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spyder

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  1. Roadmap Update August 2018 Sometimes you look at the calendar and realize that time can fly past faster then our LMP2 cars ingame. It’s already end of August and we have been so busy with working on rFactor 2 that there is no Roadmap yet. But we couldn’t do without one, right? That would be like breaking a family tradition, and since our team is more about fixin’ things than breaking them, let’s put together a Roadmap for August! As said above already, we’re pretty busy, but with what you might ask? As most of you probably know, SimRacing Expo at the iconic Nürburgring track in Germany is just around the corner and it will kick off big things for us. But let’s do this step by step, it’s a roadmap in the end! (wink) SimRacing Expo 2018 There is enough going on at this years Expo that we could probably fill the whole Roadmap with it, so let’s concentrate on the major things you should know about it. Obviously we will have a booth at the Expo, so you can come around and meet the team, as we will bring plenty of people along. But just talking to us might be a bit boring all day long, so we will make sure that you will have plenty of reasons to visit the rFactor 2 booth. One of them will be new content that we will show exclusively at our booth, a pre-release of course. Hypemode intensifies! You want to know more about what this could be? For now you need to live with just 3 words: iconic, fast, competition proven, more at the Expo! (wink) You think that’s it already? Enough reasons to visit us? Nah, we’re in for way more this year! The content shown at the booth will be our first announcement during the Expo, but as Germans say “Alle guten Dinge sind drei”, literally meaning “all good things come in threes”, meaning we will follow up with another announcement during Saturday afternoon. This second announcement will probably tick a lot of boxes for simracers in terms of their dreams-list for our simulation. We are more then excited to finally share that with you. Sunday will see a third announcement (yep, you’re not getting a day to get back your breath) which will show our dedication to further improving your simracing experience. What happens if you can’t be around then? Don’t worry, we will stream all announcements and first talks about them live from our booth onto our channels. Missing them is not an option at all. Before we all now dive into the guessing-game about what could be in the announcements, let’s have a look at the other topics of our roadmap… UI and Competition We are fully aware that everyone is awaiting news on the UI and we’re still working hard every day on this topic. Many steps are needed to implement an UI like the one we envision, which is taking a lot of time. We are still tweaking and optimising, and we will be able to show parts of the new interface at the Expo. Of course we are very curious to get your feedback there! On the competition side, we have been integrating different session types so we can have events that consist of combinations of practice, qualification and race sessions and we are looking at different ways to score events. In the last month or so we have also been researching and testing a rating system, feeding it data of many races and evaluating its outcome. We’re nowhere near done, but some of these improvements we will certainly already bring to the McLaren Shadow competition next month. Content On the content side, we won’t yet spoil the surprises we have in store for the Expo. Previously we’ve announced both Zandvoort and the Reiza Pack to be almost ready and we do anticipate both to become available in September. Community Community is our favorite topic, because most of the time this means we can have some action as well. What we’re talking about? Obviously our community night! We did not forget about it at all, so you can expect a new date for some racing and talking on-stream soon. Maybe we should also do a vote for track/car combinations? As always, if you got feedback, suggestions/ideas, feel free to drop into our Discord server and let us know!
