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  1. Assetto Corsa Early Access V.0.85 available now! http://store.steampowered.com/app/244210/ 0.8.7 - Fixed Race weekend output - Improved AI - Improved AI Fuel evaluation - Fixed FF vibration with stationary car (Mclaren GT3) - Graphics optimizations 0.8.6 - Default launcher theme: fixed lap number for special events not updating - Default launcher theme: various UI element placement adjustments Changelog 0.8.5 - Introducing Race Weekend - AI improvements - Fuel lap prediction - Improved mouse with ingame gui - Gui fixes and improvements - Animations on secondary elements of the track - Enable/disable keyboard commands with wheel or gamepad - Skybox graphical improvements - Tweaked kerbs volume - New Lotus Evora GTC - New Lotus Evora GX This post has been promoted to an article
  2. VELOCIPEDE

    iRacing: nuova Build Season 2

    Simulation: User Interface - Both the replay and driving screens now have user interfaces where elements can be moved around. Not all elements can be moved, but most can. Press alt-k to activate the UI edit mode, any object that can be moved will then be highlighted with a blue background. Simply use your mouse to drag the object around and then hit alt-k again to exit edit mode and permanently save the positions. Some elements are laid out relative to other elements, for example the delta time windows depend on the vertical location of the virtual mirror, so if you move the virtual mirror then the delta time bar will move as well. Just be sure to move the parent element first then the child, if you want to precisely place everything. - By default you can only move elements that are currently visible on the display, but if you set app.ini [Graphics] forceVisibleWhenMove=1 then all movable elements will become visible when you enter the UI edit mode. - If you are using a triple screen setup and you want to move the UI elements onto your side displays you can now turn off the code that restricts the UI to just the center monitor. In app.ini [Graphics] set DriveUIFullScreen=1 to allow the driving UI to span all three monitors and set SessionUIFullScreen=1 to allow the replay screen to span to all three monitors. - The delta bar can now be hidden when using the ghost car or delta time feature, just set app.ini [splitDeltas] deltaBarHideBar=1. - You can now increase the level of transparency of the background of the UI in both the driving and replay screens. Set app.ini [graphics] SessionUITransparency=1.0 or DriveUITransparency=1.0 to a value less than 1.0 to increase the transparency of the replay and driving user interface and set it to a value greater than one to decrease the transparency so the UI is easier to view (in some limited cases). - Fixed a bug with the delta time bar where the reported time could get cutoff if it jumped over 1 minute. Camera - We have added in support for editable driving cameras; think of it as having an adjustable seat position. You can now bring up the camera tool and edit the driving camera just like any other camera. You will be limited to the same range of motion that the TrackIR device is limited to (a couple inches in all directions). Note that this is not cumulative. Moving the camera up to the limit will stop TrackIR from being able to move up. The driving field of view and VanishY are not currently adjustable on a per car basis, instead they are still written out to the app.ini like always so that your FOV is shared between all cars. - We have added in two new wheel cameras to complete the set, bringing the total number of editable on car cameras to nine. - We have opened up the camera tool to support 179 deg FOV's, even if most cameras can't go past 160 without a triple monitor setup. - There is a known bug where changing the FOV while driving and then editing the FOV from within the camera tool can cause the FOV set while driving to be lost, reverting back to the original FOV when the session was started. - We have opened up TrackIR head motion a bit in order to improve compatibility with the Oculus Rift. Using the TrackIR with the original Rift is a nice experience, if you can get it to work. The trick is to start up a Rift demo before starting up the TrackIR software so that the TrackIR software does not attach to the Rift head tracking sensors. Once the TrackIR software is up and running you can launch iRacing at any time and everything will work until you restart the TrackIR software (until you reboot the computer). Brass Monkey Support - We are now utilizing the Brass Monkey engine http://playbrassmonkey.com/ to provide integration between your tablet or smart phone and iRacing. By downloading the Brass Monkey client from your app store you can now use your tablet or phone as a digital dash or even as a driving controller. Simply launch the Brass Monkey client on your phone, and click the iRacing link once the simulator is up and running. Tapping the steering wheel or HUD icon in the upper left will allow you to switch between displays. The app.ini key [brass Monkey] BMAllowDrive=1 allows you to enable or shut off the driving controls. 1) Install Brass Monkey client on your phone or tablet. 2) Launch Brass Monkey client on your phone or tablet. 3) Start the iRacing simulator (not the website). 4) Click the iRacing link on the Brass Monkey client to connect. 5) Click the steering wheel or HUD icon in the upper right hand side to switch between a heads up display and driving controls. 6) If you can't make this work, double check that your phone is on the same wi-fi network as your computer. Spotter - Updated the TJ and Steve spotter pack with new samples. Controls - Turned down our rejection of noisy axis so that joysticks that only use a tiny fraction of their available range still work. - Fixed a bug that caused the bump stops to be applied backwards when inverting the force feedback forces with an app.ini switch. - Added in a new experimental 'friction' damper to the sim. This provides a small amount of resistance to wheel motion no matter how slow or fast you move the wheel, creating a sense of weight on your wheel. This works best on lower end wheels. To use this change app.ini [Force Feedback] steeringDampingMaxPercent=0.0 to a value between 0.05 and 0.30 depending on how much weight you want to add to the wheel. If this becomes unstable then adjust app.ini [Force Feedback] steeringDampingFactor=0.10 to a smaller value, but you should not need to adjust this at all. - Make the traction control controls available for assignment. - Added look up and look down controls. Telemetry - Write traction control state to telemetry as "dcTractionControlToggle". Note that this is the real in car traction control for cars that have it, and not the driving aid. - We no longer expose the ghost car information to telemetry. - In order to better support synchronizing disk based telemetry with live telemetry we have added the following features: A new broadcast commands to turn telemetry on/off and to start a new file so an external application can control the telemetry. A new telemetry status output "IsDiskLoggingEnabled" and "IsDiskLoggingActive" to indicate that telemetry is enabled and if a file is actively being written to disk, and a new session string parameter "TelemetryOptions:TelemetryDiskFile:" that provides the full path to the current telemetry file so you can locate and parse it in when it is finished being written. Using these, along with the session time parameter you should be able to easily merge both data sets together after the disk based telemetry gets written out. Garage - You can now switch from English to metric units inside the garage with a checkbox. Race Control - At tracks that have an extended start line (Suzuka, Spa, Bathurst) the leader of the second pacing line will no longer be restricted from passing the race leader until the end of the entire first lap. Now that restriction correctly only applies until passing the start line. Shifting - Fix problems where cars with a fully computer controlled gearbox get stuck in neutral if the clutch is disengaged while downshifting. Cars: Pit Crew - Pit crew's helmets now get their color from the pit crewman's suit