Jump to content

Search the Community

Showing results for tags 'ISI'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Generale
    • Annunci Staff
    • OT - Di Tutto Di Piu'
    • Vendo Compro Scambio!
    • Hardware - Software
    • Multimedia
  • Real Racing
    • Real Motorsport Forum
    • Segnalazione Eventi - Raduni
  • Simulazioni Di Guida
    • Sezione DOWNLOAD
    • Setup Public Library
    • Generale
    • Simulatori by KUNOS SIMULAZIONI
    • Simulatori by ISI
    • Simulatori by Reiza Studios
    • Simulatori by Sector3 - Simbin
    • Simulatori by Slightly Mad Studios
    • Formula 1 by Codemasters - EA Sports
    • iRacing Motorsport Simulations
    • Simulatori Karting
    • Rally
    • Serie Papyrus: GPL, Nascar 2003...
    • Live for Speed
    • Serie GPX by Crammond
    • Due ruote: GP Bikes, SBK, GP500 e altri...
    • Console Corner
    • Simulazione Manageriale
  • Online & Live SimRacing
    • DrivingItalia Champs & Races
    • Gare
    • Driving Simulation Center

Categories

  • Assetto Corsa
    • APPS
    • Open Wheelers Mods
    • Cover Wheelers Mods
    • Cars Skins
    • Miscellaneous
    • Sound
    • Template
    • Track
  • Automobilista
    • Cars
    • Tracks
    • Patch & addon
  • GP Bikes
    • Skins
    • Tracks
  • GTR 2
    • Car Skin
    • Cover wheel Mods
    • Open wheel Mods
    • Patch & addons
    • Setups
    • Sound
    • Tracks
  • Kart Racing Pro
    • Tracks
    • Graphic Skins
    • Setups
  • netKar PRO
    • Tracks
    • Patch & addons
    • Setups
    • Track Update
    • Cars & Skin
  • rFactor2
    • Official ISI Files
    • CarSkin
    • Cover Wheel Mod
    • Open Wheel Mod
    • Patch & addons
    • Setup
    • Sound
    • Tracks

Categories

  • Software
  • Hardware
  • Simracing Academy
  • Guide - Tutorial
  • Recensioni
  • Modding
  • Addons
  • Web
  • Champs & Races
  • Sport
  • Live events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

  1. Note: Build 342 captures. DOWNLOAD Note: I expect the servers to get pounded, even though it's New Year. I emailed to Mirrors the link early, but haven't got one back yet. Will add them as I get them. Screenshots: http://rfactor.net/web/rf2/rf2dl/hon...c-touring-car/ Note: Build 342 captures. Profile: http://rfactor.net/web/rf2/rf2dl/hon...c-touring-car/ IMPORTANT INFO ON HOW TO DRIVE THE CAR: http://rfactor.net/web/rf2/rf2dl/hon...c-touring-car/ Servers: I have three Civic servers up, Silverstone, Mores and Loch Drummond. You can learn about the car together. RAF Benevolent Fund Web site: http://rafbf.org Other notes: - There are 18 AI I believe. - Didn't get a huge amount of testing at this version 1.07, but I'm not expecting any huge issues. - LOD popins may be seen on some TV cams, this wasn't fixed due to FPS concern with a reduced distance on a track like Silverstone - obviously this is temporary. - When painting, avoid using the 1, 2, 14, 15, 55, 77 cars as your base. They use window, wheel, and ad templates that you would need to overwrite. Other cars just need the main skin. - This will probably be our demo car at some point. This post has been promoted to an article
  2. VELOCIPEDE

