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  1. Alessandro Pollini

    [rFactor2] - Spa Francorchamps

    View File Spa Francorchamps Author : ~IsR~Barabba Spa Francorchamps 0.86 for rFactor 2 Submitter Alessandro Pollini Submitted 02/01/2013 Category Tracks
  2. Alessandro Pollini

    [WIP] BMW V12 LMR by Apex Modding

    First screenshots BMW V12 LMR
  3. Alessandro Pollini

    [rFactor2] - Carolina Motorsports Park

    File Name: Carolina Motorsports Park File Submitter: Alessandro Pollini File Submitted: 22 Jan 2013 File Category: Tracks Author : LCR I built the track for rF, using BTB, almost 2 years ago and tried to convert it for rF2, but with not satisfying results, so i am starting to redo the track for rF2. I am releasing a test v0.20 with working RealRoad, but with the most of the objects still taken from the rF version. I have to learn a lot about rF2 and my low english level doesnt help me, so i opened a thread in the italian subforum asking for feedback/help to the italian community ... sorry, an english thread would have been a big problem because my low knowledge of the language. Click here to download this file
  4. Alessandro Pollini

    [rFactor2] - Oran Park 2008

    File Name: Oran Park 2008 File Submitter: Alessandro Pollini File Submitted: 15 Jan 2013 File Category: Tracks Author : nibiru Most of you interested in this track will know that I have done a conversion of this track already, and maybe thinking whats going on another one...why? Well I was trying to make the that track as accurate as I could but the track it self was in accurate. So I decided to make the track myself and really give a tribute to the track, particularly as I really have a soft spot for this track. I went there a handful of times as a kid and was there at the final race. (just wish I knew then I was going to end up building it when I visited the track) The track is loosely based on the final V8 supercar race in December 2008. It was difficult to find most of the sponsors images used back then so I have made majority of the textures. I have used a few ISI objects otherwise I have remade all objects except for a couple which I'm working on. Cams are done and AIW isn't that bad. I set the AI fast lap and I can't catch them at 120% (so I guess thats how it should be) I'm now at a stage where the track is nearly finished and need the feedback from you guys. rF2 Features included so far: Car reflections RealRoad BillBoard Trees Billboard Bushes New Terrain Shader Animated Cornerworkers, PitWorker, CameraMen, Flags 3d Trees Night Lighting v 0.73 change log Fixed missing object Click here to download this file
  5. 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
  6. Conversion of the beautiful circuit of Orchard Lake. DOWNLOAD ================================================== === Update 1.02 ================================================== === BUG FIXES / OPTIMIZATIONS: ————————— Fixed problem with pop up object. Fixed lighting system Update for Track Map Plugin Orchard Lake
  7. L'autore non ha più tempo per lavorarci, quindi la rilascia così com'è nella speranza che qualcuno possa subentrare e completare la pista. DOWNLOAD
  8. Guest

    Gestione dei rimborsi

    Tim Wheatley ha aggiornato le politiche per il rimborso di rFactor 2: da ora in avanti, chi lo acquista avrà tempo 30 giorni per richiederlo, come accade per rFactor 1. Per chi invece lo ha già acquistato valgono ancora i due mesi di tempo.
  9. L'ultima build dell'anno! This post has been promoted to an article
  10. 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
  11. Dopo aver corretto alcune imprecisioni che portavano al crash della precedente versione della pista, banger l'ha rilasciata nuovamente. DOWNLOAD
  12. Nome file: Essington Park by InternationalSimRacing Autore del file: Alessandro Pollini File inserito: 24 Dec 2012 Categoria del file: Tracks Forum. Clicca qui per scaricare il file
  13. I've been working on this for a while, there's about 7-8 days in the modeling, unwrap and texturing of the car model, theres about 5-7 days in the planning, exporting/importing of .gmt's and .dds files and a few more in code editing and getting stuff to show up in the engine. Thanks to everybody here for helping bumpstart this, I would be lost without you. So now it moves and as you can see, it is only the start but not the finish. I have some suspension and steering woes you can see in the movie.
  14. Alessandro Pollini

