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spyder

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Everything posted by spyder

  1. Υπάρχουν κι άλλα περιθώρια βελτίωσης, όπως θερμαινόμενες κουβέρτες για τα ελαστικά, να φεύγετε απ'τα πίτς με ζεστά λάστιχα.
  2. Motor 2T 250cc / 4T 450cc Weight 218kg (pilot included) Power 100 Hp @ 14000 rpm Max RPM 14000 rpm Fuel capacity 18 liters. Main changes: All textures for DX11. Small adjustments of 2t and 4t engines adjusted. Small tire adjustments (for now all are the same). Drag tight and downforce. Clutch adjustment. Graphic optimization Screen added to the wheel. Feet with movement. Add custom ICONS from each player. Skins, jumpsuits and helmets personalized with the real faces of each player. Optimized for V.R. Download: Super Kart rF2r v 1328
  3. Τα χρόνια περνάνε, εμείς γερνάμε, τον Ayrton Senna ποτέ δεν ξεχνάμε...
  4. Roadmap Update April 2019 When you work hard, times just flies by, so it’s not a surprise that it feels like we just wrote our previous roadmap some days ago. The roadmap this month takes us to the second-smallest, most densely-populated country in the world and home to many past and current racing drivers. But not just there. We basically travel everywhere and show you what´s happening in the big rFactor 2 world. No matter if you are looking for build updates, news about upcoming content or where to find the right competition for you, it’s all here and it’s called Roadmap! Formula E Monaco e-Prix If you had not already guessed from our introduction, the big news this month is the announcement of a new track, the Monaco e-Prix, which twists and turns through the beautiful city streets. Scheduled to be released at the same time Formula E drives the real race, this track is based on laserscan data and CAD from Formula E, ensuring an accurate layout. The track complements our existing Formula E portfolio, which features the recently released “Gen 2” car, as well as the Hong Kong and Lester tracks, and puts us in the lead in terms of Formula E content in any racing simulation. Updates on work in progress Later this year we are going to go 64 bit only with our rFactor 2 builds. This move was triggered by the fact that Steam hardware surveys show us that only 0.5% of our users are still on a 32 bit build, whilst within the global Steam community, this number is less than 2% too. All hardware you can buy for many years now is 64 bit, so it’s time to move forward. Doing so will save us time building and testing code, which we can then spend on improving the simulation as a whole. There are several bits of documentation we’re currently adding. First of all, we have a guide on how to create your own car pack. For our modding community we have now documented the new IBL/PBR based car shader, detailing how to use it when creating your own car. In our ongoing UI previews we share with you some of the things that are in right now and being actively tested. One important one is the matchmaker, which will make a triumphant return back in game! For now it’s the bare minimum to assure it’s working, but we intend to use the flexibility the new UI allows us, to add more features. And just something gadgety-cool and nouveau to look forward to, a live trackmap/loading screen drawn from the actual track data – because what’s more useful than a track map before you blast out on track, and look it even has the pitlane (click on the image below to see it in motion)! With the announcement of the second of three iconic tracks in progress, it’s time to take a look at the progress on the Nürburgring. Last month we reported we were pretty much on schedule, and that is still the case. On the side of cars, now that the Formula E Gen 2 car has been released, we’re shifting our focus again to the Tatuus cars. They’re all drivable, the models and sounds are mostly done and we’re now tweaking and bugfixing them. Community and Competitions As promised on last years Simracing expo already, we continue our efforts to bring more activations and competitions to rFactor 2, enabling our drivers to enjoy racing in different championships around the globe. We want to make sure that you can find not just the best competitions in our Sim, but also the best drivers, while also giving people the chance to move their way up the leader-board and put their name on the map for drivers to look out for. A1esports We are more then happy to welcome A1 Telekom as one of our new partners with their A1 esports series. It´s already the third season, but new to this esports event, which features an offline final in Vienna, is rFactor 2 now. This esports championship is open to all drivers that live in a german speaking region (Germany, Switzerland, Austria, Lichtenstein and Luxembourg). If you live in one of these regions, the 7.000 Euro prizepool is surely something worth going for. On top of that you also get invited to the Offline Final in Vienna, racing on a stage. We are sure that this will be a blast. Wondering what you need to