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  1. A new mod for rFactor2 with 2 cars : The Hakosuka ans the 240z made by Benjamin Exell. A very nice mod, we can have more informations about this project here : http://benxl3d.blogspot.co.uk/ DOWNLOAD
  2. VELOCIPEDE

    rFactor 2 Build 770 update 23

    rFactor 2 Build 770 Now Available! Highlights of this build are improved memory usage in 32bit, realroad got some major tweaks and is no longer accelerated (unless you want it to be), flag rules without disqualification as an option, lots of AI improvements, new matchmaker technology in the back end, enhanced plugin reporting, some modding tool changes, and various fixes and tweaks. 64bit exes are available to openly test (see below). As we see a lot of people using out of date SDK builds, don’t forget we also update the dev mode exe with every build! Find it in the dev corner. Download the new build here. ===================================================== Update 23 (Build 769-unstable, 770-release) Changelog Jun 30, 2014): ===================================================== GRAPHICS: ———————— Fixed sun block bug which caused inconsistent occluder values. Fixed a bug where HUD textures refuse to load. FEATURES: ———————— Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables. Upgraded to latest version (9.3k) of Miles Sound System. Updated projects to latest OpenSSL (1.0.1h) Support added for gear-specific rev limit offsets. Added additional Flag Rules option “Full w/o DQ”. Eliminated race condition that could cause race rejoin to fail. Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions. Added the ability to control vehicle- and tire-specific effects on RealRoad. BUG FIXES / OPTIMIZATIONS: ———————— Optimized memory usage. Fixed thread safety issue that could produce crash when crossing finish line while recording a best path. Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor. Fixed issue where leftover RealRoad events could be applied in the wrong session. Fixed inconsistent writing of config.ini if installed to write-restricted path. Improved collision with temp cars. Fix reporting of anti-stall to plugins. Potential fix for exiting game while skin transfer is unfinished. Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters. Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads. Fixed issue if server was password protected it would not verify server content was installed on client. MODDING / PUBLIC DEV ———————— Added OpenMP to Mod Mode and Dev builds (improves speed of TTool). Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind). Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK. Attempt to use AVX (if available) in 64-bit TTool. Fixed double screenshots in TTool. Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup. Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page. UI / HUD / Options: ———————— Added new gizmo action to clear multiplayer password. Possible fix for HUDs picking up & using unrelated but identically named assets. MULTIPLAYER: ———————— Sync up RealRoad on new clients at an accelerated pace. Changed upload/download speed variable so that higher rates could be set in the dedicated server. Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients. Fixed multiple players in dedicated server startup dialog. CONTROLLERS / FFB ———————— Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this. Output FFB value to plugins even if no FFB devices are detected. AI ———————— Added checks to be sure only real AIs can talk and request pits. Improvements to superspeedway AI. Added AI control to PhysicsOptionsV01 in plugin interface. Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without. Fixed AI cars swerving on formation lap skip and transition from formation lap to race. Removed unnecessary AI braking prediction that had them tapping the brakes needlessly. Reset “add AI” menu when leaving page
  3. VELOCIPEDE

    rFactor 2: la BTCC a confronto

    Nuovo spettacolare video di confronto dedicato ad rFactor 2: la Honda Civic BTCC creata dagli ISI è in paragone diretto con la sua controparte reale sulla pista di Thruxton.
  4. VELOCIPEDE

