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  1. Lo Studio 397, con grande gioia degli appassionati, si scatena per le feste di Natale, rilasciando la nuova Build aggiornata DirectX 11 del suo rFactor 2, e l'inedito Roadmap Update del mese di Dicembre! Il modding team Slow Motion ne approfitta invece per rendere disponibile la nuova release 1.41 del suo ottimo GP3 Series Mod. Tornando ai regali natalizi targati Studio 397, mentre il roadmap update si limita in sostanza a fare il punto della situazione ad oggi, la nuova build rappresenta un notevole passo in avanti per il software: con l'attuale release infatti, le DirectX 11 diventano lo standard per rFactor 2 e vengono implementate diverse migliorie per la grafica, gli effetti di bagnato e pioggia e tanti altri particolari. Per tutti i dettagli e commenti del caso fate riferimento a questo topic del forum. When we look back over the past 12 months we are incredibly proud of what we have achieved, additionally we are grateful of our ever-growing community who continue to support us. Now with Christmas on the way let the sales begin! rFactor 2 is currently half-price, so make sure you get involved if you haven’t already right here http://store.steampowered.com/app/365960/rFactor_2/ If you were interested in the Formula E Energize Pack or the GT3 Power Pack, look no further, we have created a bundle for a limited amount of time – check it out here http://store.steampowered.com/itemstore/365960/detail/2000/
  2. Il modding team ASR Formula ha rilasciato oggi per rFactor 2 le nuove versioni aggiornate di alcune mitiche Formula 1 della stagione 1991: si tratta della Ferrari 643, Benetton B191 e Tyrrell 020. Per il download dirigetevi sul sito ASR Formula, mentre per commenti e discussioni utilizzate questo topic del forum. FERRARI 643 V1.92 (DX11) BENETTON B191 V0.7 (DX11) TYRRELL 020 V0.1 (DX11) New update for Ferrari 643 V1.92 and new Beta for Benetton and Tyrrell 1991. We added the new animated pilot (Animation by McNolo) on these two cars too. Added visor mode compatible with Oculus DK2 and CV1.
  3. VELOCIPEDE

