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spyder

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Posts posted by spyder

  1. Latest Updates
    McLaren 720s GT3
    v1.21

    • Added McLaren Shadow liveries.
    • Minor improvements to the livery material settings.

    Porsche 911 GT3R
    v1.17

    • Revisions to in-car dash/HUD.

    Audi R8LMS GT3
    v1.07

    • Fixed reversed oil and water temps in the in-car HUD.

    Aston Martin Vantage GT3
    v1.15

    • Chassis texture update/fixes.
    • Fixed texture issue on fuel intake cap.
    • Fixed missing brake calipers.
    • Fixed window sorting issue when using external cams with post process depth of field.
  2. 2019-aston-martin-vantage_1600x0w.jpg

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    Changelogs/Updates

    Aston Martin Vantage GT3 2019 Now Available!!! v1.01

    McLaren 720s GT3 v1.05

    • Fixed an issue that caused a texture conflict with the Bentley GT3
    • Added missing steering column (mostly visible in VR)
  3. GT3 holiday hotlaps

    While the holiday season is upon us, it´s time to dust of the wheel (or even attach the new wheel you got for Christmas). Join us in a multiple day challenge, each day a new track is waiting for your fastest lap.

    Time to warm up for our Q1 competitions that is waiting in 2019.

    Important links:


    Instructions on Joining:
    STEP 1
    Buy the full game
    Buy the 2 GT3 DLC´s


    STEP 2

    To enter go to our competition page rFactor2, make sure you login to Steam, fill in all your details, and subscribe to the session!

    STEP 3
    Click on 'Join Session'

    Join_session.png.ccfaf3878853735650ac9adc333e5ff1.png

    STEP 4
    Important - Check your desktop back ground for the Steam pop up!

    CompPopUp.JPG.5c31384e1591ee0187d4417a69cfb689.JPG

    STEP 5
    Click OK and you're in!

    Please note that if it takes more than 3 minutes to load the track the first time you enter, it will fail - you will then have to reconnect.

    Results

  4. McLaren το καλύτερο, πολύ κοντά του το Audi όπως και το Porsche, το BMW το καταλαβαίνεις οτι είναι βαρύτερο γι'αυτό γλυστράει πιο πολύ.

    Τώρα θέλει ψάξιμο το σεταπ. Τα βρίσκω λίγο καλύτερα απ'το προηγούμενο πακέτο GT3.

    Στα γραφικά έχουν μεγάλη διαφορά απ'ότι άλλο υπάρχει στο rF2.

  5. Let the Challengers rise!

    With a great heritage in GT class racing, we are proud to announce the next pack released for rFactor 2 – The GT3 Challengers Pack.  Featuring not just one, but two world firsts!  GT represents much of what rFactor 2 stands for, and fits into our feature set of day/night transitions, weather and driver swaps.  We hope you enjoy this pack that also features our latest graphic engine technology.

    With our existing GT3 Pack and the Endurance Pack we now have 13 GT class cars that can race on track – add a couple of LMP’s and we have one of the most diverse grids in sim racing.

    Once again we are proud to have great support from partners to help us make this happen.

    Download on Steam right here! 

    Now let’s take a look at what’s in awesome pack!

     

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    McLaren 720s GT3

    To bring one of their new incredible cars onto race tracks, McLaren developed the stunning 720S GT3.

    Modern design, impressive aerodynamics and years of experience in Motorsport should help this car to claim wins among several premier GT3 events in 2019.

     

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    Porsche 911 GT3 R

    It probably wouldn’t be called motorsport if the iconic brand Porsche aren’t part of a class.

    The 911 GT3 R is once again a very balanced, race-proven car by the German manufacturer, reinforcing their image as being amongst the highest rated contenders in a series.

     

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    Audi R8 LMS GT3

    Considered as one of the all-time favourites, this midship RWD car by Audi has been competing in GT3 since the beginning, winning significant races around the globe for a variety of teams. A demanding but rewarding choice.

