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  1. 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!
  2. 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.
  3. 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!
  4. 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.
  5. 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!!!
  6. 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!!!
  7. 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
  8. 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
  9. 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!
  10. 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
  11. 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.
  12. 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/
  13. 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/
  14. 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
  15. 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/
  16. 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!
  17. 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!
  18. 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
  19. This month, we wanted to surprise you all by releasing the roadmap update a bit earlier than usual because we have quite a few things to announce, so let’s get started! Upcoming Events First of all, we have a few events planned that we want to announce. ChinaJoy August 3rd to 6th, Studio 397 will be present in Shanghai for the yearly ChinaJoy event. If you’re in the area, please drop by and take advantage of the opportunity to say hello and take rFactor 2 for a spin. SimRacing Expo September 14th to 16th we’re happy to announce that we will be present at this year’s SimRacing Expo at the Nürburgring. We invite everybody to come and visit us for a glimpse into the future of rFactor 2. As always we will bring a few surprises! McLaren Shadow Earlier this month, McLaren introduced their all new hunt for the brightest and best esports talent, dubbed “McLaren Shadow Project“. This is the follow up to last year’s “World’s Fastest Gamer” that saw Rudy van Buren take the win. We are delighted to announce that we will be part of this competition again, building several new McLaren cars for the upcoming events. And the best news is that they will all be available for free! Upcoming Releases Then, there are a lot of new releases coming up now and in the near future. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars. An issue that only showed up on 6-core CPUs with no hyperthreading and caused rendering problems in our shadow maps was also found and fixed. For tracks, we added support for a new dirt map, a feature you will see on Sebring and that will be explained shortly in our developer documentation. We slightly adjusted the logic for our “pit director” that will tell you how and when to leave your garage as he was a bit oddly placed in some cases. Last but not least, we also spent some time optimizing our post effects, which has resulted in a healthy increase in performance with those enabled. In our previous roadmap, we already announced that we were close to releasing an update to our very popular GT3 cars. Over the last couple of months, we’ve received a lot of feedback on these cars, and we sat down and incorporated all of that in this update. On top of that, we’ve included the new in-car traction control and anti-lock brake settings, position lights colored green for the GT3 class and our very latest set of tyres to align the cars with our endurance pack. We also tweaked the Balance of Performance to ensure continued close racing. As part of our continued development of the Endurance pack, our visit to Duqueine Engineering, which we will report on in a separate blog, also got us some crucial feedback on the handling characteristics of the Oreca and Norma cars and a unique chance to compare telemetry. These and other tweaks based on feedback have been incorporated in an update of the Endurance pack. Both packs will be released later today. Leagues that don’t want to immediately make the switch are encouraged to keep a copy of the previous version. That said, we’ve tried our best to ensure a good balance of performance and also made sure you can run classes from both packs together nicely. Tomorrow: Sebring Since taking over the development of rFactor 2, our goals have been clear: take an already incredible sim as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home! The release of Sebring tomorrow is another step in that direction. We will follow up with more details later. Next Month: Reiza rF2 Bundle Some of you might have seen the teasers that were posted by Reiza Studios. We can now officially announce that they have been working hard on bringing some great content into rFactor 2. No less than four cars and two tracks will be part of this pack, all of which will be released in August. We expect Reiza to soon release more details of their planned content! Community Night Earlier this month, we scheduled the first community event, and we would like to thank everybody who watched and participated in it. Because of its success, we decided to do another one on Friday, July 27th at 20:00 CEST. We will obviously take this opportunity to look at the updated GT3 and Endurance packs. We will also take an in-depth look at Sebring International Raceway and provide some background on the process of creating it, so make sure you tune in and follow our Twitch channel at https://www.twitch.tv/rfactorlive. We certainly hope to see you there. In any case, happy simracing, that’s all for this month!
  20. Vi segnalo un articolo molto interessante dedicato ad rFactor 2: il team Studio 397 ci racconta l'esperienza di lavoro e sviluppo fatta con il team Duqueine Engineering per la creazione al simulatore della vettura Norma LMP3, che possiamo anche ammirare in azione in video sul simulatore professionale della scuderia che utilizza appunto il software rFactor 2. Realism, ‘real life’, “RL” – big words that perpetually bounce off the walls of the simracing interwebs. The community demands ever more realism, and studios respond by investing considerable sums into marketing that aims to validate a ‘sim’ title by positioning it next to its real life motorsports counterparts: Getting a well-known driver to sit in a rig and do some laps is a familiar promotional strategy. Of course we know it’s not that simple...
  21. VELOCIPEDE

