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spyder

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  1. GT3 Challengers Pack Released! Let the Challengers rise! With a great heritage in GT class racing, we are proud to announce the next pack released for rFactor 2 – The GT3 Challengers Pack. Featuring not just one, but two world firsts! GT represents much of what rFactor 2 stands for, and fits into our feature set of day/night transitions, weather and driver swaps. We hope you enjoy this pack that also features our latest graphic engine technology. With our existing GT3 Pack and the Endurance Pack we now have 13 GT class cars that can race on track – add a couple of LMP’s and we have one of the most diverse grids in sim racing. Once again we are proud to have great support from partners to help us make this happen. Download on Steam right here! Now let’s take a look at what’s in awesome pack! McLaren 720s GT3 To bring one of their new incredible cars onto race tracks, McLaren developed the stunning 720S GT3. Modern design, impressive aerodynamics and years of experience in Motorsport should help this car to claim wins among several premier GT3 events in 2019. Porsche 911 GT3 R It probably wouldn’t be called motorsport if the iconic brand Porsche aren’t part of a class. The 911 GT3 R is once again a very balanced, race-proven car by the German manufacturer, reinforcing their image as being amongst the highest rated contenders in a series. Audi R8 LMS GT3 Considered as one of the all-time favourites, this midship RWD car by Audi has been competing in GT3 since the beginning, winning significant races around the globe for a variety of teams. A demanding but rewarding choice. BMW M6 GT3 From the very start, the BMW M6 GT3 hit the grids all over the motorsport world and proved the V8 concept to the German manufacturer. Leading several Endurance events in different series and also claiming the 2018 FIA GT World Cup title, this car is a winner. Aston Martin Vantage GT3 2019* The second generation of the Aston Martin Vantage GT3 is ready for some serious racing action. It will enter GT events in 2019 and beefs up the already stunning road version of the Vantage. With the prestige and expertise Aston Martin brings into racing, it’s a challenger you always have to keep an eye on. *Please note this car will be released as part of the pack once approved Final Notes These cars are built with our new graphic technology, based on PBR lighting. We are converting more of our older content and yes, we are bringing more liveries to you shortly! For painters, we are finalising the templates and the technology behind it, trust us, it will be a game changer for you! In the meantime, please read more on our December Roadmap here https://www.studio-397.com/2018/12/roadmap-update-december-2018/ Remember, any questions, please visit our forum here https://forum.studio-397.com/index.php or visit us for direct chat on Discord https://discord.gg/CruX93K
  2. Roadmap Update December 2018 Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started! Looking Back December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since. In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack. In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights! The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course. The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now! The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars. Competition As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready… GT3 Challengers Launch Stream As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018 Material System During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months. Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds. However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry. What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness. Implementing this was challenging for us for several reasons. First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere. The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too. This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes. We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building. Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment. So… Where do we go from here? Looking Ahead The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it. Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!
  3. Introducing the GT3 Challengers pack, featuring some of the world’s most desirable GT cars, the McLaren 720S GT3, the Audi R8 LMS GT3, Porsche 911 GT3 R, the BMW M6 GT3 and finally the Aston Martin Vantage GT3 2019. And the best bit about this pack? It will be available TOMORROW! This brings our GT field to a stunning 13 cars including the Endurance Pack and first GT3 Pack! The GT3 Challengers pack will initially have four of the five cars, with the Aston Martin Vantage GT3 joining the field as soon as we have approval. Be the first to try these incredible cars tomorrow on Steam!
  4. Steam Winter Sale rFactor 2 14,99€ GT3 Pack, Endurance Pack, Sebring Track GT Winter Bundle 25,96€ KartSim Pack 10,15€
  5. Επόμενο αμάξι McLaren 720S GT3
  6. Τον έκλεισα το καιρό γιατί βρέχει πάλι, σταματάει, ξαναβρέχει...Τώρα λιακάδα 30 βαθμοί. Το είχα στο μυαλό μου για Τρανσφαγκαρασαν, να μιλήσω και στο @John@John να βάλουμε και το Ασκονα να το δοκιμάσετε
  7. Sim-Racing-World.net 1 τρέχει Le Mans 1991 με Group C Naturally Progressing grip, Real Road Time Scale x2, Live Weather http://maddogworld.liveracers.com/Live/
  8. Group C Mod v1.0 The 1991 Group C mod includes the Mazda 787B, Porsche 962C and the Sauber C11 in the latest version of the mod for rFactor 2. Featuring unique realistic physics for each vehicle as well as different tire compounds, this is your chance to get behind the wheel of the three most iconic racing cars in the history of Group C racing. Features - 1991 Mazda 787B model by Ionut Nicolaescu, updated by Dmitriy Barishev. - 1991 Porsche 962C model by Dmitriy Barishev - 1991 Sauber C11 model by Dmitriy Barishev - Unique physics for each vehicle - Unique engine sounds for each vehicle Mod Resources Templates: Download Click HERE[www.mak-corp.com.au] MOD PDF MANUAL: Download Click HERE[www.mak-corp.com.au] Changelog MAK-Corp Group C Mod v1.0 ------------------------- - DX9 car now retired by new version. - All cars fully rebuilt, reworked and running to DX11 standard. - All physics brought up to current standard and optimisations as well, more detail below for the guys. - Motec display redone for the Mazda 787B to real car layout and new low fuel warning, thanks Damian. - Oil Temp added in to the secondary display area in the Porsche cockpit. - All materials have been fixed and adjusted and mesh quality increased in places to enhance the experience. - All little things like external cameras clipping for example, looked into and corrected. - We are optimised for night racing as well, but bear in mind that environment at night is not complete there yet . - Complete re-balance on all items visually. - A lot of real life balancing visually on all cars. - New corrected tyre sidewall for the Sauber, before was unbelievably, inverted. - Mazda now correctly has centre of origin for spinner and external cameras. - More Sauber Cars added to balance car skin ratios better, thanks Alavaro. - All custom skins improved for DX11 build - thanks to all the skin guys Damian, Daniel and Arturo. - Only functionality missing is fully working wiper functionality currently, but rain support is included already. ------- Physics ------- Mazda 787B ---------- - Engines now have three mixture positions. - New Ultrachassis added with revised suspensions geometries/chassis flex. - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks. - Reworked diffuser and relocated. - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet. - Front and rear downforce from the bodywork revised. - Clutch torque revised for shifter and pad options. - Added engine power detail on garage. - Damage revised. Porsche 962 ----------- - WSC engine have a new turbo flow. - Rear Goodyear tyres now uses 18 inch rims instead 19 inches. - New Ultrachassis added with revised suspensions geometries/chassis flex. - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks. - Reworked diffuser and relocated. - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet. - Front and rear downforce from the bodywork revised. - Clutch torque revised for shifter and pad options. - Added engine power detail on garage. - Damage revised. Sauber C11 ---------- - Improved performance (less drag, more grip, etc). - Updated engine brake torque, throttle maps, mixtures and softened turbo pressure build up. - Reduced drag caused by rake. - Added undertray points and improved collision detection and aerodynamics while flipping in the air. - Updated tire construction materials and resolution (more flexible and detailed). - Improved all tires thermodynamics, wear and grip for wet weather. - Reduced rubbered path effect on tire grip. - Reduced grass, dirt, and other terrain types effects on tire temperature. ------ Sounds ------ - Mazda 787B: Improved low rpm power range and high rpm coast sample. - Porsche 962C: Added high rpm variants for exterior engine. - Sauber C11: Increased turbo intensity. - All cars updated to cockpit damping feature. Credits - Mod Production Manager: Petros Mak - Mazda 787B 3D Vehicle by: Ionut Nicolaescu - Mazda 787B 3D Vehicle Updates by: Dmitriy Barishev - Porsche 962C 3D Vehicle by: Dmitriy Barishev - UV Mapping Mazda 787B by: 1st set by: Bernd Boehm. Re-Mapped by: Lukasz Kacprzykowski - UV Mapping Porsche 962C by: Juandi Sanchez - 2D Textures by: Doug Parker, Nigel Phelan - New Skins from v0.95 by: Arturo Pereira, Damian Baldi, Daniel Gomez - In-Game Specialist: Liquid4653 - rFactor 2 Physics 787B, 962C by: Damian Baldi - rFactor 2 Physics C11 by: Alvaro Perez - Sounds by: Alvaro Perez Disclaimer All vehicle brands, series brands, team and driver logos, liveries and other replications placed in this mod from the real season are proprietary property of their respective owners. All rights reserved. MAK-Corp does not have nor claim to have any affiliation with any brands, teams or drivers that are represented within this mod unless stated otherwise. All aspects of this mod are copyrighted material of MAK-Corp and should not be used in any way, shape or form without express prior written permission from MAK-Corp Management. If you wish to use this mod for any reason, please contact us at media@mak-corp.com.au Steam Workshop
  9. Καλορίζικα τα εργαλεία!!
