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  1. In netto anticipo rispetto al solito, il team Studio 397 ha pubblicato il nuovo Roadmap Update del mese di Giugno: come prima cosa vengono segnalati gli imperdibili sconti estivi praticamente su tutti i contenuti, compresi quelli creati dai Reiza Studios (con la pista di Imola aggiornata), quindi c'è l'immancabile rilascio di una build aggiornata del software e viene annunciata la disponibilità della nuova monoposto Tatuus Formula 4 per il prossimo 27 Giugno!
  2. Il team Studio 397 ha puntualmente rilasciato con l'inizio del mese il suo nuovo roadmap update, che ci spiega gli sviluppi in corso riguardo rFactor 2. Gli sviluppatori segnalano come prima cosa il rilascio del Reiza Bundle, con nuove auto e circuiti (fra cui Imola), quindi ci spiegano i lavori attualmente in corso sulla monoposto Gen 2 di Formula E, sul tracciato del Nürburgring e mostrano anche i progressi notevoli riguardo l'interfaccia di gioco.
  3. VELOCIPEDE

    rFactor 2: Roadmap Update March 2019

    Il team Studio 397 ha puntualmente rilasciato con l'inizio del mese il suo nuovo roadmap update, che ci spiega gli sviluppi in corso riguardo rFactor 2. Gli sviluppatori segnalano come prima cosa il rilascio del Reiza Bundle, con nuove auto e circuiti (fra cui Imola), quindi ci spiegano i lavori attualmente in corso sulla monoposto Gen 2 di Formula E, sul tracciato del Nürburgring e mostrano anche i progressi notevoli riguardo l'interfaccia di gioco. Commenti a questo link del forum.
  4. VELOCIPEDE

    rFactor 2: Roadmap Update Gennaio 2019

    Il nostro @Alfred ita ci aggiorna puntualmente sugli sviluppi in corso di rFactor 2 da parte degli sviluppatori Studio 397, grazie al nuovo Roadmap Update di Gennaio. Per tutti i dettagli e commenti, fate riferimento a questo topic del forum dedicato. Dopo aver rilasciato il game per console "The Grand Tour game" il Team Studio 397 si sta' concentrando sui prossimi aggiornamenti di rFactor 2, la nuova UI e il sistema di gestione delle competizioni online e' in fase di ultimazione e vedra' la luce alla fine del primo quadrimestre (Marzo 2019). In dirittura di arrivo le Tatuus oramai quasi completate per quanto riguarda la fisica, le auto sono per lo più finite, ma hanno ancora bisogno di un po' di messa a punto dei modelli 3D. Questo pacchetto sara' rilasciato con un vasto set di livree reali, il che significa anche avere l'approvazione di tutte le squadre coinvolte. In fase di completamento c'e' il Reiza Pack, Il Nordschleife e' ancora in lavorazione e dato che la scansione laser corretta e' arrivata con due mesi di ritardo il rilascio avverra' piu' avanti. Ci saranno aggiornamenti sulle vecchie vetture sia come materiali che come livree. Per il GT3 Challengers sono arrivate le nuove skins, per altre gia' testate per gli eventi online. A breve arriveranno le Formula E 2019, un nuovo tracciato chiamato: Lester Formula E Edition.
  5. 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!
  6. 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!
  7. VELOCIPEDE

    rFactor 2 Roadmap Update September 2018

    Il team Studio 397, come ormai consuetudine, ha pubblicato il nuovo Roadmap Update del mese di settembre dedicato al suo rFactor 2. Come si legge dal lungo post, prosegue il lavoro di sviluppo del software, con i lavori concentrati sul sistema dinamico di materiali e luci, il tracciato del Nürburgring atteso entro aprile 2019, la novità del circuito di Botniaring sempre su licenza e le migliorie apportate al menu di gioco. To say September was a busy month for us would probably be the understatement of the year. Last time we already hinted at some big news, and the release of no less than three free, iconic McLaren race cars has certainly been well received and confirms our commitment to adding high-quality free and paid content to the simulation. We’ve met many of you at SimRacing Expo at the Nurburgring mid September. The event was highly successful, and I am confident that we will be back next year. Directly after the Expo, we started our qualification rounds for the McLaren Shadow competition, which will continue well into next month. In the mean time we, almost silently, also released a big update for Zandvoort, featuring all possible layouts, a significant performance improvement as well as proper support for night and wet racing.
