Starting Lights: Fixed material animation error and changed sequence to single red light, then green light. - AIW: All new AIW files due to online grid errors in old version. - AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration). - AIW: Removed "Historic Grid" & "Level Grid" layouts, which were having some grid troubles. - AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42. - AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile. - AIW: Added "Fast_H" fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge. - AIW: Added "OW3_Fast" path for Skip Barber, which wasn't handling some slow-down hacks in the main fast path. - CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location. - HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation. - Standardisation: Slight changes to file name structures to match ISI format more closely. - Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly. - Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps. ================================================== === ===Known Issues, Non-Implemented Features, & Notes=== ================================================== === ===The AI - Sometimes they'll hop onto the dirt banks on the inside of a few corners. - F1 and some other cars may collide with tyre markers. ===Headlights - Some cars may not have their headlight beams rendered on road, terrain and objects correctly or consistently (includes ISI Corvette C6, Honda NSX cars) ===Wet Road Reflections - Fences and some terrain areas are not currently in the reflection list due to the nature of the reflection system. ===Shadows - Some popin, popout, and awkward shading of trees/bushes/buildings etc. In some cases this is a compromise between shaded vegetation and overly bright unshaded vegetation. ===Poles and Fences Flickering in the Distance - Distant poles and fences may flicker due to the difference between shaded and unshaded parts of the mesh. There is a constant reevalution of which part of the mesh to render into the available pixels, and where bright and shaded geometry is close the rendering alternates between bright and shaded pixels. Using something like nVidia's DSR should reduce flickering by rendering at higher resolution and then the resultant downsizing for display will have blended the brightness transitions. ===Bridges - Bridge structures don't currently extend down into the river bed mud. When bridge structures are updated, they will. ===Terrain Decals - Slight blur where grassy road-edge decals blend into terrain. ===Normal Mapping - In a couple of areas one or two of the normal maps don't seem correctly oriented with the lighting system. ===General Efficiency / Optimisation - This project was started as a beginner some time ago, and has been a learning experience. Skillz, philosophies, techniques, and technology have progressed in that time. As a result, and the size of the circuit, updates are a rolling process, and there isn't usually time to do all desired updates at or by a specific time. It is planned that the older models and textures will be updated, optimised, or replaced. ===Continued Development - The main target of development will be updates/remakes of older buildings/structures. - 3D trees for track-side trees are planned, but takes too long to reach my desired accuracy at this time (some unreleased work has occurred but it is time-intensive). - Separating painted lines from road textures to separate grip levels (pitlane and grid lines are already separate). ================================================== === +@@@@@@@@@@@@@@@@@ V0.98 @@@@@@@@@@@@@@@@+ This release is primarily a maintenance release to fix an AIW issue. - AIW: Fixed issue where some low-grip/high speed cars would miss apexes, and the final corner entirely (added AI path kinks before turn in - doesn't appear to concern cars which already worked well). - AIW: Attempted to help some modern GT type cars avoid first lap crashes by narrowing AIW corridors. - AIW: Some improvement for historic cars (BT20/Howston) crashing in wet conditions at kink before Tannery Corner. - AIW: Note, Since early builds there have been three variations of the starting grid, so experimenting with those may help avoid first lap incidents (eg. Staggered Grid for modern cars). - House: Replaced old GPL model of large house on driver's left, after rail crossing (new model is ~11K triangles). - Tents: New tent models and textures to replace the old ones. - Road: Slightly eased some bumps (track mesh) on the flying mile. - Road: Added slight hump/dip between turn two and the viaduct (was hard to be sure from reference photos, but newly acquired reference photos from a different angle make it much more obvious - thanks to Cooper997). - Road: Some changes to material specular settings. - Terrain: Some changes to texture & material specular settings. - Terrain: Some changes to some normal maps. - Trees: Improved tree settings for people not using transparency AA (should look less bad). - Grasses: Improved tree settings for people not using transparency AA (should look less bad). - Bushes: Removed some shadow casting in viaduct area. - Footbridge: Partial update/partial remake of textures. - Crowd: Minor tidy-up work on the old 2d cardboard crowd (yes, still the same old crowd textures at this time). - Tyre/Tire Markers: Slight reduction in height of collision mesh (will still flip cars with low floors etc). - TDF: Small changes to road bumps in terrain physics definition file. - CAM: Some chages to trackside camera clipping planes to reduce z-fighting (not perfect, but