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  1. Alessandro Pollini

    Stock Car Resurrection 1971-1972

    Version Beta

    159 downloads

    ntro Stock Car Resurrection 1971-1972 is a rFactor 2 mod that simulates American stock cars from the early 70’s. It currently has 6 makes/models and over 60 paint's/teams. Credits Special thanks goes to MoparBob. It was his original brain child. He was responsible for acquiring the exterior models over the years. He Painted 99% of the cars. He was even able to speak with Dale Inman (Richard Petty’s crew chief) to help on some physics information. More thanks goes to ISI. The physics are based off of their 1974 Dissenter mod. I am also using a few things from their 2015 stock car mod (sounds, shifter boot model, ect..). Lastly thanks Studio 397 for the new support. Physics and Driving Technique These are big heavy rear wheel drive cars. With big heavy high horsepower engines sitting over the front wheels. They use bias ply racing slicks which makes them challenging but rewarding to drive. You will want to ease it into the corner and accelerate as hard as you can on corner exit. Taking advantage of the engines power down the straights. Capable of reaching speeds of 200+ mph. However they are not very aerodynamic and if not for the front air dam and rear spoiler they would actually create lift. Imagine the 1974 Dissenter mod with more horsepower, removed some downforce, and changed some of the garage adjustments. Added things like an adjustment for the front air dam and rear spoiler. Currently all of the cars use the same physics. Conclusion A few things to remember. This is my first rFactor 2 mod. I have enough knowledge to get by when it comes to RF2 modding (3d modelling, 2d textures, physics, track building, ect). However I am not an expert at any of it. This is just my hobby. Also this is a BETA. Which means you should expect somethings not to be right. Up to this point it has only lived on my computer. I am sure there will be unforeseen issues. If you would like to contribute with a good setup or a paint from a team that is missing feel free to message me. Lastly I have not made any LOD's yet. This might hurt the performance of your pc. They will come in a later update. Have Fun! -Toby Templates Google Drive Box[app.box.com]
  2. Stock Car Resurrection 1971-1972 View File ntro Stock Car Resurrection 1971-1972 is a rFactor 2 mod that simulates American stock cars from the early 70’s. It currently has 6 makes/models and over 60 paint's/teams. Credits Special thanks goes to MoparBob. It was his original brain child. He was responsible for acquiring the exterior models over the years. He Painted 99% of the cars. He was even able to speak with Dale Inman (Richard Petty’s crew chief) to help on some physics information. More thanks goes to ISI. The physics are based off of their 1974 Dissenter mod. I am also using a few things from their 2015 stock car mod (sounds, shifter boot model, ect..). Lastly thanks Studio 397 for the new support. Physics and Driving Technique These are big heavy rear wheel drive cars. With big heavy high horsepower engines sitting over the front wheels. They use bias ply racing slicks which makes them challenging but rewarding to drive. You will want to ease it into the corner and accelerate as hard as you can on corner exit. Taking advantage of the engines power down the straights. Capable of reaching speeds of 200+ mph. However they are not very aerodynamic and if not for the front air dam and rear spoiler they would actually create lift. Imagine the 1974 Dissenter mod with more horsepower, removed some downforce, and changed some of the garage adjustments. Added things like an adjustment for the front air dam and rear spoiler. Currently all of the cars use the same physics. Conclusion A few things to remember. This is my first rFactor 2 mod. I have enough knowledge to get by when it comes to RF2 modding (3d modelling, 2d textures, physics, track building, ect). However I am not an expert at any of it. This is just my hobby. Also this is a BETA. Which means you should expect somethings not to be right. Up to this point it has only lived on my computer. I am sure there will be unforeseen issues. If you would like to contribute with a good setup or a paint from a team that is missing feel free to message me. Lastly I have not made any LOD's yet. This might hurt the performance of your pc. They will come in a later update. Have Fun! -Toby Templates Google Drive Box[app.box.com] Submitter Alessandro Pollini Submitted 02/19/2017 Category Cover Wheel Mod  