instead of from the driver's helmet. Wheel Color - You can now change the color of the wheels on the BMW Z4 GT3, Chevrolet Impala Class B, Chevrolet Impala-COT, Chevrolet National Impala, Chevrolet Silverado, Chevrolet SS-Gen6, Ford Fusion-Gen6, Ford Mustang Class B, McLaren MP4-12C GT3, Ruf RT 12R AWD, Ruf RT 12R C-Spec, Ruf RT 12R RWD, Ruf RT 12R Track Super Late Model, Toyota Camry-Gen6. Toyota Camry - Now available for purchase! BMW Z4 GT - Now available for purchase! - Features: · Wheels can be custom colored. · 4-way adjustable shocks, low and high speed bump and rebound. · Adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. · Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. Cadillac CTS-V Racecar - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Now has ABS. Chevrolet Corvette C6R - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Fixed caster to about 9.5 degrees. - Re-measured the C6R front anti-roll bar thickness; it is softer now. - Updated power steering setting - Pit crew now references proper texture for helmets. Chevrolet Impala Class B - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet Impala-COT - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet Monte Carlo SS - Improvements made to reduce inside wheel pickup. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet National Impala - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet Silverado - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet SS-Gen6 - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. - New spoiler added. - Contingency decals updated to 2014 season. Dallara IndyCar - Slow down jack-drop to reduce chance of damaging car as it hits the ground. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. Ford Fusion-Gen6 - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. - New spoiler added. - Contingency decals updated to 2014 season. Ford GT - Added adjustable traction control. Traction control can also be turned on or off via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. Ford Mustang Class B - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. HPD ARX-01c - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Slow down jack-drop to reduce chance of damaging car as it hits the ground. Lotus 79 - Slow down jack-drop to reduce chance of damaging car as it hits the ground. McLaren MP4-12C GT3 - Wheels can be custom colored. - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Updated engine sounds with new distant external sounds. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Now has 4-way adjustable shocks, low and high speed bump and rebound. - Re-measured the anti-roll bars; they are softer now. - Generally improved the car's handling over bumps and curbs. Radical SR8 - Added dive planes for more front downforce. - Updated the differential, only the preload is adjustable. Riley MkXX Daytona Prototype - Overhauled the car physics. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Updated the differential; only the preload is adjustable. - Updated garage layout. Ruf RT 12R AWD - Wheels can be custom colored. - More aero stability for very high speed corners. Ruf RT 12R C-Spec - Wheels can be custom colored. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Updated brake system to use pressure-based bias. Ruf RT 12R RWD - Wheels can be custom colored. - More aero stability for very high speed corners. Ruf RT 12R Track - Wheels can be custom colored. - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Updated brake system to use pressure-based bias. - Increased low end torque. Star Mazda - Overhauled the car physics. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Updated suspension geometry. - Updated engine. - Updated gear ratios. - Updated brake system to use pressure-based bias. - Now has 4-way adjustable shocks, low and high speed bump and rebound. - Slow down jack-drop to reduce chance of damaging car as it hits the ground. Street Stock - Increased strength of wheels so they don't damage so easily when brushing the wall. Super Late Model - Improvements made to reduce inside wheel pickup. - Increased strength of wheels so they don't damage so easily when brushing the wall. VW Jetta TDI Cup - Fuel is now adjustable. Williams-Toyota FW31 - Has an updated layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - fix ranges on differential settings so that 1-20 shows up in sim. - Updated damper curves. - Heaving spring preload limit increased from 3.5mm to 5mm. - Slow down jack-drop to reduce chance of damaging car as it hits the ground. Tracks: Animation - Animated trackside characters added to spectator areas at Circuit of the Americas and Lucas Oil Raceway. These characters will appear if shaders are enabled, Crowds are set to low or higher, Grandstands are set to low or higher, and Object Detail is set to high. Circuit of the Americas - Now available for purchase! Lucas Oil Raceway - Now available for purchase! Auto Club Speedway - Scoring issue fixed at the Competition configuration. Circuit de Spa-Francorchamps - The GP Pits configuration mistakenly had a different 1x configuration than the other configurations. It is now the same as the other two. - A wall has been constructed joining the upper and lower pits when running the Endurance configuration. Long Beach Street Circuit - Brake markers added. Mount Panorama Circuit - Brake markers added. - Several surface issues fixed. New Hampshire Motor Speedway - Fixed an issue where a car would visually sink into the surface in Turn 2 and Turns 3 and 4. Okayama International Circuit - 0x issue fixed in the area where the configurations join. Phillip Island - Moved pit road exit to the nearer exit. No longer uses the narrow exit road. Road America - Extended the yellow pit exit line. Watkins Glen International - Edited grass normal map textures to remove noise and make them more like our other tracks.
  3. Il team ISI, decisamente a sorpresa, ha rilasciato una nuova Build del suo rFactor 2: come potete notare dalle release note sottostanti, non sono presenti nuovi contenuti o grosse novità, ma numerosi bugfix e migliorie in vari comparti del simulatore. Installing from previous: Use Update tab on installer, or download lite and either uninstall old, reinstall new, or just install new over the top. Installing new: Download installer from the link below that you wish to use. First timers might want to use the demo build first to try rF2, others probably want lite, then you can add cars and tracks from the other download pages. Download: http://rfactor.net/web/rf2/installers/ Rel notes: Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014): GRAPHICS: ———————— Fixed bug with HDR lum histogram when in SLI mode Fixed 3D Vision problem with tire shader Added extended ambient shadows under cars Modified EnvReflections = Off mode to render only sky/clouds into ref map FEATURES: ———————— Added "+memstats" cmdline option to output memory usage file BUG FIXES / OPTIMIZATIONS: ———————— Fixed crash on MP lobby UI page Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled. Fixed a potential problem with upgrades that adjust gear settings. Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times. Fix for sidebars not clearing when exiting replay mode directly from control screen. Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin MODDING / PUBLIC DEV ———————— Added "Copy To Clipboard" button to TTool. Fixed viewer.exe crash Corrected rFactor Mod Mode.exe UI Fixed lockup when mouse is moved in mod mode UI / HUD / Options: ———————— Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server. Disabled Mod button if server and client version do not match. MULTIPLAYER: ———————— Fixed +oneclick crash Fixed join button greyed out issue Message box shown if dedicated server is stated with oneclick but no mod is loaded Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load. CONTROLLERS / FFB ———————— AI ———————— Preventing driver database from growing much larger than it needs with duplicate entries Loading custom paths from the loose track directory (*.aip files contain info for a single path) Small change attempting to reduce AI tendency to stay behind a slower car. This post has been promoted to an article
  4. marko-mrc