    rFactor 2 vs Forza 5 al Nordschleife

    Da poche ore è disponibile il nuovo tracciato del Nürburgring Nordschleife per Forza Motorsport 5, ma gli appassionati non sono rimasti a guardare: ecco infatti un video di confronto con la stessa pista su rFactor 2, con protagonista la F1 Brabham 1967. https://www.youtube.com/watch?v=XFaVE2tMdqg
  5. Fonte. Monsum ha mostrato le prime immagini di anteprima di questa nuova pista. Probabile che venga rilasciata poi sotto nome Virtua_LM. Very early WIP of a new rFactor 2 project: Watkins Glen International (nicknamed “The Glen”) is an automobile race track located near Watkins Glen, New York, at the southern tip of Seneca Lake. The sports car racing facility is owned by International Speedway Corporation. It was long known around the world as the home of the United States Grand Prix, which it hosted for twenty consecutive years (1961–1980), but since 1948 the site has been home to road racing of nearly every class, including Formula One, the World Sportscar Championship, Trans-Am, Can-Am, NASCAR Sprint Cup Series, and the IndyCar Series.
  6. File Name: FVR V8 Supercars 2014-2016 File Submitter: VELOCIPEDE File Submitted: 07 Jun 2014 File Category: Cover Wheel Mod Version 6.0 needs you to totally remove previous versions. If you fancy yourself as a skinner, please feel free to help us out on the 2013 skins and we can post the mod into the list. Version 6.0 has some all important physics tweaks and hopefully all cars are visible this time, Coulthard was missing. We are proud that this mod was built from the ground up at FVRFactor. 99% of the mod is scratch built, wretched thing the wipers and driver. We also have a User Interface on our website for the mod. The mod has multiple options in it to suit various configurations of how you want to drive. We have incorporated 5 years of trackconfigs so we have captured diff and tyres and depending on your track year should rubn the correct items. The 2015 season is included with test skins and Adelaide skins at present. There is the new 2016 and the old faithful 2014. There is our newly modelled VF as promised for the 2015 and 2016 series plus the inclusion of our FGX for 2015 and 2016. All 5 cars represented over these years were built in house from scratch by our FlashQld, painted by Ferret40. Sounds were done by Bebop01 who has since departed to do other things. dBens1 and Feralarri have combined on physics and tyres, with Feralarri assisting me to compile this latest version. We are but a small team of friends spread out on the East Coast of Australia to Tasmania. Please understand that if you find a fault we are only human, this is a hobby and we're not waging any wars over this. If you don't like FVR don't download because we've been there and we do this for our own enjoyment. If you don't like it then you don't like it but if you do that's great. We'd love to hear from you if you do. Please don't rip any parts from it (those that threatened they would) we worked a long time on this and please show some respect in the process. This mod is CPM enabled. Special thanks to the following: Ferret40 - Skins and templates dBens1 - Physics Feralarri - Physics and Tyres Bebop01 - All sounds FlashQld - All 3D models, scripting and stuff FVR Special Access Members for their testing and fault finding. A few of you guys went above and beyond, stay tuned for some more testing very soon. Aerobaticrug bigchook Blastermatt buzzhornet cgood124 chrisfry82 coops craigbowie feepit684 Feralarri highpriest holden1968 JimmyT K9VING mag1965 Nebehr noobsbane283 RockShark Sals1 Stoffel tixeon V8Skinner vancstar xtra-large FVR Members for just being there. Our dogs, cats, partners and kids Racing-Leagues.com for their support and testing. They have a 2016 series starting January all welcome. Click here to download this file
  7. VELOCIPEDE

    rFactor 2: FIA GT3 by Apex v0.88

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.88 del suo interessante FIA GT3 Mod. Oltre ai consueti bugfix e migliorie generali, questa release del progetto ci mette a disposizione due nuove vetture, ovvero la 799 RGT3 e la Corvette Z06. - added the 799 RGT3 and corvette Z06 , those two cars are converted model of our rfactor1 mod ,so 3d models are of lower quality compared to SLS. - sounds for Porsche are actually quite good. With Vette, they are unfortunatelly a bit worse. We are looking for better sources for samples. - all cars have updated tyres, - by default, gear ratios are locked to homologated pairs but we included an upgrade which unlocks all available ratios, - steering lock is locked but for people with wheels with rotation range of 270 degrees and lower, we provided an upgrade allowing to set steering lock between 10 and 14 degrees in 0.1 deg. steps by steps. - engine heating and other "minor" things are not yet updated, - AI tyres are also updated, but we still don't like 799R, at least not as much as Corvette or SLS. - updated sls sfx file (thanks Valter Cardoso and Jamezinho ) - 799R has rather high default camber and right now it doesn't work well so we suggest you to lower it (to less negative), almost to minimum actually. we think, range -2.5 to -3.0 front and -2.0 to -2.5 degrees rear works the best right now.
  8. Alessandro Pollini

