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  1. Studio 397 ha appena pubblicato la nuova roadmap del mese di Settembre per il suo rFactor 2. Si parte con il rilascio di una nuova release candidate, poi si passa ai nuovi effetti della pioggia, l'aggiornamento della Tatuus, di Zandvoort ed altro ancora.
  2. In attesa della nuova monoposto Formula Pro che sarà rilasciata domani, il team Studio 397 ha appena pubblicato il nuovo Roadmap dedicato ad rFactor 2, questa volta particolarmente ricco ed interessante. Oltre a ricordarci la nuova monoposto in arrivo, gli sviluppatori ci spiegano gli sviluppi della Release Candidate e del progesso della fase Beta del software, inclusa l'attesa novità della mescola dei pneumatici, le sessioni del Competition System, l'annuncio della nuova BMW M4 Class 1 2021, gli sconti attualmente attivi su Steam e molto altro ancora.
  3. VELOCIPEDE

    rFactor 2: Roadmap Update October 2020

    Studio 397 ha pubblicato il nuovo Roadmap Update del mese di Ottobre dedicato al suo rFactor 2. Fra le notizie più interessanti, troviamo la nuova interfaccia utente, che include anche la UI dedicata alle dirette delle gare online ed una nuova vettura prototipo che ci viene mostrata in un primissimo render...
  4. Studio 397 ha appena pubblicato il nuovo Roadmap del mese di Settembre relativo al suo rFactor 2. In primis ci viene presentata la nuovissima Ferrari 488 GTE EVO 2020, che sarà rilasciata domani. La nuova Bentley Continental GT3 2020 è invece già disponibile per l'acquisto tramite Steam, ad euro 4,99. Inoltre è stata rilasciata sempre via Steam (euro 11,99), una versione migliorata del tracciato del Nurburgring Nordschleife.
  5. Con qualche giorno di ritardo rispetto al solito, a causa del Sim Racing Expo, il team Studio 397 ha pubblicato il consueto Roadmap Update dedicato al suo rFactor 2. Possiamo finalmente ammirare le prime spettacolari immagini della Porsche GT3 Cup in pista! Roughly a week later than normal, we bring you the monthly roadmap for August. Obviously we were at the SimRacing Expo last weekend, where we met a lot of you and showed off a pre-release version of the Porsche GT3 Cup car and the Nürburgring. Both are scheduled for a release in roughly two weeks from now, pending final approvals. But we have a lot of other news to share with you too, so let’s get started! A1 eSport season 2 A1 eSport is back with yet another season, after a great first season. Once again the races will start off with a hotlap session, and then in each weekend following a race. A total of 5 races will be run before heading to the showdown and shootout and finally the finale in late October hosted in Vienna. Just like last season. The big difference here is that now every European can participate, not just German speaking residents. Sign up is open now, first round starts at midnight on the 9th of September. Lets go! If you want to get a glimpse of what you’re getting yourself into, on their website you can see what the last season finale looked like. Porsche Formula E Competition IAA Frankfurt In roughly a week from now, the International Motor Show (IAA) in Frankfurt starts again, and on the last day of this huge show we will be collaborating with Porsche to run a full day of Formula E races. The qualifiers for this event have already been decided. Congratulations to the four finalists who will compete against the Porsche Formula E factory drivers on stage! If you are planning in visiting the show and are there on the last Sunday, please drop by and say hi, watch the show and have a go yourself. World’s Fastest Gamer 2 Qualifiers for rFactor 2 have been run and if you have not seen the final race, check it out below. Erhan Jajovski won the race in great style and we wish him all the best in the finals later this year. Although at this point little is known yet about these finals, we are confident that these will be something very special, so watch this space and the WFG2 site for more information. Code Updates After the first technical update last month, we have now released another one that addresses the “leave lags” that people were experiencing in some circumstances. Specifically when someone with a car with non-standard upgrades left the server, this would cause a lag that propagated to all other clients. Our latest update fixes that. Next on our list are some smaller usability issues. We are also still analyzing any freezes that specific clients are having. The rest of our development team is working hard on finishing the UI we previewed at the SimRacing Expo. If you missed our live broadcast on Twitch on Sunday, check it out below. We want to thank everybody for providing a lot of comments on this new UI. Just to clarify where we are with this. Our first release is a starting point for many more tweaks and improvements, so if you don’t see your favorite improvement yet, don’t worry, things will evolve! With the new UI, we are also going to release the first version of our competition system, and although we did not demo any of that in the video we did at the SimRacing Expo, we will start showing it in the weeks to come. Our graphics developers in the meantime are working on some more fundamental changes to the lighting and the way our shaders work. The move to PBR triggered a few other issues that we are fixing right now and at the same time we are improving how our shaders work, by streamlining the number of different shaders we have and making new ones that can be customized a lot more by artists. Once these things are done, we are continuing our work on cockpit shaders. Prototypes for that were very encouraging. Content For those of you who could not attend the SimRacing Expo we have some more shots of the Porsche GT3 Cup car. The car is officially still a “Work In Progress” but as you can see, it’s coming along nicely. Obviously we are already planning new content beyond the things that will be in your hands in a few more weeks, but we’ll save that for another roadmap. That’s all for this month. We’ll be back in roughly three weeks with next month’s roadmap which will be back on schedule. In the meantime we would like to wish everybody a lot of fun simracing, and stay safe!
