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  1. We're very happy to bring you this spectacular classic car to rFactor 2 - free - as always. This one is special. We feel that you'll find this a worthy challenge and ultimately could find a level of enjoyment from this car that you may not have expected. Description The AC 427. One of the most iconic cars, and in many ways notorious. While possible to tame, it was known as the "Cobra" for a reason, it would bite back. A gentle touch was thus needed to handle this car. Having some 485hp in S/C state, with street legal tire technology meant that wheel-spin was almost always possible. In fact, it wasn't until 4th (the tallest gear) before you could, with reasonable confidence, apply full throttle. On account of the engine having incredible torque, some 650Nm of torque from 3500 RPM, the 4-speed seems more than sufficient to accelerate the car from any speed. The S/C also features stickier rear tyres than fronts to keep the car stable, but the professional driver may find mildly understeery mid-corner, of course the right pedal is easily enough to overcome this at-will. The car also has very good stopping power featuring ventilated discs at the front and solid disc rear brakes. While tricky, this can be one of the most rewarding rides around. In S/C form, this was about the fastest road car of it's time and has only since been matched by the most exotic supercars beginning in the 90's. Configurations We carry two configurations: The street tires are designed for the driving enthusiast. They should be easier for most people to drive. The competition tires are wider, a softer compound, thus have more grip, but they are a little bit edgier on the limit. The competition tires do not exhibit the understeer that is present in the street tires either. They are designed with the racing driver in-mind. The competition version of the car also has adjustable springs and dampers.
  2. VELOCIPEDE

    rFactor 2: Kart by ISI v1.14

    Download here! (Requires up-to-date build of rFactor 2). Physics (both Karts) – New tires which have enabled the contact patch model for the first time. – Added new wet weather variables for tires. – Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R). – Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result. – Reduced axle and gearbox friction to what should be a more accurate level. – Softened undertray collision points which makes the kart more realistic and controllable over tall curbs. – Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer). – Tweak to reduce some ‘hopping’ experienced in certain extreme situations. Physics Junior Kart specific – Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill. Physics KartF1 specific – Increased grip to correspond better with the class of tyre this is simulating. UI – Changed category name in-sim from ‘Kart Cup’ to ‘Karts’. – Camera offset to match steering wheel. Graphics – Updated shaders – Updated textures – Minor 3D fixes The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon. There are also some setup adjustments not yet available in the UI. An update will follow.
  3. Download: http://rfactor.net/web/rf2/rf2dl/ News post: http://rfactor.net/web/2015/04/03/rf...now-available/ Update 31 (Build 946) Changelog: FEATURES: ————- – Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been). – Added local content management to Launcher. – Added support for batch downloads in Launcher’s remote content tab. – Added ring stiffness multipliers to TGM files. – Added third party content publishing to Launcher. FIXES: ————- – By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore. – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage. – Made unlimited laps in qualifying truly unlimited. – Fix for aspect ratio problems in monitor. – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing. – Added HTTP Basic Authentication to dedicated server mod downloads. – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.) – Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present). – Fixed unnecessary reloads of matchmaker list. – Lined up vehicle labels in monitor. – Made vehicle labels more legible under different conditions. – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be). – Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod. – Fixed a crash that could happen while resuming a replay of a non-race session. MODDING / PUBLIC DEV: ————- – Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode. – Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”) – simplified grid, pit, & garage spot marking. – Allowed AIW editor to set number of garages per pit spot for ease of editing. – Fixed Camera FOV editing. MULTIPLAYER ————- – Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2) – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI). – Improved multiplayer skin transfers so there is less chance of name mix up. GRAPHICS: ————- – New tonemapper – Optimized single-pass HDR for multiview. – Adjusted some hdr/sky params to work with new tonemapper During the production schedule for the newly released Build 946 it became obvious that the old tonemapper wasn’t working very well on certain tracks. Both Saõ Paulo and Malaysia became the perfect place to experiment with the new tonemapper. Then, because Malaysia hadn’t been given a lot of attention in recent times, we wanted to grab this opportunity to give the place a polishing pass. It is, frankly, a superbly challenging circuit – it deserved it! Download Malaysia v1.58: https://www.mediafire.com/view/ajs0fgp00v32dj3/ISI_Malaysia_2007-v158.rfcmp (Requires latest rFactor 2 Build). Changelog for v1.58s (from v1.43) - Increased road mesh density on South Loop – Added RealRoad tech to curbs – Remapped RaceGroove – Added special sign – Reconformed painted stripes – Cleaned up and improved road art – Improved road and terrain materials – Improved barrier materials – Improved vegetation textures and materials – Replaced seats with more recent artwork – Removed negative mip map bias on all key materials – Optimized access roads meshes – Optimized fence textures and materials – Optimized shadow casters – Optimized reflections – Optimized terrain materials a little bit – Optimized scene by removing a lot of non-essential objects – Grouped objects for better batching to cure stutters – Fixed about 100 micrograps in terrain – Fixed armco collision glitch – Fixed road mapping – Fixed odd wet patches – Fixed visibility of distance markers – Fixed object popups – Fixed curb reflections due to RealRoad tech (compromise) – Fixed scale of ambulances – AIW improvements – Updated TDF values – Removed Legacy HDR Profile
  4. rFactor 2 Build 946 includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options. While many will focus on the overwhelming change to how lighting and colors are handled with the new tonemapper (fixing a bunch of lighting issues in the process), there are also a vast amount of smaller changes that make rFactor 2 a more complete product as a whole. As always, both the demo and SDK/Dev mode have been updated to reflect the changes in the latest build. Download: http://rfactor.net/web/rf2/rf2dl/ and (for SDK/Mod Mode) - http://rfactor.net/web/rf2/devscorner/ News post: http://rfactor.net/web/2015/04/03/rf...now-available/ Update 31 (Build 946) Changelog: FEATURES: ————- – Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been). – Added local content management to Launcher. – Added support for batch downloads in Launcher’s remote content tab. – Added ring stiffness multipliers to TGM files. – Added third party content publishing to Launcher. FIXES: ————- – By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore. – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage. – Made unlimited laps in qualifying truly unlimited. – Fix for aspect ratio problems in monitor. – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing. – Added HTTP Basic Authentication to dedicated server mod downloads. – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.) – Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present). – Fixed unnecessary reloads of matchmaker list. – Lined up vehicle labels in monitor. – Made vehicle labels more legible under different conditions. – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be). – Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod. – Fixed a crash that could happen while resuming a replay of a non-race session. MODDING / PUBLIC DEV: ————- – Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode. – Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”) – simplified grid, pit, & garage spot marking. – Allowed AIW editor to set number of garages per pit spot for ease of editing. – Fixed Camera FOV editing. MULTIPLAYER ————- – Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2) – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI). – Improved multiplayer skin transfers so there is less chance of name mix up. GRAPHICS: ————- – New tonemapper – Optimized single-pass HDR for multiview. – Adjusted some hdr/sky params to work with new tonemapper This post has been promoted to an article
  5. VELOCIPEDE