    Assetto Corsa Early Access Update 0.8.5

    E' appena arrivato, con qualche ora di ritardo rispetto al solito, dopo 15 giorni d'attesa, il nuovo aggiornamento per la versione Early Access di Assetto Corsa: il nuovo Development Update 0.8.5 porta con sè numerose novità, migliorie e fix, a cominciare dalle inedite Lotus Evora GTC e GX, passando poi per il weekend di gara completo, miglioramenti alla IA ed altro ancora. Changelog 0.8.5 - Introducing Race Weekend - AI improvements - Fuel lap prediction - Improved mouse with ingame gui - Gui fixes and improvements - Animations on secondary elements of the track - Enable/disable keyboard commands with wheel or gamepad - Skybox graphical improvements - Tweaked kerbs volume - New Lotus Evora GTC - New Lotus Evora GX
  5. VELOCIPEDE

    rFactor 2 Build 590 - Update 22

    GRAPHICS: ———————— Fixed bug with HDR lum histogram when in SLI mode Fixed 3D Vision problem with tire shader Added extended ambient shadows under cars Modified EnvReflections = Off mode to render only sky/clouds into ref map FEATURES: ———————— Added "+memstats" cmdline option to output memory usage file BUG FIXES / OPTIMIZATIONS: ———————— Fixed crash on MP lobby UI page Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled. Fixed a potential problem with upgrades that adjust gear settings. Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times. Fix for sidebars not clearing when exiting replay mode directly from control screen. Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin MODDING / PUBLIC DEV ———————— Added "Copy To Clipboard" button to TTool. Fixed viewer.exe crash Corrected rFactor Mod Mode.exe UI Fixed lockup when mouse is moved in mod mode UI / HUD / Options: ———————— Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server. Disabled Mod button if server and client version do not match. MULTIPLAYER: ———————— Fixed +oneclick crash Fixed join button greyed out issue Message box shown if dedicated server is stated with oneclick but no mod is loaded Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load. CONTROLLERS / FFB ———————— AI ———————— Preventing driver database from growing much larger than it needs with duplicate entries Loading custom paths from the loose track directory (*.aip files contain info for a single path) Small change attempting to reduce AI tendency to stay behind a slower car.
  6. VELOCIPEDE

    Build 494 - Update 21

    rFactor 2 Build 494 Now Available! You can now download rFactor 2 Build 494 from our downloads page. As always, we have a new free demo that utilizes the latest core code. Our first release of the year, this update includes a number of graphical updates. Most notable is the automated HDR, which uses a set of functions to change all lighting elements automatically/dynamically, based on real geographical location variables, and time of the day. This gives a much more stable and consistent lighting experience. You may still use your personal HDR profiles. You may also notice some shader draw distance changes. Update 21 (Build 494) Changelog (February 26, 2014): ===================================================== GRAPHICS: ———————— Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”. Fixed calculation and tweaked numbers to reduce cloud pop-in. There’s a few items missing from this changelog, shadow draw, etc. FEATURES: ———————— Optional new HDV [sUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason). For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed. Created some options for the suspension deformation code that allows more generic connections like brake lines. BUG FIXES / OPTIMIZATIONS: ———————— Fixed problem recovering from ctrl-alt-delete in Win 7/8. Fixed some missing translations in rFConfig. Fixed plugin callbacks PreReset() and PostReset(). Fixed a crash from the RFM spinner in strange cases. Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere) Fixed problem reading older RealRoad files. Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file. Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods. Fixed a couple problems with Resume From Replay, including one potential crash. Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track. Fixed potential crash in transparent trainer code – probably only happened in multiplayer. MODDING / PUBLIC DEV ———————— Fixed bug in ModMgr when displaying large (> 2GB) mod files. Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors. Some shader macro prototypes have changed. Look in pShaderStubs.h for changes. Fixed rcd values write out from realtime editor. Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components. UI / HUD / Options: ———————— Fixed ‘enter’ key moving between min and max replay mode for other languages. When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI. Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode. Fixed issue with true type fonts sometimes (usually after UI switch) not loading. MULTIPLAYER: ———————— Official ISI server now show on top of mp lobby list (until user manually sorts). If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead. Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server. Detecting & reloading livery changes in multiplayer quick vehicle change. Disabled new prediction algorithm by default, until issues are worked out. CONTROLLERS / FFB ———————— Added profile for the Thrustmaster TX Racing Wheel. Added an optional minimum FFB torque to the controller.ini file. Disabled by default. AI ———————— AIs now attempt to restart engine when toggling AI on with a stalled engine. Fixed some cases where RCD files were not loading. Silverstone Circuit v1.01 -> v1.14 Changelog - Increased surface mesh density at The Link and Maggots Corner for short layouts - Added and enhanced 3D modelled surface details based on accurate data - Added International layout - Replaced GP Layout with GT Layout (41 garage spots) - Added Concrete Blocks to prevent wandering beyond limits on short layouts - New default weather preset for GT and International Layouts - Added Medium Rubber RealRoad presets - Reworked Light Rubber RealRoad presets - Added International layout cameras - Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line) - Fixed multiple small terrain gaps - Fixed incorrect material on old pit building roof - Fixed Collision for Bridges - Fixed Collision for PitWall Gates - Fixed Smoothing on Grandstand at Club Corner - Fixed Smoothing on wall at Club Corner - Fixed light glow being always enabled - Fixed (most) annoying popups - Fixed Daylight Saving Time zone - Tweaked terrain textures and materials for less aliasing and a tiny bit more depth - Tweaked wall materials for a tiny bit less aliasing - Tweaked Vegetation textures and materials - Tweaked RealRoad texture - Tweaked Glass materials - Tweaked Vehicle materials - Optimized 3D Tyre Walls for better and smoother performance - Optimized Armco for better and smoother performance - Optimized Armco details for better and smoother performance - Optimized Vehicles for better and smoother performance - Optimized Shadow Casters for better performance - Optimized LOD distances for better performance - Optimized Reflection Maps for better performance - Optimized Crowds for better performance - Optimized Terrain objects for smoother performance - Optimized Grandstands for better performance - Optimized Props for smoother performance - Optimized Omni Lights for International layout - Optimized Vegetation - Optimized Grass and Gravel Verges - Optimized Terrain textures - Optimized Vehicle textures - Optimized Building textures Notes: - Performance should be improved by an average of 15-30% over v1.01 depending on detail settings. - Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas. - Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings; - Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots. Loch Drummond 1.1 - Fixed upside-down crowd in some grandstands - Fixed several objects intersecting fences - Added invisible colliders to in/outfields - Added canvas in front of tyre walls - Optimized tyre wall LOD distances - Optimized tyre wall reflections - Optimized tyre wall shadows - Optimized Radio Towers: separated into multiple VisGroups - Optimized GrassVerges - Optimized some textures - Removed tyre stack in chicane - Removed tyre wall collision objects This post has been promoted to an article
  7. Guest

