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  1. 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. www.asrformula.com
  2. VELOCIPEDE

    rFactor 2: Flat6 Series v5 by Enduracers

    Il team Enduracers ha rilasciato per rFactor 2 la nuova build versione 5 del suo eccellente Flat6 Series mod, che ci permette di simulare il monomarca del Porsche Carrera Cup anche con il simulatore targato Studio397. We have proudly released the build 5.00 of the Flat6 Series rF2 mod ! On the changelog, you'll find a major physics update with, in particular, the last specification of CPM tyres, imrpoved AI, updated FFB,...together with some graphic updates like the position plates and new icons. All informations and links on our website : http://www.enduracers.com/newsletter_51.html
  3. Il team Studio 397 ha appena rilasciato per il suo rFactor 2 la nuova Aston Martin Vantage GT3, vettura che fa parte del pacchetto GT3 Challengers già disponibile da qualche settimana, che include anche la McLaren 720S GT3, Audi R8 LMS GT3, Porsche 911 GT3 R e BMW M6 GT3. Se non lo avete ancora fatto, potete acquistare il pack a 15 euro direttamente da Steam. Vi segnaliamo inoltre un nuovo articolo pubblicato dal nostro amico Federico Sciarra su Automoto.it che mette in confronto diretto proprio le prestazioni di Audi R8 LMS GT3 e BMW M6 GT3.
  4. DOWNLOAD The 1991 Group C mod includes the Mazda 787B, Porsche 962C and the Sauber C11 in the latest version of the mod for rFactor 2. Featuring unique realistic physics for each vehicle as well as different tire compounds, this is your chance to get behind the wheel of the three most iconic racing cars in the history of Group C racing. Features - 1991 Mazda 787B model by Ionut Nicolaescu, updated by Dmitriy Barishev. - 1991 Porsche 962C model by Dmitriy Barishev - 1991 Sauber C11 model by Dmitriy Barishev - Unique physics for each vehicle - Unique engine sounds for each vehicle Mod Resources Templates: Download Click HERE[www.mak-corp.com.au] MOD PDF MANUAL: Download Click HERE[www.mak-corp.com.au] STEAM Group Join the MAK-Corp Steam Group Here Visit our Website Here[www.mak-corp.com.au] MOD PDF MANUAL: Download Click HERE[www.mak-corp.com.au] Changelog MAK-Corp Group C Mod v1.0 ------------------------- - DX9 car now retired by new version. - All cars fully rebuilt, reworked and running to DX11 standard. - All physics brought up to current standard and optimisations as well, more detail below for the guys. - Motec display redone for the Mazda 787B to real car layout and new low fuel warning, thanks Damian. - Oil Temp added in to the secondary display area in the Porsche cockpit. - All materials have been fixed and adjusted and mesh quality increased in places to enhance the experience. - All little things like external cameras clipping for example, looked into and corrected. - We are optimised for night racing as well, but bear in mind that environment at night is not complete there yet . - Complete re-balance on all items visually. - A lot of real life balancing visually on all cars. - New corrected tyre sidewall for the Sauber, before was unbelievably, inverted. - Mazda now correctly has centre of origin for spinner and external cameras. - More Sauber Cars added to balance car skin ratios better, thanks Alavaro. - All custom skins improved for DX11 build - thanks to all the skin guys Damian, Daniel and Arturo. - Only functionality missing is fully working wiper functionality currently, but rain support is included already. Physics ------- Mazda 787B ---------- - Engines now have three mixture positions. - New Ultrachassis added with revised suspensions