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  1. Nome file: Hidden Valley by FVR Autore del file: Uff File inserito: 09 Jan 2014 Categoria del file: Tracks FVR Hidden Valley Rfactor 2 WIP 4. Our tracks are always a work in progress and constantly receive updates This one is no different and is only an early work. It is if the great track in Northern Territory of Australia. We have a full stable of tracks we have created in house, Symmons Plains, Hamilton, Gold Coast, Townsville, Sydney, Ipswich, Barbagello, Winton, Phillip Island and Hidden Valley to name a few. They are all at various stages of WIPs. This one is a WIP 4. Anyway hope you enjoy it. This track was majority scratch built for rFactor2. Some textures, and animations were used from ISI tracks. Thankyou ISI for the rF2 and rF1. I've tried to create everything from scratch but this track is getting to drive me round the twist and we have cars to do. Special thanks to OZspeedfreak for the AIW - great job especially at short notice. ;D We've been chatting and updating this last week or two constantly. Great effort that he put in and I am super impressed thanks. Thanks to Skip also for starting it but wondering what planet Skip has settled on since he disappeared. The cams were done by dBens1 ;D My good mate Ferret40 did most of the textures ISI didn't do ;D Modelling and some textures - FlashQld The texture of the stands was taken from an old ISI track and will be replaced. The stands are new although they look like crap but I ran out of patience. If you are that critical then delete the files. It's something. The track was completely redone in 3Dsmax but thanks to BTB for the previous attempts and some textures although I may have removed the majority of them. Thanks to Freew67 for his great tutorial site that spurred me to have another go. I think I covered everyone. ;D Please do not post without permission from FVRFactor - same rules as the FVR V82012 - just want to make sure it works first. Our two converter guys we do need to make it work in rF1, Race and GTR2 so if you are keen let me know. Clicca qui per scaricare il file
  2. File Name: Las Vegas by iDTDoug File Submitter: Uff File Submitted: 01 Jan 2014 File Category: Tracks Forum. Here is a PRE-RELEASE of Las Vegas. Version 0.92 Known Issues: Not all flag workers are functioning. AI racing line needs refining. Click here to download this file
  3. VELOCIPEDE

    rFactor & GTR2: Varano de' Melegari 2013

    Gli amici del MBDev Team, capitanati da Gabriele "Elwood" Bonora, hanno rilasciato una nuova versione aggiornata e migliorata dell'Autodromo Riccardo Paletti di Varano de' Melegari 2013: la nuova release 1.6 è disponibile per rFactor in 11 layouts e per GTR 2 in 10 layouts. Oltre ad essere aggiornato ad oggi, il circuito mantiene i layout originali dal 2009, in piu' ci sono diverse prove tipo gimkana. Date uno sguardo per rendervi conto dell'enorme lavoro svolto dal MBDev Team!Sempre dalla nostra fornitissima area download, potete scaricare per rFactor 2 la conversione del circuito del Nurburgring GP, quello sul quale si corre il GP di Formula 1.
  4. File Name: Targa Florio by kuato, 6e66o & co File Submitter: Uff File Submitted: 12 Oct 2013 File Category: Tracks Forum. Well, now the cat is out of the bag and since no one from our team is currently working on the track it makes no sense to keep these files private. Enjoy the current alpha for what it is and if you feel like updating/improving, please download and share the ModDev and Max files The simple goal of this release is to darken the textures and make the course usable for everyone while the "real" version is being developed. HUGE thanks to Kuato, Georg, Mario and the Targa Team for making the dev files available so this course can be further developed and brought up to rF2 standards. Click here to download this file
  5. VELOCIPEDE

    rFactor: Korea 2012 & Bryce Canyon

    Vi segnalo questa mattina il rilascio di due nuove piste aggiuntive per l'inossidabile rFactor degli ISI: il primo tracciato è il Bryce Canyon, pista di fantasia ma decisamente spettacolare creata da KittX, mentre il secondo è la versione aggiornata 2012 della pista del Korea International Circuit, realizzata da macci dESIGN.