  10. Περι ελαστικών Οι υπολογισμοί του ελαστικού για να τρέξουν σε πραγματικό χρόνο στο PC παίζοντας είναι αδύνατον να γίνει με τους τωρινούς επεξεργαστές. Ισως συστοιχία πολλών δικτυομένων PC να μπορεί να το κάνει για ΕΝΑ λάστιχο. Κοινώς δεν υπάρχει PC να τρέξει τη φυσική των ελαστικών realtime. Οπότε φτιάχνουνε το λάστιχο με τα εργαλεία του rF2 σε αρχεία TGM Για να φτιάξεις ένα λάστιχο θέλει το PC 24-38 ώρες να δουλεύει ο επεξεργαστής full. Το πιο πιθανό είναι να μην δουλεύει σωστά, μπορεί να φας έξι μήνες και να μην έχεις το επιθυμητό αποτέλεσμα. Γι'αυτό κανένας modder δεν φτιάχνει δικά του λάστιχα. Ολοι παίρνουν αυτά που δίνει το rF2 και τα παραμετροποιούν. Αν θες δικά σου μιλάς με τον ειδικό Michael Borda για βοήθεια. Τα λάστχα τρέχουν στα 2400Mhz και η φυσική-FFB στα 400Mhz δηλ. η φυσική μόνη της τρώει 2.8Ghz απ'το PC Οταν οι υπολογιστές θα μπορούν να τρέξουν σε πραγματικό χρόνο τους υπολογισμούς του ελαστικού τότε θα δούμε τη πραγματική εξομοίωση. Οπως καταλαβαίνεται η ISI έχει φτιάξει ένα driving simulator που έχει αρκετά χρόνια εξέλιξης ακόμα.
  11. Image Space Incorporated Ιδρύθηκε το 1992, η Image Space Incorporated (ISI) είναι εταιρία λογισμικού που ειδικεύεται στους τομείς της ανάπτυξης παιχνιδιών ηλεκτρονικών υπολογιστών, των αρχιτεκτονικών προσομοιωτών "man-in-the-loop", της δημιουργίας εικόνων στον υπολογιστή και της ολοκλήρωσης συστημάτων ψυχαγωγίας. Η ISI διαθέτει μια καλά εδραιωμένη και εξειδικευμένη ομάδα ανάπτυξης, με καλλιτέχνες και προγραμματιστές αφιερωμένους στο σχεδιασμό και την ανάπτυξη οικονομικά αποδοτικού, υψηλής ποιότητας λογισμικού και προϊόντων πληροφορικής. Με εμπειρία στα πιο πρόσφατα συστήματα υλικού και λογισμικού, η ISI προσφέρει ταχεία απόδοση σε χρόνο και σε πραγματικό χρόνο για ποικίλες εφαρμογές τυχερών παιχνιδιών και προσομοίωσης. Μια δημιουργική ατμόσφαιρα, μια ισχυρή τεχνολογία και μια βαθιά γνώση της βιομηχανίας τυχερών παιχνιδιών, προσδίδει στην ISI την τεχνική και δημιουργική άκρη που απαιτείται στην σημερινή ιδιαίτερα ανταγωνιστική αγορά. Iδρυτές Ο Gjon Camaj είναι συνιδρυτής της Image Space Incorporated και διαχειρίζεται τις καθημερινές εργασίες της εταιρείας. Ο Camaj είναι εξειδικευμένος στην προσομοίωση υπολογιστών και τα γραφικά. Ειδικεύεται στη δημιουργία εικονικών βάσεων δεδομένων και στο σχεδιασμό και την ανάπτυξη λογισμικού ψυχαγωγίας. Πριν από τη συνύπαρξη της ISI, συμμετείχε για πολλά χρόνια σε διάφορους τομείς της επιχείρησης προσομοίωσης. Η εμπειρία του περιλαμβάνει το σχεδιασμό και την ανάπτυξη ενσωματωμένου λογισμικού αεροηλεκτρονικής σε πραγματικό χρόνο, σταθμών Εκπαιδευτών / χειριστών για προσομοιωτές αεροσκαφών και οπτικών βάσεων δεδομένων για προσομοιωτές οδήγησης. Έχει ένα προηγμένο υπόβαθρο προγραμματισμού προσανατολισμένο σε αντικείμενα και έχει χρησιμοποιήσει μια μεγάλη ποικιλία πλατφορμών υλικού. Έχει γράψει μια σειρά άρθρων σχετικά με αυτά τα θέματα. Ο Gjon Camaj κέρδισε το πτυχίο του μηχανικού από το Michigan State University και από το Πανεπιστήμιο Wayne. Ο Joseph Campana είναι συνιδρυτής της Image Space Incorporated και εποπτεύει την ανάπτυξη λογισμικού και τεχνολογίας. Ο Campana είναι εξειδικευμένος στον σχεδιασμό λογισμικού και συστημάτων υπολογιστών και ειδικεύεται στην παραγωγή εικόνων σε πραγματικό χρόνο και σε επικοινωνίες πολλαπλών CPU. Η προηγούμενη εργασιακή εμπειρία περιλαμβάνει το σχεδιασμό και την ανάπτυξη αρθρωτού λογισμικού δοκιμής αεροηλεκτρονικών, λογισμικού 3D για την παραγωγή εικόνων, ενοποιημένων λειτουργικών συστημάτων, εκπαιδευτικών στελεχών ελέγχου κατάρτισης και εξομοιωτών προσομοίωσης. Ήταν ο ηγέτης του TT150Project για την FAAC, Inc. αναπτύσσοντας μια νέα γενιά προσομοιωτή οδήγησης. Οι συνδυασμένες γνώσεις και δεξιότητές του με εφαρμογές ηλεκτρονικών υπολογιστών και λογισμικού του επέτρεψαν να αναπτύξει το πλήρες εύρος του προσομοιωτή, αρχίζοντας από το The Cube. Ο Joseph Campana απέκτησε πτυχίο Bachelor of Science στα Μαθηματικά από το Πανεπιστήμιο του Μίτσιγκαν και πτυχίο Bachelor of Science στην Ηλεκτρολογία από το Πανεπιστήμιο του Dayton. Ιστορικό της Μηχανής Λογισμικού Image Space Inc. Αναρωτηθήκατε ποτέ πού προέκυψε το λογότυπό μας; Ενώ επεξεργάζονταν γραφικούς αλγόριθμους για τη Amiga και την Apple II χρησιμοποιώντας έναν κύβο για αναφορά, ο Joe Campana (συνιδρυτής ISI) θα ρωτούσε συχνά "Πώς πηγαίνει