better). - Maintenance: Deleted a few megabytes worth of old textures from Maps.mas. +@@@@@@@@@@@@@@@@@ V0.97 @@@@@@@@@@@@@@@@+ - Road: New T1/main textures. - Road: Small texture changes and increased resolution, and modified material settings for detail textures. - Road: Some variation to road edge geometry. - Road: Some small adjustments to road camber and crown. - Road: Some reduction of the more extreme bumps. - Road: Added some road surface repair patches. - Road: Higher polygon density in some corners (makes more precise RealRoad effects). - Road Lines: Some changes in resolution, normal maps, and material settings of decal lines. - Road Lines: Added small, fictional yellow paint markers to the yellow pitlane line to indicate pit-in/pit-out for speed limits. - Roadside Kerbs/Gutter: Updated some textures and increased some resolutions. - Terrain: Initial implementation of new terrain shader (from rF2 build 860) - Terrain: Mostly new textures. - Terrain: Added geometry to some verge edges for variation and texture lerping. - Terrain: Some verges have changed from grass to gravel. - Terrain: Added shadow casting meshes for some steeper terrain areas, and global sun-blocker, to improve morning/afternoon lighting. - Terrain: Added some basic terrain reflection meshes where appropriate. - River: Added geometry to river and river shore, to improve mapping and appearance. - River: Adjusted water textures and material properties. - Trainlines: New trainline meshes, adjusted textures, added specular and normal mapping. - Viaduct: New Model (more polys, more pixels, more precise). - Pub: Some small upgrades to textures and material. - Pit Building: Some basic stopgap updates to the pit building (a new mesh is planned in the future). - Control Tower: Some quick and basic texture adjustments. - Water Tower: Higher resolution texture, and material adjustments. - Culverts: New models for Viaduct, Tannery Straight, and Newry Road culverts. - Roadside Marker Posts: Replaced with new models and textures (including reflectors). - Hay Bales: Textures retoned and higher resolution. - Fences: New wire texture for fences (includes rusty barbed wire). - Fences: Added normal mapping to some fence elements, and increased texture resolution for some fences. - Fences: Adjusted Fence collisions outside of Turn 1 to reduce severity of 3-wide AI incidents at the start of a race. - Trees: Rearranged some poplar trees after Newry Corner. - Trees: Fixed some broken shading on some trees. - Trees: Removed self-shadowing from trees (in some ways it's better, in some ways it's worse). - Trees: Fixed some Z-fighting on some distant trees. - Trees: Replaced some tree walls with massed X-trees. - Sponsor Banners: Adjusted some textures and added specular and normal maps to some banners. - Lights: Shortened attenuation of streetlights and floodlights. - Shadow Meshes: Removed some old-style dummy shadow meshes from some buildings (now using the visible mesh to cast some shadows). - AIW: Adjusted fast path on Tannery Straight to reduce AI crashes in wet conditions (some may still occur when low-grip cars are side by side). - AIW: Some adjustments to create (a quite subtle, hacky) wind shear reverb effect on power poles. - Physics: Some changes to physics of movable objects (hay bales, marker posts, signs) - Indy Aero: Included VehicleConfig.ini to force Indy DW12 to use Roadcourse aero package. - Optimisation: Some batching and adjustments to some draw distances may produce small FPS improvements. +@@@@@@@@@@@@@@@@@ V0.92 @@@@@@@@@@@@@@@@+ - Three versions of the track: Historic, Level, & Staggered grids (may ease AIW & online grid/collision issues). - AIW file: New version of Level grid, hopefully to fix online grid issue (otherwise use staggered). - AIW file: Eased pitbox congestion (was 16 boxes, now 14: now 42 grid/garage spaces). - AIW file: Pace Car/Safety Car now works. - Water: Water shader with animated textures. - Road Mapping: Road is now continously mapped, and more linear in mapping. - Road Detail Textures: New spec, multi, & normal map textures & mapping. - Grass: Preliminary implementation of specular effect. - Mill: New model of the mill at Longford Corner (Four-storey brick building seen when approaching the town). - Road Signs: Replaced some of the old direction sign objects (initial implementation). - HDR: Adjustments for b342 - Includes "Bright", "Clear", "Neutral", & "Overcast". - Cameras: Adjusted static orientations. - Sounds: Added a subtle ambient environmental sound (initial implementation). +@@@@@@@@@@@@@@@@@ V0.91 @@@@@@@@@@@@@@@@+ This version is mainly a fix version for v0.90 [edit: this didn't work out in v0.91]. - collisions with fence on Long Bridge causing flips/flying: hopefully fixed. - cars in online race sessions flip/fly/bounce on grid: hopefully fixed. - a levitating clump of grass just before King's Bridge: fixed. - grass popup on tannery straight: fixed. - less PA sound sources in pit area. - volume of flapping flag sound has been lowered. - reverb effect no longer heard around whole circuit. - added low detail vis group (removes a bunch of stuff on low detail setting). - road surface is less bumpy. - grass rolling resistance increased. other things: - grid is now 2-2-2-2 alignment, rather than 3-2-3-2, to ease congestion. - racegroove/rubber line is now mapped continuously. - colour tone of willow trees (and some other trees) has been adjusted. - corner markers (tyres) are rounder. - corner markers (tyres) have separate HAT meshes (lower profile). - have fiddled with HRD profile due to b300 lighting changes. - road mirage effect enabled. - mip bias for trees and bushes adjusted. - waving flags, implying a fairly strong wind (might be adjusted in the future). - loading screen updated with new image and version number. - readme and change log updated to v0.91 +@@@@@@@@@@@@@@@@@ V0.90 @@@@@@@@@@@@@@@@+ This version is mainly a conversion from rF1, with inclusion of RealRoad, Reflections, Weather, HDR and some other things. ================================================== === =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Check the credits list. They span rF1 and rF2 periods. If you have contributed and feel you have been under-acknowledged or not acknowledged at all, let me know. I've tried to keep up with the list, but i might have missed some things. Thanks to all those people! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= ==========CREDIT, and/or THANKS TO:========== Piddy and Bob's Track Builder - circuit made with Bob's Track Builder (now using 3ds Max) Dave Noonan & 3dSimEd guitarmaen & rF AIW CAM Editor tasman-series.com - photos and info Ben Jamieson - beta testing and resources VirtuaLM/elwood/madhorse - Rouen grass/road textures (only in rF1 v0.9 - no longer used - thanks ) VirtuaLM - Modding@Max 3dsMax scripts (esp. detach by smoothing groups) people on the atlas nostalgia board (Ray Bell, Doug Nye, Cooper997, Longfordboy, elrosso, Ellis, and others) ennis fargis - rural aus and roads medium btb xpacks (i think only a single bush is still used) Wierdbeard: haywood club btb xpack textures (I'm not sure any of these are still used) http://www.cgtextures.com/ - Rocky's bricks, some wooden fences, others Gustaf Reutersward - GPL 3do models (inc. Pub, Mill, Tannery), photos - big thanks Kruch/ Neil Faichney (Team ORSM) - skybox geometry and code (see .scn file) ISI - rFactor and textures (only a small selection) Longford Country Club Hotel - photo reference Matin Weare - icepack - off white brick texture behind pub http://www.masterbuilderstore.com - timber fence texture "fen_wd1" My Dad and my Mum ~ National Automobile Museum of Tasmania Meclazine - beta testing oldracephotos.com - Lindsay Ross - photos Barry Green, author - Longford: Fast Track Back Malcolm and Peter O'May - private footage from 1965 Ellis French - movies, photos, posters, program covers, 2x photos on loading screen Mike McIvor & Barry Cassidy (former drivers at Longford) unknown - track marshall texture "flagger.dds" Stephen Dalton - TNF member (Cooper997) Longfordboy - TNF member Sunalp2 John S. - Chrysler Royal ambulance photos (no longer used, but thanks) - http://www.111emergency.co.nz/ExWFAChrysler.htm http://www.sergent.com.au/motor/tas67a.html The owners of the St John HD Holden Ambulance, 94, Glamorgan (at the Longford Revival Festival, 2012) 6e66o's sky pack: http://simscreens.blogspot.com/2008/...ures-pack.html (no longer used as of 0.99) saultenian Com8: Mainz-Finthen "wet.dds" (renamed to "reflectnoise.dds" - only in rF1 version 0.9) The Lonely: Wet Track Turtorial (http://www.rfactorcentral.com/detail...ack%20Tutorial) motorfx for GTL, GTR2, Race conversions of rF1 v0.9 Todd B./TASMAP & Department of Primary Industries, Parks, Water and Environment (Tasmania) - Aerial Photography. James, Andrew, Stephen, Tom, Winyu, Christian, Andrew, & HITLab AU Luke S., at/formerly UTas ehrlec Tim B. for hooking me up with... Octagon and the Longford Revival Festival (2011, 2012) Shannon's Insurance - Rodney, Warren, Nick Andrew Q. - SCTV Tim, Luc, Scott, and all the other helpful people on the ISI forums Strava and the Vintage Vee mod Rantam and HistorX Mod Team My Dad for "Eater's Ice Cream" fictional sponsor name Ian Carins - Former secretary of the Longford Motor Racing Association Rob Saward BLeeK Duncan Taylor Julian Groitzsch`s Weather Builder Aleksi Elomaa (staggered grid suggestion) Shaun Andrews Luc Van Camp Marco S (Indy Aero config - ISI forums) Andreas Zeidler, danke jpalesi matf1 ~IsR~Barabba Helpful, enthusiastic, supportive people on the ISI forums Server admins who have been hosting Longford sessions, including Durge and Bryan Longford rF1 Beta Testers -Meclazine -Ben -Sunalp2 -saultenian -Andrew -Stephen =========================================| =========================================| All trademarks are the property of their respective owners, and use has not been authorised, unless noted. Any indications of sponsorship relate only to the original real-world events, not to this recreation. Authorisation recieved for reproducing the name/branding of: - St. John (ambulances) - Donald Gorringe (pedestrian overpass) - Examiner Newspaper* (pit building and fence banners) - 7EX (control tower) - 7LA (control tower) - TASMAP (pit building - not historic, but as recognition of permission to use aerial photography) Thank you to the respective representatives of those brands. *permission could not be renewed for reproduction in commercial software (rFactor2 Steam) in time for release. =========================================| =========================================| - required statement for use of cgtextures.com source material: One or more textures in this 3D model/environment have been created with images from CGTextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information. - thanks to cgtextures for making so many textures and source photos freely available for use! =========================================| =========================================| DOWNLOAD PAGE: http://isiforums.net/f/downloads.php...&downloadid=35
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