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sC_w0lveS

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Posts posted by sC_w0lveS

  1. 1 hour ago, John@John said:

    Τωρα ανετα θα μπορουμε να στησουμε ακομα 3-4 Special πρωταθληματα

    Τα πρωταθληματα θα ειναι περισσοτερα απο τους συμμετέχοντες :P

     

  2. 36 minutes ago, troffeo said:

    ΥΓ Τε άνθρωπε, γιατί έχεις κλειδώσει το thread με τις πίστες για τα GT3???
    Πως θα μπορεί κάποιος να εκφράσει έστω μια άποψη για παραδειγμα?
    Εξαιρετική πιστα ειναι η Portimao (@workshop), πως θα μπορούσα να την προτείνω;;;;

    Εδω ρε συ Γιωργο εχει κλειδωσει το "δηλωση συμμετοχης" .....

    • Like 1
  3. 6 minutes ago, John@John said:

    Ρε μαστορα ,,μου βγαζει αυτο

    An error occured running the Unity content on this page. See your browser JavaScript console for more info. The error was:
    TypeError: b is undefined

     

    Τι ειναι??????????

    Αν πατησεις οκ στο παραθυρο που βγαζει προχωραει κανονικα.
    Λογικα απο οτι βλεπω βαραει error η φαση με το track map που χρησιμοποιει unity.

     

  4. Roadmap Update October 2017

    Quote

    We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address.

    The graphics engine needed to be upgraded to DX11 for two reasons. First of all, it enabled us to implement VR. On top of that, from an artistic and technical point of view, it allowed us to start evolving our graphics engine. Of course, we started with a “make or buy” decision as there are obviously existing graphics (or rather game) engines around we could have chosen. Nevertheless, remaining backward compatible was an important goal with our existing content, and we felt that this would have been difficult with a completely new engine. So instead, we chose to build a new DX11 engine, taking the current engine as a starting point. We are now confident that the new engine is more capable and ready for the future. By addressing some of the weak points of the DX9 engine we are building something that is starting to look really beautiful.

    We also wanted to replace the existing UI with something that was more maintainable, flexible and future-proof. Throughout the year, we’ve already previewed quite a few screenshots and artist’s impressions, and by now I’m sure everybody is wondering when we will release the first version. The client part of the UI is in private beta testing now, and we are receiving lots of feedback about all aspects of it. During the World’s Fastest Gamer we’ve also previewed parts of the competition infrastructure, at that point still as a separate user interface in a browser, but eventually these parts will also end up in game. We are still working on some other parts, such as the Launcher, the dedicated server and a new HUD and overlay system that is scheduled to replace plugins that were drawing directly to the screen in DX9. It is fair to say that all of these tasks are taking more time than we expected, so bear with us for a little while longer!

    The third thing we wanted to do is build high-quality and high-profile content that was properly licensed. A lot of people were also telling us they preferred series over individual cars. So we set out to license five GT3 cars. Finishing them this month was very satisfying and kept us incredibly busy at Studio 397. The GT3 Power Pack includes the previously released McLaren 650S GT3, previously announced Bentley Continental GT3, along with the teased Callaway Corvette C7 GT3-R and surprise Mercedes AMG GT3 and Radical RXC Turbo GT3 cars. As our first pack and DLC this has been a great learning experience, and we’re very grateful to our team, our testers, and you, our customers, for dealing with the pressures and effects that came along with it. We’re very pleased with the results, and hope you’ll enjoy these fantastic vehicles. And one more thing, we are in the final phase of testing an update that addresses the low framerates that some of you have been experiencing with higher quality shadow settings, and we hope to have that released before the end of this week.

    gt3_pack-1920x1920.jpgpack1.jpg

    We are already hard at work to come up with the next pieces of content, including a brand new track that is scheduled to be released before Christmas. On top of that, we are also opening up our content store to third parties, further increasing the amount of high quality content and offering our modding community the opportunity to take the next step to convert their passion into something they can make a living out of. If you’re a modder and you’re interested, feel free to get in touch!