    rFactor 2: roadmap update di novembre

    Il team Studio 397 torna ad aggiornarci sullo sviluppo in corso del suo rFactor 2 con il nuovo Roadmap update del mese di novembre: come prima cosa, arriverà a breve una patch per ottimizzare e sistemare alcuni problemi riscontrati nel recente Formula E Energize Pack, inoltre gli sviluppatori stanno ora focalizzando il lavoro sulla grafica DirectX 11, che diventerà lo standard unico per il gioco già prima di Natale. Last month we reflected on 2017 and hinted at new content. Earlier this week we announced the Formula E Energize Pack, bringing electric racing to rFactor 2. This weekend you can all watch the season opening double header race in Hong Kong. We announced a hotlap competition, which gives you a chance to win some exclusive Formula E goodies, or show your friends how much better you are than them! Some of you might have watched the talk and drive that Marcel did on RaceDepartment. For those of you that didn’t, you missed out on some free copies of the Formula E pack. We’ll summarize some of the new things that were discussed there. Obviously a lot of questions centered around the Formula E content. We’ll release an update of that in a week or two that will include the new team liveries that we were not able to show you ahead of the opening race, and we’ll also provide a code update that will give you a better insight into the amount of battery you have left, and are using per lap. Since this part of the strategy is such an integral part of racing these cars, we feel an improvement is in order so you don’t have to rely on third party plugins. Incidentally, talking about third party plugins, Crew Chief already released a code update that supports Formula E. If you have not checked it out yet, we can definitely recommend you do so! We’re also ready to announce that we will be making DX11 the default before Christmas. As an intermediate step before we come with a new HUD system for plugins, we’ll focus on providing a default HUD that includes a lot of the features you have been enjoying in third party plugins. One of these is a new dial that show you the time delta compared to your best lap, but we have a few other new things and enhancements planned. Part of this DX11 update will be the inclusion of the “rain update” that we previewed at SimExpo. We’ve since perfected it. We’ve also improved the ambient lighting, producing subtle differences that give the overall image a slightly more dramatic look. At the moment we are working feverishly to update all our cars and tracks to make maximum use of these new features. We’ll incrementally release those updates, but anticipate to already have a substantial part done before the end of this year. The shots below are still work in progress, but show you what we’ve been doing to make the rain look better on both cars and tracks. Another announcement is that we officially support all the new Windows Mixed Reality headsets, and we’ll have more details on that in a separate announcement soon. In 2018 we will focus on more DX11 related updates, both in terms of performance and fidelity. As announced, that means we’re deprecating DX9, meaning it will still be available, but it won’t be updated anymore. This gives us more bandwidth to focus on the new engine, which should be a huge benefit for everybody. Wrapping up this month’s update, we all wish you a happy holiday season and we’ll be back with one final roadmap update close to the end of the year. Of course we will be back in 2018. Happy simracing!
  4. Il team Studio 397 torna ad aggiornarci sullo sviluppo in corso del suo rFactor 2 con il nuovo Roadmap update del mese di novembre: come prima cosa, arriverà a breve una patch per ottimizzare e sistemare alcuni problemi riscontrati nel recente Formula E Energize Pack, inoltre gli sviluppatori stanno ora focalizzando il lavoro sulla grafica DirectX 11, che diventerà lo standard unico per il gioco già prima di Natale. Last month we reflected on 2017 and hinted at new content. Earlier this week we announced the Formula E Energize Pack, bringing electric racing to rFactor 2. This weekend you can all watch the season opening double header race in Hong Kong. We announced a hotlap competition, which gives you a chance to win some exclusive Formula E goodies, or show your friends how much better you are than them! Some of you might have watched the talk and drive that Marcel did on RaceDepartment. For those of you that didn’t, you missed out on some free copies of the Formula E pack. We’ll summarize some of the new things that were discussed there. Obviously a lot of questions centered around the Formula E content. We’ll release an update of that in a week or two that will include the new team liveries that we were not able to show you ahead of the opening race, and we’ll also provide a code update that will give you a better insight into the amount of battery you have left, and are using per lap. Since this part of the strategy is such an integral part of racing these cars, we feel an improvement is in order so you don’t have to rely on third party plugins. Incidentally, talking about third party plugins, Crew Chief already released a code update that supports Formula E. If you have not checked it out yet, we can definitely recommend you do so! We’re also ready to announce that we will be making DX11 the default before Christmas. As an intermediate step before we come with a new HUD system for plugins, we’ll focus on providing a default HUD that includes a lot of the features you have been enjoying in third party plugins. One of these is a new dial that show you the time delta compared to your best lap, but we have a few other new things and enhancements planned. Part of this DX11 update will be the inclusion of the “rain update” that we previewed at SimExpo. We’ve since perfected it. We’ve also improved the ambient lighting, producing subtle differences that give the overall image a slightly more dramatic look. At the moment we are working feverishly to update all our cars and tracks to make maximum use of these new features. We’ll incrementally release those updates, but anticipate to already have a substantial part done before the end of this year. The shots below are still work in progress, but show you what we’ve been doing to make the rain look better on both cars and tracks. Another announcement is that we officially support all the new Windows Mixed Reality headsets, and we’ll have more details on that in a separate announcement soon. In 2018 we will focus on more DX11 related updates, both in terms of performance and fidelity. As announced, that means we’re deprecating DX9, meaning it will still be available, but it won’t be updated anymore. This gives us more bandwidth to focus on the new engine, which should be a huge benefit for everybody. Wrapping up this month’s update, we all wish you a happy holiday season and we’ll be back with one final roadmap update close to the end of the year. Of course we will be back in 2018. Happy simracing!
  5. Il team Studio 397, dopo la build 1109 del software aggiornata, ha appena rilasciato per rFactor 2 l'atteso Formula E Energize Pack, un DLC con licenza ufficiale FIA Formula E che ci permette di simulare il divertente campionato basato sulle monoposto elettriche. A questo link di Steam è possibile acquistare la sola vettura Formula E 2018 (4,99€), il solo circuito di Hong Kong (7,99€), oppure il pacchetto completo auto e pista per 9,74€. Commenti sul forum. Featuring the Formula E Car 2018 and the teams, as well as a stunning rendition of the HKT Hong Kong E-Prix track! All of us at Studio 397 are ecstatic about this release. It’s not just because we have achieved truly immersive physics and graphics, but we are equally proud of the close partnership we’ve developed with Formula E itself. This newest release is part of our ongoing efforts to continually offer you, true fans of simracing, exciting and cutting edge motorsport content! The series itself is thrilling and challenging in ways that will surprise you. You’ll have to rethink your strategy – no more easy flat footing to get on the podium! Although the racing still retains its close side-by-side action, tactics and strategy now play an equal role – a true test of your abilities to stay focused on the big picture! We also wanted to use this opportunity to get in some exciting new features such as REGEN and power modes, as well as new cockpit and HUD elements to further increase the overall immersion and functionality. Purchase the pack now here Check out our guide here! Known issues: Track accuracy may be different due to late changes in layouts AI currently does not adhere to the 1 pit stop rule and does not try to save fuel by lifting and coasting Regen mode is based off braking and is automatic on braking Fuel indicator currently does not show granular detail on battery life, therefore we suggest using 3rd party plugins in the meantime Cars have one set of physics based on homologated data Liveries and helmets will be updated when embargoes are lifted AI will sporadically slow just after Start/Finish under full course yellow – this should not affect the race restarts
  6. Il team Studio 397 ha aggiornato tramite Steam il suo rFactor 2 alla nuova build 1109. L'update corregge alcuni bugs ed apporta alcune migliorie anche alla fisica, come spiegato qui di seguito, inoltre prepara il software per l'imminente arrivo del Formula E Energize Pack, che ci metterà a disposizione le monoposto elettriche della Formula E. Considerando che la prima gara elettrica della stagione si svolgerà il prossimo weekend ad Hong Kong, possiamo già prepararci al download... Open Beta DX11 Steam Build ID - 2317443 (rFactor 2 Build 1109) Default DX9 Steam Build ID - 2317463 (rFactor 2 Build 1109) (DX11) fixed the undercar shadow becoming hard to see at certain low sun angles and reflective road surfaces; Removed an error message in the Launcher when a component already was installed because that's not an error; Onboard controls for changing the engine brake mapping; Physics enhancement to allow building engines that won't stall because they are electric; Added proper playback of transmission sounds on AI/network cars; Physics enhancement to properly generate heat when regenerating energy; Added extra values to display in cockpits and on steering wheels for tyre pressures, temperature, and mixture, boost and brake mapping and brake bias settings; (DX11) ambient undercar shadow fixes so they won't show up on parts of the car, just the ground underneath it. Fixed shader error loading.
  7. VELOCIPEDE