    Build 382 - Update 20

    Fonte. Obviously, as always, this update includes a new demo. That demo includes the newly updated C6.R. If you have friends who you think should try the demo with the new C6.R, feel free to share the link to it http://bit.ly/1cDs53k with them. Auto update should work now/soon. If you are using a vastly out of date build, consider manually updating. Manual updates can be done by downloading the Lite installer, and installing it over your currently installation location(s). If not installing fresh, and noticing any backwards movement in performance or visuals, consider having rFactor2 recreate shaders by deleting all files in \Documents\rFactor2\UserData\Log\CBash. Tracks will load slower first time after doing it, as files are recreated. The ISI Official Servers should be ready for you to use with B382, or close to being so. The 382 demo has been re-released. http://rfactor.net/web/rf2/rf2dl/ Fixes an issue with the launcher where some could not launch the demo. Tim Wheatley Build Notes: You can also now renew your rFactor2. You should see an option to do so on the purchase page. If any of you want to assist us in testing it now, renewing early, please do so and let us know of any problems. Known issues (or possible ones reported by unstable testers/internal testing): Download links
  8. VELOCIPEDE

    iRacing: 2014 Season 1 Build

    Website: League Calendar Exports - You can now export your league calendar in iCalendar format. This allows you to integrate your iRacing League season schedules with your Google Calendar, iPhone, Microsoft Outlook etc. - Calendars are exported per season. In other words if your league is running multiple race seasons simultaneously you will need to export each season individually. - To access this feature go to your league race seasons view. If you are either a member of the league or if the league’s race schedule is public you should see a new “Export Calendar” button. Clicking on this presents a dialog that provides two options: 1) Calendar subscription With this option you copy a URL into your calendar program (e.g. Google Calendar) and the calendar software will listen for calendar changes and update your calendar automatically. This will only work for league race seasons that are public (See League Privacy Settings). 2) Calendar import For calendar programs that don’t support subscriptions but do support imports you can download the .ics file containing the events for the league season. To download the file click on the download link. Blacklist - Racers can now be “blacklisted”. A blacklisted racer will no longer be allowed to join any hosted session that you host. 1) MyRacers Page - A new checkbox has been added to the MyRacers page called “show blacklisted”. Checking this box will display all racers that have been blacklisted by you. - To blacklist a racer: · Search for the racer. · Hover the mouse pointer over the racer’s helmet. · Select “Add to Blacklist” – Once this is done, the racer’s row will turn red indicating that the racer is blacklisted. On subsequent searches, all blacklisted racers will be displayed in red. - To remove a racer from your blacklist: · Search for the racer or check the “show blacklisted” checkbox to display all blacklisted racers. · Hover over the racer’s helmet. · Select “Remove from Blacklist” – Once this is done, the racer’s row will revert to a normal color and upon refreshing the list, will no longer appear in your blacklist. 2) Race Results Page - To blacklist a racer: · Hover the mouse pointer over the racer’s helmet. · Select “Add to Blacklist” – Once this is done, the racer’s row will turn red indicating that the racer is blacklisted. - To remove a racer from your blacklist: · Hover over the racer’s helmet. · Select “Remove from Blacklist.” 3) Join A Race Page - You cannot join races hosted by admins who have blacklisted you. The join button will be replaced with a red “X”. Keep in mind that is not necessarily an indication that you have been blacklisted, as there are several reasons you may not be able to join a hosted session. My Account Section - My Account has a new, easy way to use and redeem gift codes by clicking the blue button that says “Redeem Promotional Code” on the My Account home page. - Additionally, you can easily recharge your account with the “Recharge My Account” button on the My Account home page. - My Orders in My Account are easier to read. Weather Information - Series’ individual sessions popup details now show the correct weather parameters. - What’s hot widget now shows the correct weather parameters in the popup details. - Testing a session now loads correct weather parameters for all sessions. Car Page - Car detail pages have been updated with a new look, with new functionality, and can now play videos (where available). Joined A Session Interlude Page - iRacing Tips (the random tips and hints) are now called iRacing Tidbits. Car Paint Kit - The Car Paint kit now allows you to select a slant design for your car number. This will appear in the Sim, but not in thumbnails on the Member Site. Simulation: Scoring - Fast-Track license promotions for Rookie license holders now occur at an SR of 3.0. Since this matches the end-of-season promotion requirements, there is no longer a need for them. And so there will no longer be a “quiet period” at the end of each Rookie season to allow for Rookie promotions. Simulation Startup - The process of loading and painting each car has been significantly optimized so the Sim can now load a lot faster. Replays - Fix a bug where cutting and saving a portion of an old replay would result in a replay that would not load. Controls - Improve calibration detection to better handle combined axes. - Added app.ini [Force Feedback] reinitFanatecWheelDisplay flag to allow Fanatec wheel displays to reinitialize when hot plugged. By default this is off. - Added app.ini [Force Feedback] enableHotPlug flag to turn off auto detect of new USB devices for users who have unstable USB environments. - Always output FFB telemetry even if no FFB device is available. - Fixed a bug that could be causing members to lose their shifter buttons in some odd cases. - Fixed a crash that could happen if no joysticks are detected for a moment. - Added in app.ini [Force