    rFactor2: ancora screens da Silverstone

    Tim Wheatley ci segnala questa mattina una nuova serie di screenshots di anteprima dedicati al circuito di Silverstone in fase di sviluppo per rFactor2. Come ci specifica lo stesso Tim, queste sono le ultime immagini prima del rilascio del tracciato, che avverrà poco prima del prossimo GP di Formula 1. Last batch of shots that we will put out prior to it's public release, I assume. Planned for released before the British GP.
  3. Vi linko la pagina dove Tim ha postato gli ultimi screens del tracciato Silverstone. Profilo hdr attivato. LINK Questo messaggio è stato promosso ad articolo
  4. Tim Wheatley degli ISI ha pubblicato nuovi screen di anteprima per il circuito di Silverstone in fase di realizzazione per rFactor 2. La pista ha fatto molto discutere di sè per la sua qualità grafica, nettamente superiore a quanto il team americano abbia mostrato sino ad oggi. Anche le nuove immagini (non modificate e con il proprio profilo HDR) lasciano piacevolmente colpiti. Di seguito tre di questi screen.
  5. VELOCIPEDE

    rFactor2: Formula Renault 3.5 v1.43

    Il team ISI ha appena rilasciato un nuovo piccolo aggiornamento per il suo rFactor2: è infatti disponibile la nuova release 1.43 della monoposto Formula Renault 3.5. Queste le novità apportate dall'upgrade: - Minor cam tweaks. - Slight tyre adjustment. - Small AI adjustment, in short they’ve been slowed down a bit and are more inline with player physics. - Slightly less downforce loss in slip-stream. - Fixed graphical issue with driver body. - Fixed flickering mirror on max LOD. - Fixed vMod creation issue
  6. Hi folks, Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list. Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy! Profile: http://rfactor.net/web/rf2/tracks/portugal-international/ Download: http://www.mediafire.com/download/6znt0222v1bq0ld/ISI_Portugal_2009-v200.rfcmp - 323 MB Screenshots: http://rfactor.net/web/rf2/screenshots/ or download - https://www.dropbox.com/s/azko0b80exrqpjg/20150710_Portugal2.0.zip?dl=0 News item (source): http://rfactor.net/web/2015/07/10/portugal-international-2-0-now-available/ Changelog: Implemented RealRoad Shader and reworked/remapped roads Added RealRoad to curbs Mapped RaceGroove for GP and GT Layouts Remapped access roads Remapped painted lines Smoothed out the excessive road bumps for the most part Lowered sawtooth curbs Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches) Cut Astroturf into terrain meshes Implemented new Terrain Shader and reworked/remapped terrain Cut in new gravel trap edges for use with Terrain Shader New road, curb and terrain texture set Terrain Radiosity pass Added grass verges Added high poly inner embankments inside T1-T4 Added high poly outer embankment between T6-T7 Added terrain shadow casters Added vegetation shadow casters Added new grid + new texture Vertex Blended tyre colours Added normal and spec maps to armco posts Cut in transparent glass with cheap interior for key buildings Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind Implemented Digital Flags technology Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations Updated TDF to latest set of grip values Added telehandlers Added new and updated cams Added new loading screens Added Test Team RealRoad Preset Pack Removed one particularly nasty tyre wall on GP Layout Removed HDR Profiles Fixed small building proportion inaccuracy Re-conformed painted stripes to smoothed surface Fixed tyre wall smoothing Fixed some access road T verts Remapped start lights to match reality Fixed many but probably not all popups Re-exported XSectors to fix 32 bit issues Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain Renamed Grand Prix of Portugal to GP Layout for the sake of consistency Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars) Replaced all modular grandstands with higher detail ones Replaced apex tyre stacks to GT Layout with higher detail ones Replaced outhouses with much better ones Replaced tyre walls with higher detail ones Replaced all cones with much better models Replaced glass materials Replaced entire crowd and optimized for smoother performance Optimized road and terrain objects and materials for better and smoother performance Optimized access roads for smoother performance Optimized tyre wall material Optimized tyre wall objects Optimized 3D tyre objects Optimized fence textures and materials for better performance Optimized Armco (aggressive), Armco posts and fence posts Optimized and improved barriers (Armco, pitwall) Optimized all vegetation objects for smoother performance Optimized smaller TrackSide Objects for smoother performance Optimized shadow casters for armco and tyres for better performance Optimized small concrete grandstands Removed some hardly-seen pit objects Aggressive