     

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    BMW M6 GT3

    From the very start, the BMW M6 GT3 hit the grids all over the motorsport world and proved the V8 concept to the German manufacturer. Leading several Endurance events in different series and also claiming the 2018 FIA GT World Cup title, this car is a winner.

     

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    Aston Martin Vantage GT3 2019*

    The second generation of the Aston Martin Vantage GT3 is ready for some serious racing action. It will enter GT events in 2019 and beefs up the already stunning road version of the Vantage. With the prestige and expertise Aston Martin brings into racing, it’s a challenger you always have to keep an eye on.

    *Please note this car will be released as part of the pack once approved

     

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    Final Notes

    These cars are built with our new graphic technology, based on PBR lighting.  We are converting more of our older content and yes, we are bringing more liveries to you shortly!

    For painters, we are finalising the templates and the technology behind it, trust us, it will be a game changer for you!  In the meantime, please read more on our December Roadmap here https://www.studio-397.com/2018/12/roadmap-update-december-2018/

    Remember, any questions, please visit our forum here https://forum.studio-397.com/index.php or visit us for direct chat on Discord https://discord.gg/CruX93K

  6. Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started!

    Looking Back

    December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since.

    In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack.

     

    In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights!

    The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course.

     

    The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now!

    The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars.

    Competition

    As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready…

     

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    GT3 Challengers Launch Stream

    As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018

     

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    Material System

    During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months.

    Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds.

    However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry.

    What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness.

     

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    Implementing this was challenging for us for several reasons.

    First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere.

    The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too.

     

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    This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes.

    We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building.

    Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment.

    So… Where do we go from here?

     

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    Looking Ahead

    The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it.

    Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!

     

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  7. Introducing the GT3 Challengers pack, featuring some of the world’s most desirable GT cars, the McLaren 720S GT3, the Audi R8 LMS GT3, Porsche 911 GT3 R, the BMW M6 GT3 and finally the Aston Martin Vantage GT3 2019.
    And the best bit about this pack? It will be available TOMORROW!

    This brings our GT field to a stunning 13 cars including the Endurance Pack and first GT3 Pack!
    The GT3 Challengers pack will initially have four of the five cars, with the Aston Martin Vantage GT3 joining the field as soon as we have approval.
    Be the first to try these incredible cars tomorrow on Steam!

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  8. Τον έκλεισα το καιρό γιατί βρέχει πάλι, σταματάει, ξαναβρέχει...Τώρα λιακάδα 30 βαθμοί.

    Το είχα στο μυαλό μου για Τρανσφαγκαρασαν, να μιλήσω και στο @John@John να βάλουμε και το Ασκονα να το δοκιμάσετε

    • Like 1
  9. Group C Mod v1.0

    The 1991 Group C mod includes the Mazda 787B, Porsche 962C and the Sauber C11 in the latest version of the mod for rFactor 2. Featuring unique realistic physics for each vehicle as well as different tire compounds, this is your chance to get behind the wheel of the three most iconic racing cars in the history of Group C racing.

    Features

    - 1991 Mazda 787B model by Ionut Nicolaescu, updated by Dmitriy Barishev.
    - 1991 Porsche 962C model by Dmitriy Barishev
    - 1991 Sauber C11 model by Dmitriy Barishev
    - Unique physics for each vehicle
    - Unique engine sounds for each vehicle

    Mod Resources

    Templates: Download Click HERE[www.mak-corp.com.au]
    MOD PDF MANUAL: Download Click HERE[www.mak-corp.com.au]