    [rFactor2] - Pocoyo Park by Spaskis

    File Name: Pocoyo Park by Spaskis File Submitter: Alessandro Pollini File Submitted: 10 Dec 2012 File Category: Tracks Pocoyo Park is an imaginary circuit made for the kids but where most of the times adults have fun at. The layout is very technical and wide and suits any type of car. From Euskotracks we hope you enjoy the track. Have fun out there!!! Click here to download this file
  15. http://www.racerfactor.com/foros/post21874.html#p21874'>DOWNLOAD http://youtu.be/adv-g_cCwF4
  16. VELOCIPEDE

    Build 118 - Update ufficiale

    Build 118 Released This build is released on the auto updater. Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. The links to the update file are in the downloads thread, both http and torrent. Full 118 torrent is also there. Full 118 installer http link sometime Saturday. Note: The update file is larger at 170mb than any previous one, I think. Be aware of the fact it might take longer. It's also VERY possible you will crash the auto update server. That's sort of what we want. Your readme says 117, don't worry, you have 118. This got done late, as you can probably tell, but at least you get to tinker with it all weekend. Be be patient with the torrent. With it getting done late, there's only one seeder at the moment, and that's me at home. It will get faster, by the time Europe wakes up it should be smooth. UPDATE 8 (Build 118) Changelog (October 19, 2012): ====================================== GRAPHICS: ————————— Fixed a bug with inconsistent shadow detail between channels in multiview Added 3 levels of shadow filtering speed vs quality Enhanced autodetail framerate processing to better maintain minimum FPS Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU Fixed a quadgrid culling bug Fixed bug with pendulum texture animations Bloom is now working properly with multiview Different texture detail levels between player and opponents now (almost) works FPS counter now shows yellow when frame rate is being regulated Attempt to fix 'left-behind-shadows' problem Separated auto detail processing from visible vehicles processing Limit auto-detail FPS option to the current refresh rate Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page. Sync shadow groups between views in multiview Added code to visible vehicles calculation to maintain minimum framerate. Improved multiGPU awareness of HDR processing GAMEPLAY: —————————- Corrected code to always use track GDB SettingsFolder override Setting session starting times default to 9am Changed default steering help from low to off because it confused a lot of people Re-enabled transparent trainer and added some options for it. PHYSICS: —————————- Added code to allow RealRoad to be pre-conditioned in a number of ways Moved some real road computations into road shader Fixed typo that prevented the middle turbo dump sample from playing Improved turbo dump Added minor effect of turbo spool friction Fixed a small problem with auto reverse AI: —————————- Attempts to get the fuel-less AI to slowly pull off the road. UI / HUD: —————————- Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom Fixed statbar car position map to correctly scale with screen/hud resolution. Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found. Eliminated more conditions where the player vehicle gets incorrectly set to Pace car. More UI stuff for RealRoad loading/saving Minor fix to info display on Video Res page Scaled text on mouseless spinners to correct value based on screen res and res of options. Added ability to add boost gauges to cockpit and HUD. BUG FIXES: —————————- Fixed crash in multiplayer Fixed some memory/resource leaks Fixed crash when changing tire compounds in pitstop Small optimization with regards to buffering data between simulation & multimedia threads MULTIPLAYER: —————————- Added dedi server RealRoad options Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window CONTROLLER/FFB: ---------------------------- Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported. Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working). "Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason. Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file. PLUGINS: ---------------------------- Completed custom plugin control (this invalidates old Version05 plugins) A little bit more robustness with respect to saving and restoring custom plugin control mappings REPLAYS: ---------------------------- Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format MODDING / PUBLIC DEV ---------------------------- Fixed bug with render target selection for all 3DS Max plugin versions Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option. Added _v25 to the names of all plugin dlls First release of scene viewer, located in ModMgr directory Fixed some problem with component Install/Uninstall in mas2 packaging tool Updated modmaker doc to sync with latest tools Added CG visualizer to Ctrl-U dev tool Added support for RealRoad file reading in viewer DOWNLOAD FULL INSTALLER (This is probably what you want first) Main download: Build 118. (489 MB). Torrent: Build 118. MANUAL UPDATE from Build 107 (Not required if you use the full installer) Update download: 107-118. (170 MB). Torrent: 107-118. This post has been promoted to an article
  17. http://www.racerfact...823.html#p21823 DOWNLOAD Ps:Grazie a Mauro che per primo aveva trovato il video poi Io mi sono messo a cercarlo!
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