  8. VELOCIPEDE

    rFactor 2 Roadmap Update August 2018

    In avvicinamento all'evento del Simracing Expo 2018, al quale parteciperà, il team Studio 397 ci aggiorna con un nuovo Roadmap Update sullo sviluppo del suo rFactor 2. La novità più interessante, accompagnata da alcuni spettacolari screens di anteprima, è il prossimo arrivo del nuovo circuito di Zandvoort e del Reiza Pack. Sometimes you look at the calendar and realize that time can fly past faster then our LMP2 cars ingame. It’s already end of August and we have been so busy with working on rFactor 2 that there is no Roadmap yet. But we couldn’t do without one, right? That would be like breaking a family tradition, and since our team is more about fixin’ things than breaking them, let’s put together a Roadmap for August! As said above already, we’re pretty busy, but with what you might ask? As most of you probably know, SimRacing Expo at the iconic Nürburgring track in Germany is just around the corner and it will kick off big things for us. But let’s do this step by step, it’s a roadmap in the end! (wink) SimRacing Expo 2018 There is enough going on at this years Expo that we could probably fill the whole Roadmap with it, so let’s concentrate on the major things you should know about it. Obviously we will have a booth at the Expo, so you can come around and meet the team, as we will bring plenty of people along. But just talking to us might be a bit boring all day long, so we will make sure that you will have plenty of reasons to visit the rFactor 2 booth. One of them will be new content that we will show exclusively at our booth, a pre-release of course. Hypemode intensifies! You want to know more about what this could be? For now you need to live with just 3 words: iconic, fast, competition proven, more at the Expo! (wink) You think that’s it already? Enough reasons to visit us? Nah, we’re in for way more this year! The content shown at the booth will be our first announcement during the Expo, but as Germans say “Alle guten Dinge sind drei”, literally meaning “all good things come in threes”, meaning we will follow up with another announcement during Saturday afternoon. This second announcement will probably tick a lot of boxes for simracers in terms of their dreams-list for our simulation. We are more then excited to finally share that with you. Sunday will see a third announcement (yep, you’re not getting a day to get back your breath) which will show our dedication to further improving your simracing experience. What happens if you can’t be around then? Don’t worry, we will stream all announcements and first talks about them live from our booth onto our channels. Missing them is not an option at all. Before we all now dive into the guessing-game about what could be in the announcements, let’s have a look at the other topics of our roadmap… UI and Competition We are fully aware that everyone is awaiting news on the UI and we’re still working hard every day on this topic. Many steps are needed to implement an UI like the one we envision, which is taking a lot of time. We are still tweaking and optimising, and we will be able to show parts of the new interface at the Expo. Of course we are very curious to get your feedback there! On the competition side, we have been integrating different session types so we can have events that consist of combinations of practice, qualification and race sessions and we are looking at different ways to score events. In the last month or so we have also been researching and testing a rating system, feeding it data of many races and evaluating its outcome. We’re nowhere near done, but some of these improvements we will certainly already bring to the McLaren Shadow competition next month. Content On the content side, we won’t yet spoil the surprises we have in store for the Expo. Previously we’ve announced both Zandvoort and the Reiza Pack to be almost ready and we do anticipate both to become available in September. Community Community is our favorite topic, because most of the time this means we can have some action as well. What we’re talking about? Obviously our community night! We did not forget about it at all, so you can expect a new date for some racing and talking on-stream soon. Maybe we should also do a vote for track/car combinations? As always, if you got feedback, suggestions/ideas, feel free to drop into our Discord server and let us know!