    DX11

    As we said in a previous update, we feel our DX11 version is stable by now, so it is our intention to make it the default at our next major code update. That update will include some of the rain and lighting improvements we have previewed at SimExpo, which you can also definitely expect before the end of this year. There are three reasons for the delay here. First of all, we were getting some feedback at the SimExpo that we wanted to improve on. Secondly, some of these changes will also require us to do content updates, and finally, we are working on an improved HUD that contains some of the information that drivers were missing and were installing third party plugins for. As explained above, a completely new HUD system is something we are still working on, and you can expect that sometime next year.

    Physics

    As you already know, our core physics and, more specifically, tyre development is always ongoing. We are continually looking for ways to improve and push things further to get you to that next level of realism! Our own physics developer and tyre guru Michael Borda took some time out to fill you in on the latest in tyre tech, notably, developments that translate into improving tyre feel and overall handling.

    “Since the inception of rFactor 2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not require deeper adjustment. It was considered fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behavior. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. In this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points. This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer. This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. This was also a essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all. 

    To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conduction slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself.

    So now, with the latest newly-released build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before.”

    More details on this will be published soon as part of an upcoming physics blog, where Micheal will go more in depth on how to leverage these improvements.

    Miscellaneous

    Some other things we talked about in earlier roadmaps that deserve an update:

    • The Corvette C7.R GTE car is mostly done from a model point of view. We’re working on sound and physics and are looking at other options in GTE and related classes.
    • Our Motec implementation still has not started, mostly because we’ve prioritized other things at the moment.
    • Progress on Zandvoort and our first Radical have been slow, and we expect both to be completed in 2018.
    • We are already working on some of the Tatuus cars we’ve licensed, but those are still in early phases.
    • A final thing we reported on is improved spotter code. To be honest, there the community has come up with a great alternative, Crew Chief, so we’re reconsidering what we should be focusing on here.

    Wrapping up this month’s roadmap I would like to thank everybody for their continuous feedback. A year ago we wrote our first roadmap with our main goal to give everybody more insight into our development. It is fair to say that some things went to plan, others maybe did not, but we still hope this openness is appreciated in the end. Happy simracing!

     

     

  5. Αυτο ενταξει, οδηγιεται.
    Το road car το εχω κανει uninstall :P Ουτε να το βλεπω δεν θελω.......

     

     

     

    Automobilista - October 2017 Development Update

    Quote

     

    Hello everyone!

    We have a lot of new good stuff to show you this month :) The next v1.4.9 update is going to be packed with several valuable developments and new content so that´s what we´ll be covering in this month´s dev update.

    New native HUD / TV overlay system

    For v1.4.9 @Alex Sawczuk has undertaken a complete revamp of the native HUD system to feature a lot of the valuable information seen in DynHUD & other 3rd party systems along with a brand new TV overlay system, which the added bonus of being fully fed & rendered in-game and neatly arranged into a single overall design.

    This should hopefully reduce the needs for DynHUD & other external HUDs (though these will remain as functional alternatives for those who may prefer them).

    Below a couple of WIP previews of these new fully native systems:
    GRAB_060.jpg


    GRAB_068.jpg
    The new native HUD won´t feature a trackmap in its initial v1.4.9 version but we´re working to add it too in-time for v1.5.0.

    Turbo Model

    On the physics front, the long overdue turbo model is finally due to arrive in v1.4.9 - that means turbo engines like in F-Truck, F-Classic, Metalmoro MR18, Mini and Lancers will be much more accurate to their real life counterparts.

    In the videos below @Niels Heusinkveld talks a bit about this new model and how they impact the driving experience in the sim:
     

     

    The crazy F-Classic version Niels is testing here has 4.0 bar boost pressure allowed by the rules in the mid-80s, however the actual F-Classic based on the 88 season will be limited to 1.5 max so it should be a bit more sane than this!