    rF2: Brabham BT20 by ISI v1.6

    Brabham-Repco BT20 v1.6 Changelog: – Added Jack Brabham and Denny Hulme AI drivers. Physics – ModelWheelsIncludeAllTireMass’ fix / enhancement. – Moved to ultra chassis (with Chassis Flex). – Inertia’s recalculated for total body and for individual parts (such as brake discs, etc). – Revised suspension geometry from scratch. Pushrod locations are also using the new method and which should give accurate motion ratio’s throughout the entire range of travel of the suspension. – Dampers and springs revised to match. – Reduced maximum steering lock so that tyres would not intersect suspension parts. – Moved over to new steering system. – Tyres scratch made. The old ones were slightly too wide and rear radius was too low. Also the effect of real road on these old tyres has been reduced the tyres also have a lower wear rate. – Numerous minor AI correlation tweaks. – Tweaked undertray locations and added one more point. – Brake system completely recalculated based on new data (the effective Brake Bias is ~57% front on default). – Differential now allows preload adjustments. – New tyre parameters included for wet weather added. – Engine life tweaked. – Minor fixes. Sound – Using new sound internal / external attenuation variables and scrub individually to tyre sounds. Graphics – Brand new historic driver, completely from scratch. – Added individual driver faces for a more authentic feel. – Graphically corrected front rims to 15″, front tyre radius slightly reduced. Tyre widths also slightly adjusted. – Brake discs corected to 11″ (F/R) – Steering wheel mapping update – Shaders update – Various textures updated – Holes in the back+under car body fixed – Minor LOD distance tweaks. – Included additional liveries by our test team. UI – Class name now occupies only 1 entry in vehicle filter list. – Category now starts at manufacturer to be more consistent with other cars.
  6. VELOCIPEDE