mirror optimization Optimized night lighting Removed unused/obsolete meshes and textures Cleaned up pit building textures Cleaned up main grandstand textures Removed negative mip map bias on all/most materials Improved and rebalanced all vegetation textures Remapped and optimized marshal huts Improved road and curb textures Randomized vegetation a bit Remapped tyre wall canvas and revamped its texture Improved tyre textures Slightly improved distance markers Updated crowd textures Improved vegetation textures Cut in red bricks on old ruin house Rescaled T3 flags Tweaked fog Condensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim Wheatley Image Space Incorporated | rFactor | rFactor 2 This post has been promoted to an article
  7. News link: http://rfactor.net/web/2016/07/13/palm-beach-international-raceway-v2-02-now-available/ Background: This updated Palm Beach completes the phase of updating all originally released track content to our more modern standards, and we hope we managed to save the best and most extensive one for last! Over time it has served as a test bed for new shaders and techniques, all of which have now been wrapped up in this v2.02. Not only has the long-awaited tight and twisty Kart layout been added, but with no object untouched, this update transforms the place and puts Palm Beach where it belongs, in Florida’s hot and humid atmosphere. Enjoy this virtually new track! Changelog: Added Kart layout Improved surface/microbumps feel Implemented latest RealRoad shader New road texture New road detail maps Replaced paddock asphalt with a more accurate version Replaced pitlane concrete with a more accurate version Fixed inaccurate curb lengths Remapped curbs Updated white line material Added blue lines in pitlane Reconformed and remapped all painted lines Remapped and enhanced RaceGroove for both layouts Optimized RaceSurfaces for smoothness Cleaned up terrain mesh Implemented latest terrain shader and blended terrain New grass and soil textures Terrain Radiosity pass Optimized terrain objects for smoothness Added grass verge decals Improved water to resemble swamp pond Added sunblocker object Optimized fence materials for better performance Fixed fence mapping glitch Added foam defender barriers Fixed tyre belt shadow issues Replaced tyre walls Added barrier collision objects Optimized walls, fences, tyre barriers for smoothness Replaced 3D trees with much better ones Replaced and replanted 2D trees with baked 3D trees Replaced and replanted shrubs Added water plants Optimized vegetation objects for smoother performance Replaced Road Course and Drag Race Control towers with new, high detail models Optimized secondary buildings and improved textures and materials Optimized grandstand objects and materials, and improved textures Added DigiFlags to Road Course Replaced floodlight posts with much better model Added night glow objects Removed flags and sponsor signs Added stand in pitlane Added some electrical boxes Optimized power lines Updated notice boards to rF2 users Improved drag strip score board signs (static) Replaced cones with much more detailed ones Replaced outhouses with much better model Replaced bins with much better model Replanted and optimized crowds Replaced car trailer and bus with much better models Replaced low poly trackside cars with higher detail ones Refreshed trackside cameras Updated AIW with all the latest tech Updated TDF with all the latest tech Removed HDR Profiles Created new UI art Added Test Team RealRoad Preset Package Downloads: http://www.mediafire.com/download/wfsi0abq0hse0l0/ISI_PalmBeach_2012-v202.rfcmp
  8. An updated version 2.0 of Mills is now available! http://rfactor.net/web/2015/10/30/mills-metro-park-2-0-now-available/ Changelog: Added Inner A Layout Implemented latest RealRoad shader Improved pitlane texture Applied RealRoad to curbs Remapped RealRoad Removed sausage curbs Improved curb texture New road and terrain texture set Implemented new terrain shader Vertex painted terrain for new terrain shader Remapped terrain for new terrain shader Terrain Radiosity pass Optimized road and terrain objects for smoother performance New painted stripes and pit lines texture set Enhanced painted stripes material Mapped yellow stripes for curbed sections Cut Access Roads into terrain Added surface wear decals Added road to grass/gravel transition decals Replaced textured parking spots with decals Reconformed all decals Improved water material Added Armco colliders Added Armco posts Added corner names (wall) signage Replaced safety fences and posts with better model/textures Optimized fence textures and materials for better performance Improved fence shadows Replaced simple 2D wooden infield fence with 3D version Replaced simple 2D chainlink fence with 3D version Optimized Armco and concrete walls