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andre

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  1. New Brabham BT60Y – 1991 – v1.0 Download links in OP
  2. Changelog V1.11 - fixed dissapearing white lines OP updated
  3. SIMAGIC Alpha DD Wheelbase Alpha DD Wheel Specifications: Finish – CNC aluminum housing with an anodized surface, carbon fiber panels for front and back covers Steering Wheel Connection – D1 Quick Connect for an easy and quick wheel change, comes w/ wireless communication. Motor – Three-phase servo motor optimized for sim racing Max Toque – 15 Nm Power Requirement – 100-220V AC, 50/60Hz (Use adaptor comes standard with the device only) Platform – PC only, supports all major PC games like F1 2019, Dirt Rally, Assetto Corsa, rFactor 2, etc. Connection – USB-B for connection to PC, Plug and Play, Reset button available for a quick reset Software – Race Manager click to download Location Sensor – 262144 Pulses per revolution, ultra-fine in-game response Refresh Rate – 1000 Hz for in-game data communication, 40000 Hz for force feedback control Standard Warranty – 12 months, optional extension of 3 or 5-year warranty (available only at the time of purchase). SIMAGIC M10 DD Wheelbase M10 DD Wheel Specifications: Finish – CNC aluminum housing with an anodized surface, carbon fiber panels for front and back covers Motor – Three-phase stepper motor optimized for sim racing uses Max Toque – 10 Nm Power Requirement – 100-220V AC, 50/60Hz (Use adaptor comes standard with the device only) Platform – PC only, supports all major PC games like F1 2019, Dirt Rally, Assetto Corsa, rFactor 2, etc. Connection – USB-B for connection to PC, Plug and Play, Reset button available for a quick reset Software – Race Manager click to download Location Sensor – 16385 Pulses per revolution Refresh Rate – 1000 Hz for in-game data communication, 40000 Hz for force feedback control Standard Warranty – 12 months, optional extension of 3 or 5-year warranty (available only at the time of purchase) M10 DD wheel Base Full Kit – US$ 899.00 + shipping M10 DD wheel Base Motor Only – US$ 799.00 + shipping Quick-Release (Wheel side) US $65.00 + shipping https://digital-motorsports.com/products/simagic-alpha-direct-drive-wheelbase-gt1-r-steering-wheel?variant=32131572432990
  4. NEW BUILD 4.0: Special thanks to "Haris1977" for the precious info about the behaviour of the 500 Assetto Corse vs. the real car that improved the realism of the mod also in the other classes: - new icons for old and NEW Web UI - tuned some sounds for better effects to real car - tuned rev limiter to real car - improved tires and engine physics to real car - retuned AI vs. human in all classes - fixed some unwanted look in case of rainspary - fixed motec in the night OP updated
  5. andre

    OW_F1 2019

    This is a RF2 Mod featuring F1 2019 season 3D by ACFL Physics by Acciarri Cars, textures, Motec,tyres by Darci Mazutti RF2_F12019_v.3.3
  6. iRacing 2019 Content and Feature Review
  7. Kart Racing Pro Release 10 Available Changelog: fix: multiplayer crash fix: spectator joinfix: connection freeze on the server fix: live timing support fix: track layouts loading fix: track layout objects crash fix: Wackersdorf track holes new: possibility to reset the dynamic track surface online, too new: possibility to vote to reset the dynamic track surface new: dedicated server option to disable polls during a race new: possibility to set the nickname in the Steam version, too new: live timing output to file new: widescreen user interface Release Notes Kart Racing Pro now starts in offline mode, too many settings have been moved from kart.ini to global.ini the sound volume of the remote karts is now lower than the local kart ( on track only, not in replays or spectating ) The default replay buffer size has been increased Multiplayer voting has been changed: – The default vote when on track is No – Spectators cannot start a poll or vote, except for bans and during “waiting” sessions – The poll creator is displayed Added the Windows Taskbar icon There should be less FPS stuttering in testing mode and when hosting a race Modding The maximum name length is now enforced Support for rotating radiator cover has been fixed Movable wing support has been fixed
  8. Hungaroring 2018 by Hellboy (updated from Emerico) Hungaroring_2018-v0.94
  9. andre