    Changelog

    MAK-Corp Group C Mod v1.0
    -------------------------
    - DX9 car now retired by new version.
    - All cars fully rebuilt, reworked and running to DX11 standard.
    - All physics brought up to current standard and optimisations as well, more detail below for the guys.
    - Motec display redone for the Mazda 787B to real car layout and new low fuel warning, thanks Damian.
    - Oil Temp added in to the secondary display area in the Porsche cockpit.
    - All materials have been fixed and adjusted and mesh quality increased in places to enhance the experience.
    - All little things like external cameras clipping for example, looked into and corrected.
    - We are optimised for night racing as well, but bear in mind that environment at night is not complete there yet .
    - Complete re-balance on all items visually.
    - A lot of real life balancing visually on all cars.
    - New corrected tyre sidewall for the Sauber, before was unbelievably, inverted.
    - Mazda now correctly has centre of origin for spinner and external cameras.
    - More Sauber Cars added to balance car skin ratios better, thanks Alavaro.
    - All custom skins improved for DX11 build - thanks to all the skin guys Damian, Daniel and Arturo.
    - Only functionality missing is fully working wiper functionality currently, but rain support is included already.

    -------
    Physics
    -------

    Mazda 787B
    ----------
    - Engines now have three mixture positions.
    - New Ultrachassis added with revised suspensions geometries/chassis flex.
    - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks.
    - Reworked diffuser and relocated.
    - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet.
    - Front and rear downforce from the bodywork revised.
    - Clutch torque revised for shifter and pad options.
    - Added engine power detail on garage.
    - Damage revised.

    Porsche 962
    -----------
    - WSC engine have a new turbo flow.
    - Rear Goodyear tyres now uses 18 inch rims instead 19 inches.
    - New Ultrachassis added with revised suspensions geometries/chassis flex.
    - New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks.
    - Reworked diffuser and relocated.
    - Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet.
    - Front and rear downforce from the bodywork revised.
    - Clutch torque revised for shifter and pad options.
    - Added engine power detail on garage.
    - Damage revised.

    Sauber C11
    ----------
    - Improved performance (less drag, more grip, etc).
    - Updated engine brake torque, throttle maps, mixtures and softened turbo pressure build up.
    - Reduced drag caused by rake.
    - Added undertray points and improved collision detection and aerodynamics while flipping in the air.
    - Updated tire construction materials and resolution (more flexible and detailed).
    - Improved all tires thermodynamics, wear and grip for wet weather.
    - Reduced rubbered path effect on tire grip.
    - Reduced grass, dirt, and other terrain types effects on tire temperature.

    ------
    Sounds
    ------
    - Mazda 787B: Improved low rpm power range and high rpm coast sample.
    - Porsche 962C: Added high rpm variants for exterior engine.
    - Sauber C11: Increased turbo intensity.
    - All cars updated to cockpit damping feature.

    Credits

    - Mod Production Manager: Petros Mak
    - Mazda 787B 3D Vehicle by: Ionut Nicolaescu
    - Mazda 787B 3D Vehicle Updates by: Dmitriy Barishev
    - Porsche 962C 3D Vehicle by: Dmitriy Barishev
    - UV Mapping Mazda 787B by: 1st set by: Bernd Boehm. Re-Mapped by: Lukasz Kacprzykowski
    - UV Mapping Porsche 962C by: Juandi Sanchez
    - 2D Textures by: Doug Parker, Nigel Phelan
    - New Skins from v0.95 by: Arturo Pereira, Damian Baldi, Daniel Gomez
    - In-Game Specialist: Liquid4653
    - rFactor 2 Physics 787B, 962C by: Damian Baldi
    - rFactor 2 Physics C11 by: Alvaro Perez
    - Sounds by: Alvaro Perez

    Disclaimer

    All vehicle brands, series brands, team and driver logos, liveries and other replications placed in this mod from the real season are proprietary property of their respective owners. All rights reserved. MAK-Corp does not have nor claim to have any affiliation with any brands, teams or drivers that are represented within this mod unless stated otherwise.

    All aspects of this mod are copyrighted material of MAK-Corp and should not be used in any way, shape or form without express prior written permission from MAK-Corp Management. If you wish to use this mod for any reason, please contact us at media@mak-corp.com.au

    Steam Workshop

    • Like 1
    • Upvote 1
  10. Περι ελαστικών

    Οι υπολογισμοί του ελαστικού για να τρέξουν σε πραγματικό χρόνο στο PC παίζοντας είναι αδύνατον να γίνει με τους τωρινούς επεξεργαστές. Ισως συστοιχία πολλών δικτυομένων PC να μπορεί να το κάνει για ΕΝΑ λάστιχο. Κοινώς δεν υπάρχει PC να τρέξει τη φυσική των ελαστικών realtime.