  2. Re-Introducing Longford Circuit! We’re excited when it’s time to release content, or in this case re-release content that’s been updated and improved with all the latest weather and DX11 effects – adding quality, compatible content to the track roster, is always a welcome addition! Long time community member and hyper dedicated modder “woochoo”, has once again re-sharpened his skills, learned how to integrate the latest weather and lighting effects, and proceeded to overhaul and create a revised version of the track Longford, a track that so many of us classic fans have enjoyed over the years in rFactor 2. We decided because of this it was more than worthy to be part of the base set of tracks in rFactor 2, and also as a show of our dedication to support quality modder content. You can login to your Steam account and subscribe to the track here: https://steamcommunity.com/sharedfiles/filedetails/?id=1479307545 (note that this workshop item replaces the old one). History The real Longford Circuit was made up of 7km of public roads on the edge of the town of Longford, Tasmania. The first event was held in 1953, and the final race meeting was in 1968. The Tasman Series was a highlight in the history of the Longford events and attracted leading Formula 1 drivers of the time including Jack Brabham, Jim Clark, Jackie Stewart, Graham Hill, Phil Hill, Denny Hulme, Bruce McLaren, Chris Amon, Pedro Rodriqez, and Piers Courage, and cars by Brabham, McLaren, BRM, Lotus, and Ferrari. Track Layout If you don’t already know it like the back of your hand, Longford is a track you’ll need to ease into and ‘learn’ before attacking the turns – take it slow enjoy the scenery, and study those brake markers! Full of vintage trackside objects, it mixes top speeds with sharp angled turns that come up like a slap in the face – this combination creates an intriguing mix of fun and fear, it’s always a bit of gamble to overtake. Once you get into the groove however, the overall flow is uniquely satisfying, especially in a classic open wheeler. And in woochoo’s words “Turning under the brick arch of the railway viaduct; crossing the South Esk River twice; rounding the pub at Longford Corner; speeding past houses; crossing over train lines; and pushing the top speed of a car on The Flying Mile. These features and the general high-speed character of the circuit are now available in the relative safety of computer simulation.” steam
  3. Keeping it Real – Our Visit to Duqueine Engineering Realism, ‘real life’, “RL” – big words that perpetually bounce off the walls of the simracing interwebs. The community demands ever more realism, and studios respond by investing considerable sums into marketing that aims to validate a ‘sim’ title by positioning it next to its real life motorsports counterparts: Getting a well-known driver to sit in a rig and do some laps is a familiar promotional strategy. Of course we know it’s not that simple. It takes more than a visual association with “reality” to keep a sim on par with real-life motorsports. The high standards our fans and customers hold us to motivate us as a team to keep pushing. For us, achieving realism is not just about marketing. We believe that the underlying engine that powers our sim is in many ways unique in its vast capabilities to simulate car physics with astonishing detail and fidelity. Translating this potential into the highest level of realism, however, is no easy task. Accepting this challenge means it becomes very important to have access to real-world data and collaborate with the people who are deeply involved in real-world motorsports. In a previous roadmap, we mentioned our recent visit to Duqueine Engineering in Ales France, where we worked on tuning the Norma LMP3 in rFactor 2. Duqueine Engineering, whose HQ is situated at the Mechanopôle test track in Ales France, is a dynamic and motivated young company with big ambitions and the drive to push their team to the next level. We had the pleasure of being invited by Duqueine’s Team Principal, Yann Belhomme, and head race engineer, Max Favard. Max is not only knowledgeable when it comes to real-world racing and what it takes to set up a winning car, he also has a solid understanding of and real appreciation for “simracing”. He regularly organizes intense 1- and 2-day sessions in Duqueine’s cutting-edge sim rig to coach professional drivers and amateurs. Drivers benefit from immediate feedback that is partly based on telemetry and partly based on Max’s keen eye for racecraft. Max then critiques each stint and reviews telemetry on the fly with the driver. Our first visit to Duqueine HQ back in May, which focused on the Norma LMP3 physics and testing, went so well that we decided to meet up again and put our heads together to expand on our initial collaboration. For our second visit, we concentrated on improving the current set of tires used by our GTEs and LMPs. Again, Max Favard’s expertise in race engineering, backed up with very specific feedback and data, proved indispensable. To our absolute