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  1. Nome file: Nurburgring by mianiak Autore del file: Uff File inserito: 27 May 2014 Categoria del file: Tracks Clicca qui per scaricare il file
  2. Tra le piste più interessanti in fase di lavorazione per Assetto Corsa c'è sicuramente quella di Montreal. Linolafett ci mostra oggi due nuove immagini di come procedono i lavori, che al momento si stanno concentrando sulla creazione degli elementi primari del circuito e sulle texture, grazie a nuovo materiale che il modder ha ricevuto. Sicuramente un lavoro da seguire con attenzione.
  3. Fonte. Hello everyone, since few days I'm playing with Hagn's addon for Blender. I wanted to export my Fuji Speedway Short from rFactor to Assetto Corsa, now it's done Track Caracteristics : Layout used in Assetto Corsa(AI line ; there is no cone or something like that) : A1 B3 C2 (look at the map) Length (A1 B3 C2 in Bob's Track Builder) : 857m Width : 12m - 10m Country : Japan City : Oyama Pitboxes : 7 Starting grid : 10 Racing anti-clockwise Know issues : - AI not working, I used the AI dev app but the AI don't move. - Some objects doesn't have 2 sided material (trees and guardrail) - Camera is below the track - Guardrail collisions make the car jump in some case - When you take a screenshot with Assetto Corsa App some objects will be white If you experiment a bug or a glitch, tell me DOWNLOAD
  4. Nome file: Fuji Speedway Short Course by Coco44250 Autore del file: Uff File inserito: 16 May 2014 Categoria del file: Track Fonte. Hello everyone, since few days I'm playing with Hagn's addon for Blender. I wanted to export my Fuji Speedway Short from rFactor to Assetto Corsa, now it's done Track Caracteristics : Layout used in Assetto Corsa(AI line ; there is no cone or something like that) : A1 B3 C2 (look at the map) Length (A1 B3 C2 in Bob's Track Builder) : 857m Width : 12m - 10m Country : Japan City : Oyama Pitboxes : 7 Starting grid : 10 Racing anti-clockwise Know issues : - AI not working, I used the AI dev app but the AI don't move. - Some objects doesn't have 2 sided material (trees and guardrail) - Camera is below the track - Guardrail collisions make the car jump in some case - When you take a screenshot with Assetto Corsa App some objects will be white If you experiment a bug or a glitch, tell me Clicca qui per scaricare il file
  5. Nordschleife by Snoopy View File Original makers: *Com8* - modeling, texturing, scene Nor, G99 - former modeling, organisation 6e66o - textures Thorsten Rueter - Cam's Misan - AIW, Cam's Tobi - website, board Many thanks to the guys on this forum: Tmanning47- Conversion Stereo- Conversion fixes Qwaribo-brute force json editing Flashcrow-AI fastlane never_eat_yellow_snow1-overlay map The_Doctor and-trackside cameras Installation copy the entire folder called "nord_snoopy_0.5.0" to: X:\Games\Steam\steamapps\common\assettocorsa\content\tracks and paste it Submitter VELOCIPEDE Submitted 05/15/2014 Category Track
  6. conversione realizzata da thestrobe8 DOWNLOAD
  7. Fonte. hi all!! i love this sim, and how it feels, so i decided to create a new track for it, i choose Caserta, used back on 1967 , a 4,5 kms public road high speed triangle. it has the classic italian house and some buildings, i start by the Reggia di Caserta building and other close to it, here is some screenies, more to come i already had the layout done, but i need more info about how track should be done in terms of polycount and other stuff. cheers!!