    Οπότε φτιάχνουνε το λάστιχο με τα εργαλεία του rF2 σε αρχεία TGM
    Για να φτιάξεις ένα λάστιχο θέλει το PC 24-38 ώρες να δουλεύει ο επεξεργαστής full.
    Το πιο πιθανό είναι να μην δουλεύει σωστά, μπορεί να φας έξι μήνες και να μην έχεις το επιθυμητό αποτέλεσμα. Γι'αυτό κανένας modder δεν φτιάχνει δικά του λάστιχα. Ολοι παίρνουν αυτά που δίνει το rF2 και τα παραμετροποιούν. Αν θες δικά σου μιλάς με τον ειδικό Michael Borda για βοήθεια.

    Τα λάστχα τρέχουν στα 2400Mhz και η φυσική-FFB στα 400Mhz δηλ. η φυσική μόνη της τρώει 2.8Ghz απ'το PC

    Οταν οι υπολογιστές θα μπορούν να τρέξουν σε πραγματικό χρόνο τους υπολογισμούς του ελαστικού τότε θα δούμε τη πραγματική εξομοίωση.
    Οπως καταλαβαίνεται η ISI έχει φτιάξει ένα driving simulator που έχει αρκετά χρόνια εξέλιξης ακόμα.

    • Like 1
  11. Image Space Incorporated

    Ιδρύθηκε το 1992, η Image Space Incorporated (ISI) είναι εταιρία λογισμικού που ειδικεύεται στους τομείς της ανάπτυξης παιχνιδιών ηλεκτρονικών υπολογιστών, των αρχιτεκτονικών προσομοιωτών "man-in-the-loop", της δημιουργίας εικόνων στον υπολογιστή και της ολοκλήρωσης συστημάτων ψυχαγωγίας.
     
    Η ISI διαθέτει μια καλά εδραιωμένη και εξειδικευμένη ομάδα ανάπτυξης, με καλλιτέχνες και προγραμματιστές αφιερωμένους στο σχεδιασμό και την ανάπτυξη οικονομικά αποδοτικού, υψηλής ποιότητας λογισμικού και προϊόντων πληροφορικής.
     
    Με εμπειρία στα πιο πρόσφατα συστήματα υλικού και λογισμικού, η ISI προσφέρει ταχεία απόδοση σε χρόνο και σε πραγματικό χρόνο για ποικίλες εφαρμογές τυχερών παιχνιδιών και προσομοίωσης. Μια δημιουργική ατμόσφαιρα, μια ισχυρή τεχνολογία και μια βαθιά γνώση της βιομηχανίας τυχερών παιχνιδιών, προσδίδει στην ISI την τεχνική και δημιουργική άκρη που απαιτείται στην σημερινή ιδιαίτερα ανταγωνιστική αγορά.

    Iδρυτές

    gjon_big.png.c16883b539bfb80a9465ed50704cee91.png

    Ο Gjon Camaj είναι συνιδρυτής της Image Space Incorporated και διαχειρίζεται τις καθημερινές εργασίες της εταιρείας.
     
    Ο Camaj είναι εξειδικευμένος στην προσομοίωση υπολογιστών και τα γραφικά. Ειδικεύεται στη δημιουργία εικονικών βάσεων δεδομένων και στο σχεδιασμό και την ανάπτυξη λογισμικού ψυχαγωγίας.
     