ο κύβος;" - Αυτό έγινε το ψευδώνυμο για ολόκληρη τη μηχανή λογισμικού και η βάση για το λογότυπο της εταιρείας. Καθώς προστέθηκαν και άλλα συστατικά, ονομάστηκαν ανάλογα με τη λειτουργία τους, ώστε να είναι πιο εύκολο να οριστούν. Για παράδειγμα gMotor, το οποίο έγινε το όνομα των γραφικών και το pMotor, η φυσική. Το "The Cube" χρησιμοποιήθηκε για τους Raiders Zone, Trazer και Shadowgate Rising, αλλά είδε την μεγαλύτερη επιτυχία σε συνδυασμό με την ανανεωμένη φυσική στο Sportscar GT. isiMotor1 Η επιτυχία του Sportscar GT τόσο για την ISI όσο και για την Electronic Arts (EA), που δημοσίευσε τον τίτλο, αποφάσισε αποτελεσματικά το μέλλον της εταιρείας. από αυτό το σημείο και μετά, η σαφής εστίαση του ISI ήταν εικονική αγωνιστική. Η συνεργασία με την EA συνεχίστηκε, με την ISI να παράγει επτά τίτλους αγώνων για τέσσερα χρόνια. Αυτοί οι τίτλοι περιελάμβαναν τις βασικές άδειες τύπου Φόρμουλα 1 και NASCAR. Το isiMotor1 χρησιμοποιήθηκε για το Hot Rod Monster Squad, F1 2000, F1 2001, NASCAR Thunder 2003 και NASCAR Thunder 2004. Ωστόσο, τα υψηλότερα βαθμολογημένα προϊόντα ήταν οι δύο τελικές προσομοιώσεις της Formula One: F1 2002 και F1 Challenge '99 -'02. Το σημείο αυτό είναι ότι η ονομασία του κινητήρα isiMotor καθίσταται λιγότερο σημαντική. Μεταξύ του isiMotor1 και του isiMotor2, πολλά συστατικά ανατυπώθηκαν πλήρως, έτσι ώστε η ISI δεν χρησιμοποιούσε πλέον κανένα κώδικα που να κατασκευάστηκε για την EA. Αυτό σημαίνει ότι δεν είναι δυνατόν να αναφερθεί η ακριβής πρόοδος του κινητήρα στο σύνολό του από τα ονόματα αυτά, αν και εξακολουθούν να είναι ευεργετικά για εσωτερική χρήση. Νέες επιχειρηματικές ευκαιρίες δημιουργήθηκαν μεταξύ της F1 Challenge '99 -'02 και της κυκλοφορίας του rFactor, καθώς για πρώτη φορά το isiMotor είχε άδεια σε άλλη εταιρεία λογισμικού. SIMBIN Studios (σήμερα γνωστό ως Sector 3). Αυτή η εταιρεία, η οποία ξεκίνησε με τη δημιουργία ενός ελεύθερου addon / mod για το F1 Challenge '99 -'02, έκτοτε παρήγαγε πάνω από δώδεκα προϊόντα λιανικής πώλησης με βάση το isiMotor. Μετά από χρόνια ανεξάρτητης ανάπτυξης από την ISI, ο νέος κινητήρας λογισμικού απελευθερώθηκε για πρώτη φορά από την SIMBIN στο FIA GT Racing Game: GTR. Αυτό ήταν μια αρκετά αποτελεσματική δοκιμή του κινητήρα isiMotor2, αλλά η ISI ήθελε να συνεργαστεί με την modding κοινότητα για την πρώτη της κυκλοφορία, επειδή όπως έδειξε η SIMBIN, τα μέλη του κοινού ήταν σε θέση να παράγουν addons / mods εξαιρετικής ποιότητας. isiMotor2 Η ISI αποφάσισε να κάνει αγωνιστικό παιχνίδι με ανοιχτή αρχιτεκτονική, να παράσχει εργαλεία και να δούμε τι ήταν ικανή η κοινότητα. Η συνεχιζόμενη ανάπτυξη σήμαινε ότι το rFactor, η πρώτη έκδοση του ISI χρησιμοποιώντας το isiMotor2, είχε κάποια χαρακτηριστικά που δεν εμφανίζονται στον πρώτο τίτλο της SIMBIN και το rFactor έγινε η οριστική πλατφόρμα για προσομοιωμένους αγωνιστικούς αγώνες για πολλά χρόνια. Η ISI συνεχίζει να εκχωρεί άδεια για το isiMotor2 σε άλλες εταιρείες, όπως το 2PEZ Games Development, το Reiza Studios, το Ignite Game Technologies, το Blimey! Games, το Slightly Mad Studios και στο The Sim Factory. Μερικές από αυτές τις εταιρείες συνέχισαν να παράγουν πολύ επιτυχημένους τίτλους λογισμικού. Η ISI, εν τω μεταξύ, χρησιμοποίησε isiMotor2 στη Formula Superleague: The Game και άρχισε να αναπτύσσει περαιτέρω τον κινητήρα λογισμικού. Το isiMotor2 έγινε ο κινητήρας λογισμικού που χρησιμοποιείται από το μεγαλύτερο μέρος του πλέγματος της Formula One, όταν διάφορες προωθήσεις και μια ακόμη ανοιχτή αρχιτεκτονική οδήγησαν στο rFactor Pro. Αυτό το προϊόν, το οποίο συνεχίζει να εξελίσσεται, έχει γίνει η κορυφαία λύση λογισμικού για τις αγωνιστικές ομάδες και τους κατασκευαστές αυτοκινήτων. isiMotor2.5 Λαμβάνοντας υπόψη όσα έμαθαν από το isiMotor2 και το rFactor Pro, η ISI ξεκίνησε την ανάπτυξη του rFactor2, ένα τεράστιο βήμα προς τα εμπρός στην προσομοίωση της τροχιάς, του ελαστικού, του καιρού και της φυσικής, με μια νέα βελτιωμένη μηχανή γραφικών. http://web.archive.org/web/20170719115534/http://imagespaceinc.com:80/software.php
  12. Δεν ξέρω, για τον άλλο μήνα τα βλέπω γιατί οι φωτο είναι με τα νέα shaders-materials, οπότε θα τα δώσουν μαζί με το update γραφικών λογικά. Επίσης περιμένουμε να ανακοινώσουν τα άλλα 2 αμάξια του DLC.
  13. rFchallengers DLC Θα έχει το απ'πάνω Porsche, το παρακάτω BMW M6 ...