  9. Il team Studio 397 torna ad aggiornarci sullo sviluppo del suo rFactor 2: fra le novità in arrivo più interessanti, che ci vengono presentate con il Roadmap Update di Aprile, troviamo lo spettacolare prototipo Norma M30 LMP3 e la mitica McLaren M23, monoposto con la quale James Hunt conquistò il titolo nel 1976, battendo Niki Lauda per un solo punto! Commenti sul forum. Roadmap Update April 2018 This month we released the much anticipated performance upgrades. Judging from the feedback we got, build 1110 has provided most, if not all people a significant improvement. On top of those improvements, we also added several new features, one of which was a refinement of our tyre model, which Michael explained extensively in his blog. In the last couple of weeks we’ve been monitoring our forums and other channels to resolve any remaining issues. As promised, we also intend to address some remaining issues with our rainy conditions. In VR the performance is still relatively low, and viewed from external TV cameras the raindrops, when zoomed in, look too big. Both issues are still on our list for a future update. We also took part in the Luminis DevCon, a yearly conference that we organize in a big movie theater by developers for developers. Studio 397 was there, and we brought two rigs for people to try rFactor 2. One of them was a prototype of a new monocoque by Bernax that was setup to use VR, the other our office rig with triple screens. As a special guest we had Rudy van Buren, McLaren’s World’s Fastest Gamer, join us for the keynoteand answering questions and giving advice all day, and Marcel gave a talk about the future of simracing. Norma M30 LMP3 Two months ago we announced we had licensed the Norma M30 LMP3 car. Working closely with both Norma and one of the first team to race this car, Duqueine Engineering, we are now in the final stage of production for this car, testing the car on different virtual tracks and comparing its performance with the telemetry and other data we gathered. This car will be one of five in our next car pack, joining the Corvette C7.R and the Oreca 07 LMP2, with two more, yet unannounced GTE cars to come. In fact all five cars are actually in the final stage so pending final approval from the different manufacturers we are getting close to a release. Actually, the whole LMP3 class is fairly new, being launched by ACO in 2015, when five constructors were selected to build the chassis with Nissan providing a 420hp engine to power all of them. Norma introduced their car, the M30, in February of 2017, and since the car has been used by a growing number of teams and winning quite a few races they entered in. At Studio 397 we met the guys from Duqueine Engineering in one of their first races with the car at Spa during the ELMS race, and this is where we started to examine the possibility of bringing this car to rFactor 2. UI and Competition On the topic of UI and Competition we are still working hard to finish both, and at this point we really don’t have much more to say other than that both are being tested internally. Some of the things that are currently being tested are the localisation of the interface, which we are basing on open standards to ensure that it will be easy for translators to provide a new version in their own language by leveraging existing tools. On the competition side we are now testing sequences of different types of sessions, ensuring our servers can transition from one to the other and have the results of one session (such as a qualification result) influence the next session (the grid for the start of a race). Historics Last week we already showed you the latest screenshots for the March 761, the first car to accompany the Brabham BT44B which has been in development for quite some time and also served as the main character in a whole series of blogs that explain all intricate details of the rFactor 2 physics engine. What we did not say is that we are not stopping there. After these two cars are released, we are going to add another, and we are very proud to announce that this will be the McLaren M23. This car is the one James Hunt drove in and won the championship with in 1976, beating Niki Lauda by just one point! We certainly hope that these cars will please the many fans of historic racing we have! That concludes this month, and its roadmap. We have a lot of things in motion at the moment and we’re pushing hard to finish those things so we can share them with you as, believe it or not, we are as impatient as you to start driving! Have a great month!