geometries/chassis flex. - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks. - Reworked diffuser and relocated. - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet. - Front and rear downforce from the bodywork revised. - Clutch torque revised for shifter and pad options. - Added engine power detail on garage. - Damage revised. Porsche 962 ----------- - WSC engine have a new turbo flow. - Rear Goodyear tyres now uses 18 inch rims instead 19 inches. - New Ultrachassis added with revised suspensions geometries/chassis flex. - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks. - Reworked diffuser and relocated. - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet. - Front and rear downforce from the bodywork revised. - Clutch torque revised for shifter and pad options. - Added engine power detail on garage. - Damage revised. Sauber C11 ---------- - Improved performance (less drag, more grip, etc). - Updated engine brake torque, throttle maps, mixtures and softened turbo pressure build up. - Reduced drag caused by rake. - Added undertray points and improved collision detection and aerodynamics while flipping in the air. - Updated tire construction materials and resolution (more flexible and detailed). - Improved all tires thermodynamics, wear and grip for wet weather. - Reduced rubbered path effect on tire grip. - Reduced grass, dirt, and other terrain types effects on tire temperature. ------ Sounds ------ - Mazda 787B: Improved low rpm power range and high rpm coast sample. - Porsche 962C: Added high rpm variants for exterior engine. - Sauber C11: Increased turbo intensity. - All cars updated to cockpit damping feature. Credits - Mod Production Manager: Petros Mak - Mazda 787B 3D Vehicle by: Ionut Nicolaescu - Mazda 787B 3D Vehicle Updates by: Dmitriy Barishev - Porsche 962C 3D Vehicle by: Dmitriy Barishev - UV Mapping Mazda 787B by: 1st set by: Bernd Boehm. Re-Mapped by: Lukasz Kacprzykowski - UV Mapping Porsche 962C by: Juandi Sanchez - 2D Textures by: Doug Parker, Nigel Phelan - New Skins from v0.95 by: Arturo Pereira, Damian Baldi, Daniel Gomez - In-Game Specialist: Liquid4653 - rFactor 2 Physics 787B, 962C by: Damian Baldi - rFactor 2 Physics C11 by: Alvaro Perez - Sounds by: Alvaro Perez
  5. Se volete simulare la stagione 2018 della Formula 1 con rFactor 2, vi consigliamo di non perdervi le nuove versioni del F1 2018 ACFL mod, che sono state completamente aggiornate dal nostro esperto amico Nicola @acciarri ! Potete acquistare il mod direttamente dal sito ACFL, attualmente scontato ad euro 3,99. Per commenti e discussioni fate riferimento a questo link del forum.
  6. Il team ASR Formula ci propone una doppia novità modding per questo fine 2018. Per Assetto Corsa è disponibile gratuitamente la mitica Ferrari 412 T2 del 1995 in versione 1.0. Da Wikipedia: La Ferrari 412 T2 è un'automobile monoposto sportiva di Formula 1 che gareggiò nella stagione 1995, la quarantaduesima utilizzata dalla Scuderia Ferrari. La vettura fu disegnata da John Barnard ed era guidata da Jean Alesi e Gerhard Berger. Vettura molto convenzionale e veloce da assettare,[1] conta nel suo palmarès una vittoria al Gran Premio del Canada e il terzo posto nel mondiale costruttori. La 412 T2 fu protagonista di prestazioni altalenanti durante tutto l'arco del campionato e vari guasti fecero perdere diversi punti ai due piloti. Per gli appassionati di rFactor 2 è invece disponibile la nuova versione aggiornata 2.0 del ASR3 Series 2015, mod che ci permette di simulare la stagione 2015 del combattutissimo campionato GP3. E' possibile acquistare e scaricare il mod da questa pagina per Euro 2,99.