do for that or where to sign up? Just use this link. Happy Racing! ESL MAPFRE Season 2 We started the journey with ESL and their first rFactor 2 Championship a while ago and what a journey it was. Awesome offline final, close racing action and great broadcasts. You missed that? How could you, it was for 20.000 Euro?! But don´t worry, ESL just announced their second season and it will soon be underway with the qualifier. More infos about that can be found on their site. Verified on Discord! Last, but not least, on the community side we are proud to announce that we now have a formally verified Discord server. We would like to invite you to drop by for an informal chat. Most of the time, there are people from Studio 397 around and you will definitely always meet a few friendly community members willing to help and answer question, or just willing to hop in a race with you! Go to: https://discord.gg/rfactor2
  5. Latest Build Update rFactor 2 - 1.1112 Now Available! Steam Build IDs client: 3777721 - Added new controller profiles for Fanatec Podium DD1 and DD2
  6. spyder

    Reiza Pack

    Reiza Pack Latest Updates! Changelog: Tracks: v1.03 - Revised AIWs for all tracks in the Bundle to correct specific issues in AI performance and behavior - Fixed problem with VIR, Imola and Ibarra exporting that could lead to road / curb texture sorting issues through the windshield of certain cars Cars: - Upscaled skins to 4k for all cars in the Bundle (except F-Vee) & added regions to customize different type of materials - Adjusted lock range to a minimum of 10deg, and reduced default setting for slightly slower steering ratio in all cars - Adjusted Max Steering torque in all cars to reduce FFB clipping closer to rF2 standards - Adjusted default setup for all cars for a slightly more comfortable out of the box handling - Applied S397 latest sound effect samples and settings for wind, road, rumble, tyre scrub & skid to bring it closer to rF2´s standard - Adjusted engine volume levels for player and opponents to bring it closer to rF2´s current standard - Added some relevant information to default setup notes - Adjusted AI performance for better consistency accross all cars - Reduced mirror resolution to rF2´s current standard for improved cockpit performance - Adjusted head physics and cockpit vibration to rF2 current standards - Switched off previously working mirrors from external view on some cars F-Vee v1.07 - Fixed missing front suspension from cockpit view - Reduced steering rotation to 720deg Metalmoro AJR v1.07 - Added HARD tyre compound option - Fixed Chevy V8 engine startup sound - Adjusted Honda Turbo engine performance - Fixed missing front suspension in - showroom Puma GTE v1.09 - Corrected tire diameter; - Tuned engine for slightly more power - Reduced steering rotation to 720deg - Fixed showroom shadows Puma P052 v1.09 - Fixed showroom reflection glow - Fixed excessive glow from brake lights - Fixed z-fighting in mirrors when running lower graphical settings - Fixed showroom shadows MCR S2000 v1.07 - Fixed transparent unlit LEDs when running lower graphical settings
  7. Γιώργο χρόνια πολλά για την ονομαστική σου εορτή, πάντα με υγεία!
  8. Latest GT3 Challengers updates: - Added a support for BaseMat.JSON in all default VEH files. This will help avoid issues when making custom skins in an 'update rfcmp' (Note: this is mostly for league use and more info will be added to our user guide pages) Important note: All previously created custom teams in Tuning/Showroom will need to be re-created based off a current car from the list. We apologize for this inconvenience. Aston Martin Vantage GT3 v1.45 Audi R8LMS GT3 v1.47 BMW M6 GT3 v1.43 McLaren 720s GT3 v1.41 Porsche 911 GT3R v1.39
  9. Latest GT3 Pack updates: - Added a support for BaseMat.JSON in all default VEH files. This will help avoid issues when making custom skins in an 'update rfcmp' (Note: this is mostly for league use and more info will be added to our user guide pages) Important note: All previously created custom teams in Tuning/Showroom will need to be re-created based off a current car from the list. We apologize for this inconvenience. Radical RXC GT3 v2.53 Bentley Continental GT3 v2.53 Callaway Corvette C7 GT3-R v2.49 Mercedes AMG GT3 v2.51 McLaren 650S GT3 v2.43
  10. Latest Endurance Pack updates: - Added a support for BaseMat.JSON in all default VEH files. This will help avoid issues when making custom skins in an 'update rfcmp' (Note: this is mostly for league use and more info will be added to our user guide pages) Important note: All previously created custom teams in Tuning/Showroom will need to be re-created based off a current car from the list. We apologize for this inconvenience. Porsche 991RSR GTE v1.73 Corvette C7R GTE v1.75 BMW M8 GTE v1.57
  11. Latest Build Update rFactor 2 - 1.1112 Now Available! Steam Build IDs client: 3772332 dedi: 3772334 - Added additional support for custom liveries not showing.
  12. Χρόνια Πολλά και Καλή Ανάσταση με Υγεία και Ευτυχία σε όλο το κόσμο!