delight, Indy Lights and now Duqueine LMP2 driver Nicolas Jamin had flown in specifically to help with this task. He tirelessly test drove every minute change over the course of three days, and his years of experience in multiple racing series were invaluable. Rolling up our collective sleeves, we went through an intense series of sessions to put our tires under real scrutiny, which involved short and long stints in the Duqueine simrig, testing both wet and dry compounds. Following each stint, we exchanged ideas and checked the telemetry data. Several tracks were used as benchmarks, including a slightly earlier version of our newly-released, laser scanned version of Sebring. The opportunity to test this hyper accurate track with an experienced driver, able to put it through its paces, was an unexpected bonus. And we are happy to report that Nicolas, who has driven the track many times in various cars, was extremely impressed with the accuracy in the road details. By overlaying the data from the actual car stints from previous races, we were able to adjust and, ultimately, implement tangible improvements to our current set of tires. Of course data was not the only criterion, we also took into account the overall feel of the car. Nicolas’ detailed knowledge of how the tires behave helped us modify and tweak the end result and get that much closer to achieving an optimal balance. Making these improvements on the fly relied on our physics development team working remotely in real time. Changes were first discussed at Duqueine, we then exchanged feedback and questions back and forth between teams and repeatedly recompiled the cars. Each iteration was tested with the most recent changes in the simrig until everyone was happy with the outcome. Although we did take some glossy pics of Nicolas driving rFactor 2 in the enviable Duqueine rig, the really exciting part of this adventure was the close collaborative spirit shown by all involved and the collective interest to improve physics – a hands-on, blood-sweat-and-tears endeavor with loads of coffee! A big thanks to Yann Belhomme, Max Favard, Nicolas Jamin, and Laurents Hörr (who test drove the Norma in the first session), Jonathan Wagg, and the whole team at Duqueine Engineering for their hospitality and continual dedication – it was a blast! Your know-how helps us push ahead and keep it real. Christopher Elliott, Max Favard, Nicolas Jamin
  4. Latest Update! 30-07-2018 Steam Build ID 2989661 Steam Build ID 2942931 (dedicated server) - Fixed dirt map not working on all Sebring layouts - Fixed inverted stabilize horizon controls
  5. BMW M8 GTE 2018 v1.27 - Fixed low res console mirror
  6. Η πίστα είναι απίστευτη και απο πλευράς γραφικών αλλά και FFB. 1.3GB! Η καλύτερη του rF2. Ο πήχης ανέβηκε ψηλότερα για όλα τα sim.
  7. Sebring International Raceway Release And now for the big one, Sebring! Since taking over the development of rFactor 2, our goals have been clear: take an already incredible simulation as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home! So this track release is more than just “a track release”. It’s a milestone for our team in what we’ve set out to do. The level of fidelity and road feel is above and beyond anything that’s out there, and we’re boldly confident you will agree. Of course we’re excited to say the track was created using an extremely detailed laserscan – but it’s not just about the laserscan itself, it’s about the way we utilized the data and converted it into usable detailed information that gets back to the force feedback in your wheel, something that has not yet been done in rFactor 2 at this level. We feel we’ve achieved our goals in the high level of road fidelity thanks to some innovations and, of course, rigorous testing. The end result is… the ‘FFB’ doesn’t lie – you’ll feel every crack in the pavement and every undulation in minute detail. On the straights and as you dive into each turn, those subtle nuances in the track surface will give you the precise control and muscle memory that a real-life driver would have on track. Our development and test teams have all become addicted, driving endless stints and trying to get that elusive extra tenth or even hundredth of a second! On the visual and graphics side, we’re just as excited and pushing ahead. We’ve paid close attention to those essential details that add to the overall immersion. The road surface itself is very precisely modeled on the real thing, with every crack and repaired and re-repaired crack. All the nuances and color variations as well as the overall worn-down, characteristic look from years of racing help to really convey the atmosphere. And with an ultra high level of trackside objects in the environment, from spectators to campers and vehicles, there’s a real ‘track vibe’ from any camera you’re viewing from, which makes watching an online event that much more exciting. Of course, as always, we’ve kept in mind scalability for performance. So today we release to you Sebring. The main layout is available in two versions. One