  7. Disponibile da oggi per rFactor 2 il GT3 Challengers pack, nuovo pacchetto DLC per il simulatore targato Studio 397 che ci mette a disposizione 5 nuovi bolidi di categoria GT3: McLaren 720S GT3, Audi R8 LMS GT3, Porsche 911 GT3 R, BMW M6 GT3 e Aston Martin Vantage GT3 2019. Il pack può essere acquitsato e scaricato direttamente da Steam, per euro 15, ma da subito avremo a disposizione solo le prime 4 vetture, in quanto la Aston deve essere ancora approvata dagli sviluppatori. Vi ricordiamo che rFactor 2 (necessaio ovviamente per utilizzare il DLC) è in offerta su Steam con lo sconto del 50% ad euro 14,99. Allo stesso modo è in offerta al 50%, al costo di euro 7,50, anche il primo GT3 Pack, che contiene McLaren 650S GT3, Mercedes AMG GT3, Radical RXC Turbo GT3, Callaway Corvette C7 GT3-R e Bentley Continental GT3. Let the Challengers rise! With a great heritage in GT class racing, we are proud to announce the next pack released for rFactor 2 – The GT3 Challengers Pack. Featuring not just one, but two world firsts! GT represents much of what rFactor 2 stands for, and fits into our feature set of day/night transitions, weather and driver swaps. We hope you enjoy this pack that also features our latest graphic engine technology. With our existing GT3 Pack and the Endurance Pack we now have 13 GT class cars that can race on track – add a couple of LMP’s and we have one of the most diverse grids in sim racing. Once again we are proud to have great support from partners to help us make this happen. Download on Steam right here! Now let’s take a look at what’s in awesome pack! McLaren 720s GT3 To bring one of their new incredible cars onto race tracks, McLaren developed the stunning 720S GT3. Modern design, impressive aerodynamics and years of experience in Motorsport should help this car to claim wins among several premier GT3 events in 2019. Porsche 911 GT3 R It probably wouldn’t be called motorsport if the iconic brand Porsche aren’t part of a class. The 911 GT3 R is once again a very balanced, race-proven car by the German manufacturer, reinforcing their image as being amongst the highest rated contenders in a series. Audi R8 LMS GT3 Considered as one of the all-time favourites, this midship RWD car by Audi has been competing in GT3 since the beginning, winning significant races around the globe for a variety of teams. A demanding but rewarding choice. BMW M6 GT3 From the very start, the BMW M6 GT3 hit the grids all over the motorsport world and proved the V8 concept to the German manufacturer. Leading several Endurance events in different series and also claiming the 2018 FIA GT World Cup title, this car is a winner. Aston Martin Vantage GT3 2019* The second generation of the Aston Martin Vantage GT3 is ready for some serious racing action. It will enter GT events in 2019 and beefs up the already stunning road version of the Vantage. With the prestige and expertise Aston Martin brings into racing, it’s a challenger you always have to keep an eye on. *Please note this car will be released as part of the pack once approved Final Notes These cars are built with our new graphic technology, based on PBR lighting. We are converting more of our older content and yes, we are bringing more liveries to you shortly!
  8. VELOCIPEDE

    FIA GT3 by Apex Modding Team

    Dopo anni di lavoro, il team Apex Modding ha finalmente rilasciato per rFactor 2 l'attesissima versione 1.0 del suo imperdibile GT3 2012 Mod ! Il progetto, che è possibile scaricare gratuitament dallo Steam Workshop, include tutte le vetture GT3 dell'epoca, ovvero quelle partecipanti all'ADAC GT Masters, Blancpain series, FIA GT3 series, PIRELLI WORLD CHALLENGE e Nordschleife VLN. Per commenti e discussioni fate riferimento a questo topic del forum. We at Apex Modding Team thank you for downloading our 2012 FIA GT3 mod for rFactor2. It took years of work to create, improve and fix content, as well as stay current with game and technology updates. If you enjoy our work and wish to support us for past content or for future incentive, you can donate any amount through this link.If you downloaded our mod outside of Steam, please do not