    rFactor 2 si aggiorna alla Build 1109

    Il team Studio 397 ha aggiornato tramite Steam il suo rFactor 2 alla nuova build 1109. L'update corregge alcuni bugs ed apporta alcune migliorie anche alla fisica, come spiegato qui di seguito, inoltre prepara il software per l'imminente arrivo del Formula E Energize Pack, che ci metterà a disposizione le monoposto elettriche della Formula E. Considerando che la prima gara elettrica della stagione si svolgerà il prossimo weekend ad Hong Kong, possiamo già prepararci al download... Commenti sul forum. Open Beta DX11 Steam Build ID - 2317443 (rFactor 2 Build 1109) Default DX9 Steam Build ID - 2317463 (rFactor 2 Build 1109) (DX11) fixed the undercar shadow becoming hard to see at certain low sun angles and reflective road surfaces; Removed an error message in the Launcher when a component already was installed because that's not an error; Onboard controls for changing the engine brake mapping; Physics enhancement to allow building engines that won't stall because they are electric; Added proper playback of transmission sounds on AI/network cars; Physics enhancement to properly generate heat when regenerating energy; Added extra values to display in cockpits and on steering wheels for tyre pressures, temperature, and mixture, boost and brake mapping and brake bias settings; (DX11) ambient undercar shadow fixes so they won't show up on parts of the car, just the ground underneath it. Fixed shader error loading.
  8. VELOCIPEDE

    rFactor 2 Official Formula E Energize Pack

    Il team Studio 397 ha appena annunciato, con il brevissimo trailer che vedete qui sotto, il prossimo arrivo su Steam per il suo rFactor 2 del nuovo Formula E Energize Pack, ovvero un pacchetto DLC ufficiale dedicato allo spettacolare campionato delle monoposto elettriche della Formula E, che fra l'altro correranno anche a Roma in Aprile 2018. Sviluppato in collaborazione con la Formula E ed i suoi partners tecnici, vuole riprodurre in ogni dettaglio il fascino delle ruote scoperte elettriche. Commenti sul forum. Feel the energy of our upcoming Official Formula E Energize Pack! Working directly with Formula E and their technical partners to bring you the most accurately modelled Formula E Car and Hong Kong track to date ahead of the first race of the season! Inoltre Studio 397 ha pubblicato su Facebook l'immagine di un circuito misterioso di prossimo arrivo...
  9. VELOCIPEDE

