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Found 6 results

  1. Alessandro Pollini

    Le Mans Bugatti by ECAR Tracks

    Version v1.0

    518 downloads

    Author : ECAR Tracks Il team ECAR Tracks ha finalmente rilasciato per rFactor 2 la versione definitiva 1.0 del mitico circuito francese di Le Mans Bugatti. Si tratta del tracciato "corto" rispetto a quello utilizzato per la famosa 24 Ore de La Sarthe. Come vedete dalle immagini di anteprima, si tratta di un download che gli appassionati del simulatore ISI non possono lasciarsi sfuggire ! Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type References An excellent guide on how to drive it: http://www.super-trackday.com/circui...s-bugatti.html
  2. Le Mans Bugatti Circuit v1.00 DOWNLOAD Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type This post has been promoted to an article
  3. VELOCIPEDE

    rF2: Le Mans Bugatti by ECAR

    Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type
  4. Alessandro Pollini

    [rFactor2] - Le Mans Bugatti by ECAR Tracks

    File Name: Le Mans Bugatti by ECAR Tracks File Submitter: Alessandro Pollini File Submitted: 01 May 2016 File Category: Tracks Author : ECAR Tracks Il team ECAR Tracks ha finalmente rilasciato per rFactor 2 la versione definitiva 1.0 del mitico circuito francese di Le Mans Bugatti. Si tratta del tracciato "corto" rispetto a quello utilizzato per la famosa 24 Ore de La Sarthe. Come vedete dalle immagini di anteprima, si tratta di un download che gli appassionati del simulatore ISI non possono lasciarsi sfuggire ! Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type References An excellent guide on how to drive it: http://www.super-trackday.com/circui...s-bugatti.html Click here to download this file
  5. Version 1.0

    732 downloads

    Modern replica of EB110 SS, with carbon fiber and titanio materials, 1280kg of weight. 845hp, 353 km/h, Four wheel-drive, 7 gears.
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