    rF2: Nissan GT500 by ISI in arrivo

    Il team ISI ha appena pubblicato tramite social network due nuovi screens di anteprima della Nissan GT500 GT-R, ormai di prossimo arrivo per rFactor 2. Potete visionare le immagini e discuterne a questo link del forum. E' inoltre in arrivo un aggiornamento anche per la Brabham BT20, con migliorie alla fisica, alla flessibilità del telaio ed alle gomme da bagnato. We finally have the Nissan GT500 in-sim, and now that some core updates are nearing completion, we can start to push out a number of cars previewed in the past. The GT500 is obviously a Super GT car and it's very likely we'll be able to source another license in the future to give it some on-track competition. Obviously, like all official ISI content, this car will be free when released.
  7. VELOCIPEDE

    rF2: Skip Barber by ISI v1.54

    Skip Barber Formula 2000 v1.54 Now Available! The Skip Barber 2000 is one of the most useful tools in a sim racer’s toolbox, aiding in the development of proper driving techniques through unrelenting punishment of a bad one! We highly recommend reading the profile page for the Skip Barber 2000 very carefully… We’re very happy to release an update for our version of this car, bring updates to the model, physics and tires (see list below). Download the car from our rFactor 2 cars page. Changes from 1.46: – Revised tyres – Moved to ultra chassis (with flex) – Updated to ModelWheelsIncludeAllTireMass=1 fix – Bumpstop fix – Tweaked undertray locations – Minor AI correlation tweaks – Updated shaders – Updated textures – Updated liveries – Helmet no longer goes through cockpit – New car icons – Added rim blur – New tire textures – New tire damage textures – Moved to new steering system – Added descriptions and new variables A section from our SB2000 profile page: The Skip Barber Formula 2000 is the perfect car for either a complete rookie or a seasoned expert to hone their skills. A true racers car, it is balanced in such a way that it works well when driven well, and will work badly (often spinning off the track) when driven badly. If you don’t drive with good technique, it punishes you: It teaches you how to best drive almost every race car you will ever drive… The first thing to note is that of the two configurations, the National version is both easier and faster to drive. The Regional version takes significantly longer to warm the tires, etc, but both configurations do have the same handling traits overall. It is very important to keep the throttle down while turning, as this will keep the rear suspension loaded and the car more stable. Weight transfer is also critical, and any changes to throttle input on entry or mid-way through a turn, which will shift the weight away from the rear and cause “lift off oversteer”, will often lead to a spin. Smooth input is probably the most important aspect of this car, and any car. You must smoothly turn in, carefully feed in the power, try not to fight it too much in the corner, then smoothly let the wheel run as you exit the turn. Always be aware how much the car moves around underneath you, the car will not react well if you put a wheel on the grass on turn-in: That loss of grip will be devastating. Most importantly: Don’t give up on it. If you can adapt your driving style to this car, and drive it well, you will become a better driver in everything you drive. The frustration of spinning out will all be worth it if you can beat this car. Additional recommended reading material is Going Faster, which documents a lot of the techniques required in good detail.
  8. Mountain Peak Speedway v1.2 Now Available! Our Mountain Peak Speedway has been updated to version 1.2. This update brings in support for 43 cars on the oval configuration along with a small number of other fixes and tweaks. Download – 238MB Changelog: – New AIW – Added support for 43 cars – Other minor tweaks screens http://rfactor.net/web/rf2/screenshots
  9. VELOCIPEDE

    rF2: Silverstone by ISI v1.35

    Il team ISI ha rilasciato per rFactor 2 la nuova versione aggiornata 1.35 del circuito inglese di Silverstone. Per dettagli, download e commenti fate riferimento a questo topic. We are happy to release version 1.35 of Silverstone Circuit for rFactor 2. This update includes a number of small fixes and tweaks, a very important fix for the GT AIW (AI driving lines), and the addition, finally, of a working National configuration.
  10. VELOCIPEDE

    rF2: Formula RC by ISI v1.002

    Il team ISI ha rilasciato per rFactor 2 una nuova versione aggiornata della sua divertente Formula RC, ovvero una mini monoposto radiocomandata, decisamente spassosa da controllare! Ideally you can use an adapted R/C controller or game pad. If you have to use a steering wheel, we recommend setting the steering range to something like 120 deg (which on most wheels is done automatically), and enabling centering spring set on maximum. For those who have never driven an R/C sim, it will be very difficult to acclimatize, especially to driving from track side cameras. If you’re enthusiastic about this, and give it time, it will come to you.
  11. VELOCIPEDE