    rFactor 2: Ferrari 643 v1.91 by ASR Formula

    Il team ASR Formula ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.91 della sua imperdibile Ferrari 643 di Formula 1. La Ferrari 643 F1 è un'automobile monoposto sportiva di Formula 1 costruita dalla Ferrari per correre la seconda parte del mondiale 1991. Progettata a campionato già iniziato per sostituire la 642 F1, rivelatasi poco competitiva e poco affidabile, non riuscì tuttavia a riavvicinare la squadra italiana al vertice della categoria. La 643 F1 fu l'ultima e la più estrema tra le monoposto sviluppate a partire dalla 640 del 1989. Sebbene fosse un modello sufficientemente distinto dalla 642, sua vettura progenitrice, la 643 condivide con essa la denominazione alternativa di F1-91, in quanto anch'essa impiegata nella stagione 1991. Le più visibili differenze rispetto alla 642 furono di natura aerodinamica. A differenza della soluzione a "becco di papero" della vecchia monoposto (propria di tutti i progetti a partire dalla 640), il musetto della 643 adottava una carenatura rastremata (appuntita in avanti e più larga verso il corpo vettura) e dal profilo tondeggiante (quasi piana presso la centina dell'abitacolo e tendente a incurvarsi verso il basso nella sezione avanzata). Tutta la parte anteriore della macchina era inoltre maggiormente rialzata da terra rispetto al vecchio modello: ciò al duplice scopo di evitare che l'ala anteriore toccasse il fondo sotto il peso del carico aerodinamico e di accrescere il flusso d'aria che s'insinuava sotto la vettura e veniva convogliato all'estrattore posteriore. I lati del muso inoltre adottavano un insolito colore nero (proprio della fibra di carbonio non dipinta) in sostituzione del tipico rosso corsa connotante il resto della livrea. Anche le pance laterali vennero ridisegnate, risultando più corte, larghe e basse rispetto a quelle della 642. Il motore a 12 cilindri della 643 si distingueva da quello impiegato sulla progenitrice per l'alesaggio dei cilindri maggiorato, la ridotta corsa del pistone e la cilindrata inferiore. Nonostante ciò esso vantava una maggiore potenza, tale da migliorare il rapporto col peso del corpo vettura. FERRARI 643 V1.91 (DX11) This is just the first major update for rF2. We will upgrade all cars based on the future builds of rF2. The most important novelty is the driver animation made by McNolo. I want to thank him for the fantastic job he has done! We were able to use the AC driver on rF2 and this is a good forward step. Other novelties are on physics and graphics compatible with DX11. New colors of the display, and much more. I hope you appreciate it! www.asrformula.com
  10. Dopo il successo del FIA GT3 mod, dell'appena annunciata Ferrari 512S e della Porsche 917K, da poco aggiornata alla versione 0.76, il team Apex Modding annuncia un nuovo interessante progetto completo per rFactor 2: il World Sportscar Championship mod, con 4 mitiche vetture Gruppo 5 degli anni '70! Officially introducing the WSC mod, based on 1970-1973 Group 5 cars. They are: Porsche 917K Matra MS670/B Alfa Romeo 33 Tipo 3 Ferrari 512S/M The plan is to have the mod completed in 2018. The 917K will remain a free car. More updates and information will follow in the near future.Credits:- 3D models: Yoss, Yulop Gaston, godofbigthings- 2D work: Yoss, Guimengo, Yulop Gaston- Templates: Yoss, Guimengo- Liveries: Yoss, Yulop Gaston, Guimengo, rF2 community for 917K (billyblaze, Remik, huguess, ned52)- Physics: Yoss, LeStrat- Sounds: Yoss- Shaders: Yoss, Tosch
  11. poteva mancare il team ungherese RFT? Il team ungherese RFT ha finalmente rilasciato in via ufficiale per rFactor 2 il suo nuovo F1RFT 2013 Total: il progetto completo, da quasi 3GB di download, include tutti i piloti e teams della stagione 2013 di Formula 1, i 19 circuiti, grafica, menu e display in stile F1. Per il download correte in area files, mentre per commenti e discussioni fate riferimento a questo topic del forum.
  12. Il magico modding duo ChiefWiggum - Postipate ha appena rilasciato per rFactor 2 la splendida prima versione della mitica Ferrari 312 del 1967 ! La monoposto, curata in ogni dettaglio, è scaricabile direttamente da Steam. Per discussioni e commenti fate riferimento a questo topic del forum. Da non dimenticare che è in fase di sviluppo per il simulatore di Studio 397 anche il mod completo F1 Legends Racing, sempre dedicato alle Formula 1 del 1967. Ferrari 312/67 36-valve V-12 ’67 Monaco/Dutch/Belgian GP In 1966 season F1 regulations changed to allow naturally aspirated 3.0L engine. 1.5L turbo engines were also allowed, but no team used them untill Renault in late 70's. Ferrari made first 312/66 (312=3-litre, 12-cylinder) engine car for 1966 season, but the engine was rather heavy and low on power and especially on torque. For start of 1967 season Ferrari made 312/67 version which had less weight (around 548 kg) and was one of the lightest car of the grid in 1967. Compared to last year car the car had some improvements. Chassis was around 50kg lighter and it had more horsepower and torque. Compared to other cars in 1967, it was still one of the less powered cars on grid and had lower torque than the competition. This rF2 version is simulating the car in all good and bad way very accurately. Compared to BT20, the car is noticeable more powerful (about 90 bhp more) than BT20, but the handling isn’t the most precise. Cars chassis is bit rear heavy (40 kg heavier engine than in BT20), and the car don’t use engine as stressed member. Fuel tank is located at front, so notice that heavy fuel load will change car balance more to front. This car is based on early Ferrari 312/67 which was 36-valve V-12 engine. Later of that year at Monza there was also version with more powerful 48-valve V-12 engine (about 410 bhp @ 10500 rpm) HAPPY SIM RACING! ps. If you have bad FPS, try to use medium of Full settings for your and opponent car
  13. VELOCIPEDE