featuring the 12-hour race layout, with a packed infield and a lot of spectators, and another that gives you more of a “track day” feel. On top of that we also included two shorter layouts: School and Johnson Club. These layouts are very well suited for smaller fields of cars and somewhat slower cars. Sebring is completely laser scanned in location, through professional high density, high accuracy, laser scan equipment. We scanned the track just a few weeks before the 2018 “12 Hours Of Sebring”. We then processed, filtered and optimized all the data to produce a clean stream of points for the simulation. We used that data to describe and model everything from centerline to first barriers, so even if you put your tires off the grass, you’ll still get a complete simulation of the grounds, through both physics/FFB and graphics. History The Sebring race track is built on the site of Hendricks Army Airfield, a United States Army Air Forces training base for Boeing B-17 Flying Fortress pilots in operation from 1941 to 1946. Sebring as a well known racetrack has a long and colorful history, dating as far back as 1950. The brain child of Alec Ulmann, a Russian entrepreneur, who had a unique vision of the old airfield. As a motor racing aficionado, he saw an airfield and its access roads combined as one whole ‘racetrack’, full of potential. This is part of the main reason even today that Sebring remains a very engaging track to drive on. Although lacking in any real elevations, the combination of surfaces that alternate during a lap – part road, part airstrip – become a uniquely challenging and varied set of turns with a rhythmic and enigmatic flow. In short, it’s hard to explain why it’s so fun to drive, but it just is. Sebring is a track with ample room to race, and yet it still doesn’t feel spoiled with miles of runoff. And today, decades later, the tradition of racing passion continues unbroken, with most notably the “12 hours of Sebring”. “America’s oldest sports car endurance race” – currently in its 66th year – is where some of the best world class multi-class racing can be found! Turn by turn Sebring 12 Hour Layout The 12 Hour layout of Sebring is 5.95km with a total of 17 turns: Turn 1: The Initiation Sebring’s first turn gets you right into the mind set with its undulating concrete surface: it is extremely bumpy, fast, and blind ! On entry, stay as far as you can on the outside right without clipping the pit-wall, and dive into the apex while staying heavy on brakes. It is key to keep the brake pressure steady as you ease into the inside wall apex. If you manage that, you’ll be able to floor it out and sail onto the tarmac section. Take it wrong and you’ll watch helplessly as your car slowly drifts to the outside. Sawing and the stabbing brakes like a maniac won’t always help you to avoid ending up on the dirt and grass. It’s a fine line! Turn 2, 3, 4, 5: Smooth in Smooth Out Just off T1, if you made it safe and sound, you’ll need to quickly gauge your speed into the incoming chicane-like series of bends. Key here is ease it in, stay one gear higher to keep the car settled to avoid snappy rear oversteer. Hold a steady amount of throttle, utilize the suspension roll to glide through and accelerate out onto the big bend in one swooping motion. Carry too much speed and you’ll most likely end up visiting the grass outside of T5, too little and you’ll bog down and lose momentum. Turn 6, 7: The Big Bend, and the Hairpin Awaits! Once you’re safely through T5 you’ll have space to make an easy pass if you’ve carried slightly more momentum than the cars in front of you. Here on the Big Bend full throttle is essential – but keep your wits, and prepare for the hairpin that comes up quicker than you think. The hairpin at Sebring, as you can see by the enormously generous runoff, has seen many cars obliviously fly off as if brakes were not even a thing. This short concrete section will easily catch you off guard. Overestimate the braking zone and a lock up is a certainty. It’s a deceptive entry and oh-so-easy to get wrong, even after you’ve taken it hundreds of times. Turn 7, 8, 9: Fangio! Watch those tenths of a second fall. Just out of the hairpin you’re quickly back on tarmac. This transition needs to be taken into account, a slight bit of over throttle and you risk losing the back-end completely. If you’ve hit it just right, you’ll see a big boost by getting on throttle early. The short abrupt bend of T8 can be taken full on, but keep your trajectory as straight as possible just until you need to start merging right onto the iconicly named Fangio bend… Turn 10, 11: Cunningham and Collier This next pair of tight snappy off-camber turns is easy to get wrong, but exhilarating when you hit it just right. The trick here is to brake a touch earlier and keep enough rolling momentum while retaining the minimal amount of lateral grip to stay on track. Avoid clipping the inside right curb of T10, and progressively ease on the throttle just as you reach the apex of T11, at this point you