  14. Ubisoft Montreal announced a successor to the Far Cry 5 series at The Game Awards in Los Angeles. Far Cry New Dawn will be a standalone sequel to Far Cry 5 in a post-apocalyptic setting. The game is to be released February 15 next year. Ubisoft has presented Far Cry New Dawn through a trailer. Cult leader Joseph Seed had a rather devastating plan. New Dawn builds on this ; Hope County and the entire world are hit by nuclear bombs. New Dawn is set many years (17) after those events, to be precise, which means there's scope for some returning characters. Atomic bombs have devastated the area in the new part, however. The nuclear winter was followed by a "super bloom", which provided plenty of colorful vegetation instead of bleak landscapes. A group of raiders, the so-called Highwaymen, make life difficult for the survivors. The ruthless twin sisters Mickey and Lou are the leaders of the player's new opponents. The US has endured a long and brutal nuclear winter, where nothing grew and almost everything died. Nearly two decades later, nature has enthusiastically reclaimed what humankind lost – New Dawn presents the most lush and inviting apocalypse imaginable. There’s been an explosion of vegetation. Vibrant pink flowers cascade over the landscape and the bones of abandoned buildings. In fact, this is an actual phenomenon seen in nature known as ‘superbloom’, a period of intense fertility in which long-dormant life reappears and thrives. “We did our research and created our own model for the 15-20 years after a World War III scenario,” says Decant. “We contacted specialists in the US that are dedicating their whole career into what would be the outcome of a nuclear winter and what would happen. They helped us shape this model so that we can start with the basis that felt grounded.” Despite this grounding, New Dawn naturally feels along the lines of Far Cry’s more outlandish installments like prehistoric adventure Far Cry: Primal or sci-fi spin-off Blood Dragon. While I am fond of Far Cry’s brand of systemic carnage, I tend to find it most interesting when it goes experimental. Which is where New Dawn holds its appeal.
  15. Ο δέκτης βυζματώνει μέσα στο simucube, ο πομπός πίσω απ'το τιμόνι, δουλεύει με 2 ΑΑ μπαταρίες για 3 ώρες, μέγεθος 25,7χιλ. Χ 43χιλ. βλέπω 16 κουμπιά παίρνει.
  16. Τρεις φίλοι συζητάνε για τις γυναίκες τους κ για το πως μπορούν να τις κάνουν να μην γκρινιάζουν… Λέει ο πρώτος – «Εγώ παιδιά πέρσι την πήγα Παρίσι και φέτος λέω να την πάω Λονδίνο». Ο δεύτερος – » Eγώ πέρσι την πήγα Ν.Υόρκη και φέτος λέω να την πάω Λ. Άντζελες…Εσύ μωρέ Μανωλιό; (λένε στον τρίτο και κρητικό της παρέας) – » Εγώ μωρέ κοπέλια την πήγα σ’ένα σπιτάκι ερημικό απάν στον Ψηλορείτη!» -«Και φέτος;» – «Εφέτος μωρέ λέω να πάω να την πάρω!!!»
  17. spyder

    KartKraft

    Kartkraft Early Access – Build 0.1.0.1468 Released The KartKraft development team continues updating the Early Access version of their Kartkraft karting simulator. Today Studio Black Delta released Build 0.1.0.1468 featuring some more fixes and new features. The Early Access version of KartKraft is now available on the dedicated Steam Store page at a special 10% discount launch price of 17,99€. Changelog: Fixes/Tweaks: Reduced FFB latency, Changed FFB filter algorithm, Improved crowd rendering performance, Fixed: Vertical navigation acceleration no longer persists after button release, Fixed: Respawning no longer cycles the onboard camera, Tuned Geelong Kart Club to appear dry, Motion blur in photo mode now smoothly blends in after coming to a stop, Optimization improvements. New features: Added slider to control crowd numbers, Added frame rate cap. About KartKraft Laser scanned circuits Feel your kart bend, twist and bounce on every bump, crack and kerb in the track as you drive on officially licensed circuits from around the world. Scanned with the same technology used in laser-guided missile systems, every surface is accurate to the millimeter. The only thing closer is real life. Full customization Build your kart from the ground up with over 60 components and 1000+ parts that all affect handling. Swap out axles, sprockets, carburetors, rims, hubs, torsion bars and many more. If you can see it, you can change it. Showcase your style Look the part and stand out from the competition. Kit up in the latest gear from Alpinestars, Arai, Freem, Momo, OMP, and Sparco with more being added during Early Access content updates. Dress the way you want by choosing the suits, gloves, boots, and helmets to show off your unique style. Leaderboards Learn from the best as you climb your way to the top of the leaderboards in the ultimate hotlapping competition. See where you rank against your friends, your country and across the globe. With every lap recorded and uploaded to our servers in high-fidelity, see exactly where your competitor brakes, turns and accelerates to gain the edge and send them home. www.kartkraftgame.com
  18. spyder

    F1 2018

    F1 2018 – Update Patch V1.15 Deployed Codemasters have deployed Update patch V1.15 for the PC version of F1 2018, the official video game of the FIA Formula One World Championship. As usual, the PlayStation 4 and Xbox version of the patch will be arriving in a few days time. Check out the changelog for more details. The F1 2018 HEADLINE EDITION including F1 2018 and the F1 2018 ‘HEADLINE CONTENT DLC PACK’ is available on the Steam platform for 54,99€. Patch V1.15 Release Notes: Safety Rating and Skill Rank should no longer reset on Xbox One. Fixed several issues where spectators and players could get stuck in a perpetual load state in multiplayer. The Safety Car/Virtual Safety Car should no longer trigger after a flashback. Fixed an issue where teams would value showmanship and sportsmanship incorrectly in contract negotiations. Wheels should no longer feel like they are losing power/force feedback mid-race. Near/far chase camera should no longer jump when entering and exiting the pits. Fanatec CSL Elite should be able to be calibrated correctly after a fresh boot. Rev lights should now function correctly on Fanatec CSL Elite on PC. Trigger rumble option “Auto” should now work as intended on PC. Frame rate capping should now reach the maximum FPS cap on PC. Various stability and performance fixes. Game Info In F1 2018, the official video game of the 2018 FIA FORMULA ONE WORLD CHAMPIONSHIP, You will have access to the full 2018 season calendar of 21 circuits, and be able to compete with the exciting roster of 20 drivers and 10 teams. Build your reputation both on and off the track, with time-pressured media interviews that influence your F1 career path. Do you exhibit sportsmanship or showmanship? Will, you develop your team to the top or send your agent to target a rival team and driver? F1 2018 puts you in control. F1 2018 is the official video game of the 2018 FIA FORMULA ONE WORLD CHAMPIONSHIP. Become immersed in the world of Formula 1 more than ever before. Build your reputation both on and off the track, with time-pressured media interviews that influence your F1 career path. Do you exhibit sportsmanship or showmanship? Will, you develop your team to the top or send your agent to target a rival team and driver? F1 2018 puts you in control of your destiny. More classic F1 cars than ever before. The most accurate F1 car simulation model yet. Stunning graphics and new circuits for 2018: Paul Ricard and Hockenheim.
