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  1. Roadmap Update June 2020 Looking back at the month of June, you’re probably asking yourself, what could the crew at Studio 397 announce after a month with so many highlights? It’s exactly what we asked ourselves as well. We started the month building up towards what would become the biggest sim racing esports event ever, with millions of people watching the 24 hours of Le Mans Virtual on televisions and streams worldwide. You’ve likely also already heard about Portland, the new and free track for rFactor 2. You may have noticed, if you own our Endurance pack, the new shiny liveries from the 24 Hours of Le Mans Virtual event that are now integrated. And that wasn’t even all in the last update. We gave Silverstone a fresh new look and released the first step of the new GTE BoP, based on improved physics for all of those cars. So what’s next? Even after last month’s events, there is so much happening at the Studio we want to tell you about. We may have downshifted a gear to make the next corner, but on the apex we are already full throttle again to bring you lots of new updates. The first will be another small BoP tweak to the GTE cars as well as a brand new set of default setups that are a better starting point for you to customize. Once that is done, the knowledge we gained from upgrading the GTE cars will be applied to our extensive set of GT3 cars, giving them a much needed update while we add two brand new ones. One we already announced, the Ferrari 488 GT3 in the latest 2020 evolution. The other we have not announced yet, but it’s already in beta so like the Ferrari it won’t be too long! Three Seasons of The Race All-Star Series Ironically, unlike most of real-world motorsports, we in the simracing world – and especially developers – have been on hyper drive since the start of the pandemic and for most of the confinement period – even thereafter. In a time when everything we know and love in motorsport was being canceled, simracing suddenly had a job to do – we saw our rF2 shaped bat-signal in the sky 😉 and our mission quickly became “make things happen” so that motorsports will have a place to go. The first big opportunity came knocking when the Australian Grand Prix was suddenly canceled, leaving fans all over the world without the beloved F1 inaugural race in Melbourne. That very week, Ideas+Cars, led by Darren Cox, founder of GT Academy, contacted us with the wild idea to collaborate and essentially become the stand-in event for that inaugural weekend. Ideas+Cars would be inviting a colorful cast of real drivers, past and present, from all over the world, many former world champions, to mix it up with professional and aspiring simracers. A pop-up race series of sorts. Creating a new format that worked for everyone was not easy, and we dug deep to make sure our new overlay and our broadcasting capabilities were up to snuff to showcase these events as they should be. To everyone’s surprise the first event was a run-away success. It went above and beyond what we thought it might achieve. Thousands upon thousands watched that weekend, as many big names tore it up on Nurburgring GP, fighting it out while being broadcast in their rigs on Zoom… surreal and somehow so real. And the result: the viewers wanted more! So for the next 15 weeks we put on a show every single Saturday evening, with a hotlap competition during the week to find the best and fastest aspiring simracers to take part and get their chance to be on the podium. There was a long list of drivers, some with almost mythical status, competing in the Legends part of the show. Together they battled it out on the virtual track, some of them for the very first time in a sim rig. The Legends spanned multiple generations of champions across many different series and disciplines, Rally, F1, BTCC, Le Mans, Indycar – Jenson Button, Juan Pablo Montoya, Fernando Alonso, David Brabham, Petter Solberg, Jason Plato, Dario Franchitti, Helio Castroneves, Rubens Barrichello, Emanuele Pirro, Max Papis, Emerson Fittipaldi, the list goes on and on! Even Mario Andretti himself took part in the event at Indianapolis, putting on a massive show for the whole world. Not to forget Sebastian Vettel showed up for a race! For rFactor 2, it was a once-in-a-lifetime opportunity to see these legends experience simracing all at once, and so wholeheartedly. Aside from being streamed on Youtube, these events ended up reaching far and wide, even into people’s living rooms on Dutch Ziggo TV, ESPN and Eurosport. We would like to thank Ideas+Cars and their team for such close teamwork and know-how, and all the drivers, simracers and pros who took part! Modding Updates With all the recent updates to the game visuals, we are now preparing to release documentation to help modders take full advantage of these updates. For now this will focus on track content, with car updates coming at a later date. We have been working hard to upgrade our tools and documentation to help make that possible. Tools will be made available including 3ds Max 2021 plugins and an independent Material Editor, and full documentation will be released for the shaders, as well as some guides and tips for getting setup. This will represent a significant step forward in the way content can be created and the options available to modders, with all the latest features, including improving night-time effects, tree shading and road and terrain blending options. To support this, we will release an updated Loch Drummond that will be included in ModDev by default. This track is a small fantasy circuit that has been updated to make full use of the various options from our work on recent tracks. In recent updates, we made adjustments to old content to help it be compatible with lighting updates. We will add a few options here to help modders, including the ability to disable these changes on a per-material basis if required. Also with this update, we will allow modders to customize the atmospherics in tracks again. This will now be in the form of scalars to adjust the density of haze in different conditions and also to set the amount of air pollution. This should result in an easier to use system and help us keep effects consistent across the game. This information will all be made available on our Developers Guide: https://docs.studio-397.com/developers-guide/ Tracking Down Endurance Issues A few weeks ago, after the 24 hour race, we promised to give you regular updates of our efforts to track down and fix the issues that occurred during that race, and a few races before that. In fact, this effort is not something we started two weeks ago, it is an ongoing process. But before we look at the specific issues, let us first explain a bit more about software development and fixing bugs. For starters, let’s give you a bit of background on how we develop code, the processes we have in place to ensure that our code is correct as well as a brief introduction on what kind of bugs there are in code and how to fix them. Every change we make to the codebase, either to fix a bug or to implement a new feature, is developed in isolation. As soon as the developer working on it is confident the change is correct, he or she will do two things. The first is to ask at least two colleagues to review the changes. By getting others to look at the code, we typically catch mistakes that the original author would miss. I’m sure you have had cases where you are blind to your own spelling mistakes when writing some text. For code it’s typically no different. The