  6. Come di consueto Studio397 ci aggiorna con la sua roadmap mensile dedicata a rFactor 2. Seconda stagione del McLaren Shadow al via, come già annunciato in questo articolo, con tanti interessanti premi per chiunque vi prenda parte. Confermati update futuri per il Nurburgring e la Porsche 911 GT3 Cup: la pista riceverà nuovi layout per completare tutte le possibili combinazioni e la Porsche Cup Car avrà più livree disponibili e un update riguardante il VLN. Nel frattempo si lavora su nuovi contenuti e nuove licenze (nella parte 4 dell'intervista fatta da RaceDepartment a Marcel Offermans si diceva che sarebbero arrivate 3 auto di case automobilistiche già presenti nel gioco ma di classi non ancora presenti. Dopo aver rilasciato la McLaren Senna e la Porsche 911 GT3 Cup ne manca quindi una all'appello, ndr) Continua il lavoro di perfezionamento del codice lato multiplayer così come continua il lavoro sulla nuova UI e sul competition system: una data potrebbe arrivare nella prossima roadmap. Inoltre è stato completato il lavoro di riscrittura dello shader system. Commenti nel topic dedicato
  7. Con qualche giorno di ritardo rispetto al solito, a causa del Sim Racing Expo, il team Studio 397 ha pubblicato il consueto Roadmap Update dedicato al suo rFactor 2. Possiamo finalmente ammirare le prime spettacolari immagini della Porsche GT3 Cup in pista! Commenti sul forum dedicato. Roughly a week later than normal, we bring you the monthly roadmap for August. Obviously we were at the SimRacing Expo last weekend, where we met a lot of you and showed off a pre-release version of the Porsche GT3 Cup car and the Nürburgring. Both are scheduled for a release in roughly two weeks from now, pending final approvals. But we have a lot of other news to share with you too, so let’s get started! A1 eSport season 2 A1 eSport is back with yet another season, after a great first season. Once again the races will start off with a hotlap session, and then in each weekend following a race. A total of 5 races will be run before heading to the showdown and shootout and finally the finale in late October hosted in Vienna. Just like last season. The big difference here is that now every European can participate, not just German speaking residents. Sign up is open now, first round starts at midnight on the 9th of September. Lets go! If you want to get a glimpse of what you’re getting yourself into, on their website you can see what the last season finale looked like. Porsche Formula E Competition IAA Frankfurt In roughly a week from now, the International Motor Show (IAA) in Frankfurt starts again, and on the last day of this huge show we will be collaborating with Porsche to run a full day of Formula E races. The qualifiers for this event have already been decided. Congratulations to the four finalists who will compete against the Porsche Formula E factory drivers on stage! If you are planning in visiting the show and are there on the last Sunday, please drop by and say hi, watch the show and have a go yourself. World’s Fastest Gamer 2 Qualifiers for rFactor 2 have been run and if you have not seen the final race, check it out below. Erhan Jajovski won the race in great style and we wish him all the best in the finals later this year. Although at this point little is known yet about these finals, we are confident that these will be something very special, so watch this space and the WFG2 site for more information. Code Updates After the first technical update last month, we have now released another one that addresses the “leave lags” that people were experiencing in some circumstances. Specifically when someone with a car with non-standard upgrades left the server, this would cause a lag that propagated to all other clients. Our latest update fixes that. Next on our list are some smaller usability issues. We are also still analyzing any freezes that specific clients are having. The rest of our development team is working hard on finishing the UI we previewed at the SimRacing Expo. If you missed our live broadcast on Twitch on Sunday, check it out below. We want to thank everybody for providing a lot of comments on this new UI. Just to clarify where we are with this. Our first release is a starting point for many more tweaks and improvements, so if you don’t see your favorite improvement yet, don’t worry, things will evolve! With the new UI, we are also going to release the first version of our competition system, and although we did not demo any of that in the video we did at the SimRacing Expo, we will start showing it in the weeks to come. Our graphics developers in the meantime are working on some more fundamental changes to the lighting and the way our shaders work. The move to PBR triggered a few other issues that we are fixing right now and at the same time we are improving how our shaders work, by streamlining the number of different shaders we have and making new ones that can be customized a lot more by artists. Once these things are done, we are continuing our work on cockpit shaders. Prototypes for that were very encouraging. Content For those of you who could not attend the SimRacing Expo we have some more shots of the Porsche GT3 Cup car. The car is officially still a “Work In Progress” but as you can see, it’s coming along nicely. Obviously we are already planning new content beyond the things that will be in your hands in a few more weeks, but we’ll save that for another roadmap. That’s all for this month. We’ll be back in roughly three weeks with next month’s roadmap which will be back on schedule. In the meantime we would like to wish everybody a lot of fun simracing, and stay safe!
  8. Puntuale come al solito, Studio 397 pubblica il nuovo diario di sviluppo del mese di luglio relativo al suo rFactor 2. La principale novità è l'annuncio dell'arrivo della spettacolare McLaren Senna, che ci viene presentata anche con un inedito trailer, la prossima settimana è da non perdere la competizione del World Fastest Gamer che si disputa proprio con rFactor 2 ed è confermata la presenza del team al prossimo Simracing Expo al Nurburgring...
  9. VELOCIPEDE