forget to install “AM_FIAGT3_2012.rfcmp” as it is the file that contains the sounds. Below is a summarized changelog between our last public beta and our v1.0 release. Enjoy the reading and we hope you will enjoy racing a full grid of cars - Bentley, BMW, Chevrolet, Mercedes, and an Italian and another German manufacturer – both offline and online!Apex Modding FIA GT3 2012 version 1.0- New cpm 2.0 tyres based on Studio 397 tyre database, rebuilt and tweaked with Redapg online tools. IMPORTANT: You need to be careful on the first lap out of the pits as these tyres, like in real life, need to reach a proper temperature window. If you push too hard too soon, the long-term pace and tyre life will be jeopardized. This mod is an endurance mod, like in real life, strategy is important. S7 tires are the softest compound, S9 are the hardest compound.- S7 tyres can handle 30 laps at a circuit like Spa-Francorchamps. The S7 is the tyre to use in Sprint races (Lasting one hour or less).- S8 lets you run a double-fuel stint and can last roughly two hours.- S9 can last up to three hours so it is a great option for proper endurance races- Reworked default setups which now offer a great blend between drivability and stability.- Added latest rFactor2 tech such as:- ABS, Traction Control (default setting is Medium), rain drop shaders and behavior to body and windscreen (wipers are now necessary), tweaked chassis flex, fuel movement- Undocumented and not fully supported by the game, we added night lights in the cockpits of 997, 12C, SLS, and Z4 as per real life references. There are limitations to what was realistically achievable so we had to settle for an implementation that worked and was not buggy- Illuminated MOTEC Reworked car filters and categories, and added more filters:- AMGT3: All cars (each manufacturer has their own filter too)- AM_ADAC-GT: Cars that participated in the ADAC GT Masters- AM_BES: Cars from the Blancpain series- AM_FIAGT3: Cars from the FIA GT3 series- AM_PWC: Cars from the PIRELLI WORLD CHALLENGE- AM_VLN: Cars that participated in the Nordschleife VLN race- Some series have cars with only a couple of liveries. We were not able to paint all of the cars but believe the overall representation is very good. The mod is now organized in a way where new skins are more easily added and found, and more skins can be added in a future update if the community wishes to contributeDebugging- Reworked Z06 chassis flex to address bottoming issues in tracks like Nordschleife or Spa-Francorchamps- Removed heat haze from the SLS- 799 cockpit camera correctly centered- Removed fuel mixture settings- MP4-12C and Z06 now use the correct sidewall textures- Reworked class filter displayNot Included- Chassis scratches due to game limitations. Detachable parts remain.- Car LED position lights as the real cars we recreated did not feature suchCredits:- 3D, 2D art, sounds, physics: Apex Modding Team (https://www.apex-modding.com/)- Additional physics: Chris redapg (his online tools), Michael Borda, Marek Lesniak- Additional 2D and 3D: shadow works, olisoft, sfersystem, Tolik, Totorman, Stano, Cartman 78, Gui lite- Additional sounds: Destroem- Additional art, windshield wipers and rain effect: SlowMotion, Nibiru (XFactor Racing)- Studio 397 for the updated tyre database from where we could study new entries- Testing: Apex Modding, adakar, archi, and special thanks to wishmaster and P1-Gaming for extensive beta testing of updates and Balance of Performance
  9. Il noto modding team UnitedRacingDesign ha aggiornato numerose sue vetture extra sia per Assetto Corsa che per rFactor 2: cominciamo dalla Detroit EGT (ovvero la Ford GTE) disponibile in versione aggiornata su Assetto Corsa e anche su rFactor 2, update disponibile anche per la PX1 Aura per rFactor 2, infine la nuova versione delle T5 2018 per Assetto Corsa. Da non perdere in questi giorni gli sconti di Natale offerti da URD: We have Christmas sales! Sellfy has direct 30% off! In our main shop we have coupons! Code Christmas2018 gets you 30% on any product! If you want collection rf2 or AC use Christmas2018AC or Christmas2018RF2 and you will receive 40% off!