  6. Sta volta sono arrivato prima io http://www.assettocorsa.net/ac-technology-preview-it/ Disinstallate la versione precedente. Andate in Documenti, aprite la cartella Assetto Corsa e copiate la cartella lic da un'altra parte. Cancellate quella di Assetto Corsa. Ora reinstallare il simulatore e mettete nuovamente al suo posto la cartella lic, così da non sprecare un'attivazione. DOWNLOAD v0.9.9 -> direct link download This post has been promoted to an article
  7. File Name: Philip Island by R1CHO File Submitter: Uff File Submitted: 21 Sep 2013 File Category: Tracks still needs work but enjoy Click here to download this file
  8. File Name: Longford 1967 File Submitter: Uff File Submitted: 20 Aug 2013 File Category: Tracks About the circuit: Longford began hosting motorcycle events in the early 1950s, and car races soon after, including two Australian Grand Prix. The lineup included touring cars, sports cars, and the Tasman Series featuring a number of the top F1 drivers and teams. The circuit was last used for the 1968 event. The public road circuit started amongst sheep paddocks, moved past the town's water tank, down a steep slope, passed under the brick arches of the railway viaduct, and onto King's Bridge over the South Esk River. The circuit approaches the town and turns in front of one of the local pubs, passes a few houses and crosses the rail line again at a level crossing. The road continues out of town between Hawthorn hedges and Plane trees and back amongst paddocks, past the disused Tannery, and turns right at a t-junction towards Long Bridge which recrosses the river. Another t-junction turns up hill and takes the cars flat-out for around two kilometers to the final corner, the slowest on the circuit, and back to the start line. ReadMe & basic change log below: 2015-03-03: Longford v0.99 - Sixth version for rF2 (475MB) ISI forums Longford thread: http://isiforums.net/f/showthread.ph...-Longford-1967 About the circuit: Longford began hosting motorcycle events in the early 1950s, and car races soon after, including two Australian Grand Prix. The lineup included touring cars, sports cars, and the Tasman Series featuring a number of the top F1 drivers and teams. The circuit was last used for the 1968 event. The public road circuit started amongst sheep paddocks, moved past the town's water tank, down a steep slope, passed under the brick arches of the railway viaduct, and onto King's Bridge over the South Esk River. The circuit approaches the town and turns in front of one of the local pubs, passes a few houses and crosses the rail line again at a level crossing. The road continues out of town between Hawthorn hedges and Plane trees and back amongst paddocks, past the disused Tannery, and turns right at a t-junction towards Long Bridge which recrosses the river. Another t-junction turns up hill and takes the cars flat-out for around two kilometers to the final corner, the slowest on the circuit, and back to the start line. ReadMe & basic change log below: 2015-11-03: Longford 1967 - v0.99 (during rF2 Build 1008) by woochoo ============================================= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= OLD rF2 VERSIONS 2015-03-03 v0.98 (during rF2 Build 930) 2015-01-06 v0.97 (during rF2 Build 910) 2013-11-22 v0.92 (during rF2 Build 342) 2013-09-17 v0.91 (during rF2 Build 300) 2013-08-19 v0.90 (first version for rF2 Build 240) OLD rF1 VERSIONS: 2013-03-14 v1.0 (probably final version for rFactor 1) 2012-10-19 v0.99 2011-08-17 v0.97 2010-07-11 v0.9 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- - Rights to reuse any content are denied unless explicit permission is given by woochoo. - Please do not edit textures, models, or other files without permission. - Loading screens may be modified without permission for private league use (credit to woochoo must still be displayed on screen). - Contact woochoo if other changes are needed to make the circuit more league-friendly (and woochoo may implement them into the main package). - Conversions and updates require explicit permission from woochoo. - Permission for conversion or update is not transferable between personnel. - Permission for conversion or update is not transferable between source versions. - Absence of permission does not imply permission. - Credit must be given in the readme.txt file and any other appropriate accompanying documentation (including download pages). - This ReadMe file must be included (unedited) in any redistribution of this circuit and/or content. - Use of any content in a public display or commercial context (or any similar situation, other than private home use and standard online use) is not permitted without permission from woochoo. - Contact woochoo to request permission (semi-active on some sim-racing forums, primarily ISI forums, so send PM). - If woochoo cannot be contacted, absence of permission still does not imply permission. /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- _-__-__-__-__-__-__-__ 36 garage spots, 12 pit boxes, 36 grid slots. 1 Grid Layout: - Staggered Grid has a single car per row, alternating left and right. _-__-__-__-__-__-__-__ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- |========================================| |===============CHANGE LOG===============| |======What is new in this version?