  13. Bigben Interactive has announced the FIA European Truck Racing Championship title, which will be the official racing simulation of the ETRC. The game is under development by the Kylotonn development studio located in Paris, France. The FIA European Truck Racing Championship game is being developed using Kylotonn Games in-house KT Engine which you might know from racing titles such as WRC, TT Isle of Man, and V-Rally. A FIA ETRC championship consists of eight rounds where 12 racing trucks compete in four sprints of 45 km each round. A truck racing game features special passing techniques, physics, and inertia distinct from any other type of vehicle, special penalties, and a reservoir of 200 liters of water that must be managed manually to cool your brakes, avoid overheating and finish the race. If all goes as planned, the ETRC game should be available on PlayStation 4, Xbox One, PC, and Nintendo Switch in July 2019. Steam
  14. Formula E Gen2 Released! Batteries included… The outstanding Formula E Gen2 car has finally arrived! A complete redesign to the Gen1 cars, the Gen2 car features more power and longevity, boasting double the energy storage capacity of the Gen1 car, meaning it can complete a whole race without having to change car mid-race. With 250kW of power, the Gen2 will accelerate from 0-100km/h in 2.8-seconds and go on to a top speed of 280km/h. This release of the Formula E Gen2 is not just about the car itself. We have been hard at work adding in new physics features to enable the very latest of brake-by-wire technology. You might ask, what does this mean? Brake-by-wire in layman’s terms simply means that the entire braking circuit is handled ‘electronically’ based on the amount of pressure you put on the brake pedal (kind of like your home sim rig!). This electronic signal from the brake pedal is then split between the ‘electric motor’ and the ‘brake rotor’. In real life, the balance of this split is up to the race team engineer. Engineers will seek to maximize the motor regeneration of the battery. This means the brake-by-wire system will use the maximum negative torque capability (braking power) of the electric motor before starting to apply force to the physical brake disc. The brake discs will only kick in if the requested torque needed for braking exceeds what the electric motor is capable of. However, given that the rear brakes will then struggle to generate any temperature, an engineer may choose to have some force applied to the discs just to ensure that the carbon discs don’t glaze over. This is in addition to the absence of a rear brake duct for the Formula E. Our new system’s algorithm is currently based on this optimal balance. What this all means….mash that brake pedal and watch your battery charge up! (wink) Download here! https://store.steampowered.com/itemstore/365960/detail/19/ Technical Specifications – FIA Formula E Gen2 Comparison to Gen1 Overall length 5160mm +160mm Overall width 1770mm -10mm Overall height 1050mm remains the same Front track 1553mm +25mm Rear track 1505mm +13mm Ride height 75mm (max) remains the same Wheelbase 3100mm remains the same Minimum weight (inc. driver) 900kg (battery 385kg) +20kg (battery +65kg) Maximum power 250kW, equivalent to 335bhp +50kW, +67bhp Race Mode (maximum power available) 200Kw, equivalent to 270bhp +20kW, +30bhp Maximum power regeneration 250kW +100kW Maximum speed 280km/h (174mph) +55km/h (+34mph) Acceleration 0-100km/h (0-62mph) -2.8s Lester Special Edition Not only that, as a special surprise, find out Formula E inspired version of the awesome Lester GP circuit. Welcome Lester Special Edition Formula E and free addition for rFactor 2. Lester Special Edition is a fictional track made for Formula E cars based on the classic Lester GP in New Jersey, USA. The 3.2km track boasts 18 corners with some amazing sweeping curves and two tricky chicanes. The grungy industrial backdrop makes racing at Lester Special Edition all the more exhilarating. With its boundless high and medium speed overtaking opportunities everywhere, it’s a constant battle! Get it for Free here! https://steamcommunity.com/sharedfiles/filedetails/?id=1716705573 Final Notes 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 Full details on the Formula E GEN2 and Lester Special Edition can be found here: https://www.studio-397.com/2019/04/formula-e-gen2/ Purchase the Formula E GEN 2 here: https://store.steampowered.com/itemstore/365960/detail/19/ Subscribe to Lester Special Edition here: https://steamcommunity.com/sharedfiles/filedetails/?id=1716705573
  15. Latest Build Update rFactor 2 - 1.1112 Now Available! Steam Build IDs client: 3750893 dedi: 3750894 - Added more detailed realtime logging to help better diagnose sporadic physics lock-ups reported by some clients. If you have experienced this issue please see instructions here on logging: https://forum.studio-397.com/index.php?threads/logging-out-of-realtime-physics-freezes.62687/ - New materials fix to avoid custom team skins not showing. - Implemented 'brake-by-wire' (for Formula E Gen2). - Fixed 32bit crash. - Fixed sporadic blown out scene when using car select and tuning in a multiplayer session - Fixed glitched puddle reflections of cars bodies. - Fixed crash for some users when joining a multiplayer session.