  10. Fonte. Corvette C7.R & C6.R OUT! Corvette C7.r 2014/15 (Car was originaly done by URD for Kunos Simulazioni-Assetto Corsa and we have full permission to reuse it and big thanks to Kunos team for that) -Implented everything as on C6.r(see bellow) -Included are 4 skins in total-2 Tudor skins from Corvette Racing 2014(Livery done by Livery), WEC Corvette racing 2014(Livery done by Magdas Catalin) and WEC Labre 2015(Livery done by Rob James) Corvette C6.r ZR1 2013: Changelog 1.9(16.5.2015): -new shaders applyed to the exterior -new light flares and front lights updated-Thank you some1 for the flare shaders! -chassis flex added( Thank you Miroslav Davidovic) -new tires added (4 dry+1 int+1 wet) Thank you Michael Borda -mirrors adjusted Its the Corvette that raced in ALMS and 24h Le Mans 2013. Its 99% scratch made as ive used small things from ISI vette like some textures that were good allready(cockpit safety net, roll cage and few smaller ones and even edited those) Sounds are new, done by Davide aka elMariachi90, 3d model of exterior/cockpit was done by me(Ales Ogrinc) and Revelli, ingame/templating/texturing by me. Thank you ISI for great rF2 and other assets we could use like tires and more... Templates are on our website under downloads www.unitedracingdesign.net Cheers and have fun! UnitedRacingDesign DOWNLOAD v1.9 This post has been promoted to an article
  11. Qualche screen da quello che sarà il primo mod a pagamento per rFactor 2. http://www.unitedracingdesign.com/ DTM 2012/13 Skinpack for T5 Series by SRRF Modding Crew DEMO: DOWNLOAD by DrivingItalia Aura T5 2012/13 so you have new DRS, Tires and physics just like in shop version now. Car is limited like its not paintable and it has only 1 skin. T5 touring car series mod include due vetture: Bayro T5 e Aura T5 (quest'ultima nella demo) Non editato. Editati.
  12. VELOCIPEDE

    rFactor 2 Roadmap Update December 2018

    In attesa del nuovo GT3 Challengers pack che sarà rilasciato proprio oggi, il team Studio 397 ci aggiorna sulla situazione del suo rFactor 2 con il nuovo Roadmap Update del mese di Dicembre. Si comincia con uno sguardo sull'inizio dell'anno... Commenti a questo link del forum dedicato. Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started! Looking Back December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since. In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack. In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights! The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course. The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now! The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars. Competition As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready… GT3 Challengers Launch Stream As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018 Material System During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months. Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds. However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry. What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness. Implementing this was challenging for us for several reasons. First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere. The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too. This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes. We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building. Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment. So… Where do we go from here? Looking Ahead The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it. Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!
  13. In attesa del nuovo GT3 Challengers pack che sarà rilasciato proprio oggi, il team Studio 397 ci aggiorna sulla situazione del suo rFactor 2 con il nuovo Roadmap Update del mese di Dicembre. Si comincia con uno sguardo sull'inizio dell'anno... Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started! Looking Back December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since. In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack. In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights! The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course. The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now! The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars. Competition As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready… GT3 Challengers Launch Stream As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018 Material System During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months. Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds. However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry. What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness. Implementing this was challenging for us for several reasons. First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere. The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too. This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes. We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building. Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment. So… Where do we go from here? Looking Ahead The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it. Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!
  14. Il team Studio 397 ha annunciato tramite i social alcune novità interessanti in arrivo per il suo rFactor 2. La prima novità è rappresentata dalla Porsche 911 GT3 R, che sarà rilasciata in un DLC a pagamento e non ha nulla a che vedere con la versione 911 RSR GTE già disponibile da qualche tempo. La seconda vettura annunciata in anteprima è la possente BMW M6 GT3, che quest'anno ha trionfato nella 24 Ore di Spa del Blancpain GT Series. Confermata anche la terza vettura, l'Audi R8 LMS GT3, mentre la quarta è la nuovissima McLaren 720S GT3. In attesa di conoscere la quinta ed ultima auto del pacchetto, speriamo che il nuovo DLC sia rilasciato già per il prossimo Natale. Gli sviluppatori sono inoltre al lavoro per migliorare sensibilmente il comparto grafico del simulatore, implementando la tanto attesa tecnologia degli shader, ovvero gli effetti con nuovi riflessi e transizioni tra luci ed ombre. Infine vi segnaliamo, tramite questo link, un semplicissimo contest legato ai social che vi permette di tentare di vincere proprio il nuovo DLC, oltre ad un secondo pacchetto a vostra scelta!