    rFactor 2: Lime Rock Park by ISI v2.0

    CHANGELOG (v1.43 -> v2.0) NEW BITS Updated roads, curbs and concrete to use Real Road Shader Replaced trackside vehicles with more detailed ones Replaced all sector timing lines Redone all verges and fixed the most important mapping glitches Redone groove mapping Set new static reflection map position Filled hills with more treelines Applied new terrain shader and re-blended terrain Applied vertex-based terrain shading (Radiosity + manual tweaking) Added billboard weeds on terrain embankments Added collision object for vehicles (hit at own risk) Added crude –but effective– concrete wall to close off infield terrain gap Added (lightweight) RC Layout Increased number of pit spots Included Test Team RealRoad Preset Pack FIXES Fixed black faces on pit, paddock, Skip Barber and outer buildings Fixed vegetation Vertex Alpha Fixed crowd Vertex Alpha Fixed unusually odd glitches on building glass Fixed glowing marshals Fixed hard seams at treeline edges Fixed oil waste bin normal map Fixed curb mapping Fixed seam in curb mapping Fixed tree mapping Fixed gaps at T1, Podium and Paddock terrain Fixed smoothing issues on some trackside objects Fixed tyrewall popups Fixed vegetation popups Fixed tyre collision detection Fixed building collision detection Fixed floating crowd due to missing buildings on lower detail Fixed outstanding shadow popups Fixed some texture saturation Fixed Paddock stripes to line up with pit building Fixed Paddock cones to line up with pit building Attempted to reduce tree transparency issue IMPROVEMENTS AND ENHANCEMENTS Improved movable objects reaction Improved crowd material Improved pit building normal maps Improved outhouse normal and specular maps Improved vegetation materials and textures Improved and optimized glass materials Improved road and terrain texture sets Improved painted stripes Improved armco normal map Improved vegetation randomness through vertex shading Added bump/spec maps for fence-mounted ivy Added key terrain reflections Moved fire truck to narrow the incorrect pit exit shortcut Reduced aliasing on Barriers and Tyres Reduced aliasing on Terrain Reduced aliasing on Vegetation Reduced aliasing on Buildings Reduced aliasing on Structures Tweaked fog OPTIMIZATION Optimized roads, curbs and terrain for smoother performance Optimized road and verge decals for smoother performance Optimized armco for smoother and better performance Optimized fences for smoother performance Optimized tyres for smoother and better performance Optimized buildings for smoother performance Optimized structures for smoother performance Optimized small props for smoother performance Optimized vegetation for smoother performance Optimized crowds for smoother performance Optimized vehicles for smoother performance Optimized wet surface reflections Optimized environment reflection on carbody
  12. Mentre il primo rFactor supera agevolmente lo scoglio di Steam Greenlight e sarà quindi disponibile a breve per l'acquisto anche sulla nota piattaforma di digital delivery, il team ISI rilascia una nuova versione aggiornata del suo ultimo rFactor 2: la Build 906, update 28, ci mette a disposizione come prima cosa un menu UI completamente rinnovato, con nuovo launcher, attivazione, aggiornamento e download dei mods semplificato, mentre ulteriori migliorie per il menu multiplayer sono previste a breve. Anche la grafica è stata ulteriormente bilanciata e migliorata, infine non mancano i classici bugfixes. Dirigetevi a questo link per il download della Build 906, dove troverete anche la versione demo, anch'essa aggiornata, contenente la Corvette C6.R, la Formula Renault 3.5 e Silverstone Circuit. Commenti e discussioni in questo topic. Today's release sees us introduce step one of "new UI" in the form of our new launcher. It comes with simplified activation, updating, mod downloading, installation and verification features. It will soon have +connect functionality so you can join specific races directly from it, as well as a bunch of other nice features. Some aspects we have to wait for the simulation UI to implement them in the launcher. Graphics have re-balanced colors, improvements were made in gamma (most noticably at night) and HDR parameters should give more reliable results in both static and changing conditions. Analogue gauges are now supported, Dev mode had some AIW editor improvements, and there are a number of bugfixes and feature refinements. Update 28 (Build 906) Changelog Dec 11, 2014: FEATURES: ————- Added code to allow non-linear analog gauges. Added some feedback to 3 AI parameters to dev mode AIW editor (corner caution:, understeer throttle cut:, understeer lat) so that you can watch in realtime as they have an effect. New Launcher UI. New remote content package manager integrated with Launcher UI. Simplified activation process. Sync Manager now restarts Launcher after update installation with original permissions. BUG FIXES / OPTIMIZATIONS: ————- Fixed intermittent crash on vehicle load. Fixed rain volume which became too loud for some reason. FXAA fix for monitor. Fix for extraneous window in ded server mode. Possible fix to 1st time failure downing vmod install failure on game connect in cases where vmod and components already downloaded but not installed. Set lower default spotter volume. Changed the small rfm, veh, and track main page display buttons to not load an image if their image size is set to 0 in either dimension. This is to prevent crash if a UI should have them on the same page as one of another gizmo that uses those assets (and destroys them). Fixed bug with options not always remembering rfm/vehicle/track list/menu preference. Fix for replays not loading some *.mas skins. (skins shared over multiplayer may still not load) Potentially fixed names running over the HUD menus with a new HUD parameter & a fixed algorithm. Fixed 64 bit Dev Mode inablity to save AIW files. Fixed a potential crash upon starting AIW editor. Fixed pit menu selected box from being too small in some cases. Fixed HUD message center messages from extending beyond the box in some cases. Fixed bug where virtual vehicles created with a *.mas loose skin file instead of a *.dds skin file wouldn’t show the correct skin in the spinner or on track. Fixed a rare buffer overrun error in track name text display. Changed replay letterbox to extend the entire width of the screen instead of just inside the options extent. Attempted fix for occasional vehicle load/unload loop that appeared to cause network lag. Fixed some multiplayer “Get Mod” issues with downloading/installing components and cleaned up the UI to be more readable. UI / HUD / OPTIONS: ————- Added APP_TextValue_GarageTireLoad_FrontLeft, APP_TextValue_GarageTireLoad_FrontRight, APP_TextValue_GarageTireLoad_RearLeft, APP_TextValue_GarageTireLoad_RearRight Gizmos back. (not yet used in default options) Created gizmos for replay mode, length and current position. (not yet used in default options) Renamed “binkanimations” to “genericanimations” since they not longer use bink Added HUD parameter for pit menu maximum length. Added an “instant update” parameter to vehicle and track lists for options that forgo the “accept”/”cancel” mechanism. MULTIPLAYER: ————- Broke up installing of downloaded components on multiplayer join so that the options have a chance to update and get a little bit of ui feedback to the user about what the game is doing GRAPHICS ————- Modified scene post-gamma value to improve color balance. Ambient boost removed, no longer needed with improved scene gamma. Improved some HDR automation parameters. HDP files now deprecated and are disabled by default. HDP files can still be enabled via the plr file option ‘Enable Legacy HDR Profiles’. Removed specular floor value, which was causing incorrect highlights at night. CONTROLLERS / FFB: ————- Added a Controller.JSON value “Steering Torque Capability” in order to specify the strength of strong FFB wheels (like direct drive). If this is set properly, and it exceeds the NominalMaxSteeringTorque for a given vehicle, it allows a 1:1 correlation between the calculated torque and the actual FFB torque. (However, note that we still don’t model power steering, so the calculated torque is stronger than it should be for some vehicles.) Increased the number of buttons per controller supported. MODDING / PUBLIC DEV: ————- Updated the component mas file loading (for tracks only) to remove irrelevant layout mas files. Dev Mode: When editing AI driver parameters we now change the driver to match selected car in the editor window automatically when bouncing between cars PLUGINS: ————- Set the mLastImpact* variables in the telemetry plugin interface. Made plugin interface to add chat messages work on dedicated servers. Fixed a few things with the Internals Plugin weather interface, and added a new option to apply cloudiness instantly. ........................................ Tim Wheatley Image Space Incorporated This post has been promoted to an article
  13. VELOCIPEDE