    rFactor 2: Roadmap Update April 2019

    Il team Studio 397 ha puntualmente pubblicato il nuovo roadmap update di aprile relativo allo sviluppo del suo rFactor 2. Fra le notizie più interessanti, accompagnate da spettacolari screens di anteprima, troviamo l'annuncio del nuovo circuito cittadino di Montecarlo, sul quale corre la Formula E ed i lavori in corso per la realizzazione dell'attesissimo Nurburgring. Per commenti e discussioni correte sul forum dedicato.
  10. VELOCIPEDE

    rFactor 2: Roadmap Update Gennaio 2019

    Il nostro @Alfred ita ci aggiorna puntualmente sugli sviluppi in corso di rFactor 2 da parte degli sviluppatori Studio 397, grazie al nuovo Roadmap Update di Gennaio. Per tutti i dettagli e commenti, fate riferimento a questo topic del forum dedicato. Dopo aver rilasciato il game per console "The Grand Tour game" il Team Studio 397 si sta' concentrando sui prossimi aggiornamenti di rFactor 2, la nuova UI e il sistema di gestione delle competizioni online e' in fase di ultimazione e vedra' la luce alla fine del primo quadrimestre (Marzo 2019). In dirittura di arrivo le Tatuus oramai quasi completate per quanto riguarda la fisica, le auto sono per lo più finite, ma hanno ancora bisogno di un po' di messa a punto dei modelli 3D. Questo pacchetto sara' rilasciato con un vasto set di livree reali, il che significa anche avere l'approvazione di tutte le squadre coinvolte. In fase di completamento c'e' il Reiza Pack, Il Nordschleife e' ancora in lavorazione e dato che la scansione laser corretta e' arrivata con due mesi di ritardo il rilascio avverra' piu' avanti. Ci saranno aggiornamenti sulle vecchie vetture sia come materiali che come livree. Per il GT3 Challengers sono arrivate le nuove skins, per altre gia' testate per gli eventi online. A breve arriveranno le Formula E 2019, un nuovo tracciato chiamato: Lester Formula E Edition.
  11. Il team Studio 397 ritorna con il suo ormai abituale Roadmap Update dedicato ad rFactor 2, questa volta per il mese di novembre. Commenti e discussioni qui sul forum dedicato. Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  12. VELOCIPEDE

    rFactor 2 Roadmap update Novembre 2018

    Il team Studio 397 ritorna con il suo ormai abituale Roadmap Update dedicato ad rFactor 2, questa volta per il mese di novembre. Commenti e discussioni qui sul forum dedicato. Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  13. Nuovo Roadmap update pubblicato dal team Studio 397 per aggiornare gli appassionati sullo sviluppo di rFactor 2. Fra le novità più interessanti, gli sviluppatori ci parlano dei due nuovi tracciati di Botniaring e del Nurburgring! It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements! Botniaring In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center. Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?! Nürburgring When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system. Developer Tooling Developer (modder) tooling is an area we have been quiet on for the last couple of years. Internally, and when supporting our community, we have been building on the rather old 3D Studio Max 2012. Although we released updates that allowed you to work with the 64-bit version of that tool, the fact is that we needed to upgrade to the latest tooling. We are now doing just that, and we expect to release updated plugins for the latest versions of 3D Studio Max soon (they are currently going through internal beta testing). We are also making sure that these tools will continue to work with our new material system, and as always we encourage people to tell us what else they need! Community Night #3 Our month was once again very busy, but we like to drop some hints here and there. So believe us when we say that we are working on way more than what we can list in this roadmap. Yet with all those sleepless nights coding, writing contracts and grabbing licenses left and right, there still needs to be some time left for us to also enjoy our favorite sim! Right?….RIGHT! Finally that time has come again, and you know its name from previous adventures: the Community Night is back for its 3rd event! Let’s dive into some racing action together on Sunday (4th of November) 7pm CET, to be broadcast on https://www.twitch.tv/rfactorlive We wanted to celebrate the release of Botniaring and we thought it would be fun to put on our winter jackets and lap the Finnish track with you guys. Deciding on a car class gets harder with every new piece of content we add, so why not just race 2 different layouts with different classes? We will hit the short version with the USF2000, while the roaring GT3’s will conquer the longest ribbon. You can now go for your first laps on our Botniaring servers that are live with the launch, so get ready! That’s all folks, and don’t forget we are still in the middle of the Halloween Sale, so check out our special offers!!!
  14. VELOCIPEDE