======| |========================================| +@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+ - Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line. - Road: Changes to road materials and specular masks. - Road Decals: Some small material and texture changes (higher res). - Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout. - Control Tower: Reworked/new textures and materials as a result of above mesh updates. - Control Tower: Added small custom "wind" animation to awnings (it's not great, but it's something). - Control Tower: Added working clock. - Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings. - Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles). - Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow). - Tram/Police Centre: Small update to texture and material. - Food Stall/Toilets: Small update to textures and material. - Bleachers: New highpoly model with new texture (old model still used for lower detail levels). - Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific. - Spectator Cars: Corrected a mesh error that had appeared on some station wagons. - Pub: Some small mesh, mapping, and texture changes. - Pump Station: Upgraded pump station building (driver's right after King's Bridge) with more mesh detail, new textures, and new material. - Houses: Upgraded house models with more polygons and new textures. - Houses: Some changes to house distribution based on reference photos. - House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing. - Kerbs/Gutters: Increased mesh density for smoothing hard edges. - Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town). - Driveway Thresholds: Added concrete ramps over gutter to footpath. - Haybales: Welded and smoothed bales (they look a bit better and a bit worse now - different... just different) - Fences: Some small changes to textures and materials of timber plank fences. - Railway Crossing Signs: Higher poly meshes with new textures and material. - Railway Signal Tower: Higher poly mesh with new textures and material. - Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs. - Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives. - Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events. - Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference. - Starting Lights: Fixed material animation error and changed sequence to single red light, then green light. - AIW: All new AIW files due to online grid errors in old version. - AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration). - AIW: Removed "Historic Grid" & "Level Grid" layouts, which were having some grid troubles. - AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42. - AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile. - AIW: Added "Fast_H" fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge. - AIW: Added "OW3_Fast" path for Skip Barber, which wasn't handling some slow-down hacks in the main fast path. - CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location. - HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation. - Standardisation: Slight changes to file name structures to match ISI format more closely. - Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly. - Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps. ================================================== === ===Known Issues, Non-Implemented Features, & Notes=== ================================================== === ===The AI - Sometimes they'll hop onto the dirt banks on the inside of a few corners. - F1 and some other cars may collide with tyre markers. ===Headlights - Some cars may not have their headlight beams rendered on road, terrain and objects correctly or consistently (includes ISI Corvette C6, Honda NSX cars) ===Wet Road Reflections - Fences and some terrain areas are not currently in the reflection list due to the nature of the reflection system. ===Shadows - Some popin, popout, and awkward shading of trees/bushes/buildings etc. In some cases this is a compromise between shaded vegetation and overly bright unshaded vegetation. ===Poles and Fences Flickering in the Distance - Distant poles and fences may flicker due to the difference between shaded and unshaded parts of the mesh. There is a constant reevalution of which part of the mesh to render into the available pixels, and where bright and shaded geometry is close the rendering alternates between bright and shaded pixels. Using something like nVidia's DSR should reduce flickering by rendering at higher resolution and then the resultant downsizing for display will have blended the brightness transitions. ===Bridges - Bridge structures don't currently extend down into the river bed mud. When bridge structures are updated, they will. ===Terrain Decals - Slight blur where grassy road-edge decals blend into terrain. ===Normal Mapping - In a couple of areas one or two of the normal maps don't seem correctly oriented with the lighting system. ===General Efficiency / Optimisation - This project was started as a beginner some time ago, and has been a learning experience. Skillz, philosophies, techniques, and technology have progressed in that time. As a result, and the size of the circuit, updates are a rolling process, and there isn't usually time to do all desired updates at or by a specific time. It is planned that the older