  3. Studio 397 ha pubblicato la prima parte di una guida completa per spiegare la complessità delle regole nelle gare stock car, regole che saranno appunto implementate in ogni dettaglio nelle prossime release di rFactor 2. Effettivamente è necessaria una lettura plurima per venirne a capo... We just published the first part of a guide on Stock Cars in rFactor 2, to explain the sometimes complex and intricate set of rules that make this type of racing so exciting. Stock Car Guide Part 1: The Full-Course CautionAs novice stock car simracers quickly realize, oval racing isn’t just about turning left, it consists of a complex interplay of many intricate parts! As a genre, stock car is highly dependent on a unique set of “rules” that must be implemented to properly simulate the strategy and “controlled chaos” that make oval racing exciting. Key elements like full-course cautions, special penalties like EOLLs, and rewards such as the “Lucky Dog” and “Wave Around”, are all very specific to stock car racing – and rFactor 2 simulates all of these! The rules of stock car racing can be difficult to grasp, especially for someone starting out, and without at least some prior knowledge, it might seem a little intimidating just to dip your toes into oval racing. To fully experience stock car racing, you need to do more than just try to take a fast line on track. There’s a whole host of things you must be aware of and keep track of, all at the same time! To let you get the most fun out of racing, we’re writing a series of short guides that will explain the basic rules of stock car racing. This first article will look at the “full-course caution” and how it works in rFactor 2. The Full-Course Caution: The basicsAlthough you might think of a caution in terms of laps behind a safety car (aka the pace car), we decided to break the process down into 10 “phases.” These phases do not necessarily coincide with laps, but important changes take place at every phase. Also, before we get started, there are two very important classifications to understand during a full-course caution: “Lead Lap” and “Lap down” cars: A “lead lap” car is a car that does not have any other cars on track ahead of it by +1 full lap. A “lap down” car is any car on track that has other cars +1 or +multiple laps ahead of it. Phase 1 – Yellow flag: Pit lane is closedA yellow flag is called following an incident somewhere on track, for example after someone has spun their car. Immediately after yellow is called, the pit lane will be closed to all cars on track. The LSI (Low Speed Information) screen will alert you that pits are closed. The name is somewhat misleading because you will still be able to enter the pit lane and make a pit stop during “closed pits,” but doing so will result in an end-of-longest-line penalty (EOLL) (see explanation in Phase 9). Phase 2 – Frozen fieldNext, and almost immediately after the yellow drops, the entire field becomes “frozen” – this means all cars should now slow to a reasonable pace and retain the order they are in. You’ll need to pay attention to the LSI and follow the car you are told to stay behind. Phase 3 – Safety car joins the fieldThe safety car will start to slowly make its way out onto the track and attempt to collect the leader behind it. Once it has collected the lead car, the caution laps will start counting, and cars will start to bunch up behind the safety car in “single file.” Important: Keep a close eye on the LSI screen, it may say “Please Pass the Safety Car.” If you see this message you should promptly pass the safety car and continue to follow behind the driver you are told to stay behind. Phase 4 – First lap of caution behind the safety car: Pits will open shortlyDuring most of the first lap behind the safety car pits are still closed, and no cars are allowed to pit without receiving a penalty. Phase 5 – Lucky Dog: You regain one lap in the standingsThe reasons for this rule might not be obvious, but it all goes back to “safety” in real life. The rule prevents cars from racing to the start/finish line in an attempt to regain laps lost after the yellow has dropped. The “Lucky Dog” or “Free Pass” is a reward given to the first car in the order that is one lap (or multiple laps) down at the time the yellow is dropped. If you get the “Lucky Dog,” the LSI screen will alert you. All you need to do is pull to the left, pass the entire field of cars, pass the safety car, and rejoin the field at the back of the line – and you regain one lap in the standings. If someone else gets the “Lucky Dog”, you will also be alerted by the LSI screen to allow them to pass. Important: If you yourself cause the yellow flag and would have received a “Lucky Dog” based on your place in the standings, no one will receive a Lucky Dog in this caution period. Phase 6 – Second lap of caution: Pits are open to lead lap carsDepending on the track, shortly before the second lap of caution starts pits will open to all lead lap cars. What does this mean exactly? It means that if any car in the standings is one full lap up on you (+1), then you are not allowed to pit yet. Important: If you are a lead lap car you must pit in the second lap of caution to move up in the final “re-order” (see explanation in Phase 9). Phase 7 – Third lap of caution: Pits open to everyoneIf you are a lap down car, then you will now be able to pit normally without receiving a penalty. Lead lap cars may also pit. Important: Although the number of caution laps may vary (4 laps minimum), after lap 2 of caution pits are always open to everyone. Phase 8 – One lap to go: Double fileDuring the last lap of caution the LSI will tell you to get into double file formation and will also let you know there’s “one lap to go.” Make sure to pay attention: You might have to get behind a car you were not behind before. Phase 9 – Sorting the field just before restart: Final Re-order, Wave-arounds, EOLLsJust before the race gets restarted, the field must be re-sorted. Three things happen in this very crucial last lap of the caution: “Final Re-Order”: Lead Lap cars that pit in lap two move forward, lap down cars move back. If there are “lap down” cars in front of “lead lap” cars, then in this short phase the lap down cars (that pitted in lap two of caution) will be re-sorted behind any lead lap cars. You’ll need to once again keep a close eye on what the LSI is telling you. Important: If you were a “lead lap” car and did not pit the 1st lap pits were open, or you pitted multiple times, then you will line up with “lap down” cars and will not get moved in front of them. “Wave Around” – getting a “Wave Around” is a good thing! A “Wave Around” simply means you get to pass the safety car and rejoin the field at the back – and you regain a lap! The LSI will prompt you if you have a “Wave Around,” you’ll need to be quick and pass the field and catch up in order to make a good start. Important: You get a “Wave Around” if all of the following three conditions are met: You are a “lap or laps down” You did NOT pit You are in front of all of the “lead lap” cars “End of Longest Line” (penalty): You go to the back.The End-of-Longest-Line or “EOLL” penalty simple means you must pull to the left side, slow down, and fall behind the longest line at the end of the field. Phase 10 – RestartOnce everything is sorted, and everyone is in double file, the next time around will be restart. The restart happens as follows: The safety car will turn in and enter the pits Front row lead cars retain pace speed until on the main straight The race officially restarts once you hear the spotter announce “GREEN FLAG, GREEN FLAG, GO GO GO!!!” Important: If you are starting in the front row next to the race leader, make sure that your car is not positioned ahead of the leader when the green flag is called – doing so will result in a “Drive-Through” penalty. Additional notes on Full-Course Cautions you may find useful: Make sure that driver labels (name tags) are always showing during a full-course caution. The default key to show driver labels is TAB. You cannot serve “Drive-Through” or “Stop-and-Go” penalties during a caution period. Although you might be instructed to serve them with a message “Warning One Lap To Serve Penalty” you can safely ignore this message during the caution period. However, once the race goes green, you must promptly serve any pending penalties. Always follow the driver the LSI screen instructs you to follow, even if you think it is not ordering you properly. The field may still be re-sorting. Ignoring the LSI instructions can lead to a Drive-Through, a Stop-and-Go, an EOLL, or Disqualification. During caution periods stay in 3rd or 4th gear to avoid overheating your engine. To avoid engine overheating in the pits while making long repairs, make sure to assign keys for “Starter” and “Ignition” beforehand. Important: You will be able to shut off your engine using “Ignition” and restart your engine by pressing “Ignition and Starter” simultaneously.
  4. VELOCIPEDE