second is to create a build on Steam that can be tested by others. If the change passes both checks, it gets integrated into the next update. That goes to our group of beta testers who again test the change to ensure it works as designed. If that passes, you will find the change in the next public update. So that’s how we deal with changes. What about the extensive codebase we already have? Here the process starts by identifying a bug and being able to find a series of steps to reproduce it. If we can reproduce it, we typically have no problem fixing the underlying issue. There are two types of bugs in code. Bugs that come from mistakes in the logic of the code. Once identified they are typically easy to reproduce and fix. The second type is timing and threading related, also known as concurrency bugs, and in recent years these tend to happen more often as processors get more and more cores and a lot of things happen simultaneously. Reproducing this type of bug is usually a lot more tricky as the slightest change in the execution timing might cause it to appear or disappear. Finding them requires a combination of luck, lots of testing and in some cases rigorous code reviews. Given that the rFactor 2 codebase consists of millions of lines of code (to compare, a typical novel will be around 15.000 lines) you can probably figure out that going over it front to back is going to be a very time consuming process. And you might still glance over the actual issue (do you still remember what the name of the street was that the main protagonist was crossing on page 34?). Now that we’ve explained the process, let’s go back to the 24 hour event. Directly after the race we started analyzing and categorizing all the different reports we got and pretty soon we were convinced that we were looking at one or more concurrency issues. Reproducing these was going to be tricky. We have a framework that we can use to setup fully automated tests, so our first step was to try and reproduce the exact conditions of this 24 hour race. Specifically we started designing test scenarios that resembled the reports. Two weeks later, we are now seeing the first results of those tests, with a reproducible scenario that we are investigating further. I expect us to be able to explain more in the next roadmap, but the good news is that we found something. As a result of finding something, we also have some preliminary advice for those running endurance races. Contrary to what most series have been doing, making sure that the replacement driver joins shortly before the intended driver swap and then having the original driver disconnect soon after, it for now is probably better for all drivers to join the server before the race starts and stay on the server throughout the whole event. Our code in theory can handle up to 104 drivers and another 104 spectators, so if your races have less than that, try out this advice while we continue to track down these issues. Wrapping it up That’s it for another month. There are a few topics we did not discuss this time round. The UI, improvements to our overlays, what’s happening with the competition system and a few other things we will not doubt revisit in the remaining summer months. While real racing slowly returns, sim racing is taking a short summer break, to come back even stronger after. We started democratizing racing, and that’s a path we will certainly continue to follow! Enjoy the rest of the summer sale and stay safe! In closing there is one topic we want to quickly address. In the sale we changed the bundles we have on sale. We thought it was time to do that. In that process we might have taken away the opportunity for some to “complete their collection”. We did listen to your feedback and will come with a one-time solution for that soon.
  2. Circuit des 24 Heures du Mans (2018) v2.37 - Full update for latest lighting adjustments, including review of all terrain, barrier and foliage materials - Full review of night lighting, including glares and reflective surfaces - General optimization to assets - Updated Crowds - Updated various generic vehicles - Enabled large trackside TVs
  3. Celebrating the 24 hours of Le Mans Virtual The 24 Hours of Le Mans, an iconic event, representing the best of endurance motorsport. A real challenge lasting 1440 minutes of pure concentration. Even though racing for 24 hours sounds impressive enough already, this event is way more than that. It is a huge project with hundreds of people involved, all with the same passion: bringing one of the greatest and most demanding challenges in motorsport to the virtual world and into homes all around the globe. Without the help of those passionate people from our partners like ACO, WEC, FIA, Motorsport Games, Alkamel and, of course, our very own team here at Studio 397 this event would not have been possible. Thank you to all our partners, helpers, teams, drivers, engineers, admins and everyone involved in bringing to life the first ever virtual 24 Hours of Le Mans! We’re eager to share with you part of the journey that led to this historic weekend. What an adventure! Preparation So how do you actually prepare an event that gets broadcast worldwide by big name channels such as ESPN, Sky Sports, Eurosport and online channels such as Youtube and Twitch? In total over 14.2 million people enjoyed the 24 hour show in 57 different countries worldwide on linear TV, with another 8.7 million views online, making this the biggest esports sim racing event and ranking right up there with the biggest esports events of all times. When we started our discussions with Motorsport Games and the other partners about the virtual edition of Le Mans, it soon became clear that we all wanted to pull out all the stops in every single department. It was not enough to just call it the official virtual event, we wanted it to feel absolutely special. As we all know, teamwork makes the dream work, so we started bringing the first pieces together. The real teams had been contacted and let in on the plan, while Motorsport Games worked on a distribution plan, with us concentrating on the “venue”. Just like the real track that has to be prepared for its big moment, we went back to the drawing board and started to rework our virtual Le Mans. It looked good. We had been happy with it when it was released, but with our recent development and improvements within the graphics engine, we knew we could do better. So we got to work. New materials, updated textures, new lighting features, new color balance and so much more. Our internal communication platform was full of discussions, pictures, side-by-side comparisons and a buzzing atmosphere, with everyone trying to push it even further than on the previous build. While textures might seem to be an obvious update, we went way more into detail than just that. Did you see the reflecting cat-eyes on the track? Our new car headlights? No? Then all that racing action probably kept you too busy to notice. Go and check it out! Hans Bossenbroek, CEO of Luminis, explains: “From the first moment that the virtual Le Mans was official, we knew that we had to do everything we could to make this a great success. Colleagues from Studio 397 and the parent company Luminis have worked hard to prepare everything. The entire infrastructure for such an event is very complex. Many parties are also involved, so organizing and communicating quickly and effectively is important. These kinds of processes demand the utmost from us, which is extremely satisfying.” But it wasn’t just about eye