    rFactor 2 Build 906 - Update 28

    Update 28 (Build 906) Changelog Dec 11, 2014: FEATURES: ————- Added code to allow non-linear analog gauges. Added some feedback to 3 AI parameters to dev mode AIW editor (corner caution:, understeer throttle cut:, understeer lat) so that you can watch in realtime as they have an effect. New Launcher UI. New remote content package manager integrated with Launcher UI. Simplified activation process. Sync Manager now restarts Launcher after update installation with original permissions. BUG FIXES / OPTIMIZATIONS: ————- Fixed intermittent crash on vehicle load. Fixed rain volume which became too loud for some reason. FXAA fix for monitor. Fix for extraneous window in ded server mode. Possible fix to 1st time failure downing vmod install failure on game connect in cases where vmod and components already downloaded but not installed. Set lower default spotter volume. Changed the small rfm, veh, and track main page display buttons to not load an image if their image size is set to 0 in either dimension. This is to prevent crash if a UI should have them on the same page as one of another gizmo that uses those assets (and destroys them). Fixed bug with options not always remembering rfm/vehicle/track list/menu preference. Fix for replays not loading some *.mas skins. (skins shared over multiplayer may still not load) Potentially fixed names running over the HUD menus with a new HUD parameter & a fixed algorithm. Fixed 64 bit Dev Mode inablity to save AIW files. Fixed a potential crash upon starting AIW editor. Fixed pit menu selected box from being too small in some cases. Fixed HUD message center messages from extending beyond the box in some cases. Fixed bug where virtual vehicles created with a *.mas loose skin file instead of a *.dds skin file wouldn’t show the correct skin in the spinner or on track. Fixed a rare buffer overrun error in track name text display. Changed replay letterbox to extend the entire width of the screen instead of just inside the options extent. Attempted fix for occasional vehicle load/unload loop that appeared to cause network lag. Fixed some multiplayer “Get Mod” issues with downloading/installing components and cleaned up the UI to be more readable. UI / HUD / OPTIONS: ————- Added APP_TextValue_GarageTireLoad_FrontLeft, APP_TextValue_GarageTireLoad_FrontRight, APP_TextValue_GarageTireLoad_RearLeft, APP_TextValue_GarageTireLoad_RearRight Gizmos back. (not yet used in default options) Created gizmos for replay mode, length and current position. (not yet used in default options) Renamed “binkanimations” to “genericanimations” since they not longer use bink Added HUD parameter for pit menu maximum length. Added an “instant update” parameter to vehicle and track lists for options that forgo the “accept”/”cancel” mechanism. MULTIPLAYER: ————- Broke up installing of downloaded components on multiplayer join so that the options have a chance to update and get a little bit of ui feedback to the user about what the game is doing GRAPHICS ————- Modified scene post-gamma value to improve color balance. Ambient boost removed, no longer needed with improved scene gamma. Improved some HDR automation parameters. HDP files now deprecated and are disabled by default. HDP files can still be enabled via the plr file option ‘Enable Legacy HDR Profiles’. Removed specular floor value, which was causing incorrect highlights at night. CONTROLLERS / FFB: ————- Added a Controller.JSON value “Steering Torque Capability” in order to specify the strength of strong FFB wheels (like direct drive). If this is set properly, and it exceeds the NominalMaxSteeringTorque for a given vehicle, it allows a 1:1 correlation between the calculated torque and the actual FFB torque. (However, note that we still don’t model power steering, so the calculated torque is stronger than it should be for some vehicles.) Increased the number of buttons per controller supported. MODDING / PUBLIC DEV: ————- Updated the component mas file loading (for tracks only) to remove irrelevant layout mas files. Dev Mode: When editing AI driver parameters we now change the driver to match selected car in the editor window automatically when bouncing between cars PLUGINS: ————- Set the mLastImpact* variables in the telemetry plugin interface. Made plugin interface to add chat messages work on dedicated servers. Fixed a few things with the Internals Plugin weather interface, and added a new option to apply cloudiness instantly. ........................................ Tim Wheatley Image Space Incorporated
  14. VELOCIPEDE

    rFactor approda su Steam Greenlight

    Seguendo le orme di tanti altri sviluppatori, anche il team ISI decide finalmente di approdare con il suo software su Steam: proprio da oggi è possibile votare a questo indirizzo di Steam Greenlight per far approvare dalla nota piattaforma di digital delivery il download del primo rFactor. Ovviamente se tutti gli appassionati vorranno poter acquistare e scaricare da Steam anche il nuovo rFactor 2, è bene darsi da fare con i voti anche per il glorioso rFactor !
  15. Atlanta Motorsports Park disponibile http://rfactor.net/web/2015/05/30/atlanta-motorsports-park-now-available/ This post has been promoted to an article
  16. Il team ISI, dopo il rilascio dell'ultima build 860, non riposa certamente sugli allori: ecco quindi che ci mostra oggi un primo video di anteprima del nuovo circuito di São Paulo (v0.80), attualmente in fase di sviluppo. Tim: We have a new content preview video, this time it is Sao Paulo. This content was produced in collaboration with Reiza, who provided the base model. Our guys took to converting it and two weeks later asked me to preview it. versione aggiornata 1.01
  17. Con il promo video che vedete qui sotto, il team ISI ha rilasciato pubblicamente per rFactor 2 il nuovo circuito storico del Tiger Moth Aerodrome: il tracciato, in versione 1.02, è disponibile in 5 diverse configurazioni, comprese le test track.
  18. VELOCIPEDE

    rFactor 2: ecco cosa arriverà...