    Stock Car by ISI

    We’re delighted to release a great update to our Stock Car that should make those of you who enjoy it – even if just on the roadcourses – very happy! You can now race as – or against – Joey Gase in the rFactor 2-sponsored car as seen in Phoenix last season. It really was a gorgeous livery, so we’re happy to bring it to you in the sim. Download: v1.04 Non-Steam – 279MB Changelog: – Added #32 Joey Gase A.I. car and skin. – Tires tweaked, which now require more camber. – Fix for tuning upgrades. – Fixed typo in setup notes. – Reduced AI sampling rate slightly (afforded by newer AI bumpstop overrides) – Slightly tweaked default setup for most configs. – Added several tracks to trackconfigs.ini – Added several AI setups to help their competitiveness on newer circuits. – Other AI adjustments for newer tracks.
  5. rFactor 2 Build 1008 Now Available (thread does not contain stock car link) http://rfactor.net/web/2015/09/25/rfactor-2-stock-car-build-1008-now-available/ The 'Stock Car Build' has finally arrived! This build introduces a number of supportive code elements for this type of racing, but is also a testbed for some future advancements we have coming for this, and racing of all kinds. We plan to release some more tracks (eagle-eyed forum users already spotted this), and with the help of some leagues, we hope to get the rules nailed down. Downloads: Lite installer - 322 MB Demo installer - 1.1GB NSCRS15 rFM (for vMods with rules, recommended for server hosts) Stock car mod to follow (own thread). You need to use Build 1008 with them. Screenshots: http://rfactor.net/web/rf2/screenshots/ Working Stock Car rules: Lucky Dog No Lucky Dog to Driver who causes the caution Speeding penalty during caution EOLL Speeding penalty during green Drive Thru Entering Closed pits EOLL penalty Green White Checker finish In-Car Track Bar Adjustment Frozen Field when caution comes out Partialy Working Stock Car Rules: Double File Restarts - Leader Chooses which lane he starts Double File Restarts - Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds - Need feedback from Stock Car Leagues Double File Restarts - Wave Around Cars - Do not get penalized yet for pitting before green flag is thrown Qualifying Rules - 3 Round format works Qualifying Rules - Forcing the use of 1 set of tires for all 3 rounds not working Rules not implemented Yet: Commitment cone violation for entering the pits AI still race back to line when caution is thrown All car(s) must maintain their respective track position for the restart, until they cross the start/finish line. Blending rule when re-entering the track during green flag conditions No passing under double yellow line at Superspeedways Known issues (A.I.): We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the 'dynamic superspeedway' code that causes this by changing playerfile value "AI Logic Override" to 2 (as mentioned in the notes below). Build 1008 Changelog: STOCK CARS: ------------- In order to take full advantage of the stock car features, it is recommended that users do the following: 1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set " Enabled" to 1 for both of these plugins. 2) Download and install the "National Stock Car Racing 2015" mod. This contains many rules settings geared towards stock car racing. FEATURES: ------------- Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance. Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn. Added a tiny bit of configurability to the new 'Low Speed Info' message box. PLR file value "LSI Top" lets you set its vertical position or disable it altogether. Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit. Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter "STOCKCARGAUGE"), and turn them on or off depending on how close the player's speed is to the pitlane speed. Added .tbc variable "RoadGrooveSqrdGripEffect" so AIs will experience the same grip curve vs. groove as the human driver does. Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don't necessarily follow the recorded driving lines) Can be disabled by setting playerfile option "AI Logic Override" to 2. Added a gizmo to the UI in order to turn plugins on and off. In the future, you'll also be able to edit custom plugin variables here. MULTIPLAYER: ------------- There exists a new multiplayer.json variable "Plugin Heartbeat Rate" which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning "paused". FIXES: ------------- Fixed slow car cycling Fix for missing update cmps Fix a problem with admin commands /pitby* Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode. Fixed some problems where vehicles were moved or re-initialized at unexpected times. MODDING / PUBLIC DEV: ------------- Fixed bug with updates not showing in game UI select list. Fixed bug when creating vmod with updated components. Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors). Added # of waypoints selected to the AIW waypoint selection menu header. Raised line drawning to be 0.1 meters above the track. This post has been promoted to an article
  6. VELOCIPEDE

    rFactor 2 Build 1008 "Stock Car"