    Πριν από τη συνύπαρξη της ISI, συμμετείχε για πολλά χρόνια σε διάφορους τομείς της επιχείρησης προσομοίωσης. Η εμπειρία του περιλαμβάνει το σχεδιασμό και την ανάπτυξη ενσωματωμένου λογισμικού αεροηλεκτρονικής σε πραγματικό χρόνο, σταθμών Εκπαιδευτών / χειριστών για προσομοιωτές αεροσκαφών και οπτικών βάσεων δεδομένων για προσομοιωτές οδήγησης.
     
    Έχει ένα προηγμένο υπόβαθρο προγραμματισμού προσανατολισμένο σε αντικείμενα και έχει χρησιμοποιήσει μια μεγάλη ποικιλία πλατφορμών υλικού. Έχει γράψει μια σειρά άρθρων σχετικά με αυτά τα θέματα.
     
    Ο Gjon Camaj κέρδισε το πτυχίο του μηχανικού από το Michigan State University και από το Πανεπιστήμιο Wayne.

    joe_big.png.03e33c644c21614034981380409993f8.png

    Ο Joseph Campana είναι συνιδρυτής της Image Space Incorporated και εποπτεύει την ανάπτυξη λογισμικού και τεχνολογίας. Ο Campana είναι εξειδικευμένος στον σχεδιασμό λογισμικού και συστημάτων υπολογιστών και ειδικεύεται στην παραγωγή εικόνων σε πραγματικό χρόνο και σε επικοινωνίες πολλαπλών CPU.
     
    Η προηγούμενη εργασιακή εμπειρία περιλαμβάνει το σχεδιασμό και την ανάπτυξη αρθρωτού λογισμικού δοκιμής αεροηλεκτρονικών, λογισμικού 3D για την παραγωγή εικόνων, ενοποιημένων λειτουργικών συστημάτων, εκπαιδευτικών στελεχών ελέγχου κατάρτισης και εξομοιωτών προσομοίωσης. Ήταν ο ηγέτης του TT150Project για την FAAC, Inc. αναπτύσσοντας μια νέα γενιά προσομοιωτή οδήγησης.
     
    Οι συνδυασμένες γνώσεις και δεξιότητές του με εφαρμογές ηλεκτρονικών υπολογιστών και λογισμικού του επέτρεψαν να αναπτύξει το πλήρες εύρος του προσομοιωτή, αρχίζοντας από το The Cube.
     
    Ο Joseph Campana απέκτησε πτυχίο Bachelor of Science στα Μαθηματικά από το Πανεπιστήμιο του Μίτσιγκαν και πτυχίο Bachelor of Science στην Ηλεκτρολογία από το Πανεπιστήμιο του Dayton.

    Ιστορικό της Μηχανής Λογισμικού Image Space Inc.

    Αναρωτηθήκατε ποτέ πού προέκυψε το λογότυπό μας; Ενώ επεξεργάζονταν γραφικούς αλγόριθμους για τη Amiga και την Apple II χρησιμοποιώντας έναν κύβο για αναφορά, ο Joe Campana (συνιδρυτής ISI) θα ρωτούσε συχνά "Πώς πηγαίνει ο κύβος;" - Αυτό έγινε το ψευδώνυμο για ολόκληρη τη μηχανή λογισμικού και η βάση για το λογότυπο της εταιρείας.

    isi_logo.jpg.61e1fdbfe0ff4e413e12fbb8f1608441.jpg
     
    Καθώς προστέθηκαν και άλλα συστατικά, ονομάστηκαν ανάλογα με τη λειτουργία τους, ώστε να είναι πιο εύκολο να οριστούν. Για παράδειγμα gMotor, το οποίο έγινε το όνομα των γραφικών και το pMotor, η φυσική.
     