    rFactor 2: Mid-Ohio by Virtua_LM v2.0

    Decisamente a sorpresa, il noto modding team Virtua_LM ha rilasciato per rFactor 2 la nuova versione aggiornata 2.0 della spettacolare pista di Mid-Ohio. Virtua_LM is proud to introduce you with Mid-Ohio Sports Car Course for rFactor 2. Converted from our fromscratch creation on rFactor, this track has been modified to take advantage of new rFactor 2 capabilities. Proposed with 3 layouts, Mid-Ohio is generally appreciated to offer close racing along this 3.5 km long track. What is new New grass shader Tweaked shadows New real road shader Some texture corrections (saturation mainly) New fitting layout: Miller 200 (based on the “no chicane” layout) New AIW New Cams Some smaller corrections
  9. Here the first pre-release of the Lola B12/60 from Rebellion Racing 2013. Chassis : Lola B12/60 Team : Rebellion Racing Engine : Toyota 3.4L V8 RV8KLM 500+ bhp Series : FIA WEC Year : 2013 Model by : Stefan Woudenberg Sound : iDT Simulations 2008 (with permission) Testing : Dennis Coufal, Frederic Schornstein Update v0.92: - update the engine, which should now have the performance of the Toyota 3.4L V8 RV8KLM. - the standard eye point is more forward. - added an ALT skin from Rebellion Racing, so not everyone needs to drive a black car. Installation: uninstall previous version first before installing the new version. download
  10. Fonte. SpecMiata 1.3 Spec Miatas v1.32 SuperCharged Miatas Level 1 v1.32 SuperCharged Miatas Level 2 v1.32 All new interior and wheel graphics by MikeeCZ. These will likely be the final versions of these. v1.3 to v1.32 changelog mirror LOD fixed for non-max viewing - black line issue gauges color darkened gauges viewable externally cockpit leather texture fixed headlights no longer flicker lods on wheels fixed minor graphic glitches cleaned up Also setup in getmod. Enjoy! The only physics update is a reduction in the abruptness of engine braking. This should make the car a little more stable when downshifting, braking, etc. All of the interior and wheel graphics were redone by MikeeCZ - I can't thank him enough for patiently working with me to make this mod more visually worthy of rFactor2. He really is a very talented artist. Thank you MikeeCZ!!!
  11. Fonte. DOWNLOAD This post has been promoted to an article
  12. Alessandro Pollini

    [rFactor2] - F1RSH2014 by Race Sim League

    Nome file: F1RSH2014 by Race Sim League Autore del file: Uff File inserito: 06 Jun 2014 Categoria del file: Open Wheel Mod Clicca qui per scaricare il file
  13. Fonte. Had this sitting on my hard drive for ages, almost since rF2 was released and as the BTCC is at Thruxton today I thought it was time to share. It's quite rough around the edges and the reflections are not set up at all but realroad seems to work and I think the track is ok to race. I have no idea if I will ever get around to doing any more to the track as it needs a lot of work to bring it up to current standards and I rarely get the free time any more, but anyone that wants to try it is welcome to. v0.7 All new AIW, HDR profile and grass maps thanks to Tosch. New pit ADS, thanks to clokit for the reference. Some minor texture tweaks. v0.6 Added reflections New grass, track shader Tweaked shadows Tweaked SCN Some new/tweaked textures 2014 Ads New Cams DOWNLOAD
  14. Guest

