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  1. Pista storica di Monza realizzata dagli ISI. Nessuna novità rispetto a quella già rilasciata, il topic serve solo come riferimento da linkare in quello riassuntivo. DOWNLOAD
  2. 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
  3. =====================================================Update 12 (Build 156) Changelog (Febuary 28, 2013): ===================================================== GRAPHICS: ———————— Fixed shaders bug with vertex color adjustments Fixed headlight bug where headligths would lag one frame behind Fixed broken tire temp indicator on HUD MFD Attempt to fix occasional smoke problem with transparent trainer PHYSICS: ———————— Fixed some issues that happen when upgrades make a change in the number of tire compounds Added “hard” anti-stall. Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1?, default is 0) Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though) “RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules. Added new optional algorithms for engine brake map. UI / HUD: ———————— Fixed bug on main menu vehicle button if there are no cars installed In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel) Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options. Removed useless HUD parameters REPLAYS: ———————— Fixed the situation where replays of races would crash right after track load MODDING / PUBLIC DEV ———————— Updated ModMgr UI AI: ———————— Prevent AI cars from fueling if race parameters disallow it. MULTIPLAYER: ———————— Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.
  4. 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.
  5. Formula Masters 2011 realizzata dagli ISI. Nessuna novità rispetto a quella già rilasciata, il topic serve solo come riferimento da linkare in quello riassuntivo. 2011 ISI Formula Masters: v1.0 or Torrent or Mirrors: R2P | SSY | XRPM – 122MB
  6. solo 56mB... uhm... in down This post has been promoted to an article
  7. Alessandro Pollini

    [rFactor2] - Lime Rock Park

    File Name: Lime Rock Park File Submitter: Alessandro Pollini File Submitted: 23 Feb 2013 File Category: Tracks 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 Click here to download this file
  8. Conversion of the beautiful circuit of Orchard Lake. DOWNLOAD ================================================== === Update 1.02 ================================================== === BUG FIXES / OPTIMIZATIONS: ————————— Fixed problem with pop up object. Fixed lighting system Update for Track Map Plugin Orchard Lake
  9. L'ultima build dell'anno! This post has been promoted to an article
  10. Nome file: Essington Park by InternationalSimRacing Autore del file: Alessandro Pollini File inserito: 24 Dec 2012 Categoria del file: Tracks Forum. Clicca qui per scaricare il file

    Build 118 - Update ufficiale

    Build 118 Released This build is released on the auto updater. Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. The links to the update file are in the downloads thread, both http and torrent. Full 118 torrent is also there. Full 118 installer http link sometime Saturday. Note: The update file is larger at 170mb than any previous one, I think. Be aware of the fact it might take longer. It's also VERY possible you will crash the auto update server. That's sort of what we want. Your readme says 117, don't worry, you have 118. This got done late, as you can probably tell, but at least you get to tinker with it all weekend. Be be patient with the torrent. With it getting done late, there's only one seeder at the moment, and that's me at home. It will get faster, by the time Europe wakes up it should be smooth. UPDATE 8 (Build 118) Changelog (October 19, 2012): ====================================== GRAPHICS: ————————— Fixed a bug with inconsistent shadow detail between channels in multiview Added 3 levels of shadow filtering speed vs quality Enhanced autodetail framerate processing to better maintain minimum FPS Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU Fixed a quadgrid culling bug Fixed bug with pendulum texture animations Bloom is now working properly with multiview Different texture detail levels between player and opponents now (almost) works FPS counter now shows yellow when frame rate is being regulated Attempt to fix 'left-behind-shadows' problem Separated auto detail processing from visible vehicles processing Limit auto-detail FPS option to the current refresh rate Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page. Sync shadow groups between views in multiview Added code to visible vehicles calculation to maintain minimum framerate. Improved multiGPU awareness of HDR processing GAMEPLAY: —————————- Corrected code to always use track GDB SettingsFolder override Setting session starting times default to 9am Changed default steering help from low to off because it confused a lot of people Re-enabled transparent trainer and added some options for it. PHYSICS: —————————- Added code to allow RealRoad to be pre-conditioned in a number of ways Moved some real road computations into road shader Fixed typo that prevented the middle turbo dump sample from playing Improved turbo dump Added minor effect of turbo spool friction Fixed a small problem with auto reverse AI: —————————- Attempts to get the fuel-less AI to slowly pull off the road. UI / HUD: —————————- Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom Fixed statbar car position map to correctly scale with screen/hud resolution. Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found. Eliminated more conditions where the player vehicle gets incorrectly set to Pace car. More UI stuff for RealRoad loading/saving Minor fix to info display on Video Res page Scaled text on mouseless spinners to correct value based on screen res and res of options. Added ability to add boost gauges to cockpit and HUD. BUG FIXES: —————————- Fixed crash in multiplayer Fixed some memory/resource leaks Fixed crash when changing tire compounds in pitstop Small optimization with regards to buffering data between simulation & multimedia threads MULTIPLAYER: —————————- Added dedi server RealRoad options Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window CONTROLLER/FFB: ---------------------------- Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported. Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working). "Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason. Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file. PLUGINS: ---------------------------- Completed custom plugin control (this invalidates old Version05 plugins) A little bit more robustness with respect to saving and restoring custom plugin control mappings REPLAYS: ---------------------------- Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format MODDING / PUBLIC DEV ---------------------------- Fixed bug with render target selection for all 3DS Max plugin versions Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option. Added _v25 to the names of all plugin dlls First release of scene viewer, located in ModMgr directory Fixed some problem with component Install/Uninstall in mas2 packaging tool Updated modmaker doc to sync with latest tools Added CG visualizer to Ctrl-U dev tool Added support for RealRoad file reading in viewer DOWNLOAD FULL INSTALLER (This is probably what you want first) Main download: Build 118. (489 MB). Torrent: Build 118. MANUAL UPDATE from Build 107 (Not required if you use the full installer) Update download: 107-118. (170 MB). Torrent: 107-118. This post has been promoted to an article
  12. Gjon ha scritto sul forum ufficiale ISI che sono alla ricerca di tester per testare una "nuova" versione di rFactor, che differisce da quella attuale solo per il sistema di protezione. Se siete interessati mandategli un PM.
  13. Download: Full: Download Update: Download - Download2
  14. Tim Wheatley degli ISI ha annunciato ancora una volta tramite Twitter l'arrivo in rFactor2 di una nuova licenza: questa volta si tratta della mitica Mercedes Benz 300 SLR. Tim ha però specificato che lo sviluppo della vettura per rFactor2 partirà solo nel 2013... This post has been promoted to an article
  15. Uff