models and textures will be updated, optimised, or replaced. ===Continued Development - The main target of development will be updates/remakes of older buildings/structures. - 3D trees for track-side trees are planned, but takes too long to reach my desired accuracy at this time (some unreleased work has occurred but it is time-intensive). - Separating painted lines from road textures to separate grip levels (pitlane and grid lines are already separate). ================================================== === +@@@@@@@@@@@@@@@@@ V0.98 @@@@@@@@@@@@@@@@+ This release is primarily a maintenance release to fix an AIW issue. - AIW: Fixed issue where some low-grip/high speed cars would miss apexes, and the final corner entirely (added AI path kinks before turn in - doesn't appear to concern cars which already worked well). - AIW: Attempted to help some modern GT type cars avoid first lap crashes by narrowing AIW corridors. - AIW: Some improvement for historic cars (BT20/Howston) crashing in wet conditions at kink before Tannery Corner. - AIW: Note, Since early builds there have been three variations of the starting grid, so experimenting with those may help avoid first lap incidents (eg. Staggered Grid for modern cars). - House: Replaced old GPL model of large house on driver's left, after rail crossing (new model is ~11K triangles). - Tents: New tent models and textures to replace the old ones. - Road: Slightly eased some bumps (track mesh) on the flying mile. - Road: Added slight hump/dip between turn two and the viaduct (was hard to be sure from reference photos, but newly acquired reference photos from a different angle make it much more obvious - thanks to Cooper997). - Road: Some changes to material specular settings. - Terrain: Some changes to texture & material specular settings. - Terrain: Some changes to some normal maps. - Trees: Improved tree settings for people not using transparency AA (should look less bad). - Grasses: Improved tree settings for people not using transparency AA (should look less bad). - Bushes: Removed some shadow casting in viaduct area. - Footbridge: Partial update/partial remake of textures. - Crowd: Minor tidy-up work on the old 2d cardboard crowd (yes, still the same old crowd textures at this time). - Tyre/Tire Markers: Slight reduction in height of collision mesh (will still flip cars with low floors etc). - TDF: Small changes to road bumps in terrain physics definition file. - CAM: Some chages to trackside camera clipping planes to reduce z-fighting (not perfect, but better). - Maintenance: Deleted a few megabytes worth of old textures from Maps.mas. +@@@@@@@@@@@@@@@@@ V0.97 @@@@@@@@@@@@@@@@+ - Road: New T1/main textures. - Road: Small texture changes and increased resolution, and modified material settings for detail textures. - Road: Some variation to road edge geometry. - Road: Some small adjustments to road camber and crown. - Road: Some reduction of the more extreme bumps. - Road: Added some road surface repair patches. - Road: Higher polygon density in some corners (makes more precise RealRoad effects). - Road Lines: Some changes in resolution, normal maps, and material settings of decal lines. - Road Lines: Added small, fictional yellow paint markers to the yellow pitlane line to indicate pit-in/pit-out for speed limits. - Roadside Kerbs/Gutter: Updated some textures and increased some resolutions. - Terrain: Initial implementation of new terrain shader (from rF2 build 860) - Terrain: Mostly new textures. - Terrain: Added geometry to some verge edges for variation and texture lerping. - Terrain: Some verges have changed from grass to gravel. - Terrain: Added shadow casting meshes for some steeper terrain areas, and global sun-blocker, to improve morning/afternoon lighting. - Terrain: Added some basic terrain reflection meshes where appropriate. - River: Added geometry to river and river shore, to improve mapping and appearance. - River: Adjusted water textures and material properties. - Trainlines: New trainline meshes, adjusted textures, added specular and normal mapping. - Viaduct: New Model (more polys, more pixels, more precise). - Pub: Some small upgrades to textures and material. - Pit Building: Some basic stopgap updates to the pit building (a new mesh is planned in the future). - Control Tower: Some quick and basic texture adjustments. - Water Tower: Higher resolution texture, and material adjustments. - Culverts: New models for Viaduct, Tannery Straight, and Newry Road culverts. - Roadside Marker Posts: Replaced with new models and textures (including reflectors). - Hay Bales: Textures retoned and higher resolution. - Fences: New wire texture for fences (includes rusty barbed wire). - Fences: Added normal mapping to some fence elements, and increased texture resolution for some fences. - Fences: Adjusted Fence collisions outside of Turn 1 to reduce severity of 3-wide AI incidents at the start of a race. - Trees: Rearranged some poplar trees after Newry Corner. - Trees: Fixed some broken shading on some trees. - Trees: Removed self-shadowing from trees (in some ways it's better, in some ways it's worse). - Trees: Fixed some Z-fighting on some distant trees. - Trees: Replaced some tree walls with massed X-trees. - Sponsor Banners: Adjusted some textures and added specular and normal maps to some