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spyder

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  1. Introducing the Endurance Pack! It’s safe to say we are ecstatic about this release! Our very first mixed class pack of GTEs and LMPs! It’s been a wild journey, and all the teams involved have been going non-stop to bring these cars to life – we think the results will show on track as you cruise around in a field of color and lights! We proudly announce some of the most relevant and iconic brands and cars, combing them into a unique pack. Welcome to the ‘Endurance Pack’ for rFactor 2! Featuring the Porsche 911 RSR, BMW M8 GTE, Corvette C7.R, Oreca 07 LMP2 and the Norma M30 LMP3. With stunning physics and new features, the pack taps into the heart of rFactor 2’s endurance capabilities. We are also happy to have liveries from various different teams racing these cars, and we would like to thank them all for that! The cars are available for purchase and download here: https://store.steampowered.com/itemstore/365960/detail/1004/ Introducing the cars Our goal with this pack was certainly to offer a wide variety of cars in different classes used in various modern endurance racing series. We ended up picking five widely used cars in three different classes, complementing our earlier GT3 pack. We deliberately did not include an LMP1 car as that class is currently undergoing a transformation, and we feel strongly about providing you with cars that are up to date and future proof. Once the dust settles on the current “super season” we will certainly look at the new cars that emerge! With that said, back to our amazing cars… Oreca 07 LMP2 The fastest class in this pack is the LMP2 class, and the Oreca 07 is certainly a popular weapon of choice for teams. It combines daring engineering and skillful know-how. The car debuted late 2006 and competed for the first time in the opening round of the 2017 IMSA season. In its first season it was the winner of the WEC 2017 P2 class and of Le Mans 2017; it is used by several of the leading endurance teams in the world. During various stages we have had feedback from Duqueine Engineering, Dragonspeed and Jacky Chan Racing, and their input was invaluable to making this car. Norma M30 LMP3 The Norma M30 LMP3 had a development cycle of 18 months with innovation at its heart. It was homologated to LMP3. The M30 boasts maximum efficiency, optimised performance, which lead it to instantly becoming a strong contender, winning various races in the series it entered in. Cars in this class offer a pure driving experience. Neither anti-lock brakes nor traction control are allowed, and the downforce on these cars combined with the available engine power makes them challenging and rewarding to drive. During the development of this car we collaborated closely with the team at Duqueine Engineering, who raced this car in ELMS and kindly helped us with many aspects of the car’s simulation. Porsche 911 RSR Another iconic car from Porsche, the 911 RSR combines technology and history to create another classic sports car. The car is used in endurance in the GTE class all over the world. Porsche successfully adapted the classic 911 design to make this a mid-engine design, optimizing balance and performance. We are very grateful for the support we got from Porsche in developing this car. It is the very latest spec of this car. Corvette C7.R The Chevrolet Corvette C7.R, built by Pratt & Miller and Chevrolet for competition in endurance racing, has had numerous successes throughout the years, including a famous photo-finish at the 2016 Rolex 24h of Daytona. Corvette won its class at Le Mans eight times and won 107 out of the 202 events they competed in. Our version is the latest spec car, with updated diffuser and rear wing, and it is of course the successor to the highly successful C6.R we already have in our simulation. BMW M8 GTE The BMW M8 GTE competes in multiple endurance series, combining cutting-edge technology with sheer beauty to create a car that will set new benchmarks in endurance racing. We are extremely proud to be the first racing simulation to feature this car after seeing the car in action at Spa earlier this year and being able to talk to the team and drivers there. New features In-car traction control rFactor 2 already featured “driving aids” that provided both traction control and anti-lock brakes, but like all driving aids they are global for all cars in a session. Especially in multi-class racing, and this pack is a good example, it is common to have different classes that might or might not have traction control available. Therefore we decided to add the option for specific cars to feature traction control (and anti-lock brakes) as part of the car, completely separate from any “aids” settings. On top of that, we can configure the exact number of “levels” the real cars have and decide if you can adjust those levels in-car or just in the garage as part of your setup, and even if you can turn it off or not, as some cars have such aids built-in and you can’t even disable them. For this pack, traction control is available only on the LMP2 and GTE cars, and there are a couple of things you need to know to set it up. First