    Το "The Cube" χρησιμοποιήθηκε για τους Raiders Zone, Trazer και Shadowgate Rising, αλλά είδε την μεγαλύτερη επιτυχία σε συνδυασμό με την ανανεωμένη φυσική στο Sportscar GT.

    isiMotor1

    Sports_Car_GT_cover.jpg.5abf963f7f74d9e3979300ece36f0f1d.jpg

    Η επιτυχία του Sportscar GT τόσο για την ISI όσο και για την Electronic Arts (EA), που δημοσίευσε τον τίτλο, αποφάσισε αποτελεσματικά το μέλλον της εταιρείας. από αυτό το σημείο και μετά, η σαφής εστίαση του ISI ήταν εικονική αγωνιστική. Η συνεργασία με την EA συνεχίστηκε, με την ISI να παράγει επτά τίτλους αγώνων για τέσσερα χρόνια. Αυτοί οι τίτλοι περιελάμβαναν τις βασικές άδειες τύπου Φόρμουλα 1 και NASCAR.
     
    Το isiMotor1 χρησιμοποιήθηκε για το Hot Rod Monster Squad,  F1 2000, F1 2001, NASCAR Thunder 2003 και NASCAR Thunder 2004. Ωστόσο, τα υψηλότερα βαθμολογημένα προϊόντα ήταν οι δύο τελικές προσομοιώσεις της Formula One: F1 2002 και F1 Challenge '99 -'02.

    F1_2000_Cover.jpg.e0e7226df531bcbec9210f17bf2a7c6d.jpg2103096295_F1_Challenge_99-02_Logo.png.4f1b15425be29714a54647a7815bd28d.png

    Το σημείο αυτό είναι ότι η ονομασία του κινητήρα isiMotor καθίσταται λιγότερο σημαντική. Μεταξύ του isiMotor1 και του isiMotor2, πολλά συστατικά ανατυπώθηκαν πλήρως, έτσι ώστε η ISI δεν χρησιμοποιούσε πλέον κανένα κώδικα που να κατασκευάστηκε για την EA. Αυτό σημαίνει ότι δεν είναι δυνατόν να αναφερθεί η ακριβής πρόοδος του κινητήρα στο σύνολό του από τα ονόματα αυτά, αν και εξακολουθούν να είναι ευεργετικά για εσωτερική χρήση.
     
    Νέες επιχειρηματικές ευκαιρίες δημιουργήθηκαν μεταξύ της F1 Challenge '99 -'02 και της κυκλοφορίας του rFactor, καθώς για πρώτη φορά το isiMotor είχε άδεια σε άλλη εταιρεία λογισμικού. SIMBIN Studios (σήμερα γνωστό ως Sector 3). Αυτή η εταιρεία, η οποία ξεκίνησε με τη δημιουργία ενός ελεύθερου addon / mod για το F1 Challenge '99 -'02, έκτοτε παρήγαγε πάνω από δώδεκα προϊόντα λιανικής πώλησης με βάση το isiMotor.
     
    Μετά από χρόνια ανεξάρτητης ανάπτυξης από την ISI, ο νέος κινητήρας λογισμικού απελευθερώθηκε για πρώτη φορά από την SIMBIN στο FIA GT Racing Game: GTR. Αυτό ήταν μια αρκετά αποτελεσματική δοκιμή του κινητήρα isiMotor2, αλλά η ISI ήθελε να συνεργαστεί με την modding κοινότητα για την πρώτη της κυκλοφορία, επειδή όπως έδειξε η SIMBIN, τα μέλη του κοινού ήταν σε θέση να παράγουν addons / mods εξαιρετικής ποιότητας.
     
    isiMotor2

    Η ISI αποφάσισε να κάνει αγωνιστικό παιχνίδι με ανοιχτή αρχιτεκτονική, να παράσχει εργαλεία και να δούμε τι ήταν ικανή η κοινότητα. Η συνεχιζόμενη ανάπτυξη σήμαινε ότι το rFactor, η πρώτη έκδοση του ISI χρησιμοποιώντας το isiMotor2, είχε κάποια χαρακτηριστικά που δεν εμφανίζονται στον πρώτο τίτλο της SIMBIN και το rFactor έγινε η οριστική πλατφόρμα για προσομοιωμένους αγωνιστικούς αγώνες για πολλά χρόνια.