  10. Il team Studio 397 ha appena pubblicato il nuovo Roadmap Update del mese di Marzo per aggiornarci sullo sviluppo del suo rFactor 2. Continua infatti il lavoro di miglioramento al comparto performance, inclusa la VR, ma sono in arrivo anche interessanti novità a livello di contenuti: sarà rilasciata gratuitamente la March 761, il tracciato di Botniaring ed un update per Zandvoort, oltre alla spettacolare Oreca 07 LMP2 ! Roadmap Update March 2018 And work goes on!… We continue to relentlessly hammer away at the new features and content mentioned in the previous roadmaps. And yes, you’ll be happy to know that this month is no exception: we will still manage to bring you some ‘new’ things to look forward to. We know how much you all enjoy these road maps, with anticipation of the things to come, and we are just as anxious to share them with you. Keeping you informed of our broad development goals is part of our whole outlook. For us communication is key to making sure we stay on the mark and never get out ahead of our userbase. So as things begin to take shape and features mature, we do our best to show you the progression and previews as soon as we possibly can. Although these are not ‘deadlines’, they should give a you good idea of the things you need to get excited about. Performance The graphics optimizations we mentioned in previous roadmaps are still very much ongoing and current. We are investing a considerable amount of resources to get this done. Graphical improvements and optimizations are key to future proofing the rFactor 2 graphics engine. With that in mind, we are taking our time to methodically test each optimization pass to make sure everything stays put and is in working order, and that is why it’s taking a little longer than originally planned. Thanks to our very focused group of dedicated testers who are looking at each area, we are moving forward at a steady pace. We hope to get it out to you ASAP! VR And speaking of specifics, VR is one area where we know we need to improve performance, and these optimizations are showing very promising increases in stability and overall framerate. Triple Screen – Multiview “Multiview” has to render three separate viewpoints and because of this, it’s inherently more taxing on any system. You’ll be happy to know we have worked on some very specific optimizations that will positively affect multiview performance Content After releasing the KartSim pack earlier this week, we wanted to reassure you that we also have new free content coming up: March 761 We have a solid commitment to historic racing and we hope you find rFactor 2 a good place to experience some of the great cars of the past. With that we are pleased to announce that we will be releasing the March 761 soon for free. Not just that, we have also updated the Brabham BT44 for some excellent head-to-head racing. Botniaring Finnish fans! We have a new track on the horizon. Introducing the Botniaring, located in Southern Ostrobothnia, Jurva, Finland aka Perkeleville (big grin) The track is perfect for our upcoming Tatuus cars as well as many others. Zandvoort We have a number of updates to the Zandvoort track that is currently in beta. While we were building the track, it was being repaved and our 0.20 version showed a version of the track as it was then: about three quarters done, with some old asphalt in the final sector. Since then, repaving has been finished and the Audi S curve was remodeled for the DTM races. On top of that we added a lot of detail, for example in the pit area, and at the same time optimized the track. We’re almost ready to put the track through final testing, so we hope to bring you this new version soon! Oreca 07 LMP2 After all these free updates above, we are also proud to announce another car that will be part of a new upcoming pack – say hi to the super successful Oreca 07 LMP2! Used across all major endurance series the Oreca LMP2 almost won outright at Le Mans last year with Jackie Chan Racing DC. UI Most of our focus on the UI in the last months has been to include all of the current base features and test them to make sure they function properly. On the surface this might seem like an easy task, but it involves a lot of repeated clicking and trying: the UI is a complex matrix of interdependences that we need to carefully unravel to better understand and improve. So before really jumping in to conquer the new features, we needed a solid base. As this first phase begins to wrap up and we have a stable functioning UI, our focus is shifting to those specific things that really need to be more user friendly, existing features that were either hidden or not readily visible enough to find and use. Two current examples of this are custom teams/skins and driver swaps. Using custom skins in the current UI, although functional, has always been a bit obtuse and not straight forward for the average user. We saw a couple of ways to improve this going forward. One