    rFactor 2: video confronto fra le diverse GT3

    Il team Studio 397 ci propone un interessante video di confronto dedicato a tutte le vetture recentemente aggiornate del GT3 Pack per rFactor 2. Il pilota virtuale che ha testato le vetture sul circuito di Nola Motorsport Park è il velocissimo Rudy Van Buren, fresco vincitore della tappa del torneo World Fastes Gamer della McLaren. Da notare non solo le differenze dei tempi sul giro, ma anche del comportamento delle diverse GT3 in pista. Comparison time! Check out the GT Pack comparison NOLA Motorsports Park with #WFG rF2 winner Rudy V Buren in qual trim Try it out here
  14. VELOCIPEDE

    GT3 pack update 2 per rFactor 2

    Il team Studio 397 ha appena aggiornato, per la seconda volta, il suo ottimo GT3 pack ufficiale per rFactor 2. Come potete leggere a questo link, i bugfix e migliorie apportate sono numerosi e riguardano tutte le vetture incluse nel pacchetto. GT Pack update 2 live now! Changelog 01/11/2017 McLaren 650S GT3 2017 v1.85 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Added endurance lights. Bentley Continental GT3 2017 v1.23 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Added endurance lights. Callaway C7 GT3 2017 v1.23 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Fix for team creation not working. - Added endurance lights. Mercedes AMG GT3 2017 v1.11 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. Radical RRXC GT3 v1.17 - Improved performance when running higher shadow settings. - Improved performance through further LOD improvements to opponent cars. - Added endurance lights.
  15. VELOCIPEDE