Feedback] debounceSeqMs=80 flag that can be used to force the sequential shifter to be held down for a specified period after first triggering it, this helps reduce the chances of a double shift caused by buggy hardware, at the expense of slowing down your shifts. This is enabled by default and set to 80 ms. Graphics - Add in app.ini [Drive Screen] UIOffsetBottomPct=0 to allow you to shift the bottom of the driving screen up so commercial simulators with a car body in the way can still see the black box. Note that this is an integer so 10 is 10%. Setup Auto Load - Added a new ‘auto load’ feature where the Sim will automatically choose an appropriate iRacing setup for the track you are at. - There is a check box in garage to turn on/off auto setup loading for each car. This is automatically checked only if you didn’t have a -Current- setup already for a car, so it won’t blow away any pre-existing setups you have on a car. The check box is unchecked as soon as a setup is edited, even if the changes are not saved. - If auto load is enabled, the Sim chooses an iRacing setup by comparing the setup names against the track’s directory name (charlotte_quadoval, for instance), if that fails we look for road or oval, failing that we go with baseline. Autoload will only ever load iRacing setups, not your own. - All cars have had their iRacing setup names adjusted to support this new feature. Spotter - We have added some more variety to many of the existing spotter messages. Lucky Dog - The Lucky Dog rule for allowing lapped cars to get a lap back during caution periods is now available. - When configuring a hosted session, league session or tournament session, you can configure lucky dog by going to the “CAUTIONS” pull-down on the host a race page and select “full course cautions on with lucky dog”. - Lapped cars are considered for who gets the Lucky Dog in order of how many laps down first, then for cars on the same lap down in the pacing order that the caution settled into. - Lapped cars will not be considered for the Lucky Dog if they were involved in anything that may be related to causing the caution, or were carrying a black flag at the time of caution, or do anything stupid during the caution before the Lucky Dog gets waved around (such as getting a black flag, crashing into someone, etc) - The best remaining Lucky Dog candidate will get waved forward a lap as they cross the start/finish line while the lead lap cars are pitting (or even if the lead lap cars didn’t actually pit). - If you get the Lucky Dog, the pace order instructions will tell you to pass the field, pass the pace car, then catch back up to the back of the field. You will also be issued a “Lucky Dog” end-of-longest-line penalty at the same time, which you will see in the upper left. This doesn’t mean go to the end right then, but it means that you will be held at the end of the longest line after you have caught your lap back up. - The Lucky Dog can’t pit while they are on their catch-up lap. The pit entrance will be signaled as closed for you until you do the extra lap. You can pit behind the other lap down cars once you’ve done your catch-up lap. New Tire Model For cars with v4 and v5 tires: - The tire probe temperature measurements that are reported in the garage and black box now compute more reasonable equilibrium values to better represent what temperature is actually measured in a pit stop. - Better carcass yaw stiffness and carcass yaw motion. We think this feels better and there is less force feedback chatter as a result too. For cars with v5 tires: - There have been further improvements to tire heating energy transfer calculations. - The tires now smoke more realistically (and interestingly, that improves the feel over the limit by limiting surface temperature build-up). - Applied a fix to all v5 cars that we had made to the Ruf when it was released in December, which stops certain sidewall loads when a tire is rolled onto the sidewall (heavily loaded, or low pressure) from adding extra grip. In case you are losing track of which cars are on which version of our tire models, here is a full summary: - New cars with v5: Ruf RT 12R AWD Super Late Model - Cars in this build that have updated from v4 to v5: Cadillac CTS-V Racecar Chevrolet Corvette C6R Chevrolet Monte Carlo SS Ford GT Ford Mustang FR500S Kia Optima McLaren MP4-12C GT3 Radical SR8 - Cars already on v5: Legends Ford ’34 Coupe Lotus 49 Mazda MX-5 Cup Mazda MX-5 Roadster Pontiac Solstice Ruf RT 12R C-Spec Ruf RT 12R RWD Ruf RT 12R Track Skip Barber Formula 2000 Spec Racer Ford Street Stock VW Jetta TDI Cup Williams-Toyota FW31 - Cars on v4: Chevrolet Impala Class B Chevrolet Impala-COT Chevrolet National Impala Chevrolet Silverado Chevrolet SS-Gen6 Dallara IndyCar Ford Falcon V8 Supercar Ford Fusion-Gen6 Ford Mustang Class B HPD ARX-01c Lotus 79 Modified – SK Modified – Tour Riley Daytona Prototype Star Mazda - Cars still on the old tire model: Silver Crown Sprint Car Differentials - We have improved some aspects of our differential modeling. - All diffs that use spider gears (cars with open diffs, Salisbury diffs, or viscous diffs) now generate a small amount of diff locking from spider gear friction itself. This will give a subtle improvement in feel to the open diff cars and even the viscous diff cars. - Our Salisbury diff modeling is better too. The amount of locking from varying ramp angles is a little different than before, but not a lot different. High ramp angles won’t quite be locking as much, but low ramp angles can lock a little bit more. Also, we have changed preload to be the torque required on an axle to overcome the initial friction level of the diff, instead of an internal preload force. All Salisbury diff cars now use this torque value in their setup sheets, but it will initially be populated with the value from the old preload force value, so you may need to adjust your preload values on your setups, probably to a lower value than you’re seeing. An example for reference purposes: McLaren specs their diff to have 80 Nm of breakaway torque (~60 ft-lbs). Dirty Cars - All cars will now accumulate dirt over the course of a race, in much the same way that the windshields get dirty. Collision model - We’ve made some small improvements to the car collisions, so car damage will be a