  8. Nome file: Automotodrom Brno by Patrik Marek Autore del file: Alessandro Pollini File inserito: 09 May 2014 Categoria del file: Track Author : Patrik Marek v0.2.1 - first pass at shaders - latest texture work - separated pitlane from the track ( should help with AI lines - however there is some tool in SDK for AI, so maybe I will check it out there instead ) - it might need more separation PIT-IN part of pitlane is probably still part of main track - new sun orientation (hopefully matching real sun position) known issues so far I didn't figured out how to make the "helper objects" export properly, so the orientation of the car in Hotlap/Practice isn't correct, but this will be hopefully sorted out soon, there are some white edges here and there, will have to check it out and see what can be done about those this month I will be busy with other stuff, so the progress will be quite slow on this track, but hopefully I will pick it up after that and finally start adding some grass/sand/armco/kerbs to make it easier to test out the track v 0.1.4 - more details on pitwall (started building the fences) - added brake markers where they are on real track - tweaks to road surfaces, mostly shape of straights v0.1.3 - was trying to get even better/more realistic road elevation, I feel like first half of the track is pretty spot on, if I was to tweak something, I would say that the double corner , after the lowest point on the track , should be bit smoother, and then the very last 2 corners should also be smoother, there appears to be a small hill before finish line, but that's shouldn't be there, - added more details on the pit wall, updated texture too v0.1.2 - improved road surface accuracy (hopefully) - smoother surface - more pit-lane work - added small kart track ( although you probably can't reach it and drive on it ) Clicca qui per scaricare il file
  9. Sto iniziando a modellare ecco il primo screen, premetto che manco di esperienza per la modellazione dei circuiti e che ho già un'altro progetto da terminare nel mod USCC, quindi non sò se e quando rilascerò il circuito, spero di farcela perchè da siciliano ne sarei orgoglioso (almeno nel virtuale funzionerebbe)
  10. VELOCIPEDE

    rFactor 2: screens da Indianapolis

    Il team ISI ha pubblicato tramite Twitter alcuni screenshots inediti che ci mostrano il nuovo tracciato di Indianapolis per rFactor 2, ormai di imminente rilascio, come si nota dalla qualità e completezza delle immagini.
  11. Nome file: Phillip Island by Slider916/Cammel Autore del file: Uff File inserito: 02 May 2014 Categoria del file: Track Phillip Island Circuit By: Slider916/Cammel Converted from rFactor Australia’s premier permanent road course Clicca qui per scaricare il file
  12. Guest

    rF2: Le Mans 1991-1996 by Virtua_LM

    Il team Virtua_LM ha finalmente rilasciato per rFactor 2 la conversione, in versione 1.0, della stupenda pista di Le Mans degli anni 1991 - 1996 ! Per tutti i dettagli e commenti del caso fate riferimento all'apposito topic sul forum, mentre per scaricare il file correte a questo link. Basic info: - This is a greatly improved version of the previous release. The most refined area is the guardrails and the specularity levels of the objects. A lot more objects are reflected on the cars or during rain. AI has been refined and the AI-does-not-pit bug has been fixed. Oh and there's also pit perches now. - Originally the track was started for rF1 by Sylvain Glapa, who has done an incredible job with most of which you still see today. The largest ones (in my opinion) would be the trees (look out for the distinct types in the right areas), the road surface modelling and the grandstands/pit buildings. The shaders and some textures have evolved but without his basis we would not have such a track today, let alone one this great. - The shoulders down the Hunaudières straight are not for driving. We could not find any hard info but racing cars generally do not use it outside cases of emergency. We implemented this by making them uncomfortably bumpy. - If you find something that should not be please leave a kind note. Few things are worse than you having a point that we don't read because it was presented in an unkind manner.