of all, as this is a system that is separate from the driving aids, to make in-car adjustments you need to go to your controller settings and map the following four new keys: On top of that, you can also configure these settings in the garage setup: As a final note, if you also have driving aids enabled for one of these cars, the effects of both will correctly be combined. For example, if you set traction control to 2 (which is fairly low) in the in-car setting and then turn on the driving aid to “Medium”, the end result will be that you have medium traction control. We expect most servers and people to simply disable those aids for official races though. Position lights This pack is not just about content, we also took the opportunity to add some new tech to add to the immersion of multi-class racing. The all new ‘position lights’ on all cars in the this pack will not only show your individual position, they will also show your position in class with color coding. On top of that, the lights turn into a pit stop timer ‘counting up’ when you pit! The road ahead New cars and features always trigger the question “what about the existing cars”? Our close collaboration with teams and manufacturers have given us even more detailed insight into the tyres that they are running on these cars. On top of that, our laser scanned version of Sebring gave us an excellent opportunity to compare data to a 100% accurate track. The data prompted us to make some updates to our model, and since the GT3 cars are using the same tyres, our next step will be to go back to and implement and test the tyres on those cars too, which in general will make them a bit slower. The same applies to the position lights as well as the in-car traction control and anti-lock brakes, which will be added as features to each individual GT3 car. We don’t have an exact ETA for these changes yet, as we also need to make sure these changes don’t affect the BOP within the class, but we will certainly keep you up to date in our monthly roadmap. We will also add documentation to our website for third parties that wish to implement these new features on their cars, as well as publish example tyres. That’s all for now, we wish you all a great weekend from everybody within Studio 397! Enjoy the race!
  2. Latest Update! 14-06-2018 Steam Build ID 2861030 Changelog - Fully enabled 'position lights' in the code. This includes showing timer count up while pitting, and support for multiclass positions. - Added support for Traction control and ABS as in-car toggle and in setup options.
  3. Είναι λυπηρό σε ένα απο τα πιο γνωστά mod να μην έχουν βρεί το πρόβλημα πρίν δώσουν το mod @John@John δώστους τα φώτα σου
  4. Να τελειώσω το Πορσικό και βγάζω τις μπογιές, βερνίκια και πινέλλα μετά
  5. Ούτε'γω ξέρω τι χρόνους κάνουνε, απ'ότι διάβασα μέχρι 2 δευτερόλεπτα διαφορά, το Ε σημαίνει Endurance.
  6. ΘΑ δωθεί, το Porsche είναι 1 απο τα 5 αυτοκίνητα. Τα GTE δεν έχουν ABS αλλά έχουν περισσότερη κάθετη δύναμη άρα καλύτερο κράτημα, ανάλογα τη πίστα μπορεί τα GT3 να είναι πιο αργά ή πιο γρήγορα.
  7. KartSim Latest Updates 24-05-2018 KS PFI v1.11 - Fixed false cut detection
  8. Αναβάθμισα το encoder του OSW και απο 40000cpr ανάλυση τώρα σε 4200000cpr. Ο encoder βρίσκεται πίσω απ'το μοτέρ πάνω στον άξονα του και διαβάζει την κίνηση του. Εγινε πιο ομαλό με περισσότερη λεπτομέρεια και πιο εύκολο στα ανάποδα-διόρθωση. @mad_dog η διαφορά Argon (και Ionicube), με Simucube είναι πως το 1ο έχει ένα CPU και το 2ο δύο CPU που το 2ο χρησιμοποιείτε για τα φίλτρα του Simucube.
  9. Ο @delifsek @marmagas έτρεχε σε πρωτάθλημα αρχαρίων με 25% damage και τους τρέλανε στη στούκα
  10. Road Atlanta 2017 dx11 by Heikki21 Steam Workshop
  11. gRally released to Steam Early Access 3.99€
  12. @John@John φτιάξε ένα ufo να πετάει πάνω απ'τη πίστα των Σερρών με αυτό το skin
  13. Latest Update! 21-05-2018 Steam Build ID 2788780 Changelog - Fixes for viewer using placeholder textures and not printing warning dialog - Fixed crash with viewer and wireframe modes - Fix for output log being too verbose - Some minor fixes / internal improvements - Fixed an error in MAS2.exe when packing tracks with large MAS files. - Fixed an issue that caused missing segments of real road on certain third party tracks - Fixed issues with shadow and texture filtering introduced with performance update. - Fixed Launcher sporadically hanging on verify with certain content. - Fixed live replays not working when 'Record Replay' was set to OFF. - Fixed an issue that caused missing segments of real road on certain tracks. - Fixed missing brake disc glow - New: Corner and safety workers can now be two separate objects and animations instead of being one object with two people. Naming conventions for modders. The new safety workers are called SafetyWorker_001, _002, ... and the animations SB_FLAGDOWN, SB_FLAGHELD, ... similar to the corner worker - New: Puppet mode was added to dev mode for modders. It shows up in the menus and allows you to remotely control certain aspects of a race. You can also drag select cars in the camera view and control them." Note: For this latest update, if you are already on rFactor 2 Build 1110, server Admins will NOT need to update dedicated servers.