is to offer a simpler way to get your skin in game, and avoid the need to alt-tab or even exit rFactor 2, just to see your skin on the car. We’re still playing with a few ways to make this less fiddly. Next, custom ‘team’ creation needs to be more direct and easier to achieve. This involves thinking like a new user and making smart dialogs and using correct terminology, that way there’s no doubts about how naming or hierarchy. Driver swaps are another area that works in the current UI, but is complicated to use in practice: having to close rF2 and navigate through somewhat hidden menus is not ideal and prone to user error, and having to assign keys to perform simple actions is a bit overkill. So the new way to do a driver swap is simple. When you join a server, we will ask you if you want to drive a car or join as as a spectator. When you choose the latter and click drive, you’ll get a pop up list of names to choose from, click select and you’re ready to drive once your team mate pits – simple as that! Competition The competition structure continues to take shape, and just like the UI we are focusing on the ground work. This means dealing with and squishing any bugs related to the day to day functioning of the competition structure itself. Competitions, as you may know, can span many weeks with multiple events and sessions. It’s therefore important that each code change is throughly tested for reliability and stability. By basing this on the cloud technology of our parent company Luminis we ensure the system will be very scalable, and it is certainly our intention to end up with an open system that can also be used by the many existing leagues out there. We hope to show you more real soon! Community When we did the paint competition a few months ago, we were overwhelmed by the large amount of high quality entries. Encouraged by this, we concluded we wanted to do more of these competitions to showcase the many talented painters in our community. That said, assembling all these skins into packs proved to be a lot of work, so after discussing various options we decided to build some automation to more easily generate new cars, their skins, and all data and preview images associated with them. That is the reason the GT3 skins took us longer, but we’re confident we can release them next week. To give you a preview of all the nice skins you will see, we included a “spotter guide” like overview for you to enjoy!
  11. VELOCIPEDE

    rFactor 2: Roadmap Update Marzo 2018

    Il team Studio 397 ha appena pubblicato il nuovo Roadmap Update del mese di Marzo per aggiornarci sullo sviluppo del suo rFactor 2. Continua infatti il lavoro di miglioramento al comparto performance, inclusa la VR, ma sono in arrivo anche interessanti novità a livello di contenuti: sarà rilasciata gratuitamente la March 761, il tracciato di Botniaring ed un update per Zandvoort, oltre alla spettacolare Oreca 07 LMP2 ! Commenti sul forum. Roadmap Update March 2018 And work goes on!… We continue to relentlessly hammer away at the new features and content mentioned in the previous roadmaps. And yes, you’ll be happy to know that this month is no exception: we will still manage to bring you some ‘new’ things to look forward to. We know how much you all enjoy these road maps, with anticipation of the things to come, and we are just as anxious to share them with you. Keeping you informed of our broad development goals is part of our whole outlook. For us communication is key to making sure we stay on the mark and never get out ahead of our userbase. So as things begin to take shape and features mature, we do our best to show you the progression and previews as soon as we possibly can. Although these are not ‘deadlines’, they should give a you good idea of the things you need to get excited about. Performance The graphics optimizations we mentioned in previous roadmaps are still very much ongoing and current. We are investing a considerable amount of resources to get this done. Graphical improvements and optimizations are key to future proofing the rFactor 2 graphics engine. With that in mind, we are taking our time to methodically test each optimization pass to make sure everything stays put and is in working order, and that is why it’s taking a little longer than originally planned. Thanks to our very focused group of dedicated testers who are looking at each area, we are moving forward at a steady pace. We hope to get it out to you ASAP! VR And speaking of specifics, VR is one area where we know we need to improve performance, and these optimizations are showing very promising increases in stability and overall framerate. Triple Screen – Multiview “Multiview” has to render three separate viewpoints and because of this, it’s inherently more taxing on any system. You’ll be happy to know we have worked on some very specific optimizations that will positively affect multiview performance Content After releasing the KartSim pack