    rFactor 2 Roadmap Update October 2018

    Nuovo Roadmap update pubblicato dal team Studio 397 per aggiornare gli appassionati sullo sviluppo di rFactor 2. Fra le novità più interessanti, gli sviluppatori ci parlano dei due nuovi tracciati di Botniaring e del Nurburgring! It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements! Botniaring In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center. Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?! Nürburgring When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system. Developer Tooling Developer (modder) tooling is an area we have been quiet on for the last couple of years. Internally, and when supporting our community, we have been building on the rather old 3D Studio Max 2012. Although we released updates that allowed you to work with the 64-bit version of that tool, the fact is that we needed to upgrade to the latest tooling. We are now doing just that, and we expect to release updated plugins for the latest versions of 3D Studio Max soon (they are currently going through internal beta testing). We are also making sure that these tools will continue to work with our new material system, and as always we encourage people to tell us what else they need! Community Night #3 Our month was once again very busy, but we like to drop some hints here and there. So believe us when we say that we are working on way more than what we can list in this roadmap. Yet with all those sleepless nights coding, writing contracts and grabbing licenses left and right, there still needs to be some time left for us to also enjoy our favorite sim! Right?….RIGHT! Finally that time has come again, and you know its name from previous adventures: the Community Night is back for its 3rd event! Let’s dive into some racing action together on Sunday (4th of November) 7pm CET, to be broadcast on https://www.twitch.tv/rfactorlive We wanted to celebrate the release of Botniaring and we thought it would be fun to put on our winter jackets and lap the Finnish track with you guys. Deciding on a car class gets harder with every new piece of content we add, so why not just race 2 different layouts with different classes? We will hit the short version with the USF2000, while the roaring GT3’s will conquer the longest ribbon. You can now go for your first laps on our Botniaring servers that are live with the launch, so get ready! That’s all folks, and don’t forget we are still in the middle of the Halloween Sale, so check out our special offers!!!
  15. Il team Studio 397 ha pubblicato com'è ormai consuetudine, il nuovo roadmap update del mese di giugno per il suo rFactor 2, accompagnato da una serie di screenshots inediti. Gli sviluppatori sono al lavoro per un aggiornamento dell'Endurance Pack, per ultimare i nuovi circuiti di Zandvoort e Sebring, oltre che a varie migliorie al comparto pioggia ed all'interfaccia di gioco. June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
  16. VELOCIPEDE

    rFactor 2: Roadmap update Luglio 2018

    Il team Studio 397 ha pubblicato il nuovo Roadmap update del mese di Luglio per aggiornarci sul suo sempre più interessante rFactor 2. L'ultimo aggiornamento, arrivato anche in anticipo rispetto al solito, porta con sè numerose ed interessantissime novità: il bilanciamento delle performance per le GT3 e GTE, un ulteriore miglioramento delle prestazioni grafiche, vari bugfix e persino il nuovissimo circuito di Sebring che sarà rilasciato domani! Commenti sul forum dedicato. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars.
  17. VELOCIPEDE