    For those willing to experiment with insanity though we will keep the boost adjustable up to 4.0 in the initial Beta version due to be deployed in AMS Beta some time this next week. For release the 1.5 cap will be set as per the rules but mods will still be able to experiment with different physics. In the future we might explore the turbo insanity a bit further ourselves :)

    Limited tire sets with cumulative wear / component change delays

    Another significant realism option currently in the works is the addition of limited tire sets - users will get the option to limit the number of tire sets available for single & multiplayer races, which will then accumulate wear as they´re used throughout the race weekend. Drivers will then be able to switch back & forth between used and new tire sets (rather than just infinitely reset tires to a brand new set every time he goes back to the pit menu).

    Furthermore, we are working on adding options for time delays changing major car components, so that if for instance driver blows an engine or significantly damage the car, he will be forced to sit in the pits and unable to go out again while the mechanics handle the required repairs. This is to combine with another new option to set rules for escaping to pits mid-session (whether you can escape to menu any time as currently, only when vehicle is stopped or only when its back to its pit slot).

    All this (and potentially some extra options we´re looking into) with the goal of adding an extra dimension of realism to the simulation so that drivers have to be mindful of managing their tires and equipment, an ever present element in real racing.

    We are not sure these features will be ready in time for v1.4.9 but will be certainly be added in time for v1.50.

    Spielberg 2017

    @ilka & the rest of the track team have completed a full revamp of the modern Spielberg circuit, bringing it up to 2017 configuration. This includes several graphics updates along with new surrounding buildings, plus curb & run-off modifications to the track layout itself. Below a couple of previews in nice autumn colors (the GP version will feature appropriately greenish foliage):
    GRAB_078.jpg

    Metalmoro AJR

    GRAB_077.jpg
    The Metalmoro AJR will also be added in v1.4.9 as free base content.

    The AJR is the first advanced LMP2-ish prototype from Metalmoro - the first of its kind manufactured in Brazil and thus appropriately the first of its kind to feature in Automobilista, filling one of the few remaining gaps in our car roster.
    GRAB_080.jpg

    The AJR has been designed to be versatile for a wide range of different engine configurations, so its series in AMS will have the added bonus of featuring distinct engine options - besides the Chevy V8 currently being run by the single model in action, the sim car will include versions with a Judd V10, Powertec V8 and Honda I4 Turbo as alternatives, all with their own distinct characteristics but overall similar performances.
    GRAB_070.jpg

    These new features and content should be making its way to AMS Beta very soon, along with another nice batch of bug fixes, minor AI and audio developments.

    Things are really ramping up and coming together nicely now in these final stages of AMS development, which has contributed to its development continuing to stretch further than we originally planned - we are definitely going to be wrapping v1.5.0 before recess in december, by which point we hope to have our baby in its final and best form - look forward to sharing the news about that at this time next month :)

    That´s all for this month - hope you all enjoy the coming update!

     

    • Haha 1
  6. 40 minutes ago, mad_dog said:

    O άνθρωπας είναι καγκούρι λέμε !!! Ο ορισμός του κάγκουρα !!!

    Τι σχέση έχουν τα παραπάνω με simracing και αγώνες αυτοκινήτων ???

    Eίχες δεν είχες μας συγχησες πάλι πρωϊ-πρωϊ...

    Με όλα τα καγκούρια να ουμ...

    Την επόμενη φορά περιμένω να απαντήσεις με κανά σοβαρό post...όχι με μ@λ@κιες.

    Απαντηση κλασσικα για το πανηγυρι του αγιου χαραλαμπου....

    Δεν συγκρινω παιχνιδια, καταρχην. Ουτε εγραψα οτι ειναι οδηγος αγωνων ο αρης.
    Mηπως ειναι ο Μαρσελ ή ο (αγαπημενος) Νιλς;

    Spoiler

    για εσενα δε ρωταω, εισαι σιγουρα :P


     

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