    rFactor 2: roadmap update di Ottobre

    Il team Studio 397 ha appena pubblicato il nuovo roadmap update di Ottobre dedicato al suo rFactor 2. Come potete leggere nel dettaglio, sono diversi i lavori in corso sul software, anche a livello di grafica con le DirectX 11 e di fisica. We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address...
  16. Roadmap Update October 2017 We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address. The graphics engine needed to be upgraded to DX11 for two reasons. First of all, it enabled us to implement VR. On top of that, from an artistic and technical point of view, it allowed us to start evolving our graphics engine. Of course, we started with a “make or buy” decision as there are obviously existing graphics (or rather game) engines around we could have chosen. Nevertheless, remaining backward compatible was an important goal with our existing content, and we felt that this would have been difficult with a completely new engine. So instead, we chose to build a new DX11 engine, taking the current engine as a starting point. We are now confident that the new engine is more capable and ready for the future. By addressing some of the weak points of the DX9 engine we are building something that is starting to look really beautiful. We also wanted to replace the existing UI with something that was more maintainable, flexible and future-proof. Throughout the year, we’ve already previewed quite a few screenshots and artist’s impressions, and by now I’m sure everybody is wondering when we will release the first version. The client part of the UI is in private beta testing now, and we are receiving lots of feedback about all aspects of it. During the World’s Fastest Gamer we’ve also previewed parts of the competition infrastructure, at that point still as a separate user interface in a browser, but eventually these parts will also end up in game. We are still working on some other parts, such as the Launcher, the dedicated server and a new HUD and overlay system that is scheduled to replace plugins that were drawing directly to the screen in DX9. It is fair to say that all of these tasks are taking more time than we expected, so bear with us for a little while longer! The third thing we wanted to do is build high-quality and high-profile content that was properly licensed. A lot of people were also telling us they preferred series over individual cars. So we set out to license five GT3 cars. Finishing them this month was very satisfying and kept us incredibly busy at Studio 397. The GT3 Power Pack includes the previously released McLaren 650S GT3, previously announced Bentley Continental GT3, along with the teased Callaway Corvette C7 GT3-R and surprise Mercedes AMG GT3 and Radical RXC Turbo GT3 cars. As our first pack and DLC this has been a great learning experience, and we’re very grateful to our team, our testers, and you, our customers, for dealing with the pressures and effects that came along with it. We’re very pleased with the results, and hope you’ll enjoy these fantastic vehicles. And one more thing, we are in the final phase of testing an update that addresses the low framerates that some of you have been experiencing with higher quality shadow settings, and we hope to have that released before the end of this week. We are already hard at work to come up with the next pieces of content, including a brand new track that is scheduled to be released before Christmas. On top of that, we are also opening up our content store to third parties, further increasing the amount of high quality content and offering our modding community the opportunity to take the next step to convert their passion into something they can make a living out of. If you’re a modder and you’re interested, feel free to get in touch! DX11 As we said in a previous update, we feel our DX11 version is stable by now, so it is our intention to make it the default at our next major code update. That update will include some of the rain and lighting improvements we have previewed at SimExpo, which you can also definitely expect before the end of this year. There are three reasons for the delay here. First of all, we were getting some feedback at the SimExpo that we wanted to improve on. Secondly, some of these changes will also require us to do content updates, and finally, we are working on an improved HUD that contains some of the information that drivers were missing and were installing third party plugins for. As explained above, a completely new HUD system is something we are still working on, and you can expect that sometime next year. Physics As you already know, our core physics and, more specifically, tyre development is always ongoing. We are continually looking for ways to improve and push things further to get you to that next level of realism! Our own physics developer and tyre guru Michael Borda took some time out to fill you in on the latest in tyre tech, notably, developments that translate into improving tyre feel and overall handling. “Since the inception of rFactor 2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not require deeper adjustment. It was considered fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behavior. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. In this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points. This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer. This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. This was also a essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all. To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conduction slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself. So now, with the latest newly-released build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before.” More details on this will be published soon as part of an upcoming physics blog, where Micheal will go more in depth on how to leverage these improvements. Miscellaneous Some other things we talked about in earlier roadmaps that deserve an update: The Corvette C7.R GTE car is mostly done from a model point of view. We’re working on sound and physics and are looking at other options in GTE and related classes. Our Motec implementation still has not started, mostly because we’ve prioritized other things at the moment. Progress on Zandvoort and our first Radical have been slow, and we expect both to be completed in 2018. We are already working on some of the Tatuus cars we’ve licensed, but those are still in early phases. A final thing we reported on is improved spotter code. To be honest, there the community has come up with a great alternative, Crew Chief, so we’re reconsidering what we should be focusing on here. Wrapping up this month’s roadmap I would like to thank everybody for their continuous feedback. A year ago we wrote our first roadmap with our main goal to give everybody more insight into our development. It is fair to say that some things went to plan, others maybe did not, but we still hope this openness is appreciated in the end. Happy simracing! Fonte Studio 397 blog
  17. VELOCIPEDE

    rFactor 2: FIA GT3 by Apex Modding v0.960

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.960 del suo ottimo FIA GT3 mod. La nuova release apporta alcune correzioni ed anche notevoli migliorie all'implementazione della grafica in DirectX 11. Correte a questo link del forum per commenti e download. 960 updatechange log : - reworked physics for the z4 and the sls- b.o.p redone for this two old car- added the benty gt3 to the mod with various skins .- pace and b.o.p done by p1gaming , default gearbox can be unlocked in the showroom
  18. VELOCIPEDE

    Nuova build disponibile per rFactor 2

    Il team Studio 397, con il rilascio del nuovo GT3 Pack, ha provveduto ad aggiornare con una nuova build tramite Steam anche il suo rFactor 2, per implementare le novità e migliorie presenti sulle nuove vetture GT3, a cominciare da un inedito modello visuale dei danni. To support the GT3 pack we have also released updates for both the DX11 and DX9 builds. Note that the build number for multiplayer changed too, so you will have to update your dedicated servers! Build Changelog: Added: An extended visual damage model featuring a combination of dents, scratches and cracks on the bodywork of cars, which has been implemented on the GT3 pack. Added: New window and headlight glass shader that produces more realistic reflections. All five GT3 cars use it. Added: Controller Profiles for Thrustmaster T-GT, T-GT Ferrari F1 Addon, TS-XW, TS-XW with Ferrari F1 Addon. Added: Updates to the CPM model. Fixed: Various small fixes to the no rain zone code that prevents rain from entering closed cockpits. Fixed: All controller profiles default inputs are now assigned to JOY1. Fixed: Bumped the rFactor 2 version for multiplayer compatibility to 1109 because of the new visual dents that required changes to the multiplayer protocol.
  19. VELOCIPEDE