banners. - Lights: Shortened attenuation of streetlights and floodlights. - Shadow Meshes: Removed some old-style dummy shadow meshes from some buildings (now using the visible mesh to cast some shadows). - AIW: Adjusted fast path on Tannery Straight to reduce AI crashes in wet conditions (some may still occur when low-grip cars are side by side). - AIW: Some adjustments to create (a quite subtle, hacky) wind shear reverb effect on power poles. - Physics: Some changes to physics of movable objects (hay bales, marker posts, signs) - Indy Aero: Included VehicleConfig.ini to force Indy DW12 to use Roadcourse aero package. - Optimisation: Some batching and adjustments to some draw distances may produce small FPS improvements. +@@@@@@@@@@@@@@@@@ V0.92 @@@@@@@@@@@@@@@@+ - Three versions of the track: Historic, Level, & Staggered grids (may ease AIW & online grid/collision issues). - AIW file: New version of Level grid, hopefully to fix online grid issue (otherwise use staggered). - AIW file: Eased pitbox congestion (was 16 boxes, now 14: now 42 grid/garage spaces). - AIW file: Pace Car/Safety Car now works. - Water: Water shader with animated textures. - Road Mapping: Road is now continously mapped, and more linear in mapping. - Road Detail Textures: New spec, multi, & normal map textures & mapping. - Grass: Preliminary implementation of specular effect. - Mill: New model of the mill at Longford Corner (Four-storey brick building seen when approaching the town). - Road Signs: Replaced some of the old direction sign objects (initial implementation). - HDR: Adjustments for b342 - Includes "Bright", "Clear", "Neutral", & "Overcast". - Cameras: Adjusted static orientations. - Sounds: Added a subtle ambient environmental sound (initial implementation). +@@@@@@@@@@@@@@@@@ V0.91 @@@@@@@@@@@@@@@@+ This version is mainly a fix version for v0.90 [edit: this didn't work out in v0.91]. - collisions with fence on Long Bridge causing flips/flying: hopefully fixed. - cars in online race sessions flip/fly/bounce on grid: hopefully fixed. - a levitating clump of grass just before King's Bridge: fixed. - grass popup on tannery straight: fixed. - less PA sound sources in pit area. - volume of flapping flag sound has been lowered. - reverb effect no longer heard around whole circuit. - added low detail vis group (removes a bunch of stuff on low detail setting). - road surface is less bumpy. - grass rolling resistance increased. other things: - grid is now 2-2-2-2 alignment, rather than 3-2-3-2, to ease congestion. - racegroove/rubber line is now mapped continuously. - colour tone of willow trees (and some other trees) has been adjusted. - corner markers (tyres) are rounder. - corner markers (tyres) have separate HAT meshes (lower profile). - have fiddled with HRD profile due to b300 lighting changes. - road mirage effect enabled. - mip bias for trees and bushes adjusted. - waving flags, implying a fairly strong wind (might be adjusted in the future). - loading screen updated with new image and version number. - readme and change log updated to v0.91 +@@@@@@@@@@@@@@@@@ V0.90 @@@@@@@@@@@@@@@@+ This version is mainly a conversion from rF1, with inclusion of RealRoad, Reflections, Weather, HDR and some other things. ================================================== === =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Check the credits list. They span rF1 and rF2 periods. If you have contributed and feel you have been under-acknowledged or not acknowledged at all, let me know. I've tried to keep up with the list, but i might have missed some things. Thanks to all those people! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= ==========CREDIT, and/or THANKS TO:========== Piddy and Bob's Track Builder - circuit made with Bob's Track Builder (now using 3ds Max) Dave Noonan & 3dSimEd guitarmaen & rF AIW CAM Editor tasman-series.com - photos and info Ben Jamieson - beta testing and resources VirtuaLM/elwood/madhorse - Rouen grass/road textures (only in rF1 v0.9 - no longer used - thanks ) VirtuaLM - Modding@Max 3dsMax scripts (esp. detach by smoothing groups) people on the atlas nostalgia board (Ray Bell, Doug Nye, Cooper997, Longfordboy, elrosso, Ellis, and others) ennis fargis - rural aus and roads medium btb xpacks (i think only a single bush is still used) Wierdbeard: haywood club btb xpack textures (I'm not sure any of these are still used) http://www.cgtextures.com/ - Rocky's bricks, some wooden fences, others Gustaf Reutersward - GPL 3do models (inc. Pub, Mill, Tannery), photos - big thanks Kruch/ Neil Faichney (Team ORSM) - skybox geometry and code (see .scn file) ISI - rFactor and textures (only a small selection) Longford Country Club Hotel - photo reference Matin Weare - icepack - off white brick texture behind pub http://www.masterbuilderstore.com - timber fence texture "fen_wd1" My Dad and my Mum ~ National Automobile Museum of Tasmania Meclazine - beta testing oldracephotos.com - Lindsay Ross - photos Barry Green, author - Longford: Fast Track Back Malcolm and Peter O'May - private footage from 1965 Ellis French - movies, photos, posters, program covers, 2x photos on loading screen Mike McIvor & Barry Cassidy (former drivers at Longford) unknown - track marshall texture "flagger.dds" Stephen Dalton - TNF member (Cooper997) Longfordboy - TNF member Sunalp2 John