    F1RSH2014 by Race Sim League v1.0

    Il team di RaceSim League, che organizza l'omonimo campionato online, ha rilasciato pubblicamente per tutti gli appassionati di rFactor 2 il suo nuovo F1RSH2014 Mod, un progetto che implementa in pratica nel sim made in ISI l'attuale stagione 2014 di Formula 1, includendo persino il DRS, ERS, motori 1.6L turbo V6, ecc... Per il download del mod correte qui, mentre per commenti e discussioni fate riferimento a questo topic del forum.
  15. Fonte. Pikes Peak V 0.95a for rFactor 2 Thanks to cafeaulait for permission to convert this awesome course, Spaskis for the step-by-step 3DSimEd instruction video, and freew67 for jumping in and teaching me point-to-point timing! Timing for the course now works in practice session To set times in a Race session, set finish criteria to TIME, and set time to 7 minutes or so. Changelog for Version 0.95a Aug 15 Ummmmm. A LOT of textures have been updated. No more mountains popping in and out. Moved the brake check station out of the middle of the road at Glen Cove. HAPPY DRIVING! Version 0.85 is the "final" version for a while. There are a few things that still need to be worked on, like RealRoad and the road surface itself, but I need to learn a few things before that happens Changelog for version 0.85 June 14 Fixed shadows (again!) Spread out sector gates Fixed a number of objects to be collidable AIW is set up to run with up to 8 people online. Not set up to run AI. Fuel usage adjusted LOD adjusted to stop that annoying pop up. It still happens in one little spot, but it's not alarming like it used to be. Changes to version 0.79 June 8 Practice timing!!! everyone thank freew67 Object shadows updated/added New garage and grid spots to allow 6 (?) or so drivers on the course Road/grass materials assigned. No more cutting through the grass Still to do: RealRoad Enjoy! Download V0.95a
  16. Ottime notizie per tutti i possessori di rFactor 2! Il team Apex Modding, già noto per i suoi ottimi lavori (anche sul primo rFactor), ha infatti annunciato di essere al lavoro su di una versione realizzata da zero di Spa-Francorchamps. La pista, realizzata in origine per il precedente sim ISI, è stata ricostruita da cima a fondo con nuovi dati CAD, così da garantirne la massima fedeltà con la versione reale: aspettiamo nuove notizie dal team!
  17. Fonte. hello a long time a go , we made a spa track for rf1 : the track for rf1 was never released , but work fine on him. the architect who made the 2007 chicane give us in 2008 the cad datas of the track .we still have those datas .So we find one talented guy who remade the full work , from 0 , for rf2 so for resume : we made the spa 2007 track for rfactor2 , based on cad datas with real elevation , from scratch. First pic of this rework : cad datas imported on 3ds max : Questo messaggio
  18. VELOCIPEDE

    rF2: Nürburgring Nordschleife by Pleclair

    Hey guys, Well…. good news and bad news…. Good news is, I managed to finish up the long awaited update, and I’m currently almost finished uploading… will probably be done by the end of my post. A lot of things changed, you can find out all about it in the component description. I also reworked all the tatoos yesterday, since after redoing them and setting them to 0.001 as mentioned, I didnt noticed that most of them were still actually hidden. The large clip plane require more than 0.001 in most cases. I found out that splitting my objects that need to be set to decals, into smaller pieces, helped reduce/remove the flickers, and allow to use smaller values like 0.003-4… So all tatoos are now visible. The bad news is, things are stirring up a bit over here, and I dunno how long I’ll be able to work on Nord… not sure how things will end up over here, so I might have to take an unwanted break. The download is much larger because of the new road textures… each are 5mb in size, but not all are used… I will clean up after I’m totally done with adding variety to the road. I havent found much on the state of the tarmac in the guide, for the section after the karussel, it was mentioned in lots of corners the tarmac was rather in good condition at the time of the guide, so I let the light tarmac (medium age) there.. with the new patch that was already there. So right now, there is three variety of tarmac, old, medium, and new. You will easily find out which are which as each as visually distinct and feels distinct as well. Pleclair
  19. VELOCIPEDE

    rF2: Endurance Racing X aggiornato!