earlier this week, we wanted to reassure you that we also have new free content coming up: March 761 We have a solid commitment to historic racing and we hope you find rFactor 2 a good place to experience some of the great cars of the past. With that we are pleased to announce that we will be releasing the March 761 soon for free. Not just that, we have also updated the Brabham BT44 for some excellent head-to-head racing. Botniaring Finnish fans! We have a new track on the horizon. Introducing the Botniaring, located in Southern Ostrobothnia, Jurva, Finland aka Perkeleville (big grin) The track is perfect for our upcoming Tatuus cars as well as many others. Zandvoort We have a number of updates to the Zandvoort track that is currently in beta. While we were building the track, it was being repaved and our 0.20 version showed a version of the track as it was then: about three quarters done, with some old asphalt in the final sector. Since then, repaving has been finished and the Audi S curve was remodeled for the DTM races. On top of that we added a lot of detail, for example in the pit area, and at the same time optimized the track. We’re almost ready to put the track through final testing, so we hope to bring you this new version soon! Oreca 07 LMP2 After all these free updates above, we are also proud to announce another car that will be part of a new upcoming pack – say hi to the super successful Oreca 07 LMP2! Used across all major endurance series the Oreca LMP2 almost won outright at Le Mans last year with Jackie Chan Racing DC. UI Most of our focus on the UI in the last months has been to include all of the current base features and test them to make sure they function properly. On the surface this might seem like an easy task, but it involves a lot of repeated clicking and trying: the UI is a complex matrix of interdependences that we need to carefully unravel to better understand and improve. So before really jumping in to conquer the new features, we needed a solid base. As this first phase begins to wrap up and we have a stable functioning UI, our focus is shifting to those specific things that really need to be more user friendly, existing features that were either hidden or not readily visible enough to find and use. Two current examples of this are custom teams/skins and driver swaps. Using custom skins in the current UI, although functional, has always been a bit obtuse and not straight forward for the average user. We saw a couple of ways to improve this going forward. One is to offer a simpler way to get your skin in game, and avoid the need to alt-tab or even exit rFactor 2, just to see your skin on the car. We’re still playing with a few ways to make this less fiddly. Next, custom ‘team’ creation needs to be more direct and easier to achieve. This involves thinking like a new user and making smart dialogs and using correct terminology, that way there’s no doubts about how naming or hierarchy. Driver swaps are another area that works in the current UI, but is complicated to use in practice: having to close rF2 and navigate through somewhat hidden menus is not ideal and prone to user error, and having to assign keys to perform simple actions is a bit overkill. So the new way to do a driver swap is simple. When you join a server, we will ask you if you want to drive a car or join as as a spectator. When you choose the latter and click drive, you’ll get a pop up list of names to choose from, click select and you’re ready to drive once your team mate pits – simple as that! Competition The competition structure continues to take shape, and just like the UI we are focusing on the ground work. This means dealing with and squishing any bugs related to the day to day functioning of the competition structure itself. Competitions, as you may know, can span many weeks with multiple events and sessions. It’s therefore important that each code change is throughly tested for reliability and stability. By basing this on the cloud technology of our parent company Luminis we ensure the system will be very scalable, and it is certainly our intention to end up with an open system that can also be used by the many existing leagues out there. We hope to show you more real soon! Community When we did the paint competition a few months ago, we were overwhelmed by the large amount of high quality entries. Encouraged by this, we concluded we wanted to do more of these competitions to showcase the many talented painters in our community. That said, assembling all these skins into packs proved to be a lot of work, so after discussing various options we decided to build some automation to more easily generate new cars, their skins, and all data and preview images associated with them. That is the reason the GT3 skins took us longer, but we’re confident we can release them next week. To give you a preview of all the nice skins you will see, we included a “spotter guide” like overview for you to enjoy!
