Jump to content

spyder

Moderators
  • Posts

    1,069
  • Joined

  • Last visited

  • Days Won

    124

Everything posted by spyder

  1. AE86 https://mega.nz/#!SJoRnYBQ!uZFmM5FUZsPTJmUgPz9xulOPOn-TsIiOYdOYZut_u-g
  2. Studio 397 have released a small build update to rFactor 2 in preparation for the upcoming NOLA Motorsports Park release. Although only minior in nature, build update 3 for the version 1108 release of rFactor 2 has today been deployed via Steam and should download automatically when you next start your Steam client. It is worth noting that the new update does not add any new content or features apart from a fresh Thrustmaster TS-PC controller profile, and dedicated server hosts will not need to update their servers. The new update build has been deployed in advance of the upcoming NOLA Motorsports Park track release, which is expected to be deployed as additional free content within the next few days. Build 1108 Update 3 Changelog: Added Thrustmaster TS_PC controller profile Added new shaders to the core to support latest track NOLA Motorsports Park Introducing NOLA Motorsports Park! We’re incredibly excited to release this next track – it’s the first to be released under the Studio 397 banner! NOLA Motorsports Park, an entirely scratch built track, who’s development was greatly enhanced by the very close participation of the track’s representatives, in particular Scott Touchton. This cooperation and open access to the track itself helped the ‘track team’ to create a highly accurate and realistic sim version of the real life track. As usual the ‘track team’ has gone to great lengths to bring NOLA to life in rFactor 2, and we think the results speak for themselves. Like with any new track, you can download it from the workshop here! Getting to know NOLA Motorsports Park Don’t let the laid back southern charm fool you, with its bucolic and peaceful surroundings, vast expanses of green grass, and lush trees that line the outer perimeter – NOLA hides intriguing surprises in its subtle cambers and gently flowing fast corners. Once you start to drive it, you’ll realize NOLA makes you work hard to knock off those elusive tenths and even hundredths of a second! The perpetual challenge to master the track and achieve a fast flow is addictive – which means the more you lay down laps, the more you want to keep driving. Taunting you in almost every turn, Nola’s smooth curbs can be your best friend or your worst enemy! NOLA also comes with a sidekick, a Karting facility that offers the same level of excitement as the road courses in a smaller package. But again, don’t be fooled by its size – it’s a real ‘arms aching’ workout to conquer. Each of NOLA’s Karting layouts is a complex labyrinth of fast changing turns that rewards consistency, heavy trail braking, and precise and sometimes risky maneuvers. Mastering a section by turning in at just the right time and blasting through multiple turns on full throttle is exhilarating once you can flawlessly pull it off without landing on the grass. The Road Courses NOLA Motorsports Park has five uniquely challenging road course layouts, each with it’s own particular twist and sometimes subtle, sometimes important differences. What all layouts do have in common are the last series of turns. In these last three turns you need to be extremely conscious of your brake and throttle inputs as you try and ease in. Self control on throttle and smooth light braking are key to finding an ideal entry line into the very crucial last turn. This last right hand turn, just before the main straight, requires repetition and patience to nail it – just when you think you can go full throttle, its deceptive camber changes on exit it will catch you off guard if you get overconfident too soon! Layout Indy The Indy layout is NOLA’s highlight. Its super high speed chicane through turns 8 and 9 means your choice of entry is crucial to sustain full throttle and carry maximum speed all through the back straight. As with any track layout, it’s the sum of its parts that make up a fast lap. That’s especially true for Indy’s unforgiving temporary curbs in turn 1 and turn 6. They demand respect. Go in too deep on entry and catch a tire, best-case scenario you lose some precious tenths, worst-case you flip up on two wheels or lose control and smash into your opponent! Layout A On the surface, layout A looks similar to Indy, but there are some key differences. In layout A the high speed esses replace the back straight and require consistent slowing, throttle inputs and weight transfer to ease the car through. Layout A also does without the temporary curbs in turn 1 and turn 7, which means it’s a little less technical and more forgiving. Layout B Layout B is the shortest layout, and it’s perfect for running slower cars with good traction, like the Skip Barber, Megane and Clio, and even the USF 2000. Turns 2, 3 and 4 make up a flowing mid speed section before going into the long esses. It’s a perfect place for daring outside overtaking! Layout C Layout C is fast! The combination of the longest front straight, and therefore highest top speed, with the generous width and run off in turn 1 makes for an exciting high speed overtaking opportunity. The combinations of straight line speeds and fast ‘almost’ full throttle esses are a great match for vintage open wheel and prototypes – but of course not limited to! Layout D Layout D, after Layout C, has the second longest front straight, but unlike C, it’s followed by a very very sharp right hand cut back into turn 1. This requires precise braking and