for smoother performance Optimized wall objects for better and smoother performance Replaced and remapped tyre wall canvas textures Replaced and optimized 3D tyres Vertex painted tyre walls Replaced cones with HQ version Cleaned up distance markers Improved pitwall glass Added fire extinguisher signs at marshal posts Fixed marshal huts intersecting marshals Optimized treelines and fixed mapping Optimized billboard vegetation for better and smoother performance Improved vegetation texture set and materials Reduced vegetation flickering Optimized pit building for smoother performance Fixed pit building shadow glitch Added cheap pit building interior Improved pit building glass Fixed smoothing on podium Improved metal poles material and textures Completed construction work on main grandstand Improved grandstand textures Replaced grandstand crowds Added cheap interiors for office buildings Improved flags Replaced light poles and power lines with HQ versions Replaced Synergy fuel signs with HQ versions Replaced pit in and out lights with HQ model Replaced billboards with higher quality model and textures Replaced grandstands with HQ version Replaced outhouse with ultra HQ version Replaced tents with HQ versions Rescaled inflatable figures, and replaced one with ! Added picnic tables Replaced trackside cars with HQ versions Replaced team trucks with HQ USA style haulers Replaced RVs Created new bus model and textures, distributed Cleaned up and enhanced recovery crane model and added some variation Optimized LOD and Shadow Out distances on all objects for better performance Optimized night lighting omnis Added new night lighting glows Slightly enhanced billboard crowd textures Fixed skybox shadow glitch Repopulated reflection maps Set MIP Map bias to default Removed HDR Profiles Updated TDF with recent values Fixed GDB inconsistencies Many AIW tweaks and fixes New camera sets for all layouts Changed default weather profile Added support for 34 cars Tweaked Safety Car release distances New HD loading screens Included Test Team RealRoad Preset Pack
  9. Al momento potrebbero esserci problemi nel selezionarla o nell'inserirla in altri vMod. DOWNLOAD
  10. Nissan 370z GT4 v 1.47 - 2 versions now available, European and Dutch, which more closely match rules from specific series. - Chassis flex implemented and new steering system. - Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann). - Caster range reduced. - Slightly stronger suspension. - CG increased, further forward and more laterally offset. - Slight downforce reduction. - Slightly less downforce sensitive in slip-stream. - Minor setup tweaks. - Gear ratios replaced. - Brake system completely recalculated. - Updated to use new tyre mass method and slightly more accurate unsprung masses used. - Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions. - Minor AI tweaks. - ‘Central’ TVCockpit / bonnet camera. - Tweaked headlight parameters should improve night racing. - Now using newer sound attenuation parameters. - Updated to latest shader settings - New driver helmet - Rim blur added. - New team liveries added. - Fixed reversed / mirrored logo on the side. - Fixed wheel shadow height. - *As usual there are some small additional undocumented changes. - **Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete. DOWNLOAD
  11. Nissan Nismo GT-R GT1 v 1.6 News post (with car info): http://rfactor.net/web/2015/09/12/nissan-gt-r-gt1-v1-6-now-available/ Download (83.6MB): http://www.mediafire.com/download/awk5dpndes5g3py/ISI_Nissan_GTR_2011-v160.rfcmp Release Info: The Nissan Nismo GT-R GT1 is newly updated to v1.6! This update is primarily an update to bring the tire model (CPM – contact patch model) into this car, but there were a number of other tweaks and fixes done on what is actually quite an old base model. Improved shaders should help the car look a little more comparable with other recently updated content, but the vast majority of changes will be in the driving experience; our testers really enjoyed this one… Changelog: – Brand new tyres (CPM). – Reduced Max steering lock and moved to new steer lock method (as per other newer cars, which attempts to keep your steering ratio correct). – minor increase in CG. – Allowing a bit more freedom in anti-roll bar ranges, softened default. – Slightly less ‘randomness’ in engine lifetime. – Minor aero tweaks. – Slower real road rate. – Recalculated brake system. – Cleanup of old params and updated others to newest params based on build changes. – Reduced graphical helmet movement (when looking AT the car) – added tv style onboard cam, – Fixed the hood glitch – updated shaders – moved the dash sticker up – added new head light glow – updated body shaders – Fixed a bad shadow at the back of the side window – Newer driver model Tim Wheatley