    Working Stock Car rules: Lucky Dog No Lucky Dog to Driver who causes the caution Speeding penalty during caution EOLL Speeding penalty during green Drive Thru Entering Closed pits EOLL penalty Green White Checker finish In-Car Track Bar Adjustment Frozen Field when caution comes out Partialy Working Stock Car Rules: Double File Restarts - Leader Chooses which lane he starts Double File Restarts - Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds - Need feedback from Stock Car Leagues Double File Restarts - Wave Around Cars - Do not get penalized yet for pitting before green flag is thrown Qualifying Rules - 3 Round format works Qualifying Rules - Forcing the use of 1 set of tires for all 3 rounds not working Rules not implemented Yet: Commitment cone violation for entering the pits AI still race back to line when caution is thrown All car(s) must maintain their respective track position for the restart, until they cross the start/finish line. Blending rule when re-entering the track during green flag conditions No passing under double yellow line at Superspeedways Known issues (A.I.): We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the 'dynamic superspeedway' code that causes this by changing playerfile value "AI Logic Override" to 2 (as mentioned in the notes below). Build 1008 Changelog: STOCK CARS: ------------- In order to take full advantage of the stock car features, it is recommended that users do the following: 1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set " Enabled" to 1 for both of these plugins. 2) Download and install the "National Stock Car Racing 2015" mod. This contains many rules settings geared towards stock car racing. FEATURES: ------------- Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance. Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn. Added a tiny bit of configurability to the new 'Low Speed Info' message box. PLR file value "LSI Top" lets you set its vertical position or disable it altogether. Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit. Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter "STOCKCARGAUGE"), and turn them on or off depending on how close the player's speed is to the pitlane speed. Added .tbc variable "RoadGrooveSqrdGripEffect" so AIs will experience the same grip curve vs. groove as the human driver does. Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don't necessarily follow the recorded driving lines) Can be disabled by setting playerfile option "AI Logic Override" to 2. Added a gizmo to the UI in order to turn plugins on and off. In the future, you'll also be able to edit custom plugin variables here. MULTIPLAYER: ------------- There exists a new multiplayer.json variable "Plugin Heartbeat Rate" which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning "paused". FIXES: ------------- Fixed slow car cycling Fix for missing update cmps Fix a problem with admin commands /pitby* Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode. Fixed some problems where vehicles were moved or re-initialized at unexpected times. MODDING / PUBLIC DEV: ------------- Fixed bug with updates not showing in game UI select list. Fixed bug when creating vmod with updated components. Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors). Added # of waypoints selected to the AIW waypoint selection menu header. Raised line drawning to be 0.1 meters above the track.
  7. VELOCIPEDE

    rFactor 2: “Gen6″ Stock car by ISI

    Il rilascio del tracciato ovale di Indianapolis e della monoposto Dallara DW12 si avvicinano, il team ISI ha quindi deciso di accontentare anche gli appassionati della Nascar: ecco quindi i primi renders 3D di anteprima della nuova Gen6 Stock Car, con la quale lo sviluppatore americano mira a realizzare la più accurata simulazione fisica e dinamica di una stock car! With the release of our first oval (Indianapolis) and oval car (Dallara DW12) getting closer, we have also begun 3D model work on a type of racing many have been looking forward to… These early work-in-progress images show our generic “Howston” branded Cup car, which will conform to all mandatory 2014 “Gen6″ rules and regulations. We feel that with a truly dynamic environment like that seen in real-life Stock car racing, rFactor 2 can really bring this form of racing to life in a way that is completely new to true racing simulations. Although in early development, we are interested in finding people we will be able to work with going forward. Our aim is to ensure this is the most realistic simulation of Stock car racing physics and driving available to fans of the sport. Both drivers and knowledgeable team personnel welcomed.
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