    Con un lungo post sul suo blog, il team ISI ci aggiorna su cosa arriverà nel prossimo futuro per rFactor 2: come prima cosa il nuovo circuito storico di Tiger Moth Aerodrome, che possiamo apprezzare anche nel video qui sotto, quindi l'ovale di Mountain Peak, adatto alle stock car Gen6, che incorpora anche un tracciato stradale ed una pista karting, non mancano poi varie migliorie grafiche, che si possono notare dagli screens, sulle stock car, la pista di Jacksonville e Atlanta. ISI conferma poi l'arrivo della AC Cobra 27, Honda NSX e Chevrolet Corvette C6 !
  19. VELOCIPEDE

    rFactor 2 Build 860 update 26

    Dopo alcune release di test instabili, il team ISI ha rilasciato oggi la nuova Build 860 - update 26 del suo rFactor 2. Questa nuova versione si propone di migliorare la stabilità generale, ulteriori migliorie alla fisica, alla IA, risolvere bugs e problemi vari, oltre a fornire una nuova interfaccia per il server dedicato. Sul fronte grafico troviamo in particolare nuovi shaders per il terreno. Per il download fate click qui. Much like our last build, we’ve been working to improve overall stability, refining code and consolidating development towards more complete features. Highlights of the new build include improvements to physics, AI improvements, fixes to various bugs and crashes, and a new experimental UI (see right) for the dedicated server that allows hosts to schedule a series of races/events. Experimental interface for dedicated server. We also introduced new terrain shaders with this build. These of course become immediately available to modders. You can find documentation in the Dev Corner. Modders: Don’t forget that each build also brings a brand-new SDK/Mod Mode! Download that also from the Dev Corner. The new dedicated server we are producing will only reference the content being used in each single event. vMod creation will be automatic per-single event, and clients will be able to join if they have the content being used for that single event, not everything that is scheduled to be used in future events. This will effectively eliminate the issues joining servers in rF2 compared to rF1, while still keeping the mismatch and cheat protection, etc, new to rF2. Note: If updating from a build older than 798, please either use auto update – or – freshly install. File structure changes introducing 64bit executables with B798, so an ‘install over top’ with the Lite installer will leave redundant files everywhere from a much older build! Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014 ===================================================== FEATURES: ————- - Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible. - Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading. - Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables. BUG FIXES / OPTIMIZATIONS: ————- - Fixed crash on exit. - Fixed TrackIR in 64-bit. - Forcing playerfile variables to exist between their min and max upon load from file. - Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out. - Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file. - Reduced some violent collisions caused by tiny gaps in the wall. - Prevent physics blow-ups caused by negative wheel inertias. - Fixed possible crash at shutdown. MULTIPLAYER: ————- - New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server. MODDING / PUBLIC DEV: ————- - Modmode: Fixed pit location picking resetting the menu every time a location is recorded. - Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working. AI: ————- - Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track. - Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage - Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats - AIs now turn off engine when heading back into garage. - Fixed a bug where AI can forget how to stop on their pit spot. - Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well. This post has been promoted to an article
  20. VELOCIPEDE