want to squeeze hard with max throttle with quick up-shifts going into T12. Turn 12 and 13: The Right Angle Turn 12 is somewhat easygoing, but watch the front end lift during up-shifts. For that short moment you can accelerate and hammer up through the gears. The right angle turn ahead will make you pay dearly if the car isn’t settled by the time you’re starting to brake into T13. Keep an eye on the outside left curb on entry. If you hit it fast enough, chances are you’ll snap over-steer even before turning in. In T13 you want as much coasting speed as possible with minimal braking. Again, avoid the inside right curb, but get as snug to it as you can to maintain a smooth arc and consistent exit speed. Turn 14, 15, 16: What runoff? Flying Fortress Straight just off T13 is a good place to look for a clean pass. Here, you’ll edge up into top gears, and just as you have to slow into T14, a very harmonious and gradual series of esses leads into T16. For this last turn onto the Ullman straight, you’ll need to dip just outside on the left side before taking the last mid-speed right hander. Let the inside right curb help rotate in, then be aggressive on the throttle and ride the left-hand exit curb. Keep in mind the outside part of the curb slopes away and will send you into the grass if you hit it while slamming the throttle. Turn 17: The Sunset Bend, Hail Mary or Mind the Bump And now for the grand finale, The Ullman straight and Sunset Bend. The Ullman straight’s 870 meters of straight line speed, the best place to get a tow and slipstream past another car, will send you hurling into the last turn in top gear. Known as the sunset bend, this is one of the most iconic turns in motor sports. With its teeth-rattling concrete slabs and its vast open space, it lends itself to some very spontaneous and creative racing lines, on entry and on exit, not to mention the mind blowing passing situations. The key here is understanding the terrain and knowing how to manage the big bump at the apex: braking hard and late into the turn, hugging that first right-hand wall and modulating the brakes for what seems like forever. You need to ease into the invisible apex, letting your intuition and gut feel guide you more than your choreographed memory. Each time you take Sunset, it’s a new experience to some degree, and it leaves you always feeling you can do it better, motivating you to keep pushing ! Sebring School Layout The School layout is 3.22km with a of a total of 6 turns and shares the lower half of the track layout with the full 12 hour, as well as the same garage and pitlane. Turn 2, 3 The first turn at Sebring School layout is the same as the full 12 hour, however you need to be much slower into T2 and T3 that now become a short snappy pair of right hand turns onto the T4,T5, and T6 (which are the same as the 12 hour T15,T16,T17) Sebring Johnson Club The Johnson club layout is 2.47km with a total of 11 turns and shares the upper half of the track layout with the full 12 hour. It has it’s own alternate garage and pitlane. Turn 5, 6 With Cunningham and Collier becoming the first turns, the flow of the Johnson layout makes you feel like it’s in another track altogether. Flying fortress Straight is shortened and leads into the new turns 5 and 6 then back onto T7 and into the Big Bend. Buy it here now! https://store.steampowered.com/itemstore/365960/detail/18/
  8. Endurance Pack Update 1 GTE BMW M8 GTE 2018 v1.25 - Updated tires - Minor physics adjustments based on BOP testing Corvette C7R GTE 2017 v1.49 - Updated tires Porsche 991RSR GTE 2017 v1.49 - Updated tires - Minor physics adjustments based on BOP testing
  9. GT3 Pack Update 4 Changelog 25/07/2018 Bentley Continental GT3 2017 v2.31 - Updated tires - Added onboard Traction Control and ABS - Minor physics adjustments based on BOP testing - Added position lights Callaway Corvette GT3 2017 v2.33 - Updated tires - Added onboard Traction Control and ABS - Minor physics adjustments based on BOP testing - Added position lights McLaren 650S GT3 2017 v2.25 - Updated tires - Minor texture fixes in cockpit (mainly visible while in VR) - Added onboard Traction Control and ABS - Minor physics adjustments based on BOP testing - Added position lights Mercedes AMG GT3 2017 v2.31 - Updated tires - Added onboard Traction Control and ABS - Minor physics adjustments based on BOP testing - Added position lights Radical RXC GT3 2017 v2.31 - Updated tires - Added onboard Traction Control and ABS - Minor physics adjustments based on BOP testing - Added position lights