candy. While the art team and designers kept busy with the rework of the track, another team worked on the code, adding features and working on the robustness of the code. Several aspects of the race were run in automated test configurations and we made sure to be prepared, whatever happened. At the same time our vehicle dynamics experts, developers and modelers worked together to upgrade the cars, ensuring a proper BOP, adding extra data to the dashboards and building a brand new safety car. But we didn’t stop there. With countless cups of coffee as our fuel, we powered through code fixes, bringing in the official liveries, adding a server restart feature and much more was on our list leading up to the 13th of June. Marcel Offermans, head of Studio 397: “The virtual 24 hours of Le Mans was organized in record time by ACO, FIA, Motorsport Games and Studio 397. We have been asked to provide the simulation and online infrastructure for this virtual edition. In recent weeks, a lot of hard work has gone into preparing everything. The Ferrari 488 GTE was added to the existing cars so that the Ferrari factory drivers could also participate. We added a unique hydrogen-powered safety car by Green GT to head the field. The track has been modified with new sponsors, and all 50 teams have provided their cars with unique color schemes for this competition.” Going Live There comes a time when the phase of preparation ends and where all the pieces finally come together. Several test races with the participating teams of the event had helped prepare our partners and us for what was about to come: a weekend full of virtual racing at the absolute top level. But it isn’t just booting up a server and then watching the race unfold. Several teams worked throughout the entire race to keep everything in check and create probably the most immersive sim race event of all time. A big crew in Paris, led by Motorsport Games, worked on the actual studio broadcast with several task forces handling things such as communication, driver support and many other small bits and pieces. In addition, the WEC took care of race control and marshaling, just like in the real race! A constant flow of information was exchanged to keep everyone up to date and to enable us to work to our maximum potential. Motorsport is in a unique position in terms of esports as it is one of the very few sports where the skills from esports transfer to the real world and vice versa. This allowed an unprecedented number of drivers from professional racing classes, including Formula 1, Formula E and WEC, to participate in the event and be competitive. A total of 200 drivers and many more race engineers and other support staff participated in the event. With teams working from all around the globe, this was truly an international race. The Ferrari teams gathered in Maranello, teams used their official training simulators, and others set up big video calls with team managers, engineers and their drivers in order to really function as a team and work towards reaching the finish, preferably before any of the other teams. Celebration Most people probably think of the winners of the race when it comes to celebrating. But without taking anything away from Rebellion Williams Esports and the GTE class winning Porsche, there was plenty more to be happy about in the Studio. The first moment we were stunned was probably the start of the broadcast and the beginning of the race. It is one thing to plan such an event, hear what it should look like, work on it to make it happen, but a completely different story to then see the labour of our love not just on online channels everywhere, but also on TV in nearly every country. The feelings of that moment are hard to describe, which is why we will just share with you what happened in our internal communication tools. As soon as the broadcast got underway everywhere, pictures were uploaded in our chats. Everyone watched the race on a different platform or channel and wanted to share their joy with the rest of the team on how amazing it is to see rFactor 2 on channels such as Sky Sports or Eurosport. A fully professional broadcast and amazing presentation with the software we put our heart into each and every day. Our chat felt like a big party! Although that feeling never really faded away during the next 24 hours, we knew that we still had to focus on the tasks at hand, so everyone went back into full concentration mode. Until the sun went down! You might wonder “why until then” but it’s fairly simple. While nearly all of us had been aware of the changes to the lighting and other “polish” work to the track, most people had never seen it in action at this scale. So when the sun started to set, everyone could finally witness the latest improvements of our engine. That was another remarkable moment for us, and we probably flooded our art team a bit with “OMG!!!” messages and chats. But hey, they deserved their moments of fame! The After Party The event received a lot of positive feedback from media outlets, teams and manufacturers. Here’s a selection: Michelin press release: “Not only did the realism of the rFactor 2 software employed for the inaugural Le Mans 24 Hours Virtual provide endurance racing fans with a welcome chance to enjoy their favorite discipline once more after the recent halt to real-world motorsport, but it also cool video game fans an opportunity to discover motor racing from a fresh perspective that introduced them to the important role that tires play in motorsport.” Joshua Rogers, pole-sitter and GTE winner with the Porsche Esports Team: “The result shows how much we’ve put into this. The competition was insanely strong. I think it’s without a doubt one of the strongest grids in a sim race ever.” FIA WEC: “This race has surpassed our greatest expectations” Frits van Eldik: “It is really impressive how good the virtual 24 Hours of Le Mans looks. Initially, the only downside I could find was the light at the beginning of the race. But from the moment the end of the day approached, that light became incredibly realistic.” Leclerc: “Now I just want to do the real Le Mans“ Race Highlights Official Results Overall Race Results Race Results per Class Fun Facts, did you know? The race was opened by 4-times NBA Champion Tony Parker. The winning LMP2 team drove 371 laps. We saw 84 lead changes across the classes. 32 penalties had been given out by the race director. The Porsche esports works team used the Coanda Simsport HQ in Germany as hub for the race. Aston Martin Racing went big and drove the race with their official half-cut car simulator. Simon Pagenaud did a full rig-swap during his stint. Charles Leclerc enjoyed his yogurt live on stream while going down Mulsanne Straight. On race weekend, the event accumulated 823 million reach online on its channels. Next Steps Currently we are going through an approval process to release all the beautiful car liveries and updated 2020 version of Le Mans to our community. We expect that to be done next week, at which point these will all be added. If you already own these cars, you will of course get the skins for free. The updated layout will become part of the existing Le Mans track. For people who don’t own the content yet, we’re working on releasing it as a pack, just in time for the upcoming summer sale! Needless to say, after almost a week has passed, we are beginning to realize the full scale of the event. It was a great moment for the sim racing community, and it motivates us to keep pushing and improving rFactor 2 for many years to come!