S. - Chrysler Royal ambulance photos (no longer used, but thanks) - http://www.111emergency.co.nz/ExWFAChrysler.htm http://www.sergent.com.au/motor/tas67a.html The owners of the St John HD Holden Ambulance, 94, Glamorgan (at the Longford Revival Festival, 2012) 6e66o's sky pack: http://simscreens.blogspot.com/2008/...ures-pack.html (no longer used as of 0.99) saultenian Com8: Mainz-Finthen "wet.dds" (renamed to "reflectnoise.dds" - only in rF1 version 0.9) The Lonely: Wet Track Turtorial (http://www.rfactorcentral.com/detail...ack%20Tutorial) motorfx for GTL, GTR2, Race conversions of rF1 v0.9 Todd B./TASMAP & Department of Primary Industries, Parks, Water and Environment (Tasmania) - Aerial Photography. James, Andrew, Stephen, Tom, Winyu, Christian, Andrew, & HITLab AU Luke S., at/formerly UTas ehrlec Tim B. for hooking me up with... Octagon and the Longford Revival Festival (2011, 2012) Shannon's Insurance - Rodney, Warren, Nick Andrew Q. - SCTV Tim, Luc, Scott, and all the other helpful people on the ISI forums Strava and the Vintage Vee mod Rantam and HistorX Mod Team My Dad for "Eater's Ice Cream" fictional sponsor name Ian Carins - Former secretary of the Longford Motor Racing Association Rob Saward BLeeK Duncan Taylor Julian Groitzsch`s Weather Builder Aleksi Elomaa (staggered grid suggestion) Shaun Andrews Luc Van Camp Marco S (Indy Aero config - ISI forums) Andreas Zeidler, danke jpalesi matf1 ~IsR~Barabba Helpful, enthusiastic, supportive people on the ISI forums Server admins who have been hosting Longford sessions, including Durge and Bryan Longford rF1 Beta Testers -Meclazine -Ben -Sunalp2 -saultenian -Andrew -Stephen =========================================| =========================================| All trademarks are the property of their respective owners, and use has not been authorised, unless noted. Any indications of sponsorship relate only to the original real-world events, not to this recreation. Authorisation recieved for reproducing the name/branding of: - St. John (ambulances) - Donald Gorringe (pedestrian overpass) - Examiner Newspaper* (pit building and fence banners) - 7EX (control tower) - 7LA (control tower) - TASMAP (pit building - not historic, but as recognition of permission to use aerial photography) Thank you to the respective representatives of those brands. *permission could not be renewed for reproduction in commercial software (rFactor2 Steam) in time for release. =========================================| =========================================| - required statement for use of cgtextures.com source material: One or more textures in this 3D model/environment have been created with images from CGTextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information. - thanks to cgtextures for making so many textures and source photos freely available for use! =========================================| =========================================| Click here to download this file
  9. Nome file: Euro Ring by vicent-sollana Autore del file: Uff File inserito: 12 Aug 2013 Categoria del file: Tracks Forum. Hi guys, I'm very proud to bringing you a new conversion for RF2. I've been working on it for the last half year, learning things, so I hope you like it as much as I did during the conversion. The track was created by Image Space Incorporated for the rfactor Drift Revolution Install over 2007. All contents copyright are property of Image Space Incorporated. //-----------------------Euroring For RF2 Features: Realroad is implemented and working. Wet reflections. Profile HDR made by Tosch also a few tweaks on textures to adapt for HDR. Corner Workers are animated. Little track wip for Formula RC. Things to do: Nightlights. Changes on grass textures, thanks to Mario Morais for help me. And I want to say thank you to Tosch for making a brillant HDR profile and some tweaks on textures, also TJC, Kknorpp001,ceSniper,cranck (who made a video preview), juanchio, canastos, ragnator,for testing the track and give me feeling to do some things. To Image Space Incorporated for building this fantastic simulator. And of course to this brillant comunity in special this forums where I learn every single day, thank you very much. First release: 11/08/13 Tools used: 3DMAX 2010 32bits SP2 GmaterialTool by MarioMorais Clicca qui per scaricare il file
  10. Nome file: Nissan GTR Turbo by johnconner Autore del file: Uff File inserito: 11 Aug 2013 Categoria del file: Cover Wheel Mod mod for the Nissan GTR this will give you 2 black Nissan GTR turbo four wheel drive. Clicca qui per scaricare il file
  11. Alessandro Pollini

    [rFactor2] - 2013 Ultimate RealiZm Mod

    File Name: 2013 Ultimate RealiZm Mod File Submitter: Alessandro Pollini File Submitted: 09 Aug 2013 File Category: Open Wheel Mod Author : charcingcar I Have Tried to Take Everything onboard to this v2.0,,,, And Have Reworked all the Audio from Start T Finish,,,, Have Corrected the Camera "Pitch" and Redone the FOV. Also Have added True T Life Driver,s EYE Rear View which adds some Real excitement to the Raced Now,,,,,,,,,,, Also Reworked all the Tire Textures and Materials While Taking onboard all the Feedback I received from you Guy,s,,,,, Also added my True T Life AI Mod making just the Legend AI @30% Faster adding more of a Challenge to those of us who Need it,,,, And I have Also kept The Ultra High Lod Mod,,,,, http://youtu.be/znE8aFpI2nU Click here to download this file