  12. We’re very happy to release an update for the much-loved-by-leagues Renault Megane, including updates to the 2012 Evo specification. By default, the car is loaded in the 2012 Evo specification but it’s possible, via upgrades, to use 2009 specification (the main difference is less powered, 360HP engine). The endurance package provides center lock wheels (for faster pitstops) and a 100L fuel tank. There are two ways of displaying units for some of setup items – the default being what is used in the documentation. If you prefer standard units, select it in the upgrades menu. We also provided a fix for some of steering wheels not being able to provide full 900 degrees of rotation this car uses. Download: 141 MB Steam users can find this car in the workshop (or download this and use the mod manager exe in the bin32 folder if you do not use the default subscriptions). Main changes: – upgraded to specification 2012 Evo (2009 spec. still available as an upgrade) along with lots of small improvements. – updated to ultrachassis suspension physics, which allows chassis flex. Also slightly improved suspension geometry and motion ratios. – uses CPM tire physics with all the latest tech, including rain tire improvements. – re-calculated brake system. – uses new 3d model, special thanks to RMT! This post has been promoted to an article
  13. Since we initially released the Brabham BT20 for our users, Sir Jack Brabham unfortunately passed away. We wish his family the best, and once again thank them for allowing us to include this car and “Jack Brabham” himself in our simulation. We’re delighted to also have “Denny Hulme” joining him to truly represent their era as opponents for you to drive as, or against. In 1966 Jack Brabham finished on the podium in Mexico using the BT20, winning the Drivers Championship. Meanwhile, Denny Hulme raced the car for most of the season, finishing on the podium four times and cementing the team victory in the Constructors Championship. The car was also used by the team in 1967, with one points finish for Brabham and three for Hulme, including a victory at Monaco. Please uninstall the current version of the car you may have, then download the Brabham-Repco BT20 v1.6 rfcmp and install it. Need help driving? Check out the ‘technique’ section on the BT20 profile page. 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.
  14. This is by far the oldest track in rFactor 2, and being tailored to rFactor 1 technology, it was already showing it’s age the day rFactor 2 went public. It’s also had a bit of a torrid history, with vegetation sources lost in a hard drive crash. It wasn’t a track we were particularly keen on revisiting, but because it is such a popular venue for the historic fanbase, it really did deserve some polishing – minus those vegetation meshes of course. As usual with these v2.0 releases, we’ve cleaned it up and optimized it as much as possible, and implemented most of the latest technology. It may still be the oldest track in rFactor 2, but Belgium 1966 now wears its age rather well. Download: 306MB News post: http://rfactor.net/web/2015/10/16/updated-1966-historic-tracks-now-available/ Changelog: Bias fix for all materials/stages Various MIP texture fix to avoid flickering and glitches Various 3D models fix to limit flickering and glitches Improved outer scenery (mostly to hide bigger holes) Removed obsolete materials Removed obsolete textures Completely new set of LOD Out values to reduce models popup while driving Completely new set of Shadows Out to reduce shadows popup while driving Fixed floating trees in the distance Fixed terrain holes (tuned LOD out) in the distance (for both back and front) Fixed terrain edge textures to avoid lateral “”running”” white glitches Fixed houses albedo and saturation Fixed buildings element detaching/smoothing Fixed buildings/houses with broken AO mapping Fixed Buildings albedo maps Fixed Structure albedo Fixed Crowd albedo and saturation Fixed Vehicles albedo, saturation and reflection Fixed Animals albedo and saturation Fixed mats using a black specular color Fixed powerline intersecting houses Fixed floating Haybale Fixed chimneys flickering Fixed building cornices flickering Fixed Yellow banner flickering Fixed Blue sponsor flickering on building Fixed terrain smoothing Fixed road mesh gaps and T vertex Fixed terrain gaps Fixed overhang composition to limit flickering Fixed pit exit road Fixed Loading Screen to show correct max vehicles and new logo Fixed bridge flickering Fixed houses windows flickering Fixed doors and extrusions flickering Fixed sponsor signs flickering Fixed houses sponsor flickering Fixed BP tower flickering Fixed Shell tower flickering Fixed stickers on marshal huts flickering Fixed some overdone material speculars Fixed RaceGroove map Fixed Groove line reflectivity Fixed distance