  14. Οι πίστες είναι laser scanned και το KartSim Pack είναι η απλή έκδοση του Kart Sim Pro Simulator που κοστίζει 395 λίρες Αγγλίας.
  15. Latest Update! 13-05-2018 Steam Build ID 2768790 Changelog - Fixed an issue that caused missing segments of real road on certain third party tracks
  16. Latest Update! 11-05-2018 Steam Build ID 2759516 Changelog - Fixed issues with shadow and texture filtering introduced with performance update. - Fixed Launcher sporadically hanging on verify with certain content. - Fixed live replays not working when 'Record Replay' was set to OFF. - Fixed an issue that caused missing segments of real road on certain tracks. - New: Corner and safety workers can now be two separate objects and animations instead of being one object with two people. Naming conventions for modders. The new safety workers are called SafetyWorker_001, _002, ... and the animations SB_FLAGDOWN, SB_FLAGHELD, ... similar to the corner worker - New: Puppet mode was added to dev mode for modders. It shows up in the menus and allows you to remotely control certain aspects of a race. You can also drag select cars in the camera view and control them." Note: For this latest update, if you are already on rFactor 2 Build 1110, server Admins will NOT need to update dedicated servers.
  17. Roadmap Update April 2018 This month we released the much anticipated performance upgrades. Judging from the feedback we got, build 1110 has provided most, if not all people a significant improvement. On top of those improvements, we also added several new features, one of which was a refinement of our tyre model, which Michael explained extensively in his blog. In the last couple of weeks we’ve been monitoring our forums and other channels to resolve any remaining issues. As promised, we also intend to address some remaining issues with our rainy conditions. In VR the performance is still relatively low, and viewed from external TV cameras the raindrops, when zoomed in, look too big. Both issues are still on our list for a future update. We also took part in the Luminis DevCon, a yearly conference that we organize in a big movie theater by developers for developers. Studio 397 was there, and we brought two rigs for people to try rFactor 2. One of them was a prototype of a new monocoque by Bernax that was setup to use VR, the other our office rig with triple screens. As a special guest we had Rudy van Buren, McLaren’s World’s Fastest Gamer, join us for the keynoteand answering questions and giving advice all day, and Marcel gave a talk about the future of simracing. Norma M30 LMP3 Two months ago we announced we had licensed the Norma M30 LMP3 car. Working closely with both Norma and one of the first team to race this car, Duqueine Engineering, we are now in the final stage of production for this car, testing the car on different virtual tracks and comparing its performance with the telemetry and other data we gathered. This car will be one of five in our next car pack, joining the Corvette C7.R and the Oreca 07 LMP2, with two more, yet unannounced GTE cars to come. In fact all five cars are actually in the final stage so pending final approval from the different manufacturers we are getting close to a release. Actually, the whole LMP3 class is fairly new, being launched by ACO in 2015, when five constructors were selected to build the chassis with Nissan providing a 420hp engine to power all of them. Norma introduced their car, the M30, in February of 2017, and since the car has been used by a growing number of teams and winning quite a few races they entered in. At Studio 397 we met the guys from Duqueine Engineering in one of their first races with the car at Spa during the ELMS race, and this is where we started to examine the possibility of bringing this car to rFactor 2. UI and Competition On the topic of UI and Competition we are still working hard to finish both, and at this point we really don’t have much more to say other than that both are being tested internally. Some of the things that are currently being tested are the localisation of the interface, which we are basing on open standards to ensure that it will be easy for translators to provide a new version in their own language by leveraging existing tools. On the competition side we are now testing sequences of different types of sessions, ensuring our servers can transition from one to the other and have the results of one session (such as a qualification result) influence the next session (the grid for the start of a race). Historics Last week we already showed you the latest screenshots for the March 761, the first car to accompany the Brabham BT44B which has been in development for quite some time and also served as the main character in a whole series of blogs that explain all intricate details of the rFactor 2 physics engine. What we did not say is that we are not stopping there. After these two cars are released, we are going to add another, and we are very proud to announce that this will be the McLaren M23. This car is the one James Hunt drove in and won the championship with in 1976, beating Niki Lauda by just one point! We certainly hope that these cars will please the many fans of historic racing we have! That concludes this month, and its roadmap. We have a lot of things in motion at the moment and we’re pushing hard to finish those things so we can share them with you as, believe it or not, we are as impatient as you to start driving! Have a great month!