    rFactor 2 Roadmap Update Giugno 2018

    Il team Studio 397 ha pubblicato com'è ormai consuetudine, il nuovo roadmap update del mese di giugno per il suo rFactor 2, accompagnato da una serie di screenshots inediti. Gli sviluppatori sono al lavoro per un aggiornamento dell'Endurance Pack, per ultimare i nuovi circuiti di Zandvoort e Sebring, oltre che a varie migliorie al comparto pioggia ed all'interfaccia di gioco. Per commenti e discussioni fate riferimento al forum dedicato. June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
  18. Il team Studio 397 torna ad aggiornarci sullo sviluppo del suo rFactor 2: fra le novità in arrivo più interessanti, che ci vengono presentate con il Roadmap Update di Aprile, troviamo lo spettacolare prototipo Norma M30 LMP3 e la mitica McLaren M23, monoposto con la quale James Hunt conquistò il titolo nel 1976, battendo Niki Lauda per un solo punto! Roadmap Update April 2018 This month we released the much anticipated performance upgrades. Judging from the feedback we got, build 1110 has provided most, if not all people a significant improvement. On top of those improvements, we also added several new features, one of which was a refinement of our tyre model, which Michael explained extensively in his blog. In the last couple of weeks we’ve been monitoring our forums and other channels to resolve any remaining issues. As promised, we also intend to address some remaining issues with our rainy conditions. In VR the performance is still relatively low, and viewed from external TV cameras the raindrops, when zoomed in, look too big. Both issues are still on our list for a future update. We also took part in the Luminis DevCon, a yearly conference that we organize in a big movie theater by developers for developers. Studio 397 was there, and we brought two rigs for people to try rFactor 2. One of them was a prototype of a new monocoque by Bernax that was setup to use VR, the other our office rig with triple screens. As a special guest we had Rudy van Buren, McLaren’s World’s Fastest Gamer, join us for the keynoteand answering questions and giving advice all day, and Marcel gave a talk about the future of simracing. Norma M30 LMP3 Two months ago we announced we had licensed the Norma M30 LMP3 car. Working closely with both Norma and one of the first team to race this car, Duqueine Engineering, we are now in the final stage of production for this car, testing the car on different virtual tracks and comparing its performance with the telemetry and other data we gathered. This car will be one of five in our next car pack, joining the Corvette C7.R and the Oreca 07 LMP2, with two more, yet unannounced GTE cars to come. In fact all five cars are actually in the final stage so pending final approval from the different manufacturers we are getting close to a release. Actually, the whole LMP3 class is fairly new, being launched by ACO in 2015, when five constructors were selected to build the chassis with Nissan providing a 420hp engine to power all of them. Norma introduced their car, the M30, in February of 2017, and since the car has been used by a growing number of teams and winning quite a few races they entered in. At Studio 397 we met the guys from Duqueine Engineering in one of their first races with the car at Spa during the ELMS race, and this is where we started to examine the possibility of bringing this car to rFactor 2. UI and Competition On the topic of UI and Competition we are still working hard to finish both, and at this point we really don’t have much more to say other than that both are being tested internally. Some of the things that are currently being tested are the localisation of the interface, which we are basing on open standards to ensure that it will be easy for translators to provide a new version in their own language by leveraging existing tools. On the competition side we are now testing sequences of different types of sessions, ensuring our servers can transition from one to the other and have the results of one session (such as a qualification result) influence the next session (the grid for the start of a race). Historics Last week we already showed you the latest screenshots for the March 761, the first car to accompany the Brabham BT44B which has been in development for quite some time and also served as the main character in a whole series of blogs that explain all intricate details of the rFactor 2 physics engine. What we did not say is that we are not stopping there. After these two cars are released, we are going to add another, and we are very proud to announce that this will be the McLaren M23. This car is the one James Hunt drove in and won the championship with in 1976, beating Niki Lauda by just one point! We certainly hope that these cars will please the many fans of historic racing we have! That concludes this month, and its roadmap. We have a lot of things in motion at the moment and we’re pushing hard to finish those things so we can share them with you as, believe it or not, we are as impatient as you to start driving! Have a great month!
  19. Roadmap Update February 2018 Another month has flown by! The February 2018 roadmap is here! And as usual we haven’t just been twiddling our button boxes, we’ve been furiously making improvements and creating new and exciting content and features, some of which we are happy to share with you now. This short month has been a whirlwind of activity, which included competition infrastructure, getting in some new features for the new UI, testing performance optimizations, and building new content, both track and car. Performance We mentioned last month already that performance was being worked on, it’s still one of our main priorities, we’re continuing to chip away at it and have come even further, it should not be long now until we can release these improvements to you. It’s safe to say you’ll will be very surprised at the end results. In our internal testing we’ve seen a substantial performance boost and higher frame-rates across the board. As with anything though we are cautious, it’s in the hands of our internal test team to make sure it’s all working as expected. Content The content team has been keeping very busy, as usual, which is not hard as we have a lot of new content in the planning. Corvette C7.R GTE/GTLM Recently, on social, we teased this car with a short movie with a roaring V8, and the license for it has been announced over a year ago, but now you can finally see the car during internal testing at Silverstone. Scheduled for a late April release, this car will not come alone and will be part of a new upcoming pack. Norma M30 LMP3 We’re super chuffed to see an LMP3 enter the grid! The Norma M30 is a fairly recent car that has already built up an impressive record in the races it has competed in, such as in the ELMS race last year at Spa, where we took this picture of it. We’re sure this new class will become quite popular in rFactor 2! Sebring International Raceway Last but not least, we can now proudly announce that we have licensed America’s oldest road racing track, host to many historic endurance races. Sebring International Raceway is being built based on a laser scan we did last month. This is a first for us and although we have made many tracks based on CAD data and other information that have been quite accurate, this scan will allow us to get every little detail right. It will take us a couple of months to finish this one, but we are working on it feverishly! HUD The official Studio 397 HUD is still being polished and refined, we know you are impatient to get your hands on it, while working on it we’ve come across a few bugs that lay dormant deep in the code that we needed to address, this is a win-win for the HUD in general and we decided it needs attention. It will certainly be part of the next build. UI Our UI is making leaps and bounds, we’ve got most of the basic features in and some new slick features. For starters we’ve looked at making triple screen setup much more intuitive, with a full set of controls via the UI settings screen. This will be an additional functionality to go along with the on track pop up widget. Next we overhauled the live replay screen, controls are now not only selectable via controls as before but also via mouse clicks. Also we’ve added in a modern drop down standing ticker, for easy access to driver times from the live replay. This incidentally also shows our capabilities to overlay HTML with live camera feeds, a technique we will leverage in other places such as broadcast overlays. Competition In the realm of competition we have our full time team actively hacking away at a very inclusive and encompassing competition structure, which is a big task not done overnight! We have big plans and that’s why we want to do this from the ground up the right way. Our next big task has been the implementation of full race series, including sign ups, practice, qualification and multiple race heats over a set period of time. These new features are ongoing and need a lot of testing so we are looking at a little while more to get this up and running, but it’s not that far off, we can see the horizon! KartSim We already announced that a consumer release of KartSim is coming soon. Currently this version is undergoing final testing and polishing to include our visual damage model and the latest rain effects. Just to show you how good it looks, a few more shots to keep you entertained until its release. Community In our ongoing effort to encourage more of that community vibe, we will be adding a new forum area to showcase your original paint artwork, screenshots, and videos. Additionally, we will also be adding all templates for existing cars to the base install, that way everyone has access to the latest updated templates. Our plan is to streamline the templates and their extra parts so there’s less guesswork and more creative time! That’s all for the shortest month of the year! See you on track!
  20. VELOCIPEDE