    rFactor 2: NGTC mod (BTCC) by NGMT

    Il Next Gen Mod Team ha rilasciato per rFactor 2 la nuova versione aggiornata 0.9 del suo NGTC Mod, progetto che riproduce la stagione del turismo inglese BTCC. La nuova release ci mette a disposizione vetture completamente nuove ed interamente realizzate da zero, con un livello qualitativo più che buono: caliamoci quindi negli abitacoli di MG6 GT, Mercedes A45, Subaru Levorg e Vauxhall Astra, mentre la Ford Focus RS sarà disponibile a breve, insieme alla VW Passat CC. Il download del mod è disponibile tramite Steam Workshop. Commenti e discussioni sul forum dedicato.
  22. Il team Studio 397 ha rilasciato come promesso per rFactor 2 il nuovo circuito di Sebring. Il tracciato americano è di particolare importanza perchè si tratta della prima pista per rFactor 2 realizzata con tecnologia laser scan. Potete acquistarla direttamente su Steam per 8,99€. The wait is over, experience Sebring International Raceway in all its glory for rFactor 2. With 3 variations of the track, all built on a highly-accurate laserscan, capturing all the renowned bumps! Sebring is available right now on Steam here! Get it here: https://store.steampowered.com/itemstore/365960/detail/18/ More Info: https://www.studio-397.com/2018/07/sebring/
  23. VELOCIPEDE

    rFactor 2: Roadmap update Luglio 2018

    Il team Studio 397 ha pubblicato il nuovo Roadmap update del mese di Luglio per aggiornarci sul suo sempre più interessante rFactor 2. L'ultimo aggiornamento, arrivato anche in anticipo rispetto al solito, porta con sè numerose ed interessantissime novità: il bilanciamento delle performance per le GT3 e GTE, un ulteriore miglioramento delle prestazioni grafiche, vari bugfix e persino il nuovissimo circuito di Sebring che sarà rilasciato domani! Commenti sul forum dedicato. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars.
  24. Una doppia sorpresa questa sera da parte del team Studio 397, che ha appena rilasciato gratuitamente per il suo rFactor 2 le prime versioni delle mitiche Brabham BT44B e March 761. Ethanol Powered ‘Little Monsters’ We at Studio 397 love all kind of raw racing and motorsport. The good ol’ times of Formula racing are without a doubt, a time where racing was at its purest. The cars were beasts, the tracks always a tough challenge, and the drivers brilliant and fearless maniacs. We’re proud to be able to take you guys back to those days, where every race was the challenge of your life. Two free new cars for rFactor 2 bringing you all the fun and excitement of a classic era. Relive those golden moments with the March 761 and the Brabham BT44b and bring back Formula racing of the 70’s to classic or even modern racetracks. March 761 A fragile but rocket-like fast F1 car, designed and manufactured by UK based March Engineering. With a background of designing F2 cars and the experience of many different racing series, March Engineering brought this car into F1 in 1976. An interesting fact is that these cars used a sponsorship that changed from race to race, resulting in many wildly different liveries being used throughout the season. Brabham BT44b The car used by Brabham in 1975 wasn´t anything extraordinary from just looking at the individual parts. Marrying a Cosworth DFV engine to a Hewland FG gearbox was considered standard practice that time, so the BT44b didn´t stand out. But the team worked hard not only on improving the reliability of this combination, but also on the performance in certain areas, as well as making sure the BT44b features a very low centre of gravity. With all these coming together, Brabham managed to have their most successful season since 1969, finishing 2nd in the constructors championship.
  25. Il team Slow Motion ha finalmente rilasciato per rFactor 2 l'attesa nuova versione aggiornata 2.15 del suo GP3 Series 2016-2018 mod, progetto completo che ci permette di simulare le ultime tre stagioni dell'appassionante e combattuto campionato FIA GP3. La nuova release offre una migliore grafica, ora compatibile con i nuovi standard di rFactor 2, compresa la pioggia, e tantissime altre migliorie anche ai 3D ed alla fisica. GP3 SERIES 2016/2017/2018 build 2.15 This is mainly a graphical upgrade for all 2018 cars and drivers, also due to the new entries of this season. Excluding new updates for technical reasons, this is the last upgrade of ever for the GP3 Series, because IRL this is the last season of the GP3 Series that will be merged with the Formula 3 for the next years. This is the opportunity to thank all the mates that, since years ago, participated to the development of the mod that covers 3 years of life (also our life, LOL) and the community that always supported our belowed free hobby. Steam version is available with the templates too: http://steamcommunity.com/sharedfiles/filedetails/?id=939773105 Here few links to the mod for manual downloading: - https://mega.nz/#!Gwwk0YjA!AryC6_mV3NMGFrWlc2eC3ZfTVgVu8wo6JYENxuQtjvg - https://www.amazon.com/clouddrive/share/3pgz8LFTieOwPlku6IFhgO3PynRAIbu6TdGnyBZ0pBc
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