    rFactor 2: GT3 Pack by Studio 397 disponibile

    Con un piacevole colpo a sorpresa, il team Studio 397 ha rilasciato per rFactor 2 l'atteso pacchetto ufficiale dedicato alle vetture GT3. Direttamente a questo link di Steam è possibile acquistare per euro 14,97 il GT3 Pack completo (con tutte le 5 auto), oppure la vettura singola a euro 4,99. Le vetture rilasciate sono la McLaren 650s GT3, Mercedes AMG GT3, Radical RXC Turbo GT3, Callaway Corvette C7 GT3-R e Bentley Continental GT3. Per commenti e discussioni fate riferimento a questo topic del forum. The wait is over! We’re proud to announce the GT3 Pack is now released on Steam. Featuring the five distinct GT3 cars, including the McLaren 650s GT3, Mercedes AMG GT3, Radical RXC Turbo GT3, Callaway Corvette C7 GT3-R and the Bentley Continental GT3. Go get it on our store right now! http://store.steampowered.com/itemstore/365960/browse/… PS:make sure you select v1109-dx11-open-beta in the Betas drop down
  20. Version v6.5

    402 downloads

    FVR V8Supercars 2014 to 2016 simulates the 2014, 2015 and 2016 Australian V8 Supercars Championship. We have tried to get as much detail in these as we can imagine. We also have a User Interface for the mod to have a subtle blend colour. The mod has multiple options in it to suit various configurations of how you want to drive, you can change configurations of the cockpit. The diff ratios and tyres are set for the Australian tracks, with subtle annual changes. Please understand that if you find a fault we are only human let us know as we may be able to update. We do this for our own enjoyment and hopefully yours along the way. Uninstall all previous versions. Updated 18 February 2017 v6.5 Full Installer
  21. Studio 397 ha annunciato questa mattina con il comunicato che trovate integralmente qui sotto, l'accordo di collaborazione per introdurre nel motore grafico di rFactor 2 gli spettacolari effetti ottici forniti dal motore YEBIS, sviluppato dal team Silicon Studio. Gli effetti forniti da YEBIS saranno implementati anche nella visuale in VR. Come vedete dalle immagini si tratta di una evoluzione notevole per gli occhi. Commenti sul forum. YEBIS post-effects integrated into groundbreaking racing simulator rFactor2 as part of major graphics upgrade Tokyo, Japan, (October 12, 2017) – Middleware and game development company, Silicon Studio are excited to announce that physically groundbreaking racing simulator “rFactor2” by Studio 397 (Netherlands) has integrated post-effects system YEBIS, as part of a major graphics upgrade. Since the simulator’s release in 2013, rFactor 2 has been at the forefront of racing and e-sports, recently acting as a major participant in the “McLarens ‘World’s Fastest Gamer” Competition. The popular steam based sim is used by not only racing fans and e-sports events but also by a number racing teams and professional drivers as an active training tool. The game is undergoing a major upgrade from DX9 to DX11 with a number of graphics improvements including YEBIS being implemented. Although the integration of YEBIS has been completed, currently only a small number of effects such as glare, depth of field have been implemented. Other effects such as additional bokeh, motion blur, etc. are planned to be implemented in waves as various updates. The implemented effects however bring incredible new dynamics to the racing environment for both players and spectators. The depth of field effect pictured above, whether in the rain or shine allow for a dramatic feel, excellent for replays and wowing spectators. Various glare effects add a new dimension to lighting and environment realism. Apertures and vignetting add new structure to lights that liven up evening and night drives. Even in VR the impact on the driving experience is recognizable. Official quote from Studio 397 Managing Director Marcel Offermans: “Studio 397 developed a brand new, state of the art graphics engine that sports day/night transitions, changing weather conditions as well as a dynamic racing surface with rubber build up and marbles. YEBIS advanced optical effects greatly enhanced the quality and immersion of our graphics. The quality of their library continues to impress us and we will continue to leverage it as we improve our graphics subsystem in the upcoming years.” Studio 397 has a great reputation working with a variety of racing teams and e-sports events, such as the recent World’s Fastest Gamer, Silicon Studio is happy to be assisting soon in its outreach to the racing teams of Asia.