  18. Automobilista v1.5.1 & Drift Series Out Now Reiza Studios has deployed release Update v1.5.1 for their Automobilista racing title. Besides the usual fixes and improvements, this update also contains a comprehensive AI revision and a load of impressive new content in the form of the new Drift Series & Game mode, F-Ultimate 2018 series, an updated Interlagos circuit, and a snowed-in Buskerud Ice track. The new DRIFT series comes as free base content to all game owners. With only one more DLC to release, this update should conclude the Automobilista development. Changelog v1.5.1 New Content Added Drift Series & Drift game mode Added F-Ultimate 2018 series Added Super F-Dirt series Added Buskerud Ice, Mendig Drift, Foz Tarmac track layouts General Fixed a CTD at track load if no sound card was found Increased and added ability to customize a number of entries shown on Standings TV Display via customingamelayout.INI Added repair existing damage to escape to pits rules (Semi-Realistic and up) Added restoring of Tow to Garage value when rejoining an online game Adjusted Driver Labels to only show a users RaceRank score online if they have a score (higher than 0) Fixed an issue where font shadows bleed through when text is fading out (Driver Labels) Added UI option to completely disable XInput detection Reduced size of final cut track warning message as it overran the TV Overlay background. Fixed an issue where a users PB lap times were registered as the fastest overall lap in a race online Fixed wheel rotation not being locked on external / non-cockpit cameras (when the driver is visible) Minor optimizations to audio code Kick both users if two join with the same steam id on a RaceRank server Added a reason digit when users are kicked from a RaceRank server AI Comprehensive Revision of AI Code resulting in better racing abilities throughout Fixed Turbo Data not getting reset for AI when loading a new vehicle (could lead to AIs running out of fuel) AI is now also restricted by limited tire sets setting (along with some basic strategical decisions) Adjusted AI brake usage Updated AI Aggression scalars for all cars to a more consistent baseline Fixed an issue with AI lifting off when passing at the start finish line Added HDV Param AIPassLatScalar – This is how much extra space a car leaves to pass when overtaking when they have 0% aggression (default is 2 meters plus a base 0.5m) Added HDV Param AIForcePassCarLength – This is the distance in car lengths behind the car ahead that the AI will greatly increase their likelyhood to attempt a pass. Default is 0.6, higher, 1.0 or so recommended for slower cars Content Fixes & Updates Interlagos: Updated 2017 version to include latest Cafe chicane layout, curb design & other cosmetic updates Hockenheim: Removed dust from the road on the left entering stadium section in historic layouts Ibarra: Slightly improved AI performance in both layouts Fixed various Z-fighting & other graphical glitches at Montreal, Adelaide, Brasilia, Buenos Aires, Brands Hatch, Cadwell, Imola, Guapore, Curitiba, Caruaru, Campo Grande, Cordoba, Goiania, Jacarepagua, Johannesburg, Kansai, Santa Cruz, Taruma, Velocittá Bumped up default night brightness for slightly better nighttime visibility Set default fuel load for all cars to half tank capacity Updated AJR, F-Vintage, F-Dirt realfeel FFB values Adjusted aero effects on wake for F-V12, F-V10, F-Reiza, F-Extreme Caterham: Reduced team names SuperV8: Talent files typo fixes TC Classics: Adjusted clutch torque to avoid slipping on some cars; Fixed engines with wrong sound emission positions; AI tweaks; Fixed typo on Fusca 04 team Montana: Small tire model adjustment FTruck: Adjusted fuel estimation & adjustable boost inaccurately allowed in FC Truck F-V10: full team names to avoid mixing up in all cars/tracks; Increased downshift protection to avoid engine blow-ups AJR: Bumped up Judd V10 engine blowup thresholds to fix excessive failures MCR200: Moved default brake bias slightly forward

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