precisely judged entry speed! The mid sector of Layout D, following turn 1, is very technical – comprised of a series of deceptive turns that are extremely easy to misjudge and overcook. The Karting Facility NOLA Motorsports Park also boasts five fun and exciting karting layouts! Each layout is a technical, fast paced track in it’s own right that demands patience and perseverance to master. Once you do find that groove, the satisfaction comes when you bounce off curbs just right to for turn in, control drifts through high speed sectors, and delicately balance weight transfers to keep up that momentum! Layout A Karting A is a great blend of slow and fast turns. The rush of pushing harder and harder and eventually mashing full throttle through turns 4 to 7 and then slowing just as you roar into turn 8 is a thrill! Layout B Karting B is the shortest layout, but it still requires feather touch maneuvering through the slow speed zig-zagging mid sector of turns 4 to 7. Here, finding a consistent rhythm using weight transfer is key. Get greedy, take too much of inside curbs, and you’re heading for a spin. Hit the curbs just right, and you’ll float through and keep momentum. Layout C Karting C has a long straight and therefore high speed entry into the turn 1 chicane, here it requires abrupt and precisely timed off throttle turn in to avoid taking too much curb and flying off! The mid sector is equally challenging. In turns 7 to 10 it’s vital to carry just the right amount of speed to keep an even flow and escape the dreaded ‘bog down’. Layout D Karting D is much like B, but there’s a twist! It mixes the technical slow mid sector of layout B with the long fast front straight of layout C. Layout E Karting E is the longest layout, with its long front straight into turn 1 ending in a slow right hand cutback. Turn 1 is a honey trap for the overconfident – here it’s all about ‘slow to be fast’! Karting E is mostly mid and high speed turns. By using as little braking as possible, opting for ‘off throttle’ to slow in, and throwing the kart into slight drifts, you’ll see seconds start to drop off! The massive back straight of E ends abruptly. Here, your choice of entry line in the final chicane determines the speed you’ll inherit into the last right hander and the long front straight – this is where you lose or gain a big advantage!
  3. Χρόνια Πολλά Φιλόθεε πάντα με υγεία, αγάπη και ευτυχία και ότι ποθείς να το βρείς
  4. Ψηφίζω κι εγώ Nürburgring Nordschleife and GP track 25.3km μιας και τη τρέχανε τότε, βάλε link @John@John LeMans 1991-1996 v1.0 13.6km η δεύτερη υποψηφιότητα, με μεγάλη ευθεία για τα Sierra
  5. Nissan GT500 v1.2 and Build 1108 Update 2 And we’re back, as promised, with an updated Nissan GT500 – there’s a worthy set of improvements and upgrades to get excited about! On the physics side, we’ve added a new set of tyres, including a full range of compounds for added strategy and increased competitiveness. The previous dry compound is now split into three types – soft, medium, and hard. We’ve also added an intermediate compound for light wet conditions. The all-new audio for the GT500 is a complete overhaul. We’ve replaced all sounds to give a deeper range and a more raw and resonant feel. Full credits for this go to Rick Schoenmaker, who did an awesome job! On the graphics side, we’ve made some considerable improvements and added features, including improved car body reflections, backfire effects, headlight lens flare, and more. We’ve had community feedback from many different people here, and we would like to mention Ales Ogrinc for generously contributing several 3D objects for inclusion in the update. Accompanying this update is a new build: 1108 update 2. Like update 1 we released on December 28th, 2016, this build is fully backward compatible, which means there is no need to update your dedicated server. With this new build we introduce a new system to distribute templates with our cars. As soon as you upgrade to the new build, whenever you start the Launcher, it will install templates into a folder called “Templates” in your rFactor 2 main folder. Do not edit those files in place though, as they will be overwritten on updates of the car. Make a copy before you start designing your own livery. The new version of the Nissan can be found in the workshop, and you will automatically be updated if you are subscribed to it. Check out the full change log below: Sounds Added a completely new pack of sounds that should be a lot closer to the way the original car sounded. Graphics Added additional tyre compounds, the car now has soft, medium, hard, intermediates and full wet compounds. Added additional rim types to reflect the ones used by the different teams. Added fluorescent shader for digits on the dashboard. Added backfire graphics. Fixed a gap between the driver helmet and the body. Fixed tyres going through the fenders when under load. Updated body 3D shape, adding a missing floor, correcting the front fender shape and some smaller tweaks. Updated icons. Improved cockpit textures on the fans, door handles and several other small details. Improved body reflections. Improved level of detail (LOD) models. Improved exhaust model and textures. Improved windows in cockpit view and added the missing side windows. Improved liveries. Improved headlights, now with lens flares. Physics Added new tyre compounds to match those added to the graphics. Updated a few garage settings. Slightly tweaked the AI physics. Code (Build 1108 update 2) Added code that allows car modellers to tweak the body roll for AI physics to ensure tyres don’t go through fenders graphically. Introduced a simple mechanism for distributing templates with cars (which will end up in a “Templates” folder until the new UI is released). Fixed a problem where the launcher accidentally URL encoded passwords, making it impossible to join servers with certain characters in the password.