  22. Studio 397 ha annunciato questa mattina con il comunicato che trovate integralmente qui sotto, l'accordo di collaborazione per introdurre nel motore grafico di rFactor 2 gli spettacolari effetti ottici forniti dal motore YEBIS, sviluppato dal team Silicon Studio. Gli effetti forniti da YEBIS saranno implementati anche nella visuale in VR. Come vedete dalle immagini si tratta di una evoluzione notevole per gli occhi. YEBIS post-effects integrated into groundbreaking racing simulator rFactor2 as part of major graphics upgrade Tokyo, Japan, (October 12, 2017) – Middleware and game development company, Silicon Studio are excited to announce that physically groundbreaking racing simulator “rFactor2” by Studio 397 (Netherlands) has integrated post-effects system YEBIS, as part of a major graphics upgrade. Since the simulator’s release in 2013, rFactor 2 has been at the forefront of racing and e-sports, recently acting as a major participant in the “McLarens ‘World’s Fastest Gamer” Competition. The popular steam based sim is used by not only racing fans and e-sports events but also by a number racing teams and professional drivers as an active training tool. The game is undergoing a major upgrade from DX9 to DX11 with a number of graphics improvements including YEBIS being implemented. Although the integration of YEBIS has been completed, currently only a small number of effects such as glare, depth of field have been implemented. Other effects such as additional bokeh, motion blur, etc. are planned to be implemented in waves as various updates. The implemented effects however bring incredible new dynamics to the racing environment for both players and spectators. The depth of field effect pictured above, whether in the rain or shine allow for a dramatic feel, excellent for replays and wowing spectators. Various glare effects add a new dimension to lighting and environment realism. Apertures and vignetting add new structure to lights that liven up evening and night drives. Even in VR the impact on the driving experience is recognizable. Official quote from Studio 397 Managing Director Marcel Offermans: “Studio 397 developed a brand new, state of the art graphics engine that sports day/night transitions, changing weather conditions as well as a dynamic racing surface with rubber build up and marbles. YEBIS advanced optical effects greatly enhanced the quality and immersion of our graphics. The quality of their library continues to impress us and we will continue to leverage it as we improve our graphics subsystem in the upcoming years.” Studio 397 has a great reputation working with a variety of racing teams and e-sports events, such as the recent World’s Fastest Gamer, Silicon Studio is happy to be assisting soon in its outreach to the racing teams of Asia.
  23. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, per il mese di agosto, dedicato al suo rFactor 2. Gli sviluppatori ci aggiornano su come sono andate le cose finora riguardo le qualificazioni del torneo Worlds Fastest Gamer con la McLaren GT3, che ha visto in pista migliaia di appassionati. Prosegue intanto il lavoro di sviluppo sull'interfaccia grafica del gioco (qui sotto un nuovo screen) e sulla grafica in DirectX 11, che diventerà lo standard (anche per la demo) a partire da fine settembre. Un annuncio particolarmente interessante è invece quello della nuova licenza ufficiale con la Tatuus, famosa azienda italiana produttrice di monoposto da competizione. Ci attendono quindi grandi sfide a bordo delle spettacolari Formula 4 Abarth e non solo quelle ! In the last couple of months we have shown you various bits of the new UI. We are now at a point where we have basically incorporated all features of the existing user interface into the new one, with a few extensions. In the upcoming weeks, we will be testing the first beta of this user interface with our testing team. During that phase we not only intend to focus on bugfixing, but also usability testing, so depending on how our testers respond, we might make further changes to parts of the interface. Obviously we can’t predict yet how long this phase will take, but it should tell you that we’re pretty close to a first public beta release. As you know, for the competition we released an early version of Zandvoort, dubbed 0.20, indicating it is not finished yet. Although the track already is very drivable and enjoyable, we intend to further improve it over the next couple of months. Also, we’ve learned that for the DTM race this weekend, they repaved the final section of the track, and made some curb changes to the “Audi S” curve, so we’ll probably take a closer look at those for the final version. In the mean time we have news to share on the licensing front. A lot is going on there, also in terms of tracks, but as a general rule we do not talk about licenses until the deal is sealed. We are proud to be able to announce that we signed a multi-car deal with the Italian race car manufacturer Tatuus. This will bring several of their current racing cars to rFactor 2, which should be very exciting for all the fans of open wheelers!
  24. In ritardo rispetto al solito, ecco arrivare oggi il nuovo roadmap update del mese di settembre dedicato ad rFactor 2. Questo mese il team Studio 397 ci parla dell'esperienza fatta al Simracing Expo, ci presenta nuovi screens ed un traiiler dedicato alla prossima Bentley Continental GT3 e ci mostra anche un'immagine misteriosa della prossima vettura GT3 da annunciare... la riconoscete? Il GT3 pack ufficiale si fa interessante vero?
  25. Al recente Simracing Expo, il team di Racedepartment ha intervistato Marcel Offermans, CEO di quello Studio 397 che ora cura lo sviluppo di rFactor 2. Marcel ha sostanzialmente anticipato quanto svelato proprio ieri nell'ultimo roadmap update di settembre.
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