  12. Nome file: Calder Park LMS by R1CHO Autore del file: Uff File inserito: 29 Jul 2013 Categoria del file: Tracks Calder Park LMS by R1CHO. Clicca qui per scaricare il file
  13. Alessandro Pollini

    [rFactor] - GP3 Series 2010-2012

    File Name: GP3 Series 2010-2012 File Submitter: Alessandro Pollini File Submitted: 01 Jul 2013 File Category: Open Wheel MODs Forum. Author : World Sim Team Car model made by haunetal1990 Car skins made by fisicof1 and Carlos12295cf and Jan-CRG Helmet skin made by lotusmania and Danilo72 Sounds by Felipe Giro Physics by Carlos12295cf Cams by Oliver Kwoka Tyres 3D by SIMCO Steering Wheel 3D by F1SR Helmet 3D by Daimon Click here to download this file
  14. Alessandro Pollini

    Vari circuiti disponibili in download

    Nuovo importante aggiornamento nella sezione download dove potrete prelevare diversi circuiti di cui qui sotto potrete trovare il link: - Zolder 1967 per rFactor - 12MontTremblant GSC 2012 per Game Stock Car - Kranebitten GTL 1.1 & Autumn Ring 1.0 per GT Legends - The Cairo Raceway 1.0 per GTR2
  15. Technology Preview 0.9.8 disponibile. Disinstallate la versione precedente, quindi andate in Documenti e aprite la cartella Assetto Corsa; copiate la cartella lic da un'altra parte e cancellate quella di Assetto Corsa. Ora reinstallare il simulatore e mettete nuovamente al suo posto la cartella lic, così da non sprecare un'attivazione. Changelog 0.9.8 Ingame Fixed DirectInput controls not getting initialized on lost focus Fixed double bound on Cubemap render target Optimizations on motion blur Optimizations on cube maps depth buffer Fixed camera exposure on F5 view after first start Fixed spikes strings to a more readable format Reduce steer damper Added 100Hz cap to FF sends to avoid problems with some steering wheels Fixed steer lock management for wheels with <900 degs rotations Fixed division by zero with uncalibrated controls Improved car reflections Improved light glass reflections Improved instruments texture Improved exposure value for external views Improved exposure value for F5 view Improved tarmac texture of Magione Circuit Corrected rear brake lights. Only inner lights light up. Fixed minor issue on 3D model. Closed hole on front bonnet. User Interface Corrections on the controls options Fixed issues with a wide range of controllers Fixed various typo errors You can assign any analog function to any axis (i.e. braking on clutch and clutch on the middle pedal) Improved screen resolution selection You can now lock steering wheel movement in cockpit view You can now eliminate the driver arms in cockpit view Fixed issue with firewall program that locked AssettoCorsa.exe Added skin selection button template in .psd in the skins folder. Added skin selection Authentic Lotus cars ltd colours available as skin selection Ardent Red Artic Silver Aspen White Autumn Bronze Canyon Red Carbon Grey Chrome Orange Graphite Grey Motorsport Green Nightfall Blue Racing Green Racing Green Stripe Sienna Brown Solar Yellow Starlight Black Isotope Green Laser Blue Sound wind sample corrected Known bug: Slowdowns on some PC configurations are not address yet, please contact us on the support forums for specific tests www.assettocorsa.net/forum This post has been promoted to an article
  16. Di seguito i link da cui scaricare la Technology Preview. Vi invitiamo ad utilizzare il file torrent e i mirror per non appesantire il sito ufficiale. A breve verrà aperto un altro topic in cui segnalare eventuali bug e problemi. Sito ufficiale Torrent Mirror 1 Mirror 2 Cos'é la Technology Preview? Si tratta di un benchmark giocabile che consentirà ai giocatori di provare un'anteprima del gioco completo, testando il nuovo engine basato su DirectX 11. Utilizzando questa versione e inviando i propri feedback, benchmark e bug, i giocatori consentiranno al team di sviluppo di perfezionare e ottimizzare il codice di gioco prima del rilascio della versione completa di Assetto Corsa. Caratteristiche di gioco Questa versione include la Lotus Elise Super Charged, il circuito italiano di Magione riprodotto grazie alla tecnologia Laserscan, differenti livelli di difficoltà e due modalità di guida: prove libere e hotlap. La vettura può essere pilotata utilizzando tastiera, joypad, joystick, volante e pedaliera oltre ai principali dispositivi di controllo riconosciuti da Direct Input. Il gioco completo includerà un supporto ancora più esteso, profili predefiniti e anche il controllo via mouse. Requisiti minimi di sistema Windows Vista, Windows 7 or Windows 8 DirectX 10.1 / DirectX 11 graphics card with 1 GB Video RAM Dual core CPU 2 GB RAM Nota: Windows XP non è supportato: AC Tech Engine potrebbe essere compatibile con alcune schede video DirectX 10, ma non si garantisce supporto al riguardo. Chi può accedere alla AC Tecnology Preview? Chiunque abbia acquistato una copia di netKar PRO dal 2006, può utilizzare lo stesso codice di attivazione in suo possesso per attivare l'AC Tech Preview. Tutti gli acquirenti che acquisteranno una licenza di netKar PRO entro il 1 Marzo 2013 possono usufruire di uno sconto del 70%, e potranno scaricare la versione completa di netKar PRO e ricevere gratuitamente la AC Tech Preview a soli 4,99 Euro.