  15. Dopo lunga attesa, il team MAK Corp ha finalmente rilasciato epr rFactor 2 la nuova versione aggiornata 1.0 del suo imperdibile 1991 Group C Mod, il progetto dedicato alle mitiche e spettacolari vetture prototipo del Gruppo C dei primi anni '90. La nuova release implementa tutte le novità legate alle DirectX 11 supportate dal simulatore di Studio 397, ma porta con sè anche svariate migliorie e novità sul fronte della fisica, sonoro e modelli delle tre vetture disponibili. Per commenti e discussioni fate riferimento a questo topic del forum dedicato. The 1991 Group C mod includes the Mazda 787B, Porsche 962C and the Sauber C11 in the latest version of the mod for rFactor 2. Featuring unique realistic physics for each vehicle as well as different tire compounds, this is your chance to get behind the wheel of the three most iconic racing cars in the history of Group C racing. Features - 1991 Mazda 787B model by Ionut Nicolaescu, updated by Dmitriy Barishev. - 1991 Porsche 962C model by Dmitriy Barishev - 1991 Sauber C11 model by Dmitriy Barishev - Unique physics for each vehicle - Unique engine sounds for each vehicle Changelog MAK-Corp Group C Mod v1.0 ------------------------- - DX9 car now retired by new version. - All cars fully rebuilt, reworked and running to DX11 standard. - All physics brought up to current standard and optimisations as well, more detail below for the guys. - Motec display redone for the Mazda 787B to real car layout and new low fuel warning, thanks Damian. - Oil Temp added in to the secondary display area in the Porsche cockpit. - All materials have been fixed and adjusted and mesh quality increased in places to enhance the experience. - All little things like external cameras clipping for example, looked into and corrected. - We are optimised for night racing as well, but bear in mind that environment at night is not complete there yet . - Complete re-balance on all items visually. - A lot of real life balancing visually on all cars. - New corrected tyre sidewall for the Sauber, before was unbelievably, inverted. - Mazda now correctly has centre of origin for spinner and external cameras. - More Sauber Cars added to balance car skin ratios better, thanks Alavaro. - All custom skins improved for DX11 build - thanks to all the skin guys Damian, Daniel and Arturo. - Only functionality missing is fully working wiper functionality currently, but rain support is included already. Physics ------- Mazda 787B ---------- - Engines now have three mixture positions. - New Ultrachassis added with revised suspensions geometries/chassis flex. - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks. - Reworked diffuser and relocated. - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet. - Front and rear downforce from the bodywork revised. - Clutch torque revised for shifter and pad options. - Added engine power detail on garage. - Damage revised. Porsche 962 ----------- - WSC engine have a new turbo flow. - Rear Goodyear tyres now uses 18 inch rims instead 19 inches. - New Ultrachassis added with revised suspensions geometries/chassis flex. - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks. - Reworked diffuser and relocated. - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet. - Front and rear downforce from the bodywork revised. - Clutch torque revised for shifter and pad options. - Added engine power detail on garage. - Damage revised. Sauber C11 ---------- - Improved performance (less drag, more grip, etc). - Updated engine brake torque, throttle maps, mixtures and softened turbo pressure build up. - Reduced drag caused by rake. - Added undertray points and improved collision detection and aerodynamics while flipping in the air. - Updated tire construction materials and resolution (more flexible and detailed). - Improved all tires thermodynamics, wear and grip for wet weather. - Reduced rubbered path effect on tire grip. - Reduced grass, dirt, and other terrain types effects on tire temperature. ------ Sounds ------ - Mazda 787B: Improved low rpm power range and high rpm coast sample. - Porsche 962C: Added high rpm variants for exterior engine. - Sauber C11: Increased turbo intensity. - All cars updated to cockpit damping feature. DOWNLOAD
  16. Il team Studio 397 ritorna con il suo ormai abituale Roadmap Update dedicato ad rFactor 2, questa volta per il mese di novembre. Commenti e discussioni qui sul forum dedicato. Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  17. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, questa volta per il mese di maggio, nel quale segnala come al solito lo sviluppo in corso sul suo rFactor 2 ed annuncia anche l'arrivo della nuova Porsche 911 RSR GTE ufficiale! Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard. Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397! Content Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great! Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below. That’s of course not all the content we’re working on. There are a several more things under construction. The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later. Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape. For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it. For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”. UI UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.