    Changelog -New car Ferruccio added, -Performance tweaks on all cars.(Overall values adjusted, weight, engines, fuel consumption…) -Bayro should be fixed now as few mentioned it was to slow compared to other cars. -Reflections adjusted on windows-glass parts, rims. -Few other textures adjustments to gain bit more fps. -Fixed position number on motec. -Added different classes to chose from what to race. -Added URD infront of cars for component so you find them togethere now when installing
  20. Fonte. hi all! i have been working on this finnish for the last 2 months, even there is a lot of work to do yet, i would like to post some screenies. Maybe track is 60/70 % done, but still a lot to do : correct terrain textures and mapping, fix some gap at terrain, add animated workers and animated flag, edit camera file, load screens, and many more i hope you like screenshot and works done so far. cheers sergio loro
  21. Nome file: Nurburgring by mianiak Autore del file: Uff File inserito: 27 May 2014 Categoria del file: Tracks Clicca qui per scaricare il file
  22. digiprost

    Indianapolis in video

    In occasione della mitica 500 Miglia disputata oggi, sono tantissimi i video pubblicati dedicati proprio al tracciato di Indianapolis: numerosi sono infatti anche i confronti fra la realtà e vari simulatori, come rFactor 2, iRacing e Forza Motorsport 5. Qui sotto un video confronto realizzato da DigiProst.
  23. Although it has been updated a number of times, the DW12 really needed this one. The car is much closer to being called ‘final’ now! Download: Non-Steam – 166MB Changelog: – Fix for weak overall FFB feeling. – 120″ wheelbase default now (with 119″ 2nd in list, in order of usefulness) – Reduced real road rate slightly. – Increase in wet cooling effects across all tyres. – Small tyre fix which helps to improve optimum camber angles. – Attempt to make AI less prone to cut corners (especially slower turns and very high speed turns). – Minor AI physics correlation improvements (less longitudinal grip). – RollDamping (in the form of natural / self damping) now embedded into ARB adjustments. – Removed ‘wedge’ from pit menu HUD for Road Courses. – Enable pit-adjustable rear wing for speedway configurations. (The last car bug reported by Max) – Added toe-offsets. – Minor turbo sound tweaks. – Added GrooveSqrdEffect with the primary purpose of reducing speedway grip a fraction. – A tiny bit less sensitive to dirty air (more so on the speedway configuration side). – Leading draft significantly cut too (reducing fore balance shift which cause weird feeling spinouts if someone managed to get VERY close behind) to a more realistic level. – Slightly reduced cooling on minimum radiator. – White edges on digits fixed – Changed “Chevy” back to “Chevrolet”. – Add 1 onboard camera. – Steering wheel hand rotation now matches wheel a little better. – Some other graphical fixes.
  24. Come promesso, gli ISI hanno appena pubblicato una nuova vettura per rFactor 2. Si tratta della Formula Renault 3.5, vettura già presente nel simulatore, che ora si aggiorna alle specifiche 2014. Dotata di un motore V8 da 540 cavalli e freni in carbonio, questa è considerata una delle migliori serie di allenamento per i piloti che aspirino ad arrivare a guidare una Formula 1. La pagina dedicata sul sito ufficiale è ricca di informazioni sulla vettura, informazioni che vi consigliamo di leggere: oltre al link per il download, inoltre, trovate anche un pacchetto contenente dei setup più semplici per chi avesse problemi a domare la vettura (che di base viene fornita con i setup utilizzati in configurazione di gara). Nel video qui sotto potete ammirare il confronto diretto fra la nuova monoposto 2014 e la precedente versione 2010. https://www.youtube.com/watch?v=V4Owq_k5i58
  25. Il team URD prosegue nell sviluppo del mod EnduranceRacingX e oggi ci mostra i primi screen dell'atteso cockpit della Ferruccio, ultima vettura aggiunta in ordine di tempo. Benché manchi ancora qualche dettaglio, già da ora la cura per i dettagli che contraddistingue i lavori del team è ben visibile da queste immagini. La prima parte del mod può essere acquista per 9,90€.
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