    rFactor 2: Roadmap Update Febbraio 2018

    Il team Studio 397 ha appena pubblicato il nuovo ed attesissimo Roadmap update del mese di Febbraio dedicato al suo rFactor 2. Da questo nuovo comunicato scopriamo effettivamente alcune interessanti novità e migliorie in arrivo per il software nelle prossime settimane: oltre all'ormai consueta ottimizzazione delle performance, non mancheranno contenuti inediti, come la Corvette C7R GTE/GTLM, il prototipo LMP3 Norma M30 ed il circuito di Sebring realizzato in laser scan! Il team sta inoltre lavorando a migliorie sull'Hud e sull'interfaccia di gioco. Infine Studio 397 conferma nuovamente il prossimo arrivo su Steam del simulatore KartSim, dedicato al mondo del karting Britannico e basato ovviamente su rFactor 2. Tutti i dettagli e commenti sul forum.
  21. Roadmap Update January 2018 Welcome to the January 2018 roadmap. We’re really excited about what this year will bring. Our internal roadmap has been setup and it features lots of cool content, updates and technical improvements. So let’s get started! Welcome to rFactor 2 trailer First of all, we have a brand new trailer for rFactor 2. We hope you like it! Performance We’ve had a lot of feedback from some of our users about the graphics performance of the simulation. Over the last months we have improved the fidelity of the DX11 graphics a lot, but partially due to the fact that we still had to support the DX9 engine for every update, we did not yet take full advantage of some of the things DX11 could do. When investigating some of the reports we got, we decided it was time to start making some fundamental improvements to the engine. We are still working on that, but internal builds are looking promising, so we hope to have more news about that soon. Content With the release of our GT3 Power Pack and our Formula E Energize Pack last year we are looking forward to bringing you great car and track content this year. With that we are pleased to announce that we have signed a license with Portland International Raceway which will be released for free later this year and ahead of the labor day race. The track has an incredible history having been developed out of the remnants of the City of Vanport. At 1.97 miles, the track has hosted several senior racing events most notably Champ Car and Indycar with the lap record by the late Justin Wilson of 57.597. We are also working at completing the promised update to the Zandvoort track, adding the latest resurfacing changes as well as a change to one of the turns that was done before the last DTM race. Our expectation is to have that done somewhere towards the end of the first quarter and we will keep you informed about its progress. HUD Our updated HUD is currently in final testing and will be added in the next code update we are going to release. Last month we already talked a bit about some of the new data we’ve made available, and this is probably a good time to talk a bit about the new HUD design. As we already said it is still based on our existing technology, but we’ve redesigned it from scratch to look more modern. This means we designed it for the screen resolution that is currently used, and updated the font to conform to our new styling. We have tried to go for a HUD that features all the data, but with the least possible duplication. The most important things remain on screen all the time, some lesser needed data is available in the different pages of the multi-function display (MFD). On top of that we have tried to ensure that the data we display is accurate enough for people to use when driving. Some hightlights include the new “deltabest” bar and digital display at the top, as well as the fuel left and fuel used on the last lap indications at the bottom of the screen. The screenshot is still a work in progress, so some details might still change, but this will give you an impression on what we’re testing now. KartSim In a couple of weeks from now, KartSim will release a consumer version of their content on Steam. All of it will run inside rFactor 2 and can be mixed and matched with our other content. The majority of that content will be paid, however they are also looking at doing a free indoor track. KartSim will include the x30 kart models and three laser (Lidar) scanned kart tracks: Paul Fletcher International Circuit, Buckmore Park International Circuit and Glan Y Gors Championship Circuit. This pack will be around 20 euros. There will also be a version geared to the professional karting market (KartSim Pro) which includes more tracks and karts and includes and entry into the British eSports Karting Championship. It will cost 395 UK Pounds plus VAT and will only be available via KartSim. Third Party Support As we have spoken about in the past, we are ready to support third parties that wish to publish items via our store with the official licenses and agreements in place. Please do contact us via Discord or start a conversation with us on the forum for more information. Laser Scanning Finally, we are proud to announce that a few days ago we have successfully scanned our first track with professional LIDAR equipment. We’ll keep you guys in suspense a little bit longer about which track this will be, but needless to say we are very excited to work with such data to produce a very accurate rendition of this track.
  22. In ritardo rispetto al solito, ecco arrivare oggi il nuovo roadmap update del mese di settembre dedicato ad rFactor 2. Questo mese il team Studio 397 ci parla dell'esperienza fatta al Simracing Expo, ci presenta nuovi screens ed un traiiler dedicato alla prossima Bentley Continental GT3 e ci mostra anche un'immagine misteriosa della prossima vettura GT3 da annunciare... la riconoscete? Il GT3 pack ufficiale si fa interessante vero?
  23. In ritardo rispetto al solito, ecco arrivare oggi il nuovo roadmap update del mese di settembre dedicato ad rFactor 2. Questo mese il team Studio 397 ci parla dell'esperienza fatta al Simracing Expo, ci presenta nuovi screens ed un traiiler dedicato alla prossima Bentley Continental GT3 e ci mostra anche un'immagine misteriosa della prossima vettura GT3 da annunciare... la riconoscete? Il GT3 pack ufficiale si fa interessante vero?