    Update 68

    DOWNLOAD -> Un nuovo aggiornamento è disponibile per rFactor 2. Cliccate sul pulsante di aggiornamento all'avvio del simulatore.

    GT World Endurance by ISI

    GT World Endurance, un mod per ora ancora incompleto ma già in grado di offrirci due vetture (Nissan 370Z GT4 e Nissan GTR) oltre alla nuova pista Palm Beach, più un ulteriore layout di Mills. GT World Endurance: v1.0 or Torrent or Mirrors: R2P | SSY | XRPM | AG – 344MB v1.1 or Torrent or Mirrors: R2P | SSY | XRPM – 335MB
  17. Uff


    In questo topic cerchiamo di segnalare volta per volta le novità che gli ISI riportano in merito a bug trovati e possibili migliorie da aspettarsi nelle varie patch. Comincio con un post di MikeZ che parla dell'IA e del perchè tenda a venirci contro un po' troppo spesso. In sostanza, l'AI cerca sempre di seguire una propria linea, linea che spesso varia da un lato all'altro della pista (a seconda delle curve, ovviamente). Se trovano un'auto in tale linea cercano di evitarla adattando la propria traiettoria, ma questo viene fatto entro determinati limiti di grip. Se i piloti dell'AI si ritrovano il giocatore nel bel mezzo di una curva mentre stanno cercando di passare da una traiettoria esterna ad una interna, difficilmente riusciranno ad evitarlo in quanto non avrebbero il grip sufficiente per spostarsi mantenendo il controllo dell'auto. L'altro problema riguarda i tentativi dell'AI di rimanere in pista: se entriamo in una curva con una vettura AI accanto a noi, questa percepisce di avere sempre meno asfalto disponibile e quindi si sposta verso il giocatore per non finire fuori strada. Mike ha fatto alcuni aggiustamenti a queste routine, per cui dovrebbero esserci miglioramenti nel prossimo update.
  18. Considerato il numero di messaggi qui attorno in cui sempre più persone sembrano non avere un'idea chiara di cosa li aspetterà con il rilascio della beta di rFactor 2, è giunto forse il momento di fare un po' di chiarezza. Gjon Camaj ha spiegato in dettaglio sul forum ufficiale cosa aspettarsi da questa versione: riportiamo di seguito la traduzione di Max Angelo. Scott Juliano ha poi spiegato il funzionamento di certi aspetti della beta, come il tempo di caricamento delle piste, come settare l'aggressività della IA e (soprattutto) come bisogna comportarsi per far scaldare bene le gomme e avere un grip ottimale. Qui sotto infine i consigli su come effettuare le soste nei tracciati Historic:
  19. Il noto portale SimHQ ha appena pubblicato una preview di rFactor 2, anteprima nella quale sviscerano i vari aspetti dell'atteso simulatore ISI. Ciascuna pagina mostra elementi nuovi e serve a farci capire cosa ci troveremo davanti nel momento in cui verrà pubblicato l'eseguibile. Questo messaggio
  20. Uff

    Esempio di plugin

    Sul forum ufficiale è stato rilasciato un primo plugin di esempio per chi intanto volesse prendere confidenza su come realizzarli per rF2. rF2 Example Plugin.7z Questo messaggio è stato promosso ad articolo
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