  4. rFactor 2 - 1.1119 Now Available! Steam Build IDs Opt-out (old UI) client: 5114543 dedi: 5114551 public_beta (NEW UI) client: 5114397 - Improved logging to help us diagnose issues and run smoother. - Lots of little UI fixes. - Added the option to configure custom overlays, a guide is here: https://docs.studio-397.com/users-guide/broadcast-overlays - Several lighting tweaks to improve shaders and backward compatibility. - Fixed the lighting in the showroom. - Fixed some issues with the sky progress from dusk to night. - Fix for Logitech controller names which now include G-HUB. - Improved shader hashing, might make loading slightly faster. - Fixed suspension damage transfer during driver swap. - Fixed an issue where moving to the next session made some clients crash. Known issues: - Dusk and night are a bit over-exposed at the moment.
  5. Launch of the Radical SR3 XX There’s been a lot of announcements and fresh new content to play with lately, but we’re far from finished. Today it is time to introduce you to a truly unique choice for race drivers, combining everything you want in a race car. Fast, lightweight, nimble and with the looks to ensure that you won’t go unnoticed on any server. Our world is an evolving and developing place. Motorsport is continuously moving forward. So is sim racing and technology in general. To be a front runner, you have to always stay on top of this movement. Being up the front is exactly where the new Radical SR3 XX belongs. It’s not just a faster but also a smarter car! So we are proud to collaborate with Radical Sportscars on its launch. You can read all about it on their website: the world’s best selling race car just got smarter! The SR3 XX is the evolution of the best-selling race car in the world, the SR3 which was first introduced in 2001. While the styling mostly remained untouched with just a few key elements setting the XX apart from its predecessor, underneath it’s an all new track weapon. Radical knows that not just the car needs to evolve to be quicker, but that also drivers need the best tools to move forward and develop themselves. That’s the reason for all the new bits and pieces mainly by provided by AiM. The first thing noticed by drivers as most prominent change is probably the new steering wheel. A brand new Formula style steering wheel, fully packed with technology normally only found in high-level single-seaters and Le Mans Prototypes. Functioning basically as the HUB, the new AiM steering wheel now gives the driver access to all kind of new functionalities to access, evaluate and analyze data, helping to improve on track. The fresh SR3 XX is still powered by the 4th Gen RPE-Suzuki engine including a dry sump oil system as standard. The power plant is hooked up to a six-speed sequential gearbox with paddle shift and auto-blip function, a Quaife limited-slip differential taking care of getting enough traction out of the corner. With only 620 kg total weight, the Radical SR3 XX is the perfect tool to carve your way through all kind of combinations of corners. You can buy the car now in our Steam Store! We will be hosting a launch event later today, details of which are towards the bottom of the announcement on Radical’s site.
  6. Introducing the Ferrari 488 GTE! The first Ferrari in rFactor 2 is no doubt a real milestone, it underscores our dedication to the evolution of ‘simracing’ for those that want the best and most accurate experience. We know you share that same excitement and anticipation, so with that we very proudly welcome the Ferrari 488 GTE to join the grid. With the official 24 Hour of Le Mans right around the corner, it is time for us to welcome the newest addition to the grid. With its 4,0-l-V8, the Ferrari 488 GTE will be a true contender for the win in the GTE class. The Ferrari 488 GTE is Maranello’s choice for the world of endurance racing. Scoring 490 HP on the dyno, the 4 litre V8 engine features a bi-turbo setup to create even power across the entire band of revs. Plenty of power to compete for the top position at the legendary 24 Hours of Le Mans. But power isn’t everything when it comes to the Ferrari, a fully tricked out aero package makes sure that the airflow is helping the 488 GTE to build as much down-force as possible, sending the air across the only 1.160 mm high bodywork right onto the rear wing and below through the diffusor, balanced out with a prominent front splitter, spanning across the entire width of 2.045 The Italian race car produces 650 nm in the GTE configuration while weighting in at 1.260 kg, making it a nimble and high revving option for endurance drivers around the world. The Ferrari 488 GTE program began in 2016, when the car was entered in the 2016 FIA World Endurance Championship, as well as in the GTLM class in the 2016 IMSA WeatherTech Sportscar Championship. At the 24 hours of Daytona where the 488 made its competitive debut, it made a promising start, taking home a 4th and a 6th in a strong field of GTLM machinery. A further 4th position in Sebring and a first podium with a 3rd place in Long Beach marked a good opening phase to the American program. Meanwhile in Europe the factory outfit was about to start it’s first World Endurance Championship season with the new 488 platform. In incredible fashion the Ferrari 488 GTE took home a 1-2 finish at the opening round of the season at Silverstone. An incredible start to the season, that was followed with 2 more wins, 4 more second places and 4 third places across the two cars entered by Ferrari! This took Ferrari and the 488 GTE to the top of the World Endurance Cup for GT Manufacturers by the end of the season. In 2017 Ferrari once again scored most points of any manufacturer. Taking home 5 race victories, two of them being a 1-2 finish, and scoring a further 6 podiums marked a very successful season in WEC. Furthermore, Ferrari also took the GT World Endurance Drivers’ Championship in 2017, with James Calado and Alessandro Pier Guidi taking the 488 GTE to 3 wins and 4 podium finishes! Since the switch to a summer to summer calendar in 2018, the Ferrari 488 GTE added 3 more wins and 4 more podium finishes to it’s resume. Coming out of the 2017/2018 season, the defending champion went slightly changed into it´s first shakedown in Fiorano for the 18/19 season, the 488 GTE evo was born. With just minor details that had been touched, the endurance version of the 488 remains one of the high prospects no matter which grid it enters. We will be making further physics and Balance-of-Performance updates for the car over the next couple of weeks. Get this incredible car right now on our Steam Store