  24. Il team Studio 397 ci aggiorna con il roadmap update di luglio sullo sviluppo in corso riguardo il suo rFactor 2. Come prima cosa, ci ricorda l'avvio del torneo Worlds Fastest Gamer in collaborazione con la McLaren, con gli eventi sul circuito di Silverstone, quindi viene confermata la nuova McLaren 650S GT3 con licenza ufficiale ed un corposo aggiornamento per il circuito di Zandvoort, non mancano migliorie alla grafica DirectX 11 ed alla UI, oltre che al modello fisico dei pneumatici. Il tutto condito da qualche screens inedito. As we’re counting down to the start of the McLaren World’s Fastest Gamer rFactor 2 competition, it is time for another roadmap update! We have so much underway at the moment in many areas, however, we are not quite ready to show it all. Competition As we previously announced, McLaren’s World’s Fastest Gamer starts soon, and we are really excited that rFactor 2 was chosen as the flagship qualifying platform. This competition aligns with the overall competition structure that we are currently building, allowing tournament style events that extend all the way to a license progression system. Our competition platform will be unique in many ways: we will have our own structured competition and, in addition, support the community. We actively believe in the strength of our community to run outstanding events, both online and onsite. Specifically, APIs will be made available to allow sanctioned leagues/competitions to integrate with our overall structure, providing visibility and consistency. We are also developing our license structure based on an overall percentage rating and a system that penalizes drivers for off-track or bad driving by giving time penalties instead of relying on an independent safety rating. Content We have some even more exciting news: it’s no secret that we are releasing a McLaren GT car. And now, we are pleased to announce that it will be….drum roll please… the awesome McLaren 650s GT3! This McLaren will be used in the World’s Fastest Gamer competition and will be available for you all as a paid item in our upcoming item store at the start of August. We’re really excited to launch with this car, which was developed in close cooperation with McLaren. But that’s not all! This car will also be part of a soon-to-be-released wider pack, reaffirming our ambition to align our content! What a tease! Many of you saw our rendition of Zandvoort at the Max Verstappen days. Since then, we have optimised and further enhanced the track. Like the McLaren above, Zandvoort will be used in the World’s Fastest Gamer competition and will be released as a free addition. Check out some screens below! Additionally, we are working on some new significant track projects and will share more in the next couple of months. DX11 Ever since the beginning of the year, we’ve showed you the evolution of our DX11 graphics engine. Right now, we’re close to the point where we are happy enough with the visuals and performance of this engine to soon switch it to become the default. We will keep the DX9 engine around as an option for a little while longer, at least until we’ve rolled out the new overlays (see below). This also does not mean we are done developing the engine. We still have many bigger and smaller improvements to make it look better, and we will keep pushing those out in the upcoming months. At this point, we would also like to thank everybody who actively participated in our open beta. Your input was very helpful and allowed us to improve the whole engine, and VR mode, a lot quicker and better. UI Not only are we putting the final touches on our in-game user interface, as you have read above, we are also about to roll out the first parts of the new competition infrastructure, which will fit right in with the new UI. To show you some of the last details we are currently working on, we’ve captured two details of the UI, starting with the calibration screen for your wheel and pedals. As you know, you could always calibrate axes visually, but when specifying the ranges of motion and the deadzones, you had to physically move your wheel or pedal in the right position to set such a limit. Now we’ve included not only the exact numbers, but you can also directly edit them to fine tune them exactly the way you want without having to mess around with text files. A second detail we’d like to show is what we’ve done with the garage setup screens. There was already a way to compare, and we made that a bit smarter, but we also added a quick way for you to see what changes you made to the current setup compared with the one you saved last. In the shot, you see two gear ratios that have an orange font. Those are ratios you’ve changed. That way you can quickly get an overview. It’s little things like this we are still tweaking. We know it’s taking a bit longer than you, and we, anticipated, but the wait is almost over! Physics One of the things we have been working on over the last few months is our tyre model. You may have noticed some changes in the latest version of the Radical, and you will also see them in the upcoming McLaren. These updates reflect our work on improving accurate tyre fidelity. We have a number of tyre updates underway, making one of the best tyre models in consumer racing simulation even better. Overlays We have been working hard to create a solution for overlays. As you know, we aren’t great fans of rendering over rFactor 2 screens as this can cause issues that become hard for us to resolve. We have built a solution using HTML. Shortly, we will be allowing 3rd parties to develop their own overlays, not just for broadcast, but for in-game HUDS through an API. Misc For those of you who don’t know, this year’s Sim Expo will be held on the 16/17th September at Nurburgring – another great chance for all of sim racing to come together. We will be there, of course, showcasing some cool future features and content, so make sure you pop by!
  25. VELOCIPEDE