little bit different than usual. Some cars may get damaged a little more easily, some cars will be a little more difficult to damage. Cars - Added Motorsports.com sponsorship. - Peak and InRacing news logos updated. Pace Car - The Mustang pace car has an updated paint scheme. Cadillac CTS-V Racecar - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - Set fuel increment to 5 liters (1.3 gal). - Fix visual issues with the hubs not being in the right location. - New baseline setup. Chevrolet Corvette C6R - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - More accurate ride height sensor locations. - All brake lights light up when car brakes. - New baseline setup. Chevrolet Impala Class B - Added a setup item to offset the steering wheel. - Updated setups. Chevrolet Impala-COT - Added a setup item to offset the steering wheel. - Updated setups. Chevrolet Monte Carlo SS - Updated to latest v5 tire model. - This car, being a regular Late Model, has been overhauled and updated with many of the improvements from the new Super Late Model. - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; an adjustable balance bar, which operates two master cylinders which generate brake line pressures (visible via telemetry) which applies braking forces at the calipers, for a more realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to the brakes. - Added a setup item to offset the steering wheel. - Better nose and gearbox cameras. - Updated setups. Chevrolet National Impala - Added a setup item to offset the steering wheel. - Now has Peak sponsorship on dash and windshield. Rear TV panel is now sponsor 2. - Updated setups. Chevrolet Silverado - Added a setup item to offset the steering wheel. - Updated setups. Chevrolet SS-Gen6 - Added a setup item to offset the steering wheel. - Updated setups. Dallara IndyCar - Added a setup item to offset the steering wheel. - Updated setups. Ford Fusion-Gen6 - Added a setup item to offset the steering wheel. - Updated setups. Ford GT - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - More accurate ride height sensor locations. - Fixed the flipped bolts on outer wing. - New baseline setup. Ford Mustang Class B - Added a setup item to offset the steering wheel. - Updated setups. Ford Mustang FR500S - Updated to latest v5 tire model. - Aerodynamic improvements. HPD ARX-01c - Better tire pressure ranges. - More accurate ride height sensor locations. - Lock final drive ratio to 3.9375. - Altered the engine torque curve a bit for more bottom end and top end. Kia Optima - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - New baseline setup. Legends Ford ’34 Coupe - Added a setup item to offset the steering wheel. - Updated setups. Mazda MX-5 Cup - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; a tandem master cylinder with proportioning valve, which generates brake line pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup adjustment has been removed as a result. - Updated tires. - Updated aerodynamics. - New baseline setup. Mazda MX-5 Roadster - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; a tandem master cylinder with proportioning valve, which generates brake line pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup adjustment has been removed as a result. - Updated tires. - Updated aerodynamics. - New baseline setup. McLaren MP4-12C GT3 - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; an adjustable balance bar, which operates two master cylinders which generate brake line pressures (visible via telemetry) which applies braking forces at the calipers, which are using different brake pads as the setup specifies, for a more realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to the brakes. - More accurate ride height sensor locations. - Set fuel increment to 5 liters (1.3 gal). - Updated setups. Modified – SK - Added a setup item to offset the steering wheel. Modified – Tour - Added a setup item to offset the steering wheel. Pontiac Solstice - Updated tires. Radical SR8 - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. Wing is now adjustable in 2 degree increments. - More accurate ride height sensor locations. - Updated setups. Ruf RT 12R AWD - The AWD version of the Ruf is now in your garage along with the other Rufs you own. It is identical to the RWD but with an AWD drive train. The AWD and RWD can load each other’s setups. Ruf RT 12R C-Spec - Updated tires. - The wheels have been replaced with proper racing wheels instead of recolored street wheels. - Updated aerodynamics. - Improved shocks. - Taller final drive option for high top speed tracks like Daytona. - Now has cockpit adjustable brake bias. - Total mass increased by 50 kg to match GTC minimum weight of 1205kg (no fuel, no driver). - Set fuel increment to 5 liters (1.3 gal). - Tach displays correct gauge texture at night tracks. - New baseline setup. Ruf RT 12R RWD - Adjusted brake bias. - Added a Tall gear that allows 227mph. - Removed pit speed limiter. - Tach displays correct gauge texture at night tracks. Ruf RT 12R Track - Updated tires. - The wheels have been replaced with proper racing wheels instead of recolored street wheels. - Updated aerodynamics. - Improved shocks. - Now has the same fully auto sequential that the McLaren has. - Total mass increased by 32 kg to match homologated weight of 1200 kg (no fuel, no driver). - Fuel cell is exactly 100 liters according to FIA. - Set fuel increment to 5 liters (1.3 gal). - Tach displays correct gauge texture at night tracks. - New baseline setup. Silver Crown - Smaller fuel increments. - Added a setup item to offset the steering wheel. Sprint Car - Smaller fuel increments. - Added a setup item to offset the steering wheel. Street Stock - Updated tires. - Added a setup item to offset the steering wheel. - New baseline setup. Super Late Model - Now available for purchase! Just like the regular Late Model (Chevrolet Monte Carlo SS) but faster! VW Jetta TDI Cup - Updated tires. Williams-Toyota FW31 - More accurate ride height sensor locations. - Updated setups. Tracks - Reviewed scenic cams at many tracks to add cameras where they were missing, and removed some of the less attractive scenic cameras. - Crowds in grandstands and trackside have better texture normal maps so they will look more three dimensional.
  9. VELOCIPEDE