  10. Roadmap Update July 2018 This month, we wanted to surprise you all by releasing the roadmap update a bit earlier than usual because we have quite a few things to announce, so let’s get started! Upcoming Events First of all, we have a few events planned that we want to announce. ChinaJoy August 3rd to 6th, Studio 397 will be present in Shanghai for the yearly ChinaJoy event. If you’re in the area, please drop by and take advantage of the opportunity to say hello and take rFactor 2 for a spin. SimRacing Expo September 14th to 16th we’re happy to announce that we will be present at this year’s SimRacing Expo at the Nürburgring. We invite everybody to come and visit us for a glimpse into the future of rFactor 2. As always we will bring a few surprises! McLaren Shadow Earlier this month, McLaren introduced their all new hunt for the brightest and best esports talent, dubbed “McLaren Shadow Project“. This is the follow up to last year’s “World’s Fastest Gamer” that saw Rudy van Buren take the win. We are delighted to announce that we will be part of this competition again, building several new McLaren cars for the upcoming events. And the best news is that they will all be available for free! Upcoming Releases Then, there are a lot of new releases coming up now and in the near future. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars. An issue that only showed up on 6-core CPUs with no hyperthreading and caused rendering problems in our shadow maps was also found and fixed. For tracks, we added support for a new dirt map, a feature you will see on Sebring and that will be explained shortly in our developer documentation. We slightly adjusted the logic for our “pit director” that will tell you how and when to leave your garage as he was a bit oddly placed in some cases. Last but not least, we also spent some time optimizing our post effects, which has resulted in a healthy increase in performance with those enabled. In our previous roadmap, we already announced that we were close to releasing an update to our very popular GT3 cars. Over the last couple of months, we’ve received a lot of feedback on these cars, and we sat down and incorporated all of that in this update. On top of that, we’ve included the new in-car traction control and anti-lock brake settings, position lights colored green for the GT3 class and our very latest set of tyres to align the cars with our endurance pack. We also tweaked the Balance of Performance to ensure continued close racing. As part of our continued development of the Endurance pack, our visit to Duqueine Engineering, which we will report on in a separate blog, also got us some crucial feedback on the handling characteristics of the Oreca and Norma cars and a unique chance to compare telemetry. These and other tweaks based on feedback have been incorporated in an update of the Endurance pack. Both packs will be released later today. Leagues that don’t want to immediately make the switch are encouraged to keep a copy of the previous version. That said, we’ve tried our best to ensure a good balance of performance and also made sure you can run classes from both packs together nicely. Tomorrow: Sebring Since taking over the development of rFactor 2, our goals have been clear: take an already incredible sim as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home! The release of Sebring tomorrow is another step in that direction. We will follow up with more details later. Next Month: Reiza rF2 Bundle Some of you might have seen the teasers that were posted by Reiza Studios. We can now officially announce that they have been working hard on bringing some great content into rFactor 2. No less than four cars and two tracks will be part of this pack, all of which will be released in August. We expect Reiza to soon release more details of their planned content! Community Night Earlier this month, we scheduled the first community event, and we would like to thank everybody who watched and participated in it. Because of its success, we decided to do another one on Friday, July 27th at 20:00 CEST. We will obviously take this opportunity to look at the updated GT3 and Endurance packs. We will also take an in-depth look at Sebring International Raceway and provide some background on the process of creating it, so make sure you tune in and follow our Twitch channel at https://www.twitch.tv/rfactorlive. We certainly hope to see you there. In any case, happy simracing, that’s all for this month! Latest Update! 26-07-2018 Steam Build ID 2980035 Steam Build ID 2942931 (dedicated server) - Optimized performance when running post effects at MED/HIGH /ULTRA - Globally adjustment to positioning of garage exit crewman - Fixed brake disc glow not blending correctly on certain cars - Added new parameter to UI 'Stabilize Horizon' This allows users three levels of visual damping. Can be used in VR and on monitors. - Fixed VR 'mirror screen' flickering at track load
  11. Πολύ καλή στα γραφικά και γρήγορη με πολλές φουρκέτες η Monte Erice
  12. 12 ώρες είναι στο Le Mans και 24 ώρες στη Nordschleife σε 2 μήνες ο 1ος και σε 5 μήνες ο 2ος. Εχουμε καιρό να το σκεφτούμε
  13. Θα βγεί και το DD1 15-18Nm λίγο πάνω απο χιλάρικο. Το OSW με Mige μοτερ-Biss encoder και Simucube έχουν πολύ μικρή διαφορά απ'τα Bodnar που είναι 3 φορές ακριβότερα. Το software κάνει τη διαφορά και η μετάβαση MMOS σε Simucube είχε μεγάλη διαφορά. Οσο για τα μκρά Mige μοτέρ 7-12Nm που πουλάει ο εγγλέζος δεν συνοδεύονται απο Simucube software {δεν ξέρω για το hardware) οπότε έχω αμφιβολίες.