  12. VELOCIPEDE

    rFactor 2 Roadmap Update August 2017

    Il team Studio 397 ha appena pubblicato un nuovo roadmap update, per il mese di agosto, dedicato al suo rFactor 2. Gli sviluppatori ci aggiornano su come sono andate le cose finora riguardo le qualificazioni del torneo Worlds Fastest Gamer con la McLaren GT3, che ha visto in pista migliaia di appassionati. Prosegue intanto il lavoro di sviluppo sull'interfaccia grafica del gioco (qui sotto un nuovo screen) e sulla grafica in DirectX 11, che diventerà lo standard (anche per la demo) a partire da fine settembre. Un annuncio particolarmente interessante è invece quello della nuova licenza ufficiale con la Tatuus, famosa azienda italiana produttrice di monoposto da competizione. Ci attendono quindi grandi sfide a bordo delle spettacolari Formula 4 Abarth e non solo quelle ! Commenti sul forum. In the last couple of months we have shown you various bits of the new UI. We are now at a point where we have basically incorporated all features of the existing user interface into the new one, with a few extensions. In the upcoming weeks, we will be testing the first beta of this user interface with our testing team. During that phase we not only intend to focus on bugfixing, but also usability testing, so depending on how our testers respond, we might make further changes to parts of the interface. Obviously we can’t predict yet how long this phase will take, but it should tell you that we’re pretty close to a first public beta release. As you know, for the competition we released an early version of Zandvoort, dubbed 0.20, indicating it is not finished yet. Although the track already is very drivable and enjoyable, we intend to further improve it over the next couple of months. Also, we’ve learned that for the DTM race this weekend, they repaved the final section of the track, and made some curb changes to the “Audi S” curve, so we’ll probably take a closer look at those for the final version. In the mean time we have news to share on the licensing front. A lot is going on there, also in terms of tracks, but as a general rule we do not talk about licenses until the deal is sealed. We are proud to be able to announce that we signed a multi-car deal with the Italian race car manufacturer Tatuus. This will bring several of their current racing cars to rFactor 2, which should be very exciting for all the fans of open wheelers!
  13. Studio 397 ci aggiorna sullo sviluppo del suo rFactor 2 con il nuovo roadmap update del mese di giugno. Fra le tante novità e migliorie dell'aggiornamento troviamo vari upgrades per la Formula 2, una divertente paint competition dedicata alla Radical e scopriamo anche il prossimo arrivo di una nuovissima McLaren GT che sarà utilizzata nell'imminente torneo Worlds Fastest Gamer della McLaren. Roadmap Update June 2017 Welcome back to another monthly update. I’m sure many of you have watched the 24 hours of Le Mans over the weekend. What an exciting race that was, and good news for us as, although they did set a new fastest lap time in qualification, they did not break the record for the most number of laps driven in the race, so we can continue as Studio 397 for another year! We are heavy in development currently in all areas and look forward to bringing you several updates over the next few months and beyond. Starting on August 1st we will open registration for the rFactor 2 round of the World’s Fastest Gamer competition by McLaren. The winner of that competition will be offered one of the best jobs in esports: that of an official simulator driver in the Formula 1 team. In four rounds people will battle to set the fastest time on different configurations of Silverstone and Zandvoort and compete head to head in weekly races for championship points. These races will all be done in a soon-to-be-announced McLaren GT car. UI We have been getting a lot of questions on our new UI lately, which is taking us a bit longer than we anticipated. We’ve already shown you various new screenshots, so we thought this month might be a good time to explain a little bit more about its technical background. For some of you all these terms might be a bit too technical. They are all modern web technologies that allow us to create an interface that is flexible and accessible from all kinds of locations. A few months ago we already explained the UI is built with HTML. We have chosen to embed a modern browser to render it, and the actual connection with the local game is done via a REST based interface. This interface allows you to control all aspects of the game, and because this technology will both be added to the client and dedicated server, it means we have vastly extended the ways in which you can write all kinds of tools on top of that. Just as an example, this enables you to create live timing pages that can be used as an overlay for broadcasting. You might have seen this a couple of weeks ago when VEC broadcast their 24h race in DX11. There are many other possible applications though, such as remotely connecting to the garage of a team mate and making improvements to his setup while he is still driving. Content We have converted most