    Project CARS Build 648 (Team Member+)

    Doppia segnalazione stamattina relativa al Project CARS targato SMS: proprio oggi è stata infatti rilasciata la nuova Build 648, destinata a tutti gli utenti Team Member+, che porta con sè varie novità e migliorie, come ad esempio upgrades per il kartodromo di Dubai, la Renault Megane RS, la Ginetta G55 GT3 e la pista di Brands Hatch; da non perdere inoltre l'ultima Community Gallery #78, con screenshots sempre più spettacolari e gli ultimi video di preview.
  10. VELOCIPEDE

    iRacing: lunedi nuova Build

    Il team di iRacing, dopo averci mostrato in video le nuove RUF, ci mostra oggi alcune immagini in pista della nuova Super Late Model, vettura anche lei protagonista della prossima Season 1 Build del simulatore che sarà disponibile a partire da lunedi 27. Our Super Late Model has some build-up on the hood! So will yours after you've turned some laps on iRacing. Our software upgrade coming on January 27th includes this feature. See you on the track!
  11. VELOCIPEDE

    iRacing: nuova Build in ritardo

    Direttamente Steve Myers aggiorna tutti gli appassionati di iRacing riguardo l'uscita della nuova ed attesa Build del simulatore americano: il rilascio dovrebbe avvenire il prossimo giovedi, ma potrebbe slittare alla settimana successiva (30 Gennaio), per ottimizzare al meglio il nuovo modello dei pneumatici v5. Nell'attesa quindi possiamo consolarci con alcune immagini di anteprima di futuri addons: ecco il primo render della BMW Z4 GTE, poi la Dallara DW12 Indycar e la Super Late Model, senza dimenticare che gli sviluppatori sono al lavoro anche sulle piste di Imola e Monza.
  12. Proprio poco prima di Natale, gli ISI pubblicano un nuovo aggiornamento per rFactor 2. La build 382 introduce diverse migliorie, sia ai problemi legati all'interfaccia che sul fronte del multiplayer con un nuovo sistema di predizione delle collisioni. L'aggiornamento porta con sè anche una nuova demo con la versione aggiornata della Corvette C6.R. Di seguito il changelog di questa build. ISI ha inoltre annunciato con uno screen che l'attesa Honda BTCC dovrebbe essere rilasciata nel periodo natalizio. È ora inoltre possibile rinnovare i propri account del simulatore, nel caso si fosse inizialmente scelto di acquistare la versione che prevede un pagamento annuale per poter usufruire del multiplayer. Per ulteriori informazioni e commenti seguite questo link; la build può essere invece scaricata da qui.
  13. Guest

    Build 342 - Update 18

    Tim annuncia questa build che dovrebbe portare significativi miglioramenti grafici, oltre ad una prima versione del sistema di training dell'AI come visto in rF1. Info: This new build should see a major step update to visuals in rFactor 2. You may want to take a good look at your settings, as in some cases you might be able to use a lower setting for the look you are used to now, while those of you with super-systems can enjoy visuals not seen before. We have worked a way around the bug with USB in Microsoft Windows 8. Loss of controllers issues should be gone. Let us know. Only major known issue is that for night time racing, you may need to disable HDR to give you visibility. We simply had to get the wheel fixes out (which stopped users from running the sim entirely due to the bug in Windows 8). DOWNLOAD Auto update will be up ASAP (Jeremy is heading home and will do it there after upload completes) Changelog Problemi noti This post has been promoted to an article
  14. Guest

    rFactor 2: Build 342 - Update 18

    Il team ISI ha finalmente rilasciato una nuova build ufficiale e stabile del suo rFactor 2: la build 342 in questione dovrebbe portare significativi miglioramenti grafici, oltre ad una prima versione del sistema di training dell'AI come visto in rF1. Per tutti i dettagli, download e commenti dle caso, fate riferimento a questo topic del forum. Info: This new build should see a major step update to visuals in rFactor 2. You may want to take a good look at your settings, as in some cases you might be able to use a lower setting for the look you are used to now, while those of you with super-systems can enjoy visuals not seen before. We have worked a way around the bug with USB in Microsoft Windows 8. Loss of controllers issues should be gone. Let us know. Only major known issue is that for night time racing, you may need to disable HDR to give you visibility. We simply had to get the wheel fixes out (which stopped users from running the sim entirely due to the bug in Windows 8).
  15. Miller ci aggiorna via Twitter Jeremy Miller ‏@jeremymmiller Building 329 in a couple of minutes. Will need testing. Should have a load of fixes. Possible unstable release. We will see. 50/50 EDIT: ecco qua la spiegazione
  16. Hi everyone, Let's try this again: We have released rFactor 2 Build 300 (yesterday's 298 had issues with some third party mods). There's been some comments about improved framerates from testers, hopefully that experience carries over to you! We've also started to implement a new constraint system (which is used in the upcoming historic Howston cars), that allows many new physics features, such as chassis flex. Most importantly, this system allows suspension geometry and wheel rates to be more accurate than the old model was able to simulate. This system adds complexity and accuracy, but has already been optimized, with no notable additional CPU usage. Of course older cars will be updated in the future, and new cars will use the new system going forward. Fortunately, it's quite easy to convert... Documentation will follow. ===================================================== Update 18 (Build 300) Changelog (September 6, 2013): ===================================================== BUG FIXES / OPTIMIZATIONS: ———————— Fixed startup crash caused by mods with exceptionally long descriptions. Fixed TTool draw error, etc. Fixed static reflections. ===================================================== Update 17 (Build 298) Changelog (September 4, 2013): ===================================================== FEATURES: ———————— Added “FuelLevelDigit*” to cockpitinfo.ini. Changed when the low fuel warning comes on. Work-in-progress on restoring vehicle state upon race rejoins (server optional). Added new constraint system that supports chassis flex and more. Not 100% ready for primetime yet. Removed “hand held” functionality from cameras when cycling through cameras in spectator mode. GRAPHICS: ———————— Made some improvements to reflection mapping. MODDING / PUBLIC DEV ———————— Improved default tracking cam values. Implemented a “clear all cheat values” for a specific path because the old way required selecting all waypoints to be cleared first. Added option to only show selected camera’s activation zones. BUG FIXES / OPTIMIZATIONS: ———————— Fixed bug where uninstalled components were polluting inventory during loading. Fixed memory leak. Fixed some ttool problems when writing out TGM files. Fixed random message box spam during recon lap. Removed FlushPreviousFrame option from plr file to eliminate confusion, this param was moved to config.ini a year ago. Added fail-safe to make sure pit exit eventually turns green in race. Prevent pit exit from getting stuck at red during an early safety car. Fixed client confusion when restarting weekend after another client has left a race. Fixed a bug with incorrect use of bloom in showroom. Fixed a problem with track bar geometry introduced a while back (doesn’t affect any current ISI content). AI: ———————— Probable fix for multiplayer AI cars parking in wrong pit spots and blocking garages. Fixed AI chatting in response to contact (apology or anger depending on perceived fault). MULTIPLAYER: ———————— Now uses a single port for simulation data. +port is the command line option. Simulation port in multiplayer.ini. Can now run server and client on the same machine. Download links: http://www.drivingitalia.net/forum/index.php?app=downloads&showcat=124 Auto update should be live, and I would recommend you use it, as the download servers will be struggling until we get some mirrors up. To manual update, download lite, and install it over your existing installation as usual. Thanks, Tim
  17. Hi everyone, We have released rFactor 2 Build 298. There's been some comments about improved framerates from testers, hopefully that experience carries over to you! We've also started to implement a new constraint system (which is used in the upcoming historic Howston cars), that allows many new physics features, such as chassis flex. Most importantly, this system allows suspension geometry and wheel rates to be more accurate than the old model was able to simulate. This system adds complexity and accuracy, but has already been optimized, with no notable additional CPU usage. Of course older cars will be updated in the future, and new cars will use the new system going forward. Fortunately, it's quite easy to convert... Documentation will follow. Release notes This includes a new demo version, and new general installers (lite, content). =========================================================================== DrivingItalia DOWNLOADS: - rFactor2 Lite Version http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=4490 rFactor2 LITE Build 298 Contents: The core required to run rFactor2 cars/tracks, pace car only. Cars: None (download them free from the lists below). Tracks: None (download them free from the lists below). File size: 283MB - rFactor2 Demo http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=5447 rFactor2 FREE DEMO Build 298 Contents: The core required, plus demo content. (Free to try) Cars: Corvette C6.R GT2. Tracks: Lime Rock Park. File size: 659MB - rFactor2 Content http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=3817 rFactor2 CONTENT SAMPLER Build 298 Contents: The core required, plus a selection of cars/tracks, incl. Pace car. 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). File size: 1.04GB ==================================================================================== Auto update should replace the temporary launcher (if you used it). Make sure it has. NOTE: Any mod which has a description field over 3000 chars may cause rF2 to fail to launch. The fix right now is to remove them (uninstall and remove from packages). This will be fixed in a future build, in the meantime we ask modders to limit that box to 3000 until we're doing it for you. Thanks, Tim This post has been promoted to an article
  18. Niksounds