  16. spyder

    Reiza Pack

    Καλό το AMS είναι το μόνο που μπορώ να παίξω μετά το rF2 αλλά δεν είναι rF2 ίσως rF1.5
  17. Θα σου εξηγήσει ο @John@John τι έφτιαξε
  18. Roadmap Update March 2019 Welcome to our third roadmap of the year. We’ve had quite an exciting quarter altogether with updates to many of our car packs, a new material editor, an exciting 12 hour race at Sebring and last but not least the release of our biggest pack to date, the Reiza pack, featuring no less than 6 cars and 4 tracks. Check out the trailer below. You can buy the full pack here, but there are also options to buy just the tracks or just the cars, or even individual items. And those of you who follow our roadmaps every month will know there is a lot more to come, so let’s get started with this month’s updates! Cars We’ve just wrapped up the development of our brand new brake-by-wire system for the Gen 2 Formula E car. These cars are rear wheel driven, so the rear wheels also do the energy regeneration when braking. As much of the braking torque as possible will be used to regenerate the batteries, with the remaining required torque coming from the rear disc brakes. This is all controlled by a brake-by-wire system and we’re in final testing of it in the new car, so expect this one to be released next! Tracks The Nürburgring is going as planned as we’re moving towards the barriers and mapping out all the different pieces of graffiti on the track. Those of you who heard the podcast René and Marcel had with Davy Jones ( https://www.youtube.com/watch?v=PpBi9qKwjB4 ) already know that we have two more tracks in progress, both of which we will keep as a surprise for later this year. Performance Very recently we’ve released a build that embeds some very specific performance logging in an attempt to catch the few cases people have reported over the years where they are “running out of real-time” because of hickups of the physics calculations. We have a dedicated thread on our forum explaining how to report these logs to us and although we have already received a few logs, we can still use a lot more so if this has happened to you in an on-line race, please help us out and submit your data, and we will try to help you solve the issues. Competition and new UI Update This month we’ll take a more in-depth look at where we are with the new UI and competition infrastructure. Our current UI is really split into parts, with a Launcher that is responsible for content management and on-line matchmaking and a main executable that can either be launched in single player or multiplayer mode. For our new UI we want to merge all of that into one. We are now at a point where we’ve replaced every bit of UI in the executable for both modes. In fact, one thing we are doing is eliminating the need to have two modes, merging single and multiplayer modes. So let’s get started. When you launch rFactor 2, you end up in the main menu that provides you with a few different options. Here you can drive in single player, view a replay or live race or participate in multiplayer, browse various aspects of our community (forum, news, upcoming events) as well as configure the game. The game options have been cleaned up and re-arranged to give a better overview. As an example we’ve kept the settings for recording replays here, but moved the actual playback of replays to a different location as viewing replays clearly has nothing to do with options. In general we now have more space as well to add extra context and help, making it easier for users to understand the many different settings. Session settings have also been revamped. We’ve split those up into generic settings that span the different sessions, and session specific settings. We also exposed a few extras here, allowing you to for example configure more than one practice session without having to resort to editing text files. Car and track selections have been tweaked as well. For both we have added a few different views, ranging from a more graphical, icon based view to a more compact list. In all of those modes we’ve added quick search options, which usually help you find the car or track you’re looking for with just a few keystrokes. Car tuning is also still there, and here you will see our our new material editor being integrated nicely as well. Moving on to the garage, you see we have grouped the different tuning options for a car into logical sections. Little details to make your life easier here is that we can show you in a different color all options you changed compared to the set you last loaded or saved, and we also still allow you to compare your own setup to another one, where we no longer list all options twice, leaving you to figure out the ones that actually changed, but more clearly indicating those. At this point it’s also interesting to point out another feature. As the whole UI is web based, we will also allow you to “share” your UI with a team mate remotely. What this means is that while you’re driving he can log in to your game and review and make changes to your setup. Such changes will then be applied the next time you leave the garage. As you can imagine such features open up a ton of possibilities for people racing as teams, but also ways to give remote support and I’m sure our community will find many other uses as well! Apart from the garage we also have a monitor that allows you to view the action live from different camera standpoints, as