  19. iRacing And Porsche Present New eSports Tournament With Cash Prizes From today, November 30, 2018, and through December 9, 2018, Porsche AG and the iRacing online racing platform have partnered up to create an eSports tournament in which you can win a trip to the Porsche Factory in Leipzig Germany and compete for various cash prizes totaling €30,000. Professional eSports teams, SimRacers, and motorsport representatives will meet Porsche and the community to take SimRacing to the next level. Also, non-competing sim racing enthusiasts are welcome to visit the Porsche Sim Racing summit in Leipzig on Sunday 16 December 2018 from 10:00 until 16:30 CET. You will have to register your visit and can do so for free at the Porsche registration page. Competition: In a two-part qualify, interested Sim Racers can qualify utilizing iRacing’s Time Attack competitions. The first qualify competition will start on November 30, 2018, and run through December 3, 2018, at 23:59 GMT, while the second Time Attack qualifier is scheduled for December 5 through December 9 at 23:59 GMT. The top 15 qualifiers from each Time Attack will be invited to compete live, at the Porsche Factory in Leipzig, Germany on December 15 and 16. Prizes: iRacing and Porsche have set up a rulebook with the regulations for the competition with three rounds of action-packed races. The 15 qualify finalist will not only be able to race the virtual cars but will also have the opportunity to experience Porsche cars on the track at the private Porsche race circuit at the Leipzig Factory. 1st place: 15,000 € (7,500 € each) 2nd place: 10,000 € (5,000 € each) 3rd place: 5,000 € (2,500 € each) You can find the complete rulebook and more info here. How to Qualify: To qualify online, log into your iRacing member accounts and select “Beta UI” at the top of the screen. Then choose Time Attacks and select the corresponding Time Attack competition. iRacing will automatically keep track of your time and the top 15 from each Time Attack week will earn invitations to the live event in Leipzig, Germany on December 15 and 16. Only the times from iRacing members who meet the qualifications for the contest will be considered for the prize(s). Qualifying Time Attack Competitions: Porsche SimRacing Summit Laguna Seca Porsche SimRacing Summit Brands Hatch Vehicle: Porsche 911 GT3 Cup Setup: fixed setup Tracks: Laguna Seca & Brands Hatch Mode: Time Attack Top 15 qualifiers from each track (30 drivers in total) will be invited to the final event. If drivers qualify on both tracks, the worse score is canceled and the drivers placed behind move one position at a time 2 wild card entry slots will be provided for the competition Qualified drivers will receive a confirmation within 72 hours after the end of the online qualification. Every qualified driver needs to confirm or decline his participation in Leipzig within another 72 hours after they received their confirmation. Summit in Leipzig: The Porsche Sim Racing Summit will be split into 3 stages. For the first stage, the players will be split into 4 race groups which will be determined via a qualification lap and snake split system. At the second stage, players will be paired into teams of two drivers which will continue throughout the rest of the event as a team. Events Schedule – Main Event at Porsche Factory Leipzig Stage 1 – Saturday, December 15th Stage 2&3 – Sunday, December 16th Stage 1 32 single racers (30 qualifiers + 2 Porsche wildcards) Vehicle: TBA at the event Setup: fixed setup Qualifying: 1 timed lap only 4 groups of 8 drivers each will be split up after qualifying time (snake split) Race: 1 race a 20 min per group Track: TBA at the event From each of the 4 groups, the first 4 drivers continue to round 2 16 drivers will, therefore, be eliminated from the competition Stage 2 8 teams (2 drivers each) Vehicle: TBA at the event Setup: fixed setup 8 teams with 2 drivers each (drawing process in front of race 1) Qualifying: Donington Park. One driver, one timed lap only, the qualifier is allowed to race only once in the three main races of this round. 3 races Race 1: 25 min – 1 x points. Track: TBA at the event (starting grid according to qualifying) Race 2: 20 min – 1.5 x points. Track TBA at the event (starting grid inverse grid based on points) Race 3: 15 min – 2 x points. Track: TBA at the event (starting grid inverse grid based on accumulated points) Points system (single points): 35, 32, 30, 28, 26, 25, 24, 23 The points from the 3 races are added to a total score for the respective team Stage 3 All 8 teams from round 2 continue The points from round 2 are carried forward Vehicle: TBA at the event Race: one 60 min race Track: TBA at the event There are three times the points for the final race Setup: fixed setup Fuel: limit max fuel tank capacity, fixed fuel level for the start (same for all drivers), set up in a way that at least one pit stop is necessary Pit stop window for 60 min race: 25 – 35 min with a mandatory driver change Points system (single points):: 35, 32, 30, 28, 26, 25, 24, 23 The final race will be scored with a factor of 3x the regular points. These points will be added up with the points from round 2 to a final total score for the respective team In case of a tiebreak between multiple teams, the team with the best single result from stage & is going to prevail. If it is still a tie the team with the better qualification lap-time from stage 3 will prevail.
  20. iRacing 2019 Season 1 Update Deployed iRacing.com deployed the 2019 Season 1 build for its online racing simulation. This new build is easily one of the biggest iRacing updates to date and is packed with a big list of new features and exciting new content. The Charlotte Motor Speedway Roval track and the Japanese Tsukuba Circuit have been added to the default iRacing content and are now FREE for all iRacing Members. The most prominent feature of this update is the Dynamic Sky and Day/Night Transitions which have been in development for quite a while. The simulation now generates dynamic skies that change with elapsed time. temperature, humidity, and wind will change over time. The suns motion in the sky is realistic for the event location, date and time. Tracks that have night lighting will switch during sunset/twilight. Stadium lights and headlights will turn on and will turn off at sunlight. Clouds now cast shadows, and static shadows update dynamically as the sun moves. The sun, clouds, shadows, and general weather will impact the track surface temperatures. On the car content side, iRacing has released two new open-wheelers in the form of the Dallara Formula 3, and the Formula Renault 3.5. Check out the Full 2019 Season 1 Release changelog for more update details. The Dallara F3 car is raced in one of the most successful racing series in the world, Formula 3. It’s a development series for up and coming drivers in Europe, the United States, Asia, and Australia and has seen many a high profile driver move to the top ranks of open wheel racing in Formula One and IndyCar. Raced in spec series, the F3 car was designed for young drivers to move their way up through the ranks of open-wheel racing. Racing an F3 car is often the first venture into professional level racing for young amateurs. You can purchase the Dallara F3 from the iRacing store Here. The Formula Renault 3.5 is the perfect fit in the iRacing open-wheel ladder system. The open cockpit, V8 powered cars, were traditionally a stepping stone for many drivers who were pursuing careers in Formula One. Featuring a spec chassis and spec motor, the cars allowed drivers to showcase their skills and hopefully get noticed by a Formula One team. The normally aspirated V8 motors produce 530 bhp and the large wings, both front and rear, provide large amounts of downforce and grip. Some say the FR3.5 sounds like a Formula One car should, or at least used to, before they moved to the turbo/hybrid power units. You can purchase your Formula Renault 3.5 from the iRacing store, right Here. 2019 Season 1 Update highlights: Day/Night & Time of Day Dallara F3 Formula Renault 3.5 Charlotte Motor Speedway (Roval) Tsukuba Circuit (7 Configs) iRacing BETA Interface – Home and Leagues New Crowd System New Controls and Force Feedback Settings Brake Bias Adjustments for Fixed Setups Full Changelog: UPDATES: iRacing BETA Interface – A new Home section has been added featuring the latest news, promotions, and popular Official and User-Created Races. – – Read news articles and announcements from iRacing. – – View available series and sales promotions. – – Join the most popular Official and User-Created Races all from one place. – The Leagues section of the iRacing BETA Interface has been unlocked! – – Full league management functionality, as on the Membersite Leagues pages, is now available through the iRacing BETA Interface! – A new Help and Support section has been added to the status bar with information and helpful links to support. – The Create a Race interface has been improved. – – First, a user will be able to adjust the Car, Track, and Climate. Then, all Race Details are displayed together on their own page. A user may move back and forth between these sections as needed. – – New “Reset” and “Last Settings” buttons have been added. – – – Reset will clear all selected content and settings. – – – Last Settings will load the last successfully hosted session information to all fields. – Active Sessions are now visible for User-Created Races. A user may Spectate, Spot, Crew, or start a Time Trial any Session that is actively running. – – Viewing Active Sessions can