  6. Ωραίος ο 1ος δοκιμαστικός, ο 2ος με βροχή μόνο στην αρχή του practice όπως είναι στο server, τι λέτε; Είδα μεταμεσονύκτιο ντοκυμαντέρ ANDRELANIN - The BMW Touring Car Story http://adrenalin-film.de/ Φανταστικό, έχει όλη την αγωνιστική ιστορία της BMW, ο Johnny Cecotto δεν μπορεί ακόμα να χωνέψει πως έχασε το τίτλο στο τελευταίο αγώνα επειδή τον εμβόλισε εκτός αγώνα ο πρωτοεμφανιζόμενος τότε Michael Schumacher Είδα και rFactor2 ή rFactorPro με 3όθονο και G27 για τους οδηγούς! Είδα το MotecLCD και το κατάλαβα.
  7. Ωρα άγνωστη μάλλον 10 με 10:30
  8. Μας αποσυντονίζεις απο την δουλειά στα DTM
  9. Με τον @andre θα κάνουμε ομάδα BMW και ποιός μας πιάνει μετά To mod είναι τόσο καλό που το συγκρίνω μόνο με το ufs2000 φορμουλάκι, έχεις το πλήρη έλεγχο του αμαξιού και οι χρόνοι που κάνει είναι ίδιοι με τους αληθινούς. Τύφλα να έχει η ISI/Studio397 το mod έχει συμπεριφορά πραγματικού αυτοκινήτου μπράβο στο @John@John που έχει εμπειρία απο τα αμάξια της εποχής και κατάφερε να την περάσει στη φυσική των αμαξιών. Εύγε για τη προσπάθεια και τα καθημερινά 12άωρα δουλειάς Γιάννη!
  10. Το βράδυ ξεκινάνε οι νέες δοκιμές
  11. Stock Car Guide Part 1: The Full-Course Caution
  12. Λογικά αυτό που θα κατεβάσεις θα έχει κάποιους φακέλους GameData, Series, Talent, Vehicles Θα βρείς τους αντίστοιχους φακέλους μέσα στο παιχνίδι και θα τα βάλεις εκεί μέσα
  13. Build 1108 Update 1 Introduction After releasing build 1108 about a week ago, we got a lot of good feedback from the community and also some bug reports. As always, we very much appreciate your input, even though we cannot always respond to every report individually. We previously explained that we spent some time optimizing our development process, so it should come as no surprise that we’re releasing this update now. This is not the last bugfix we will do, but it is probably the last one we’ll do this year. So from Studio 397, we wish you all a happy new year! The Steam BuildID for this update is 1543400, and you can check your BuildID by opening the Steam Client, going into the library, then right click on rFactor 2 to open the context menu. From there, choose “Properties” and in the window that opens select the tab called “Local Files”. The “Current content BuildID” is mentioned there. Changes Added an empty “Packages” folder to the dedicated server and to rFactor 2 itself. Both distributions were missing this folder, which caused some confusion. Fixed an issue with nonexistent workshop items. If you were subscribed to a workshop item that was subsequently removed or made invisible to you, Steam would continue to report you as “subscribed” to that item. Because the item no longer exists, it would, however, cause our Launcher to hang whilst waiting for it to download, which could never happen, of course. We’ve made the code more robust and tried to detect all such cases, so you should no longer experience this issue.
  14. Q: Rfactor2 or Automobolista? A: They are different types of products. Automobilista is great sim based on rFactor 1 with some improvements and has more consistent quality out of the box content. rFactor 2 is a new generation dedicated modding platform with dedicated modding tools such as Dev Mode and gJED, and is pushing the state of the art of vehicle dynamics and AI. rFactor 2 is the only proper modding platform with modularized mod versioning and packaging system (so mods don't conflict each other) and with Steam workshop support with auto-updating of mods, and auto-downloading of mods during multiplayer, reworked AI code with better awareness that adheres to blue flags and move of their racing lines to defend and attack and are much more dynamic at race starts. They can be aggressive, yet disciplined. It's a major improvement. rFactor 2 also has an extendable plugin-based race rule system, allowing for extensive oval rules. It also has much improved endurance features during multi-player and also resume from replay savegames. And a reworked plugin API that's more flexible. The UI also has improved functionality, with the ability to compare garage setups and much more. rFactor 2 has a physical thermo-mechanical tire model, based on real tire construction from first principles, with full carcass, thread and contact patch simulation, where peak slip angles dynamically change with temperature, pressure and camber, instead of staying static. And don't forget proper flatspots resulting in mass imbalances and some more. Such a tire model alone took many years of research and development effort. rF2 also has an updated collision system, with vastly improved wheel-to-wheel collisions for open-wheel cars. It also has fully dynamic Real-Road and wet weather / rain with dynamic drying line based on where the cars actually drive. rFactor 2 also has a 85 DOF physics model including gyrospopics, instead of just 15 DOF, and also has chassis flex and even suspension compliance. rFactor 2 also has a more physically based HDR gfx renderer. rF2 can't be called a game anymore, it's a decade ahead of the rest regarding vehicle dynamics, it's in a league of its own.

Living Legends

mad_dog, the fastest sim driver in the world

PC Games for free

UNREAL.jpg.06a44fa7bc9a0e74a2fd28f90ad76a27.jpg

Top 5 PC games

×
×
  • Create New...