  7. Release of Build 1118 Yes, it’s still a bit too early for our monthly roadmap, but it is about time to announce Build 1118, which comes around two and a half months after our previous update. Why did it take so long, you might ask? Because we needed to take some time to complete some bigger tasks, such as overhauling our package management system, deploying the first step of our graphics improvements and integrating our brand new broadcast overlays. All in all, this is a considerable update with a mix of improvements, fixes and new features. On top of that, we are also proud to release a brand new track, the Berlin E-Prix Track, which is on sale in our store right now. https://store.steampowered.com/itemstore/365960/detail/49/ Things that have not yet made it are the release of Portland International Raceway and an update to the Zandvoort 2020 track, but both will come soon! In terms of feedback we would like to invite you all to provide feedback on a couple of things. First of all, the graphics updates and how they affect the content you use. Secondly, if you are doing broadcasts, we’d like to know what to bring next to the overlays. Finally, we encourage you to give the new UI another try. It’s not the default yet, but we intend to make that switch soon, initially leaving the old UI as an option in a beta branch but eventually phasing it out altogether. We will also phase out our 32 bits version as hardware surveys tell us it’s not being used anymore as users have all switched to 64 bits operating systems. Broadcast Overlays Broadcast overlays are now integrated into the simulation as part of this update. That means you can use them directly in-game or with a broadcasting tool like OBS or XSplit. The overlays come with a separate control panel that can be used to control cameras as well as enable specific broadcast elements. It is available as a web page, which means you can remotely control the connected client from another computer or tablet. The overlay itself is also available as a transparent web page for integration into broadcast tools as well as directly in-game when you watch in full-screen. There is also a system to customize overlays for your own league, tweaking colors, adding your own logos and customizing the style through CSS (cascading style sheets). This customization also includes support for setting safe regions when broadcasting to linear TV and a way for a single control panel to control multiple clients, in case you need to stream the same cameras to different output formats in the highest quality, completely removing the need for expensive frame interpolation hardware. Our future roadmap here includes a guide on how to customize overlays as well as to add support for distributing them via the workshop. Graphics Development This release sees numerous updates to the graphics engine of rFactor2. These updates will allow us to build higher quality content going forward, and shortly they will let you do the same with mods. As an overview we have addressed some teething issues we were having with our PBR implementation and equalized the lighting equations between PBR and non-PBR. We have also corrected a range of balance issues with the lighting, postfx and atmospherics setup. This will allow us to release content of a much higher quality going forward; however, it will mean that some mods will require some fixes to look their best. In testing we have found that some old content is not configured correctly, and the old lighting setup masked these issues. Now let’s take a closer look at what we have done and the implications of those changes. After an in-depth look into verifying the results of our PBR lighting pipeline against ray tracing solutions, we found that we had to make some adjustments to correct various issues with diffuse and specular output. This will make it much easier for artists to author content as things start to just behave naturally. Previously, in order for our new content to fit with the old content, we had to run a very constrained version of the shaders. This was one of the reasons we did not support modding with them yet. These changes will allow us to run at the full output now. The first track to be fully developed with this in mind is the just released Berlin Formula E track. However as a result of these changes you may find the lighting balance not quite right at Le Mans or other tracks recently updated to PBR. We will update these shortly. We have also ported those lighting calculations over to the old shaders. However, the pre-PBR shaders required much darker albedo maps than is normal. As a result we have had to apply an automated correction to these textures. The intention is that these corrections will, on the shader side, push the albedo maps into the correct ball park for real-life albedo values, which the PBR shaders take as a rough input guideline. This change may take a bit of iteration, so please be patient and give us feedback if required. The main change resulting from all this is that the ambient lighting will be brighter on content using non-PBR shaders. It is important that ambient probes are set correctly. In our tests we found that mod tracks with poorly setup ambient probes resulted in bad lighting. Examples of this include them being in areas of strong colour cast (such as over a lot of very green grass), or underneath the terrain (resulting in the bottom of the ambient probe being brighter than the sky), or really high up in the sky (so the ambient probe receives much more sky contribution than you would expect, making it very blue in general). On content that had good ambient probes, we found that there was minimal difference, other than a slightly blue shift, due to the increased ambient lighting. Some custom Showrooms may require updating, depending on how they have been authored. If they are suddenly very dark then this is why, as we could not apply this auto correction to the built in ones, and we need to review the way old content is being rendered in them. We also took an in-depth look into our PostFX setup, and have iterated our configuration there further. The first area of interest was reviewing the exposure and the tone mapping. With the changes made to the output of the shader lighting equations, this was vital to ensure a naturally balanced scene. We have enabled auto exposure in limited situations for now, such as external cameras, and attached cameras not in the cockpit. This will allow us to test these changes further before enabling in the cockpit. We have spent a lot of time taming the glare settings so that we can use the full range of specular during the daytime, although trackside nightlights are still partial to glare quite a bit – we do intend to address this though. We also experimented with some more advanced effects that we may introduce at a later date. We will most likely tone this down in the content. In the future, we look forward to key framing different conditions in order to bring this to life even further. The atmospherics and sky has had a pass to try to link everything together better. We have reviewed the sky configuration to improve its balance in general. We paid quite a bit of attention