be toggled on and off. Click on the “Show Running Sessions” toggle next to the view buttons. – Test Drive is now available as an option from any Session. – – A Test Drive button will now always be displayed for all Sessions, which will launch a Test Drive session using the information from the session you are viewing. This includes all Official Races and all User-Created Races. – Season and Series ID is now visible in the interface. – – Click on a Series, then click on “Series Info” to view this information. – The track list will now by default only display the list of tracks, instead of a list of all tracks and all of their configurations listed out. Once a track is selected, you may select an individual config. – – An option has been added so that you may toggle between having the track list display the list of tracks or having the track list show all tracks and all of their configurations listed out. – The status bar at the top of the screen now features a tinted background for ease of legibility and use when the Interface is scrolled down. – The iRacing Paint Shop within the iRacing BETA Interface should now be better at remembering when changes are made to cars. – The iRacing BETA Interface now has an active display of all authenticated connections for your account, with verbose information about the connections, and the ability to manually disconnect remote, active connections. – The settings panel now has a button to sign out your authenticated connection, plus all other (in)active connections, whether remember me has been selected or not. – Page content will now fill more of the screen when the interface is scaled to 150% or less. – – This should improve the display of the iRacing BETA Interface on 27″ monitors. – Fixed an issue where drop-down menus could appear under other content. – Fixed issues where “invalid date” would display, or the year listed would incorrectly be 1969. – Fixed an issue where the user was not returned to the last page they were on after exiting a Session. – Fixed an issue where switching to/from table view and grid view, the Interface was not remembering which view a user was using the next time they returned to that page. – Fixed an issue where the Interface was not remembering whenever the user chose to order content a certain way after navigating away and returning. – Numerous other stability fixes; the iRacing BETA Interface should run smoother than ever! iRacing Membersite – The iRacing Membersite has been updated to allow for editing Sessions created via the iRacing BETA Interface. However, the user will be unable to edit settings that are only available when creating a Session through the iRacing BETA Interface. – Various Day/Night & Time of Day information has been added to the Membersite: – – Sunrise and sunset times will be displayed for all sessions. – – Simulated start time will be displayed in the Session Info for Official and Hosted Sessions, and in the Race Results. – A new and improved banner has been added to the top of the Membersite to launch the iRacing BETA Interface! – Fixed an issue in the shopping cart where the hyperlink of a track added to your shopping cart from the iRacing BETA Interface was not linking to the proper track. Series Special Event Races – We have added a new feature which allows us to schedule Special Event Races for a Series within the normal season schedule. Each special event is a stand-alone racing event, and entry is based on championship points within the series. Championship Points awarded from such an event are not integrated back into the Series. – – We could, for example, schedule a single split race, that would be populated by drivers with the top N in Championship Points, either for a given race week, or the overall season. Or, we could have a “Week 12 Pro Race” automatically built into any given Series for the top 40 drivers, based on Championship Points in that Series during the Season, who show up for the given race time slot. The top 40 who show up based on season points would race. – – Championship Points earned from Special Event Races are stand-alone and are not part of the regular Series standings. – – We will likely be demonstrating this feature during Week 13, and it may even include some prizes, so, stay tuned! Dynamic Track – Initialization of a track on the client is now influenced by how many laps have been driven (including carry-over between sessions). This will enable clients to enter a session without causing a dramatic change in the track appears as the server updates come in. – The maintenance of track temperatures between sessions, such as the heat added from cars during a Qualify session, will now carry-over and dissipate through the passage of simulated time between the end of one session and the start of the next. – – Previously it was assumed that enough time existed between sessions for the track to return to its equilibrium state at the start of each session. – – You may directly influence this through the new Day/Night & Time of Day settings. For example, setting your events to run consecutively will create more vehicle-generated heat buildup throughout your event than having each session start four hours after each other. Day/Night & Time of Day – The Simulator now generates dynamic skies that change as time passes. The sun’s motion in the sky is accurate for the selected event location, date, and time. As the sun and cloud cover move, the lighting in the simulated environment changes to match the sky. – – The generated sky will change as time elapses for all Sessions of all types, except for old Replays, Time Trials, and Time Attack Sessions, where conditions are frozen by design. – The shadows cast by static objects, such as buildings, trees, and grandstands, now move over time to match the sun’s angle. – – These shadows also influence the dynamic track’s temperature where they are cast over time. – Regular Season and Hosted events now specify a specific starting date and time for the event. – – A user may only select a day of the year for the start of an event that is within the normal range of dates during which the real-world track would be open for on-track activities. – – – The default starting date for a Hosted session is a reasonable date in late Spring. – – Each Session within a Regular Season or Hosted event (Practice, Qualify, Race, Heat, etc.) also has a specific start time within a 36 hour window relative to the starting date and time of the event. For example, you may create a Hosted Session that features an early morning Practice, followed by a twilight Qualify, followed by a sunrise Race. The default option is to run each session consecutively so that as soon as one finishes, the next one will begin in real-time. – – For Heat Racing Sessions, a user may only specify the specific start times for the first Session within each block of sessions. For example, you can specify the start time for the first Heat race, but not for each subsequent Heat race. A user may also specify the start time for the first Consolation race, but not for each subsequent Consolation race. – When selecting the date and time for an event, the local time zone for the selected track is used. – – Daylight Saving Time adjustments are taken into account when specifying the event start date and time. However, if a session runs through a time change point, the in-session date and time clock will not adjust for this. – Event starting times may still be specified using generic presets: Sunrise, Morning, Afternoon, Late Afternoon, Sunset, and Night; or a user may specify a precise time at the track, such as 3:30pm. – – When using the generic presets, the event start time positions the sun at a specific altitude above the horizon to match the generic term. – – – Sunrise sets the start time such that the sun begins about 0 degrees above the eastern horizon. – – – Morning sets the start time such that the sun begins about 20 degrees above the eastern horizon. – – – Afternoon sets the start time such that the sun begins about 58 degrees above the western horizon. – – – Late Afternoon sets the start time such that the sun begins about 15 degrees above the western horizon. – – – Sunset sets the start time such that the sun begins about 0 degrees below the western horizon. – – – Night sets the start time such that the sun begins about 20 degrees below the western horizon. – Tracks that have night lighting (ie: any of the iRacing tracks for which a user has been able to select a “Night” event at before) will switch to “Night Mode” during the sunset/twilight phase, and the stadium lights will switch on. These lights will turn off during sunrise. – – Tracks without night lighting will still function using the Day/Night & Time of Day system, however they will get darker and darker until they are nearly pitch black. We do not recommend driving cars without headlights at these tracks past sunset. – – – As a special bonus, with this 2019 Season 1 Release, Circuit des 24 Heures du Mans has been updated to feature Night Mode! – The speed at which the sun moves across the sky may be altered. – – For example, an entire simulated day can occur within a 3 hour session. This “accelerated time” only affects the sun itself and how it changes the temperature of the day or night. Weather, cloud cover, etc. are not effected by the accelerated time. – – When creating a Session, you may specify 1x, 2x, 4x, or 8x speed for the sun. Please note, the track surface temperatures may not keep up as accurately with a highly accelerated sun as they would at normal speed. – The Simulation will display the