well as to view an instant replay. Standings have been extended to show more information and the camera controls can be used for broadcasting races as well. Competition is being developed now as part of the new UI, so it is easy to see what are the upcoming races. From a list of competitions you can sign up for the ones you want to compete in. Zooming in you can see past and upcoming events, sessions and standings. Joining a session directly takes you to the right server. This part is far from done but we just passed a few important milestones that will allow us to run not only hotlap competitions but also qualification sessions and actual races. We’re working on different ways to score those, from traditional “points based” ones to ones that evaluate the actual racing skills of every driver involved and ranking them accordingly. Another thing we’re integrating right now is a protest system. Currently we’re evaluating, through internal testing, how to best release this to the public and we are considering doing some kind of beta as a first step. So, what is left to do? Mainly the features that are currently in the Launcher, two of which are crucial: the matchmaker showing the list of servers and the package management system. The matchmaker will receive some love as we will add features to see if a server has players or AI on them and we will also add more detailed information about each individual server. The package management system will be extended to allow you to directly browse the workshop and our item store, so all content can be managed in one single place. Fanatec 12 hours of Sebring A week ago, 40 teams divided into three classes lined up for the 12 hours of Sebring, and wow what a race it was. Right from the get go we had action and close battles that lasted right until the very last minute of the race. The top 3 in each class got cash prizes and Fanatec vouchers, and commentators and spectators joined forces to nominate a driver of the day, who walked away with a SimLab rig. Also, a record number of viewers watched the event and every two hours could win a Fanatec voucher and even a Podium Series wheel! All in all this event was a big success and we will certainly host more as we ramp up towards the release of our competition system. Thanks to Marius Nicolae for the Sebring shots! That’s all for this month. See you all on the virtual track!
  19. Tracks: Virginia International Raceway (commonly known as "VIR") is a race track located in Alton, Virginia VIR is an incredibly beautiful and diverse racetrack allowing for numerous configurations, suiting all types of categories from small club cars to big GT and powerful prototypes. The Autodromo Enzo e Dino Ferrari di Imola, better known as Imola, has hosted both the Italian and San Marino Grand Prix 28 times in total. This rF2 track comes in two versions: the classic, dangerous 1972 layout surrounded by nearby barriers before the introduction of chicanes to reduce its high speed nature, along with the current configuration fully adapted to modern standards but still retaining a lot of the unique challenges that made it famous. Autódromo Internacional de Guaporé is a motorsports circuit in Guaporé, a small city in southern Brazil. It is one of the oldest race tracks in the country and traditionally hosts a variety of different categories, ranging from Classic tintops, modern endurance prototypes to racing trucks. The Autódromo Internacional de Yahuarcocha, is located in Ibarra, Ecuador. It´s unique layout flowing around and in between a lake, mountains and even a vulcano makes it an unique driving experience. Cars: Formula Vee This popular trainer formula car is heavily based on parts from the classic VW Beetle. Its open differential and swing axle rear suspension makes it a constant challenge and ideal tool to develop your driving skills. MCR Sports 2000 The MCR S2000 is an incredibly nimble 500kg British prototype features an I4 Duratec engine, and is popular racer both for its driving fun as well as close wheel-to-wheel races. Metalmoro MR18 The MR18 is a succesful mid-range endurance prototype from Brazilian manufacturer Metalmoro. It features a Honda K20 I4 Turbo engine. Metalmoro AJR The AJR is the latest high-performance prototype from Brazilian manufacturer Metalmoro. Capable matching the performance of a modern LMP2 car, this versatile prototype can be used with a range of different engines - the rF2 version features versions with Honda K20 I4 Turbo, Powertec V8, Chevrolet V8 and Judd V10. Puma GTE A sensation among Brazilian car enthusiasts from the 70s, the GTE is a modified version of the VW Beetle, featuring the same mechanics of the Brazilian Fusca with a lower, light weight fiberglass bodywork in an iconic design. The rFactor2 version is modeled after the original car and runs on radial tyres. Puma P052 The P052 is a modern re-imagination of the 70s Brazilian classic, it retains many of the pure driving attributes that made the originals so popular in Brazil. The current prototype as modeled in rFactor2 runs with tuned MIVEC engine, 5-speed gearbox and slick tyres. https://store.steampowered.com/itemstore/365960/detail/1006/
  20. BMW M8 GTE v1.51 (Updated) - Fixed missing low drag upgrade
  21. Ζωντανά ο αγώνας https://www.youtube.com/watch?v=sb1VeWw53PU https://www.twitch.tv/rfactorlive Live Timing - http://simracing.club/d1-live-timing/

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