of our content to DX11 by now, but there are still a few items left. Alongside this roadmap update, we will release two updated pieces of content tomorrow. The São Paulo track, which has seen various texture updates and the Formula 2, which had both texture and physics updates, details of which can be found in the changelog below. In terms of new content, we mentioned the McLaren GT car earlier and cannot wait to show you more updates on it, content which is aligned is important to us, and over the next couple of months we hope you will be pleasantly surprised! Additionally, we are working hard on bringing Zandvoort to you in all its glory and of course are close to releasing a fantastic car for racing the Radical SR3. Radical Paint Competition It’s paint time! That’s right, get your team’s or personal livery in the official release of the Radical SR3. We will add the top 20 designs into the game as part of the release of the Radical SR3. We have created a special “paint version” of the car, which is available in the workshop. If you subscribe to it, it will automatically be downloaded and installed. Included with the car is a template, which can be found in the “Templates” folder of your rFactor 2 install. You can use any paint program that can load PSD (Photoshop) files. We advise you to first make a copy of the file before you start painting. When you have created your paint, save it as a DDS file. The folder you should use for that can be seen in the showroom if you’ve loaded the car there. You might need to hit “CREATE DIR” to create the folder the first time, and if you’ve updated the paint while the game was still loaded, hit “RELOAD” to refresh the folder. If you have any questions about this, feel free to ask in our forum or on Discord! For the record, you cannot yet drive the car, you can only look at it in the showroom (click on “TUNING” on the car screen). Talking about which, we spared no expense and built you a brand new showroom. We hope you like it! Guidelines No alcohol, tobacco or illegal products Any paint job you make is yours and not taken from someone else You will need to transfer rights to us for the paint to use in the game You guarantee it does not infringe on any copyrights of third parties, so no logos that you do not have permission to use How to enter Please read the guidelines above, then email us on radicalpaints@studio-397.com with 3 images from the showroom, a download link to your PSD and the driver and team name you want to use for your car. The deadline for submission is midnight GMT 27th June 2017! Miscellaneous We know with DX11 that many of you cannot use plugins that render to the screen, and we are currently reviewing the best way to add this capability in a future-proof and rock solid way. Our current method of giving plugins access to the screen can cause issues with the stability of our platform as a whole. As a final note we are proud to announce that we’ve signed a license agreement with MoTec and will add official support for their tools to our simulation. More details about this will be released in the upcoming months. In the mean time, enjoy the summer! Changelog Build (DX11) Fixed: VR trackside cameras. Fixed: VR Showroom is now rendering properly. Fixed VR Monitor and replay working in-game. Fixed: Multi-monitor selection now available. Fixed: Minor issues with UI font. Fixed: AI way-points now show in Dev Mode. Fixed: Zoom and out of focus elements in track-side cameras when in multi-view mode. (Triple screen) Fixed: Focus on UI elements in Viewer.exe Fixed: Real Road rendering issues. Added: Brand New High resolution “Hangar” style showroom to better showcase cars. Added: VR Improvements to the Post processing effects by disabling the Depth-of-Field. Updated: Minor performance and video memory improvements. Updated: Showroom post process preset. Updated: The graphics engine now renders ambient shadows while in the showroom. Formula Two Full CPM tyre upgrade. AI improvements to help launch on race starts. AI now take longer to warm up tyres. AI correlation tweaks to slightly decrease grip. Added RCD / talent file. AI tweaks to make them faster overall. Lower initial tyre temperatures and more pressure buildup. Softened front ARB. More damping in suspension components. Minor tyre tweaks to include more damping. Correction to low downforce package to add stability. Added optional caster upgrade to help increase the cornering forces in the FFB. Reduced flatspot intensity on front tyres. Softened steering slightly. Low-end torque slightly increased. Corrected unsprung inertia. New engine throttle map. Softened chassis. Improved inertia. Lowered max brake force. Set default brake pressure to realistic typical usage. Rear ARB increased to be bit stiffer and better match the data. Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures. Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer). Front ARB now displays stiffness to make it clearer. Wheel rate correction. Added chassis flex. Added new steering system. Softened shifts, this should make up-shifts more harmonious especially in mid-corner
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