simulated day of the week and wall-clock time in the F1 Black Box, and it will display the simulated date and time on the Replay screen. – – While in a session where the sun’s motion is sped up, the wall-clock date/time values will advance at the appropriate rate, and will include the appropriate “2x”, “4x”, or “8x” sun-motion-factor indicator. – – In Time Trial and Time Attack Sessions, since the sun position is fixed, these simulation-world date/time values are also fixed, and will include a “0x” sun-motion-factor indicator. – Clouds now cast shadows, and these shadows update dynamically as the clouds and the sun move as time passes. Each cloud shadow effects the dynamic track surface temperatures. – – When using Specified Weather for an event, the event will start at the specified temperature, but may drift up or down a few degrees depending on the time of day and the duration of the session. – – Please note, when building fixed racing setups, expect at least some track and air temperature variance during sessions. – Temperature, relative humidity, wind speed, and other weather values will change as time elapses during a session. – – Currently, these changes are very minimal, and using Generated Weather will allow for slightly more variation during a Session than using Specified Weather. A new weather system is currently in development which will allow the sky conditions to change during the session (ie: clear to overcast, etc,) and will result in far more dynamic weather throughout an event. – New “Sky Detail” Graphics Options have been added! – – These settings control how many frames are used to update the sky. Low Detail spreads the work out over more frames, so the sky updates may appear jumpy, but the frame rate will be higher. High Detail does more work per frame so the updates are more frequent, but this can adversely affect frame rate. Medium Detail is an average compromise. – You must use the iRacing BETA Interface in order to access all of the Day/Night & Time of Day settings that are now available. However, the system will still operate correctly in Sessions created and joined via the classic Membersite. – Old saved Replays will now load up with a generated sky instead of the static skyboxes of the past. The sun position and sky conditions will attempt to match the conditions of the original replay to the best of their ability, within reason. The sky will then remain fixed while the Replay runs. Driving Aids – The Auto-Start Aid is now optional, you can turn it off if you want to manually start your engine when you get into the car. This will be forced to OFF if you map your ignition to an ON/OFF toggle switch. – The Auto-Start Aid and Auto-Clean Visor Aid are now allowed when using Touch/Tilt Driving. Rallycross – Track-config specific setups have been added to a variety of the Rallycross vehicles. Hybrid Power Units – The PID auto-deployment system now re-calculates the control variable (EOS % offset) multiple times per lap. – Adjusted the hybrid system to include the manual deployment offset that compensates for the requirement of a non-zero base value from the refline calculations. – Updated the refline calculations for hybrids that reduces placement of end-of-straight markers due to cornering drag. The system needs to see 6 consecutive segments with a drop in speed before it will place an EOS marker. – Additional updates to the auto-tuner. The aim with these changes is to achieve greater stability – slower to converge, but less variation once it gets there. – PID parameters changed for faster but more stable convergence to target battery charge %. Also, % end-of-straight speed multiplier capped at a maximum value of 1.1. – Updated the engine system to account for the Porsche 919 harvesting more energy than it may legally deploy at Le Mans. – Fixed a bug where the battery state of charge was not correctly being carried over between driver changes. Crowds – The crowd system has been rebuilt from the ground up to significantly improve both appearance and performance. In the previous system, crowd members would only be seen facing the camera directly from the front or directly from the rear. With this new system, crowd members now render from 360 degrees and face towards the racing action, rather than towards the viewer’s camera. – Each crowd member is rendered from a high fidelity 3D model to a texture with four times the amount of pixels than previously. This results in a crisp, high resolution appearance with accurate normal maps and lighting in the Simulator. The variety of crowd appearance has also increased, with over 33% more unique people than before. – Each crowd member is also now an instanced object, and each race fan takes advantage of this technology to reduce their memory usage and rendering time. Paint Kit – The texture size for all helmet patterns has been increased from 512×512 to 1024×1024. – Radical and SimSpeed sponsors have been updated. Options – All in-car controls not currently in use will no longer be displayed in the Options screen. – Some Options and Replay Options screen items have been rearranged and adjusted: – – A Sky/Cloud Detail setting has been added to the Options screen. – – The Virtual Mirror setting has been removed from the Replay Options screen. – – The Far Terrain and Tri-linear Filtering options have been removed from the Options and Replay Options screens; these options are still available for adjustment in the “.ini” file. Controls – Support has been added for mapping an ON/OFF switch to some toggle controls, that is a switch that remains ON or OFF rather than just a momentary toggle. – A checkbox has been added to the Option Screen to disable the Auto-Starter Aid that starts your car when you enter the driver’s seat. – – By default, this checkbox is OFF. – – The ignition will no longer fire when you trigger the starter, a driver must manually turn on the ignition if you want to run the starter. – – – The Default Ignition option is set to OFF if the Auto-Start is disabled. – Support has been added for the new QAxis control type. This is a rotary knob that acts as a sequential series of buttons. If the knob has more positions then the states in the item we are attempting to control then each detent on the knob will be mapped 1:1 to the states. – – For example if the throttle map has 3 possible options, but your knob has 12 positions, then positions 1, 2, and 3 will adjust the throttle mapping, rather than forcing you to rotate the knob through its full range as you would with an analog knob. If there are more states then positions for the knob, then we will spread them out as best we can, skipping some intermediate states. – – Any hardware developer wanting to add a QAxis knob to there controller needs to ensure that the button defines are in sequential order. So a 4 position knob could use buttons 12, 13, 14, 15, but could not use buttons 12, 14, 13, 7. More details on this will be posted to the hardware forums. – – The Fanatec CSL Elite McLaren GT3 rim is currently the only rim that ships with support for QAxis rotary knobs, however new rims are expected to be released later this year. – A calibration wizard has been added to the in-car controls to simplify the process of setting them. – All F7/F8 black box widgets now have a corresponding map-able control. – Control calibration improvements have been made, including the enforcement of expected control type when calibrating. This will prevent users from mapping a button to an analog slot by accident. Admin Commands – Admins are now allowed to throw a Caution, even when the event has cautions set to “OFF”. – – For all intents and purposes, this option now means that when cautions are turned off for an event, iRacing Race Control does not throw Cautions, but an Admin may. Force Feedback – The force feedback setup screen has been reorganized to better support direct drive wheels. – – Force units have been rescaled so that linear and non-linear are using the same unit scale. – – Clicking on the Strength value will toggle between iRacing units and Newton meters. – – A new Wheel Force slider has been added. – – – Set this to the peak force of your wheel to help keep the auto function from overdriving your wheel. This also rescales the strength slider so you can not manually oversaturate the wheel on accident. This is only beneficial for users with wheels that are as strong or stronger than the force feedback we are getting from the physics (about 10 Nm or greater), so do not worry about setting it perfectly if you have a belt or gear drive wheel. – – “Dampen Oscillations” has been renamed “Reduce Force When Parked” to better reflect what this option does. Also, the default value for this setting has been reduced to 33% from 50%. – – The default endstops have been softened from 15 degrees to 45 degrees. – – A hard knee has been added that reduces forces above 80 Nm by 80% and clips forces above 120 Nm. – – – This should make running into a wall safer without completely destroying the signal. – – Mouse-over tooltip help has been added to all force feedback settings. – Helper text for racing wheel settings has been updated. Replay – A pair of settings have been added in the [Replay] section of the “app.ini” file to control how many seconds from the end of the tape Replay playback begins when exiting the car. One setting is for driver swap events, and the other is for non-team events. – The “FF to End” behavior has been optimized to reduce system load, and to maintain Live Mode viewing when a new session begins. Oculus Rift – Rift HMD 1.3.2 support has been migrated to