to the visuals as the sun starts to go down and to make sure that we are keeping appropriate amounts of light in the sky as it progresses into night. There are clear gains there but there’s still more work to be done. We have done some basic adjustments to the cloud rendering to ensure they are rendered with more natural colours and linked them up to the horizon haze to try and ensure a more natural horizon under various conditions. Finally, we have also changed how fog is applied on the entire scene. There is a lot of content in rFactor2 that suffers from a significant issue concerning the amount of fog applied and the overly blue colour it presents in many conditions. We have therefore decided to apply fog to the scene from an authoring perspective in a different way. We will expose variables to configure this shortly. We now have a base level of fog which is applied over the scene on a clear day. The default value is set to a realistic value for a scene with an accurately modelled vista, such as Le Mans or Nordschliefe, where you can see far into the distance. We then have extra fog or atmospherics that are applied as the conditions change, such as the sun going down, or as it becomes more cloudy or starts raining. This may present some issues at tracks where a static horizon has been placed unrealistically close to the foreground though, and it would be better to change this mesh so it is at a more realistic distance. These settings now also apply to the sky, so we no longer have really bright blue sky on the horizon on a completely cloudy day. We have also iterated our shaders further. There are various fixes and improvements to allow us to make improvements in various places on the new IBL shaders. We added a new Car Tyre shader, which will be used in the near future, as well as an IBL Terrain Legacy shader to allow for easier porting of old content to the new setup. The one major thing missing from this release that we have spoken about before is the Screen Space Reflections development. This is well advanced, yet needs further performance testing before it is released. We have, however, ported over some of the basic developments from this to the new release which make wet weather conditions look even better on PBR tracks. With regards to full modding support, this is something we envisage that we can start offering after we have completed the Le Mans race next month. Our team has a huge amount of documents ready to port over for modder support once things become a little less busy! New UI Improvements to our new UI are ongoing, and we have already tackled the following things: We’ve now included options to select a custom showroom and HUD. Tuning info for the selected car is now correctly displayed. Setups now allow you to view and edit notes again. Enabled resume from replay. Added options to create custom skins and teams in the showroom. Properly detect if we’re offline and adapt the UI to that situation. Disabled options in the setup screen are now more clearly marked as such. Notification icon changes when there are new, unread messages. Ensured that parc ferme settings are always respected by the UI. Improvements and Fixes Apart from the bigger features above, we have done quite a few “smaller” improvements and fixes that should improve the overall experience: Fixed a graphics freeze that could occur on some systems after driving for roughly half an hour, at which point it could freeze for over a second, which was sometimes causing mild framerate stutters at other times. Improved the speed of real-road synchronization when a client logs into a server. As we developed more laser scanned tracks with significantly higher polygon counts for the road surfaces, this synchronization was taking more time. This has now been addressed, and you get a message when joining to indicate this process is ongoing. In general, you will want to wait for it, but you don’t have to. During the process, your frame rate might be slightly lower. We’ve reviewed the package management system and fixed several bugs related to packages and their dependencies that could cause scenarios where content would not correctly install and, worse, allowed you to join a server without having all content installed. The whole system is now made much more robust, and we also managed to speed it up. Our real-time logging has also been improved as we keep trying to track down further issues. Fixed the wrong track loading sometimes when loading a saved replay. Fixed newly saved replays not immediately showing up. Made a few small improvements to controller rearrangements, making sure we detect a controller regardless of what USB port it plugs into. Especially for long races, we have now implemented a way to resume a race on the same or a different server in case of networking problems. At the end of every lap, the current standings and order are backed up and these script files can be run on a new server to resume the race after all drivers have rejoined. We’ll explain this system in more detail in the upcoming weeks. Formula E Berlin E-Prix 2020 Released The Big City life – Berlin may not be the capital city of Germany, but it’s one of the few places that has been visited by the Formula E circuit each year since 2015. The former airport Tempelhof makes for a great event venue for this “electric spectacle” and has become one of the most anticipated races for many Formula E drivers, not just German drivers. The Berlin ePrix features vast concrete planes rather than smooth city street asphalt, turning it into a unique challenge for everyone who wants to be on the top spot of the podium. The layout itself mixes high-speed straights with very technical sectors, forcing teams to setup a car that can shine on both. With 2.3 kilometers of track, Berlin offers plenty of chances to make a move and climb up the ranking. The very long turn 1, which leads into a chicane-like sector, is a real highlight not just for the drivers, but also for the crowd, as the grandstands create arguably some of the best views you can have when visiting an ePrix. The long straights open up to create a real fight for slipstream, giving an advantage to drivers who can use the full capabilities of their brakes. This leads into the long turns that also allow for alternative entry and exit lines, giving defenders many possibilities to cut back in front or strike back on the exit. Rhythm is absolutely everything on this track that feels, because these are no roads, like an airfield. More like a classic circuit track rather than a typical Formula E street race, 10 corners have to be tackled before a lap time can be posted on the board. This track demands a smooth driver for consistently quick lap times. It’s your time now to prove that you are this complete driver, smooth but aggressive enough to go deep under braking, and precise on every single exit to maximize speed on the straights!