    rfactor1.jpg.ac5da3308ddff8a202b1c2944fd12abb.jpg

    Η ISI συνεχίζει να εκχωρεί άδεια για το isiMotor2 σε άλλες εταιρείες, όπως το 2PEZ Games Development, το Reiza Studios, το Ignite Game Technologies, το Blimey! Games, το Slightly Mad Studios και στο The Sim Factory. Μερικές από αυτές τις εταιρείες συνέχισαν να παράγουν πολύ επιτυχημένους τίτλους λογισμικού. Η ISI, εν τω μεταξύ, χρησιμοποίησε isiMotor2 στη Formula Superleague: The Game και άρχισε να αναπτύσσει περαιτέρω τον κινητήρα λογισμικού.
     
    Το isiMotor2 έγινε ο κινητήρας λογισμικού που χρησιμοποιείται από το μεγαλύτερο μέρος του πλέγματος της Formula One, όταν διάφορες προωθήσεις και μια ακόμη ανοιχτή αρχιτεκτονική οδήγησαν στο rFactor Pro. Αυτό το προϊόν, το οποίο συνεχίζει να εξελίσσεται, έχει γίνει η κορυφαία λύση λογισμικού για τις αγωνιστικές ομάδες και τους κατασκευαστές αυτοκινήτων.
     
    isiMotor2.5
     
    Λαμβάνοντας υπόψη όσα έμαθαν από το isiMotor2 και το rFactor Pro, η ISI ξεκίνησε την ανάπτυξη του rFactor2, ένα τεράστιο βήμα προς τα εμπρός στην προσομοίωση της τροχιάς, του ελαστικού, του καιρού και της φυσικής, με μια νέα βελτιωμένη μηχανή γραφικών.
     
    http://web.archive.org/web/20170719115534/http://imagespaceinc.com:80/software.php

    • Like 2
  12. Δεν ξέρω, για τον άλλο μήνα τα βλέπω γιατί οι φωτο είναι με τα νέα shaders-materials, οπότε θα τα δώσουν μαζί με το update γραφικών λογικά.

    Επίσης περιμένουμε να ανακοινώσουν τα άλλα 2 αμάξια του DLC.

  13. Ubisoft Montreal announced a successor to the Far Cry 5 series at The Game Awards in Los Angeles. Far Cry New Dawn will be a standalone sequel to Far Cry 5 in a post-apocalyptic setting. The game is to be released February 15 next year.

    Ubisoft has presented Far Cry New Dawn through a trailer. Cult leader Joseph Seed had a rather devastating plan. New Dawn builds on this ; Hope County and the entire world are hit by nuclear bombs. New Dawn is set many years (17) after those events, to be precise, which means there's scope for some returning characters. Atomic bombs have devastated the area in the new part, however. The nuclear winter was followed by a "super bloom", which provided plenty of colorful vegetation instead of bleak landscapes. A group of raiders, the so-called Highwaymen, make life difficult for the survivors. The ruthless twin sisters Mickey and Lou are the leaders of the player's new opponents.

    The US has endured a long and brutal nuclear winter, where nothing grew and almost everything died. Nearly two decades later, nature has enthusiastically reclaimed what humankind lost – New Dawn presents the most lush and inviting apocalypse imaginable. There’s been an explosion of vegetation. Vibrant pink flowers cascade over the landscape and the bones of abandoned buildings. In fact, this is an actual phenomenon seen in nature known as ‘superbloom’, a period of intense fertility in which long-dormant life reappears and thrives.

    “We did our research and created our own model for the 15-20 years after a World War III scenario,” says Decant. “We contacted specialists in the US that are dedicating their whole career into what would be the outcome of a nuclear winter and what would happen. They helped us shape this model so that we can start with the basis that felt grounded.”

    Despite this grounding, New Dawn naturally feels along the lines of Far Cry’s more outlandish installments like prehistoric adventure Far Cry: Primal or sci-fi spin-off Blood Dragon. While I am fond of Far Cry’s brand of systemic carnage, I tend to find it most interesting when it goes experimental. Which is where New Dawn holds its appeal.

     

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