Oculus SDK 1.26.0. EasyAnti Cheat – A new version of the EAC application has been integrated into iRacing. CARS: Audi R18 – Users may now adjust the lengths of bump rubbers on the heave elements. – Reduced the maximum packer length for the front heave element to 40mm. Audi R8 LMS GT3 – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. BMW Z4 GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. Chevrolet Corvette C7 Daytona Prototype – On-board audio improvements have been made to the engine, gear shifts, backfires, and ignition sounds, and a new pneumatic compressor sound has been added. – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. Dallara DW12 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Idling fuel consumption has been reduced. – Pit limiter sound levels have been reduced. Dallara F3 – – The Dallara F3 is now available for purchase and use on the track! Dallara IR18 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Idling fuel consumption has been reduced. – Gear shift sounds have been improved and the pit limiter sound levels have been reduced. – Season setups have been updated. Dirt Late Model – (ALL) – The damage model has been adjusted to reduce performance losses from side and rear impacts slightly. – (PRO & SUPER) – Season setups have been updated. Dirt Midget – Driveline losses have been adjusted to tame wheel stands at Kokomo. Dirt Sprint Car Non-Winged – (360) – Season setups have been updated. Dirt Street Stock – Removed a duplicate brake bias bar that appeared when the brake bias bar was rotated. Ferrari 488 GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Ferrari 488 GTE – 2019 Season 1 GTE BoP: Engine torque and downforce have been increased slightly. – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Ford GT – 2017 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. – Season setups have been updated. Ford GT GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Formula Renault 2.0 – Garage layout and notes have been updated. Formula Renault 3.5 – – The Formula Renault 3.5 is now available for purchase and use on the track! Global Mazda MX-5 Cup – Removed the front anti-roll bar pre-load adjustment option from the Garage options. – Camber adjustment limits have been reduced. Indycar Dallara – 2011 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Idling fuel consumption has been reduced. Lotus 49 – Season setups have been updated. Mazda MX-5 Cup – 2015 – Removed the front anti-roll bar pre-load adjustment option from the Garage options. Mazda MX-5 Roadster – 2015 – Removed the front anti-roll bar pre-load adjustment option from the Garage options. McLaren MP4-12C GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. McLaren MP4-30 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Rev override is now adjustable in the garage. Mercedes AMG GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Modified – SK – Season setups have been updated. NASCAR Camping World Chevrolet Silverado – Fixed issues with rear camber limit, and shock installation stiffness. – Season setups have been updated. NASCAR Camping World Toyota Tundra – Fixed issues with rear camber limit, and shock installation stiffness. – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Fixed an issue where the ignition switch was not appearing correctly when the ignition was turned on. – Season setups have been updated. NASCAR Monster Energy Cup Chevrolet SS – Season setups have been updated. NASCAR Monster Energy Cup Ford Fusion – Season setups have been updated. NASCAR Monster Energy Cup Toyota Camry – Season setups have been updated. NASCAR Truck Series Chevrolet Silverado – 2013 – Fixed issues with rear camber limit, and shock installation stiffness. – Season setups have been updated. NASCAR XFINITY Chevrolet Camaro – Season setups have been updated. NASCAR XFINITY Ford Mustang – Season setups have been updated. NASCAR XFINITY Toyota Camry – Season setups have been updated. Porsche 911 RSR – Brake Bias may now be adjusted in the garage during events with Fixed Setups. – Tires will now correctly disappear when changed during a pitstop. Porsche 919 Hybrid – 2019 Season 1 LMP1 BoP Changes: MGU-H harvesting rate has been slightly reduced to balance the LMP1 cars on tracks with long straightaways. – Tires will now correctly disappear when changed during a pitstop. Pro Mazda – Season setups have been updated. Radical SR8 – Radical logos have been updated. – Season setups have been updated. Ruf RT 12R – Season setups have been updated. Silver Crown – Season setups have been updated. Sprint Car – Season setups have been updated. Street Stock – Maximum front spring stiffness range has been increased to 2500 lb/in to help at high load tracks. – Fixed an issue with install stiffness. – Season setups have been updated. Super Late Model – Season setups have been updated. Williams-Toyota FW31 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Standing start rev limit has been set to 12k RPM in N and 1st gear, just like the real car. – Rev override is now adjustable in the garage. TRACKS: Atlanta Motor Speedway – (Rallycross Long) – Tire barriers have been added to this configuration to prevent gaining time by driving through the grass around the jump. – (Rallycross Long) – Adjusted the levels of compact and loose dirt in the starting area, and fixed an issue with the 3rd place starting grid position. Charlotte Motor Speedway – NEW UPDATED TRACK! – – Charlotte Motor Speedway, a newly updated asphalt oval and road track, has been granted to all iRacing Members for FREE! – – This track currently features one track configuration: – – – Roval – – Additional track configurations are planned for release at a later date. – – The Charlotte Motor Speedway built a new infield road course, designed specifically for NASCAR competition, in 2018. It utilizes nearly all of the 1.5 mile oval as well as newly built infield portion, thus the name Roval (Road/Oval). The Roval configuration is a 17-turn, 2.28 mile track that challenges the best of drivers and team. Car setups are typically compromises, a car good on the oval may not be so good in the infield and vice versa so drivers and crew chiefs have to decide what matters most to them. Two chicanes, one on the back straight and one just before the start finish line, make for some exciting passing opportunities as competitors can attempt to out brake each other. The Charlotte Roval is a unique infield road course that has already proven to be an exciting venue since its NASCAR debut in 2018. – This track has been added to the default iRacing content, and is now FREE for all iRacing Members! Charlotte Motor Speedway – 2016 – The track formerly known as Charlotte Motor Speedway has been renamed Charlotte Motor Speedway – 2016 to make room for the updated version of this real-world track location. Circuit des 24 Heures du Mans – Night lighting has been fully implemented at this track! – – Now, when this track is selected to run at Night, or the new Day/Night & Time of Day system transitions to or from night, all track lights, reflectors, and environment lighting will work correctly and seamlessly! Circuit of the Americas – Several terrain seams have been fixed. Indianapolis Motor Speedway – (IndyCar Oval) – Pit stall positions have been shifted slightly. Tsukuba Circuit – NEW TRACK! – – Tsukuba Circuit, a brand new asphalt road track, has been granted to all iRacing Members for FREE! – – This track currently features seven track configurations: – – – 1000 Full – – – 1000 Outer – – – 1000 Chicane – – – 1000 Reverse – – – 2000 Full – – – 2000 Moto – – – 2000 Short
  21. Simucube is getting an official support for wireless steering wheels! SC dev team has been silently working on significant Simucube user experience improvements, and first one to be unveiled is the wireless wheel system. In a nutshell, a wireless transmitter inside the wheel will deliver low latency signals of paddle shifters, buttons and encoder knobs to the receiver on Simucube. The system supports rapid hot-swapping of different kinds of wheels. All it takes is the wheel that supports the wireless system, and a receiver module in Simucube. All existing Simucubes are upgradeable to the wireless mode simply by plugging-in a tiny and low cost receiver module. The wireless system is in final stages of development and more details will follow with official product release. https://community.granitedevices.com/t/simucube-wireless-wheel-support/1951 Technical details & FAQ: Wireless support may be added to all existing Simucube’s by plugging in a wireless receiver on the SC board (receiver sold separately) Transmitter will be inside the steering wheel button plate. In 2019 there will be wheels in the market that have SC wireless transmitter out-of-the-box. Special attention has been paid to transmitter energy consumption to maximize the battery life. Single battery will last over 3 years on daily hard-core use. To maximize battery life, there’s no LED’s or displays on the wheel side. As many use VR headset anyways, we thought it may be better this way.
  22. Σε όλες τις πίστες βάζουν νέα άσφαλτο κατα καιρούς, θα έχουμε version 2018 με φθαρμένη άσφαλτο και όχι νέα, στο Ασσεττο είναι version 2014.
  23. Steam Build IDs client: 3361219 - Minor code hotfix Note: Servers do not need to be updated
  24. Roadmap Update November 2018 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! You might want to set yourself a reminder so you won’t miss the live broadcast: 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!

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