  13. File Name: Montreal - Circuit Gilles Villeneuve by Linolafett File Submitter: Alessandro Pollini File Submitted: 01 May 2014 File Category: Track Author : Linolafett here is my take on the "Circuit Gilles Villeneuve" track in montreal. I grabbed the google earth images and stitched them together to get my blueprint. Now i am using google images to get as much reference images as possible. Started working on the first corner combination first. The track Texture is wip, but looks kind of okay at the moment, the red/white texture is my "missingTexture" Texture, just ignore Export works thanks to the great help of you guys, i am really grateful for your effort! Changelog: - added 3D gras - added first version of groove texture (skidmarks, does not change over time yet) - added more buildings and offtrack props (flags/tents/lamps/blockout of montreal skyline) - new fastline AI and cameras made by "Stepy" (thanks!) - fixed too bright bushes in cloudy conditions Click here to download this file
  14. Fonte. Hi Guys Here is a WIP of my conversion of my fantasy track, Perth Street Circuit for rFactor. Still needs some work but i need feedback and assistance as i want to do a decent job. I am no professional and this is only my hobby when I'm not racing so keep any criticism constructive and as helpful as possible. Thanks. Enjoy. Track has real road and road reflections. No Marshall's as i don't know how to add them yet. Current Version is 0.3 Known Issues - Night Lighting does not work. (Easy Fix) Some of the grass away from the circuit needs to be fixed. AI aren't perfect. DOWNLOAD
  15. Fonte. Current version 0.3 ALPHA RELEASE : http://www.mediafire.com/download/wyjexganntgg5dn/tsukuba.rar https://www.youtube.com/watch?v=Afz_GfeuGeA
  16. As my first attempt at a complete track build I decided to pick a little UK track of which I could easily obtain photographs/visit etc to try and build a really complete track. I've never used 3Ds Max previously so this whole process so far has been a learning curve from the start. Here are some early screens in max, i've managed to get a basic point cloud for the area which has allowed me to build the track so far with the correct gradients. I've already scrapped and started again the track surface 3 or 4 times but just down to learning the process and refining it each time. All the objects are being built as separate 3d models for the time being such as buildings / marshals posts / curbing etc again to learn faster about modelling of which should help the overall effect. I will be sure to keep this thread updated with news and information about the build and hopefully try and share any useful information that I learn as I go along to encourage others to also try building. fonte AC forum
  17. Fonte. Legendary 12,5km track NARDO High Speed Ring v.0.7 ... long and is round, has four lanes for cars and motorcycles totaling 16 metres (52 ft) in width and has a separate inner ring for trucks at a width of 9 metres (30 ft) The neutral speed for the four car/motorcycle lanes are respectively: Lane 1 - 100 km/h (62 mph) Lane 2 - 140 km/h (87 mph) Lane 3 - 190 km/h (118 mph) Lane 4 - 240 km/h (149 mph)
  18. Fonte. Desert roads [WIP] dozens (maybe hundreds;-)) kilometers of desert road Download (v.0.3) -->> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=6637
  19. Lost Valley (Experimental).
  20. Dopo molte settimane di silenzio, il bravissimo pleclair è ritornato per la gioia degli appassionati di rFactor 2: è infatti disponibile per il sim made in ISI la nuovissima versione aggiornata 1.5 beta dell'imperdibile circuito tedesco del Nurburgring Nordschleife Tourist ! Come potete notare dal video qui sotto, si tratta di un download imperdibile.
  21. I spoke to Lasercutter today and have made a small update to the circuit as we have a upcoming league race and found the same clutter in the pitbox issue. I've removed the clutter so now cars can use all the pitboxes (the 27 limit still remains) and remade the loading screen. There are no other changes at this point however I may look further into updating textures/road detail in the future. Download can be found at: http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=2940
  22. Please find attached new version 1.15 including: OcioKart_1.15.rfcmp - Corrected the holes in the box - Corrected road sides where several textures were not correctly mapped. Road to gravel transition is almost perfect now everywhere. - Isolated tyres are moveable. They are too light for the moment and when displaced they disappear until next session. I don't know how to increase its weight and prevent disappearing. If someone could help here I would sincerely appreciate it. - Flag poles do not cross finish gate - Gravel and tyre properties adjusted for a better experience.
  23. Version 2.0 (The 1.0 was released a year ago to run a private race). DOWNLOAD To update de track we have donde this work: - New AIW. - New textures - Shadows. - Reflections. - Lights to night races. - New Cams. - New billboards. - New Trees. - Corner-Workers. - New kerbs. - New "baguetes" - New objets (wall, crane, vehicles, public, etc...). DESCRIPTION
  24. Contemporaneamente al rilascio dei go-kart gli ISI hanno pubblicato anche questo tracciato.
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