  17. Nome file: Fanatec Driver 32/64 bit Autore del file: Uff File inserito: 27 Feb 2013 Categoria del file: Varie After a long time without updates we would like to introduce a new driver version for all Porsche, CSR and ClubSport wheels. The driver is a Beta version for Windows 7 and 8 (32 and 64bit). Please test it and let us know all problems you find. You can also let us know how you like the new features! CSW: Analog joystick of CSW works as mouse Control panel update for CSS Improved compatibility to external programs like Fanaleds CSW: Map sequential shifter to shifter paddles Please make sure that your CSR (Elite) Wheel or Porsche Wheel (Turbo S / GT2 / GT3V2) firmware is updated to revision 750 or newer! All FW versions of the CSW are supported! Download: Fanatec beta driver 170 (32/64bit) (Changelog: New mouse function for CSW rims with analogue stick, control panel updated for CSS, improved compatibility with Fanaleds and other programs which use the Fanatec SDK, CSW: remap sequential shifter "buttons" to shifter paddles, etc.) Official Fanatec_driver_144 (32/64bit) Additional information: There is no support for beta versions but we would appreciate your feedback which can be reported in the support section. Please make sure to mention all relevant information if you submit feedback (game, problem description, operating system, comparison to official driver, etc.) Clicca qui per scaricare il file
  18. Guest

    Fanatec Driver 32 bit

    Nome file: Fanatec Driver 32 bit Autore del file: Uff File inserito: 27 Feb 2013 Categoria del file: Varie Driver 152 per volanti Fanatec. Versione a 32 bit. Disinstallare i driver precedenti prima di installare questi e riavviare il PC al termine della loro installazione. Clicca qui per scaricare il file
  19. Alessandro Pollini

    [rFactor2] - Zolder by wgeuze

    Nome file: Zolder by wgeuze Autore del file: Alessandro Pollini File inserito: 13 Jan 2013 Categoria del file: Tracks Forum. I'm away for the weekend so this is quite a rushjob to get this alpha online today as promised. It's definitely very rough around the edges and please, don't mind the visuals. This is the first singleplayer version so now everyone who wants to can have a go at it and feel how it drives. I made the road textures a bit smaller in size (they were 4k) to keep the filesize down. The next one won't be as rough as this one though For the news posters, please add the known issues list to your post so people know what they are in for when downloading this track and hopefully won't be disappointed going in with the wrong expectations. -- Known Issues -- - Don't mind the visuals! - Main Pitbuilding will be re-textured - Performance, nothing has been done to optimize the track yet - No proper HDR profile, no priority - Saturation/color balance between textures, very low priority - AIW Paths not final - Startlight broken - Ugly temporary buildings for reference - Messy white line turn 2 (outside will fix for next version) Clicca qui per scaricare il file
  20. Nome file: Fanatec Firmware Updater CSR-E Autore del file: Uff File inserito: 10 Jan 2013 Categoria del file: Varie Aggiornamento firmware beta per il volante Fanatec CSR. Utilizzarlo soltanto con i driver 144 o superiori Clicca qui per scaricare il file
  21. File Name: Aura T5 2012/13 demo by UnitedRacingDesign File Submitter: Alessandro Pollini File Submitted: 28 Dec 2012 File Category: Cover Wheel Mod Forum. T5 2012/13 Version 1.5 changelog: -Updated overall car reflections on exterior(Note that build300 broke reflections so it wont be visible yet) -Cockpit materials/shaders/textures were changed. New carbon, added scratches so as shading -New 2013 driver from ISI that you paint with there template -DRS leds added to the 2013 cockpits(In the line of RPM bar on left side is yellow led when DRS is off, when DRS ON it will go green and the name DRS will come up on right side of RPM to) -Tires were slightly adjusted, mostly the OPTION ones for 2013 degradation but it might need more tweaks -All skins were updated to and we added some Special category so as full 2013 skins now -And some other small tweaks overall and bugs ive or you noticed from previus version Click here to download this file
  22. Nome file: Fanatec Firmware Updater CSR Autore del file: Uff File inserito: 27 Dec 2012 Categoria del file: Varie Aggiornamento firmware beta per il volante Fanatec CSR. Utilizzarlo soltanto con i driver 144 o superiori Clicca qui per scaricare il file
  23. Nome file: Fanatec Firmware Updater CSW Autore del file: Uff File inserito: 30 Nov 2012 Categoria del file: Varie Aggiornamento firmware per il volante Fanatec Clubsport Wheel. Clicca qui per scaricare il file
  24. Nome file: Fanatec Firmware Updater Autore del file: Uff File inserito: 30 Nov 2012 Categoria del file: Varie Affiornamento firmware per i volanti Fanatec Porsche 911 Turbo S, Porsche 911 Carrera e Porsche 911 GT3RS V2. È un aggiornamento BETA, come tale installatelo a vostro rischio e pericolo. Per ulteriori informazioni dirigetevi al link segnalato. Clicca qui per scaricare il file
  25. Nome file: Fanatec Firmware Updater PWGT3RSV2 Autore del file: Uff File inserito: 30 Nov 2012 Categoria del file: Varie Aggiornamento firmware per il volante Fanatec Porsche Wheel GT3 RS V2. Clicca qui per scaricare il file
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