    rFactor 2 Build 860 update 26

    We also introduced new terrain shaders with this build. These of course become immediately available to modders. You can find documentation in the Dev Corner. Modders: Don’t forget that each build also brings a brand-new SDK/Mod Mode! Download that also from the Dev Corner. The new dedicated server we are producing will only reference the content being used in each single event. vMod creation will be automatic per-single event, and clients will be able to join if they have the content being used for that single event, not everything that is scheduled to be used in future events. This will effectively eliminate the issues joining servers in rF2 compared to rF1, while still keeping the mismatch and cheat protection, etc, new to rF2. Note: If updating from a build older than 798, please either use auto update – or – freshly install. File structure changes introducing 64bit executables with B798, so an ‘install over top’ with the Lite installer will leave redundant files everywhere from a much older build! Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014 ===================================================== FEATURES: ————- - Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible. - Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading. - Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables. BUG FIXES / OPTIMIZATIONS: ————- - Fixed crash on exit. - Fixed TrackIR in 64-bit. - Forcing playerfile variables to exist between their min and max upon load from file. - Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out. - Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file. - Reduced some violent collisions caused by tiny gaps in the wall. - Prevent physics blow-ups caused by negative wheel inertias. - Fixed possible crash at shutdown. MULTIPLAYER: ————- - New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server. MODDING / PUBLIC DEV: ————- - Modmode: Fixed pit location picking resetting the menu every time a location is recorded. - Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working. AI: ————- - Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track. - Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage - Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats - AIs now turn off engine when heading back into garage. - Fixed a bug where AI can forget how to stop on their pit spot. - Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well. View attachment: rf2_camaro_birdseye.jpg
  21. DOWNLOAD Another little something we've been working on (and no, you cannot fly the plane).
  22. A quick peek at Mountain Peak's ... well, peak Non credo sia la stessa pista mostrata con alcune criptiche immagini poco tempo fa, ma questo potrebbe essere un bene: potrebbe voler dire che in tempi relativamente brevi arriveranno due nuove piste.
  23. Se ancora usate lo storico (e ormai preistorico) sistema operativo Microsoft, sappiate che dalla prossima build non sarà più ufficialmente supportato. Questo il messaggio ISI su FB. A reminder: Windows XP is no longer supported (either by us, or by Microsoft). The next build of rFactor 2 will not support it. For your security, system stability, software sophistication and sanity, please upgrade. Windows 7 is lovely.
  24. VELOCIPEDE

    rFactor 2 Build 798 Update 25

    Il team ISI ha da poco rilasciato la nuova Build 798 del suo rFactor 2. Il nuovo update 25, oltre ai consueti bugfix e migliorie, porta con sè come principale novità il supporto ufficiale ai processori a 64 bit, che vengono automaticamente riconosciuti e sfruttati dal software. E' consigliata una installazione partendo da zero. This is the first official 64bit release, the launcher will automatically start 64bit if the system is compatible (you can run 32bit by going to the advanced tab and checking the box to run 32bit instead). Due to file system changes to accommodate the 32bit and 64bit files and folders, a CLEAN INSTALL is highly recommended to avoid orphaned files or duplicate files. Auto update should not have these issues at all. Advice on clean installs can be found linked from the news item above. Tim Wheatley Downloads: http://rfactor.net/web/rf2/rf2dl/ Update 25 (Build 797-unstable, 798-release) Changelog July 21, 2014): ================================================== FEATURES: ————- Moved plugins dir to Bin32 and Bin64 for 32 and 64 bit plugins. Launcher now runs 64 bit executables if possible. Updates no longer require login. BUG FIXES / OPTIMIZATIONS: ————- Fixed crash on exit. Fixed inability to scroll mp lobby after server item in list was selected. Fix problem where players rejoining a race would lose any laps over 63. Fixed a typo where the Real Road Time Scale setting for qualifying was used for race and vice versa. Fixed dedicated server memory leak. Reverted a change made to window style which broke some windowed modes MODDING / PUBLIC DEV ————- Modmode: Fixed pit location picking resetting the menu every time a location is recorded. This post has been promoted to an article
  25. Although it has been updated a number of times, the DW12 really needed this one. The car is much closer to being called ‘final’ now! Download: Non-Steam – 166MB Changelog: – Fix for weak overall FFB feeling. – 120″ wheelbase default now (with 119″ 2nd in list, in order of usefulness) – Reduced real road rate slightly. – Increase in wet cooling effects across all tyres. – Small tyre fix which helps to improve optimum camber angles. – Attempt to make AI less prone to cut corners (especially slower turns and very high speed turns). – Minor AI physics correlation improvements (less longitudinal grip). – RollDamping (in the form of natural / self damping) now embedded into ARB adjustments. – Removed ‘wedge’ from pit menu HUD for Road Courses. – Enable pit-adjustable rear wing for speedway configurations. (The last car bug reported by Max) – Added toe-offsets. – Minor turbo sound tweaks. – Added GrooveSqrdEffect with the primary purpose of reducing speedway grip a fraction. – A tiny bit less sensitive to dirty air (more so on the speedway configuration side). – Leading draft significantly cut too (reducing fore balance shift which cause weird feeling spinouts if someone managed to get VERY close behind) to a more realistic level. – Slightly reduced cooling on minimum radiator. – White edges on digits fixed – Changed “Chevy” back to “Chevrolet”. – Add 1 onboard camera. – Steering wheel hand rotation now matches wheel a little better. – Some other graphical fixes.
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