  14. Brabham BT44B and March 761 Release Ethanol Powered ‘Little Monsters’ We at Studio 397 love all kind of raw racing and motorsport. The good ol’ times of Formula racing are without a doubt, a time where racing was at its purest. The cars were beasts, the tracks always a tough challenge, and the drivers brilliant and fearless maniacs. We’re proud to be able to take you guys back to those days, where every race was the challenge of your life. Two free new cars for rFactor 2 bringing you all the fun and excitement of a classic era. Relive those golden moments with the March 761 and the Brabham BT44b and bring back Formula racing of the 70’s to classic or even modern racetracks. March 761 A fragile but rocket-like fast F1 car, designed and manufactured by UK based March Engineering. With a background of designing F2 cars and the experience of many different racing series, March Engineering brought this car into F1 in 1976. An interesting fact is that these cars used a sponsorship that changed from race to race, resulting in many wildly different liveries being used throughout the season. Brabham BT44b The car used by Brabham in 1975 wasn´t anything extraordinary from just looking at the individual parts. Marrying a Cosworth DFV engine to a Hewland FG gearbox was considered standard practice that time, so the BT44b didn´t stand out. But the team worked hard not only on improving the reliability of this combination, but also on the performance in certain areas, as well as making sure the BT44b features a very low centre of gravity. With all these coming together, Brabham managed to have their most successful season since 1969, finishing 2nd in the constructors championship.
  15. Reiza Studios We´re pleased to announce a new partnership with Studio 397 for the release of the Reiza rF2 Bundle! This bundle will bring a few of our cars and tracks to RFactor2, both individually and as a bundle package. More details about the content, pricing and release of the Reiza rF2 Bundle will be disclosed soon - for now check out this gallery showcasing our progress so far! https://www.facebook.com/ReizaStudios/posts/10156658031352743
  16. Latest Update! Steam Build ID 2919230 Steam Build ID 2919232 (dedicated server) Changelog - Optimized VR performance in rainy conditions. - Fixed windshield wipers showing a slight skip in the animation. - Fixed windshield wipers when OFF showing slightly propped up. - Fixed rain drops appearing too wide on certain resolutions. - Fixed corrupted Flag animations (affecting both official tracks and mods) Note: Server Admins - you will need to update all dedicated servers by re-running SteamCMD.
  17. Roadmap Update June 2018 June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
  18. Ισως έχεις δίκιο, θα το κοιτάξω στη τηλεμετρία. Πάντως τα καινούργια αμάξια πολύ ωραία με καινούργια λάστιχα πάλι, πολύ κράτημα έχουν μου φανήκαν εύκολα μετά από 5 μήνες ενασχόλησης με τα Group H Βλέπω το @mad_dog να σκέφτετε πρωτάθλημα
  19. Η μέτρηση είναι με το default setup αλλά δεν ξέρουμε με ποιό aero package είναι (έχει επιλογή στο tuning) Πιστεύω πως με setup έρχεται στο 5:1 downforce/drag
  20. Δεν ήταν στην ομάδα του Studio397 τώρα μπήκε, το Automobilista μαζί με την ομάδα του Studio397 το φτιάξανε όμως είναι Ολλανδοί μιλάνε την ίδια γλώσσα...

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