signs popups Improved glass materials Racegroove map balancing to avoid a pitch black groove line for saturated RRBINs. Overall terrain/surfaces albedo/saturation tuning and color balancing All Billboards albedo/saturation pass All Normal Maps channels fix Improved materials where using just T1 (added spec and normal) Improved surfaces/mat fresnels for houses, buildings and structures Improved RealRoad material settings/specular/fresnel/color dominant Improved RealRoad material Normal Maps Improved Road details/multi Alpha to Chroma conversion to reduce the impact of transparency renders Fixed wrong sorting/fight between treelines and outer ring Stone/Concrete walls remapped and improved New textures pack for garage sponsors New textures pack for main sponsor towers New textures for sponsor flags New texture for concrete barriers Sponsor signs 3D model normalization (to avoid streched projection) Sponsor signs remap TDF tuning to match actual standards New texture set for main trees Tweaked Fog range and intensity Tweaked MaxRange to limit shadows running HDR profiles removed New Loading Screen Test Team RRBINs added Improved CAMs Some Join Path Tweaks Minor corridor restrictions AIW tweaks Track is now labelled as Belgium 1966 instead 1967 New 1966 track logo version Re-estimated fuel usage Attempt to narrow some lines and make AI take a more conservative approach Added support for two more cars Some TDF tuning to match latest standards This post has been promoted to an article
  15. Abandoning our historic content? Not likely! Now all three 1966 GP tracks have been given the spit and polish they deserve… Uninstall and delete your currently installed version, then either download the tracks below, or grab them directly in the rFactor 2 launcher packages icon! Both of these tracks, set in 1966, are an insane testament to the bravery and skill of GP drivers during the 1960’s. While both tracks use public roads, they couldn’t be more different! Monaco Update Info: Monte Carlo concludes the set of historic track content updates (Italy was updated recently as well). This is the least friendly track in terms of optimization potential, due to its claustrophobic nature. On top of poor performance and massive stuttering on some systems, the old version was also plagued with countless popups in an attempt to limit the number of rendered polygons, and reduce the load on the hardware. After this optimization pass, both the popups and the stuttering are gone, while performance has remained equal or better, resulting in a much smoother and more consistent driving experience. Additionally, we’ve given each object, material and texture a quick polishing pass, and cleaned up the old art and its glitches as much as possible to bring our historic crown jewel up to modern spec. Download: 287MB News post: http://rfactor.net/web/2015/10/16/updated-1966-historic-tracks-now-available/ Changelog: Implemented latest RealRoad shader Optimized road and terrain objects for smoother performance Cleaned up and improved road texture set Made road textures tile better Improved road wet masks Improved trackedge and sidewalk specularity and wet mask Replaced textured stripes with physical ones Rebalanced painted stripes textures Implemented new terrain shader Vertex painted terrain for new terrain shader Remapped terrain for new terrain shader Fixed a few minor terrain gaps Fixed a few missing terrain shadows Optimized armco and other barrier objects for smoother performance Optimized fence textures and materials Enhanced stone walls normal maps Made tunnel a bit darker Improved sponsor logos Optimized billboard vegetation for better and smoother performance Applied subtle random vertex colours to vegetation Improved vegetation texture set Fixed transparent tree issue Reduced vegetation flickering Removed messy cubemap reflection property from building materials Optimized building materials Optimized building objects for better and smoother performance Fixed smoothing on buildings Cleaned up and improved building textures Optimized LOD and shadow distances on all objects for better performance Optimized grandstands Optimized crowds Slightly enhanced billboard crowd textures Slightly improved marshal textures Removed pitlane props to reduce the load in the busiest area Fixed various UV glitches Fixed dozens –if not hundreds– of object and shadow popups Cleaned up messy wet reflections Repopulated all reflection maps Tweaked fog values Optimized and cleaned up night lighting glitches Reverted MIP Map bias to default Updated TDF to latest set of values Set speed limit to 999 Defined more realistic movable object reactions Removed HDR Profiles Cleaned up, replaced and improved trackside cameras Replaced loading screen with new HD version Improved AIW Added Test Team RRBINs
  16. Niksounds