    rFactor 2: roadmap update Luglio 2017

    Il team Studio 397 ci aggiorna con il roadmap update di luglio sullo sviluppo in corso riguardo il suo rFactor 2. Come prima cosa, ci ricorda l'avvio del torneo Worlds Fastest Gamer in collaborazione con la McLaren, con gli eventi sul circuito di Silverstone, quindi viene confermata la nuova McLaren 650S GT3 con licenza ufficiale ed un corposo aggiornamento per il circuito di Zandvoort, non mancano migliorie alla grafica DirectX 11 ed alla UI, oltre che al modello fisico dei pneumatici. Il tutto condito da qualche screens inedito. As we’re counting down to the start of the McLaren World’s Fastest Gamer rFactor 2 competition, it is time for another roadmap update! We have so much underway at the moment in many areas, however, we are not quite ready to show it all. Competition As we previously announced, McLaren’s World’s Fastest Gamer starts soon, and we are really excited that rFactor 2 was chosen as the flagship qualifying platform. This competition aligns with the overall competition structure that we are currently building, allowing tournament style events that extend all the way to a license progression system. Our competition platform will be unique in many ways: we will have our own structured competition and, in addition, support the community. We actively believe in the strength of our community to run outstanding events, both online and onsite. Specifically, APIs will be made available to allow sanctioned leagues/competitions to integrate with our overall structure, providing visibility and consistency. We are also developing our license structure based on an overall percentage rating and a system that penalizes drivers for off-track or bad driving by giving time penalties instead of relying on an independent safety rating. Content We have some even more exciting news: it’s no secret that we are releasing a McLaren GT car. And now, we are pleased to announce that it will be….drum roll please… the awesome McLaren 650s GT3! This McLaren will be used in the World’s Fastest Gamer competition and will be available for you all as a paid item in our upcoming item store at the start of August. We’re really excited to launch with this car, which was developed in close cooperation with McLaren. But that’s not all! This car will also be part of a soon-to-be-released wider pack, reaffirming our ambition to align our content! What a tease! Many of you saw our rendition of Zandvoort at the Max Verstappen days. Since then, we have optimised and further enhanced the track. Like the McLaren above, Zandvoort will be used in the World’s Fastest Gamer competition and will be released as a free addition. Check out some screens below! Additionally, we are working on some new significant track projects and will share more in the next couple of months. DX11 Ever since the beginning of the year, we’ve showed you the evolution of our DX11 graphics engine. Right now, we’re close to the point where we are happy enough with the visuals and performance of this engine to soon switch it to become the default. We will keep the DX9 engine around as an option for a little while longer, at least until we’ve rolled out the new overlays (see below). This also does not mean we are done developing the engine. We still have many bigger and smaller improvements to make it look better, and we will keep pushing those out in the upcoming months. At this point, we would also like to thank everybody who actively participated in our open beta. Your input was very helpful and allowed us to improve the whole engine, and VR mode, a lot quicker and better. UI Not only are we putting the final touches on our in-game user interface, as you have read above, we are also about to roll out the first parts of the new competition infrastructure, which will fit right in with the new UI. To show you some of the last details we are currently working on, we’ve captured two details of the UI, starting with the calibration screen for your wheel and pedals. As you know, you could always calibrate axes visually, but when specifying the ranges of motion and the deadzones, you had to physically move your wheel or pedal in the right position to set such a limit. Now we’ve included not only the exact numbers, but you can also directly edit them to fine tune them exactly the way you want without having to mess around with text files. A second detail we’d like to show is what we’ve done with the garage setup screens. There was already a way to compare, and we made that a bit smarter, but we also added a quick way for you to see what changes you made to the current setup compared with the one you saved last. In the shot, you see two gear ratios that have an orange font. Those are ratios you’ve changed. That way you can quickly get an overview. It’s little things like this we are still tweaking. We know it’s taking a bit longer than you, and we, anticipated, but the wait is almost over! Physics One of the things we have been working on over the last few months is our tyre model. You may have noticed some changes in the latest version of the Radical, and you will also see them in the upcoming McLaren. These updates reflect our work on improving accurate tyre fidelity. We have a number of tyre updates underway, making one of the best tyre models in consumer racing simulation even better. Overlays We have been working hard to create a solution for overlays. As you know, we aren’t great fans of rendering over rFactor 2 screens as this can cause issues that become hard for us to resolve. We have built a solution using HTML. Shortly, we will be allowing 3rd parties to develop their own overlays, not just for broadcast, but for in-game HUDS through an API. Misc For those of you who don’t know, this year’s Sim Expo will be held on the 16/17th September at Nurburgring – another great chance for all of sim racing to come together. We will be there, of course, showcasing some cool future features and content, so make sure you pop by!
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