  8. Δωρεάν μέχρι τις 21 Μαίου Grand Theft Auto V
  9. RaceRoom – New Update Deployed – Physics Improvements Sector3 Studios deployed a new update for their RaceRoom Racing Experience title. This update focuses on physics and AI improvements but also deploys content for upcoming releases and events. Update details: Download size = 1.1 GB Client version = 0.9.0.944 Client BuildID = 4989071 Dedicated server version = 61.0.1120 Dedicated server BuildID = 4989460 Changelog: Controllers – Updated default FFB settings for Logitech G27 Controllers – Logitech wheels now have “sine” curb wave type and reduced minimum force value. Controllers – Sim-Plicity: set all wave types to sine Controllers – Thrustmaster: reduced minimum force value Fixed an issue with Fastest Lap notifications on the HUD that were not displaying properly Fixed some Default Controller Profiles that were showing up as customized in the menu Fixed players getting automatically DNF’d when they run out of fuel even though their vehicle is still moving. You can now crawl all the way to the finish line as long as your car moves. ( https://clips.twitch.tv/SpicyCarefulReindeerSquadGoals ) Fixed a game crash that would occur when entering instant replay while using the pitstop menu Content updates: BMW M1 Procar – Updated physics and tyre model BMW M3 GT2 – Fixed weird noises heard on downshifts coming from opponent cars in multiplayer DTM 92 – Improved gearbox behavior, updated drivetrain oscillations to give less in lower gears and more in high gears Group 4 – Updated physics and tyre model Group C – Updated physics and tyre model Mercedes DTM 1995 – Updated physics and tyre model Mercedes DTM 2005 – Updated physics and tyre model Porsche 911 Carrera (964) – Updated physics and tyre model Porsche 911 RSR 2019 – Various art tweaks to liveries Tatuus F4 – Fixed launch control for this car, updated its default gear ratios for each track Touring Classics – Improved gearbox behavior, updated drivetrain oscillations to give less in lower gears and more in high gears AI – Formula RaceRoom US: general improvement to AI behavior Dubai – Tweaks to AI behavior Nordschleife – Tweaks to AI behavior Norisring – Tweaks to AI behavior Nuerburgring Sprint – Tweaks to AI behavior Oschersleben – Fixed an issue with invisible objects on the grass at the pit exit. Tweak to terrain textures. Sachsenring – Tweaks to AI behavior Shanghai – Tweaks to AI behavior Sonoma – Tweaks to AI behavior. Fixed the dried grass surrounding the track that has always been wrongly assigned the gravel properties. It’s now proper dry grass when you drive on it. Spa-Francorchamps – Tweaks to AI behavior Suzuka – Fixed a possible cut detection during pitstops Zhuhai – Tweaks to AI behavior
  10. Euro Truck Simulator 2 1.37 Release After much testing, feedback, fixing, and fine-tuning, we are excited to announce the arrival of update 1.37 for Euro Truck Simulator 2! We'd like to thank every single one of you for all your help with your bug reports, opinions, and general feedback during the Open Beta. We hope you can now begin to fully enjoy the new features included within this update. The main feature included with this update is the implementation of our new sound engine FMOD; which radically redefines the way we mix vehicle and environment sounds. This update includes revisited sounds of trucks' engines, new sounds for most of the AIs (including trains), reverb sound effects in tunnels, new train crossings sounds, the inclusion of a true Doppler effect for passing vehicles and more. This also brings an array of new sound options for users accessed from the main menu, which allows you to tweak many more individual sounds to your liking. While there is still a lot of tweaking to do and more sounds to arrive, this is only the first phase. We will continue to improve based on feedback and implement changes throughout the year to come. As a benefit from the new sound mixing approach, we are happy to bring you truck windows which you can open! You can now enjoy the continuum of sound levels between a well-insulated cabin with windows closed and the roaring traffic coming from the outside when you roll the windows all the way down. Give it a try especially when you hit the rush hour on the road or at a big junction. Another addition that arrives with this update is our "walk-around feature." Our game world is generally not designed for exploration on foot, but we figure that fans may appreciate a new closer perspective to view their favorite machines in the upgrade shop. Getting up close may also be of use when you need to tune up your rig and match the color of your rims with the cabin's paint just right. So here we are with a little bonus feature of 1.37, an alternate way to control the camera in the game's service and vehicle browser. We had to redesign the "garage" scene a little to make more space and way for the cameras, hopefully, you will appreciate it. Hungry for more? Then get ready for some food tanks! And we mean literally food tanks because, with this update, you can finally own this new type of trailer. These beauties were highly demanded for some time and so we're glad and proud we can bring them for you, our #BestCommunityEver! We are also excited to bring to you a rework of 4 French cities in 1.37. Metz, Reims, Strasbourg, and Dijon will receive a fresh lick of paint with a rehaul of its roads which have been given a new look. We hope you will take the time to check these refreshed areas and send us your snaps of your first visit on our social media channels. And last but not least, we're excited to announce the upcoming arrival of the official support for ASUS Aura for Euro Truck Simulator 2. Products supported include ASUS keyboards, mice, RGB mousemats and more. This brings a new level of immersion to your trucking experience with the inclusion of RGB support. You can expect to see a blog post with more details on the integration and the features that come with it in the near future. To celebrate this new collaboration, we