    Build 198 - Update ufficiale

    Note di rilascio Sono disponibili due build: - Lite - Estesa La seconda contiene già diverse auto e tracciati, senza bisogno di scaricarli a parte: Cars: Corvette C6.R, Marussia MR01, Renault Clio (download others free from the lists below). Tracks: Lime Rock, Malaysia (download others free from the lists below). Dev Mode: ora è installabile a parte. Tim aggiunge questo, in merito al meteo. This post has been promoted to an article
  17. 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! Download -> http://rfactor.net/web/rf2/cars/isi-formula-rc/ 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. We have 1 circuit for it: Lime Rock Park — R/C. Trackside camera Group 1 allows manual zoom controls; with default zoom it will be difficult to see the car at the far ends. The circuit is bigger than a typical real life circuit. Group 2 has autozooming, but does not allow for manual overrides. The car was partially done as an experiment and private project, and did help to track down some issues. Boundary testing like this, you often find issues much quicker, by experimenting with the abnormal. The car is rather powerful, it has one of the best engines available in 5th scale racing, to help tame it, setting taller gear ratios may be of benefit.
  18. Download Malaysia v1.58 Now! (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 microgaps 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
  19. Da FB. Un'anteprima del meteo su cui gli ISI stanno lavorando e che sarà disponibile nella prossima build.
  20. 1966 AC 427 v1.03 Now Available! Disclaimer: READ THIS (technique section). There's no rev limiter... (I told you to read it). Download here. Screenshots. Profile <-- read this 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. This post has been promoted to an article
  21. Lo screen risale a Luglio 2012, ma non ricordo fosse mai stato pubblicato. Dato che ora è stata rilasciata la Marussia con le indicazioni che il team è al lavoro su questa serie, apro il topic ad essa dedicato.
  22. Skip Barber Racing School realizzata dagli ISI. Nessuna novità rispetto a quella già rilasciata, il topic serve solo come riferimento da linkare in quello riassuntivo. Skip Barber Racing School: v1.0 or Torrent or Mirrors: ISI | SSY | XRPM – 485MB
  23. World Class Racing 1960′s realizzata dagli ISI. Nessuna novità rispetto a quella già rilasciata, il topic serve solo come riferimento da linkare in quello riassuntivo. 1960′s World Class Racing: v1.0 or Torrent or Mirrors: R2P | SSY | XRPM | AG – 716MB v1.1 or Torrent or Mirrors: R2P | SSY | XRPM – 175MB
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.