    rFactor2: Build 300 - Update 18

    Il team ISI ha finalmente rilasciato la nuova Build 300 del suo rFactor2: questo 18° update porta con sè alcuni miglioramenti al framerate, ma soprattutto alcune novità sul fronte della fisica, come la possibilità di flessione dei telai. E' inoltre disponibile un dimostrativo del gioco aggiornato. Tutti i dettagli e commenti nell'apposito topic sul forum. Per il download dei vari files, demo compresa, fate riferimento a questa sezione dell'area download. Let's try this again: We have released rFactor 2 Build 300 (yesterday's 298 had issues with some third party mods). There's been some comments about improved framerates from testers, hopefully that experience carries over to you! We've also started to implement a new constraint system (which is used in the upcoming historic Howston cars), that allows many new physics features, such as chassis flex. Most importantly, this system allows suspension geometry and wheel rates to be more accurate than the old model was able to simulate. This system adds complexity and accuracy, but has already been optimized, with no notable additional CPU usage. Of course older cars will be updated in the future, and new cars will use the new system going forward. Fortunately, it's quite easy to convert...
  19. ADRIANF1esp

    Project CARS Build 541 (Team Member+)

    Prosegue senza pause la marcia verso la release finale del sempre più interessante Project CARS targato SMS: oggi vi segnaliamo la disponibilità dell'ultima Build 541, destinata a tutti gli utenti Team Member+. Fra le ultime novità inserite nel simulatore, la mitica Mercedes 190E protagonista della stagione DTM del 1991, che potete ammirare nel video qui sotto realizzato da AdrianF1.
  20. DOWNLOAD Demo Silverstone Corvette 1.42
  21. fonte ISI forum First teaser image of Silverstone Circuit for rFactor 2 This post has been promoted to an article
  22. VELOCIPEDE

    rFactor 2: build 228 disponibile

    Gli ISI suggeriscono di provare ad effettuare l'auto aggiornamento dal simulatore per mettere sotto stress il sistema. In caso di problemi potrete sempre scaricare la versione Lite ed installarla su quella attuale senza perdere i contenuti già installati.
  23. VELOCIPEDE

    Project CARS Build 489 (Junior Member+)

    Il team SMS ha rilasciato come ogni venerdi una nuova versione aggiornata del suo Project CARS: la Build 489, disponibile per tutti gli utenti abbonati Junior Member+, porta con sè moltissimi bugfix, migliorie varie ed alcune novità, come ad esempio il nuovissimo tracciato montano di Fort Felix, una pista di fantasia ovviamente ma davvero molto affascinante, come potete notare dai primi video di anteprima in game.
  24. VELOCIPEDE

    rFactor2: saluti da Silverstone

    Il team ISI ha pubblicato oggi una serie di nuovi screenshots di anteprima dedicati al nuovo circuito di Silverstone, in fase di sviluppo per rFactor2. La pista sarà rilasciata a breve per il simulatore americano. ISI are happy to announce that in addition to the Indy 500 licensing announced last week, we will soon be releasing an officially licensed Silverstone Circuit to be a part of our free rFactor 2 content. rFactor 2 is an ongoing development that will be updated and have major content like this, added freely, for years to come. We encourage you to post in our forums for any other content you may be interested in, and we will see if a license can be obtained. If you haven’t already tried rFactor 2, consider that we offer a no questions 30-day full refund, and are in the process of developing a free-to-try demo installer. Below you will find a first batch of images showing off the model quality and detail going into our build. Note that all images represent a work-in-progress model. All screenshots are in-sim, from our development versions which will also be public soon.
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