have released a very special ASUS ROG paint job for the Mercedes-Benz New Actros which is now available on the Steam Workshop for Euro Truck Simulator 2. Euro Truck Simulator 2 - ASUS ROG Paint Job MOD Now you can truck in style with your ASUS RGB setup, and ASUS ROG paint job! Adds a little bit extra to the immersion, doesn't it? MAP 4 French cities reskinned (See here for more details) VEHICLES Food tank trailer (ownable) Food tank (ownable) for Schwarzmüller DLC FEATURES FMOD implementation with all existing sounds and few improvements Openable windows on all trucks (featuring FMOD) AI movement and sound behavior improved (featuring FMOD) Walking camera in truck or trailer configuration screen (plus new garage scene) Added technical inspection of vehicles on mandatory weigh stations (illegal trailer, damaged vehicle). Added progressive speeding fines. Updated hi-res loading screen pictures Colour feedback support for ASUS ROG Strix (ASUS Aura Ready) TOBII EYE TRACKING Eye-tracking pause key function fixed Automatic eye-tracking pause while the game is paused/in UI Settings hotkey visibility in UI MOD Ingame sounds completely reimplemented for FMOD Engine power range data (instead of boost value) Exhaust gas temp gauge animation AI data tweak (engine power instead of torque and gearbox, vehicle_mass override for trailers) To enjoy the 1.37 update, make sure to OPT OUT of beta branches and your game will be automatically updated on Steam. For the legacy non-Steam edition of ETS2, the update should be ready in a few days. Some mods, however, may have not caught up yet - this update may effectively break them. So remember that you can always stay on 1.36 or an even older branch. The way to access and select them is: Steam client → LIBRARY → right-click on Euro Truck Simulator 2 → Properties → Betas tab → select the version you want.
  11. Welcome to the new Zandvoort! The weather along the Dutch coastline this weekend was rather typical for May. The sun and clouds both fight for attention. Trying to make their presence felt to the people on the beaches below. But this was not supposed to be a normal weekend. An enormous amount of people would have flooded the area, cheering for their favorite driver, enjoying the fast cars that would have graced the beautiful track of Zandvoort. Then everything changed. What could not continue in the real world, most certainly can in the virtual world. We therefore decided to release on this day the brand new 2020 layout of Zandvoort, for everybody to enjoy in rFactor 2. For free! If you look at the real track today, it is certainly ready to race, but all the surrounding buildings, grandstands and other infrastructure are very much still under construction. Our pre-production release today reflects that. We’re trying to remain close to the current state of the track and will keep updating it in the months to come as it evolves towards the upcoming Dutch GP. Much has been said and written already about the changes to the track, all aimed at improving the racing, but let’s highlight some of the most important ones as we take you around a virtual tour of the track. The lap starts on the longest straight, that takes you to the Tarzanbocht, a banked 180 degree turn that is traditionally a good overtaking spot. One apparent change here is the location of the pit exit, which used to be on the inside of the corner entry, but has now been moved to the corner exit, with a wall making sure there is no way to merge too early. The corner exit takes you onto a straight that bends towards the left and sets you up for the next right-hander called Gerlachbocht. Exiting that is where the next big change is. The Hugenholtzbocht, named after the famous dutch designer of race cars and tracks, John Hugenholtz, is made wider with more banking to offer a faster exit and possibly multiple lines through the corner. More speed means an even faster passage over Hunzerug and the Rob Slotemakerbocht towards Scheivlak, the only corner on the track that has its own TV channel, a clear indication that that’s a good spot to watch a lot of action. The jury is still out on how high downforce open wheelers can go side by side over this straight and through this blind corner, but if they do it will certainly be a memorable moment. We’re now basically at the back of the circuit where much of the existing layout remains untouched. The next straight brings us to the Mastersbocht, another high speed turn with a curbstone on the apex that you can hit hard, but not too hard. The anonymous Bocht 9 and Bocht 10 follow, two long, slow and wide corners that seem to never end and where you can drive many different lines, making sure at all times your exit onto the next straight is good as that one leads to another popular overtaking spot. The Hans Ernst Bocht is another place to out-brake your opponent and while this corner had been modified fairly recently for DTM, placing less forgiving curbstones on the inside of the second part off this right-left turn, it was changed again, removing those curbs again in favor of more friendly ones. This exit takes us to the penultimate corner, Kumho, which generally takes some lifting and light braking. Exiting this corner is where DRS will be enabled as the last corner on the track is again one that is completely modified. The Arie Luyendijk Bocht is now wide and very much banked like on an oval and you can therefore take it flat out, launching you onto the final straight at high speed and potentially setting you up for a pass through the first turn again. This completes our lap around the track. Needless to say we’re excited to be the very first to bring you this track in a racing simulation. We hope you’ll enjoy driving it. You can subscribe to the track in the workshop here if it has not already automatically installed for you.
  12. Ναι πρέπει να τρέξεις με ΑΙ και να τους ακολουθείς απο κοντά για να ανέβει.
  13. Χρόνια Πολλά και Χριστός Ανέστη ! Καλή λευτεριά απο τη ΝΤΠ.
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