  18. VELOCIPEDE

    rFactor 2 Roadmap update Novembre 2018

    Il team Studio 397 ritorna con il suo ormai abituale Roadmap Update dedicato ad rFactor 2, questa volta per il mese di novembre. Commenti e discussioni qui sul forum dedicato. Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  19. Il team UnitedRacingDesign, dopo aver rilasciato alcuni giorni fa la versione per Assetto Corsa, ha appena rilasciato anche per rFactor 2 la nuova release del T5 2018 Mod ! Come potete intuire dalle immagini in allegato, si tratta in realtà di un progetto che ci permette di simulare lo spettacolare ed appassionante campionato tedesco del Deutsche Tourenwagen Masters (DTM) della stagione 2018, conclusasi il 14 ottobre con la vittoria finale di Gary Paffett su Mercedes AMG C63 DTM. Il mod contiene ovviamente anche le altre vetture DTM, ovvero Audi RS5 DTM e BMW M4 DTM. Il T5 2018 mod può essere acquistato per euro 9,98 direttamente dallo shop URD. Per commenti e discussioni in merito fate riferimento a questo topic del forum.
  20. Nuovo Roadmap update pubblicato dal team Studio 397 per aggiornare gli appassionati sullo sviluppo di rFactor 2. Fra le novità più interessanti, gli sviluppatori ci parlano dei due nuovi tracciati di Botniaring e del Nurburgring! It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements! Botniaring In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center. Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?! Nürburgring When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system. Developer Tooling Developer (modder) tooling is an area we have been quiet on for the last couple of years. Internally, and when supporting our community, we have been building on the rather old 3D Studio Max 2012. Although we released updates that allowed you to work with the 64-bit version of that tool, the fact is that we needed to upgrade to the latest tooling. We are now doing just that, and we expect to release updated plugins for the latest versions of 3D Studio Max soon (they are currently going through internal beta testing). We are also making sure that these tools will continue to work with our new material system, and as always we encourage people to tell us what else they need! Community Night #3 Our month was once again very busy, but we like to drop some hints here and there. So believe us when we say that we are working on way more than what we can list in this roadmap. Yet with all those sleepless nights coding, writing contracts and grabbing licenses left and right, there still needs to be some time left for us to also enjoy our favorite sim! Right?….RIGHT! Finally that time has come again, and you know its name from previous adventures: the Community Night is back for its 3rd event! Let’s dive into some racing action together on Sunday (4th of November) 7pm CET, to be broadcast on https://www.twitch.tv/rfactorlive We wanted to celebrate the release of Botniaring and we thought it would be fun to put on our winter jackets and lap the Finnish track with you guys. Deciding on a car class gets harder with every new piece of content we add, so why not just race 2 different layouts with different classes? We will hit the short version with the USF2000, while the roaring GT3’s will conquer the longest ribbon. You can now go for your first laps on our Botniaring servers that are live with the launch, so get ready! That’s all folks, and don’t forget we are still in the middle of the Halloween Sale, so check out our special offers!!!
  21. VELOCIPEDE

    rFactor 2 Roadmap Update October 2018

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