    KartKraft

    The KartKraft karting simulator finally returns to update, bringing the game version to 0.1.0.2034 Added community developed North Texas Karters circuit developed by 'Hooves' Increased accuracy of sector times in Time Trial leaderboards. Now using same rounding method in HUD and Leaderboard displays Fixed the issue where upshift would sometimes fail depending on setup or chosen event North Texas Karters circuit in early access The circuit was built and modeled using drone photogrammetry, the track is 0.8km long with 9 curves and two long straights.
  10. Hotfix Changelog Update details: Download size = 351 MB Client version = 0.9.0.915 ID = 4512421 Dedicated server version = 56.0.1062 Dedicated server BuildID = 4514536 Fixes: Fixed a case where some steering wheels would not have any Force FeedBack due to their lack of support for square or sawtooth wave signals used since our last update for flatspots and curbstones. Tweaked the default Force FeedBack settings for Direct Drive wheels by reducing damping, increasing rack percentage and scaling the maximum output. When using a controller that has no wheel rotation (such as a gamepad), the Wheel Angle setting in the car setup is now properly static instead of appearing to be changeable and then resetting itself. Fixed a case where tyre pressure changes would sometimes not apply. Content: Sounds – Decreased volume of brake lock sounds Porsche 911 GT3 R (2019) – Added more low frequencies to the cockpit sound Porsche GT2 RS Clubsport – Improved default setup and raceability. Increased default FFB multiplier. Turbo cars – Improved standing start performances (except WTCR, GT4, and GT3) All cars – Reduced the big differences in default FFB multipliers, and reduced some extreme undertray friction values found on various older cars. Formula RaceRoom 90 – Tweaks to AI performance Formula RaceRoom X-17 – Tweaks to AI behavior GT3 – Reduced drag for Nissan GT-R and tweaked gear ratios for the McLaren 650S. Tweaks to AI performance. Fixed some weird sound levels heard in the Corvette Z06.R GT3. Group C – Improved feel through tweaks to the steering geometry Group 4 – Tweaks to AI performance WTCC 2013 – Fixed tyres getting punctured very easily from flatspots Sachsenring – Modified the announcer sound sample as it was a bit repetitive with very accentuated “KOMMT der Daniel Keilwitz recht GUT weg”
  11. Changelog V1.2.2 Fixed podium visibility in gallery replays. Fixed pitcrew animation when only refuelling is selected. Fixed brake pads in old savegames. Tweaks for Porsche 991II GT3 R FFB vibration. Tweaks to overall dirt buildup on the car bodywork and windscreen. Fixed Ferrari rim LODs that was causing custom colours to show up incorrectly at a distance. MP: increased private server slots for Hungaroring (50) and Zandvoort (34), Silverstone (50), Nurburgring (50), Misano (50) and Barcelona (50). Fix for shared memory stopping after a transition. Porsche EVO and Huracan EVO Spa aggressive setups updated to mitigate physics-induced vibration on certain DD wheels. Changelog V1.2.3 MP: fixed erroneous teleporting of cars during formation lap. UI: fixed Stats page showing currently inactive content. Upcoming Kyalami track Hot Lap With David Perel
  12. Laguna seca Laser scan conversion for rfactor2 by andrea1968 Laguna seca v1.2 delux.rfcmp
  13. Roadmap Update December 2019 STUDIO 397 News, Roadmap Before we string up the lights and begin to tell you the Christmas story of our December roadmap, here is the keyhole version for those of you that just can´t wait for Santa: lots of cool stuff you asked for, awesome new series, content surprises #1 to #5, rF2 improvements and the answer to your pressing question “when’s the new UI?” Now that you can see the presents, we promise it’s a lot more exciting when you sit down in your PJ’s and unwrap them one by one. So let’s get busy, shall we (wink) A quick look out of the window confirms, winter’s here- at least in northern Europe. And that means the soothing sounds of our favorite race car engines have been temporarily drowned out by the incessant “Last Christmas” blaring from seemingly all around. But fear not, we haven’t succumbed to the sugar coating yet and the dev elves have been very busy in the simracing workshop – simracing is not just a season! 2019 – What a year! Let´s start with a quick roundup of the year. The studio was running on full throttle, and we were super proud to introduce iconic racetracks like Le Mans or Nürburgring to you. Great cars such as new GT3s, Cup cars and a full lineup of new Tatuus Open Wheelers seriously tempted even us to stop working for a moment and just get in there and race all of that awesome content! While much of the team’s development focused on the UI and the upcoming competition system, 2019 also saw rFactor 2 show off new content at many events and in lots of different competitions, further highlighting our dedication to competitive racing simulation: from our endurance events like Sebring 12h and the rF24h at Le Mans (with a combined prize pool of over 20.000 Euro just in those races), to tournaments and competitions such as World’s Fastest Gamer, A1 e-sports league, ESL Mapfre Racing Series, and McLaren Shadow. Clearly, investing your training time in rFactor 2 to become one of the fastest drivers in the world really paid off this year, not to mention the several thousand people who watched rFactor 2 esports live! Supporting grassroots and entry level racing (more on that later) will always be a core focus for us, but for 2020 our goal is to increase top-notch rFactor 2 events and tournaments to provide more regular, exciting broadcasts . This year, we celebrate that rFactor 2 was supported in many leagues and events. Next year, we promise to continue our work on creating “more things to race in!” 2020 – A glimpse of the future There’s no slowing down for the turn of the year (get it???) – 2020 will be full speed ahead. Watch out for traffic signs on the winding road that is the upcoming year: Ratings ahead!, Daily races in 100m!, Slow down, ladder! and much more. You probably guessed it already, we are subtly hinting at the competition system. But as we move onto the next level of integrating our competition system into the UI, we are equally as proud to announce one of our bigger championships hitting in 2020: the rFactor 2 Major Series, featuring 4 major endurance events throughout the year, bringing you the excitement of multi-class racing in a team environment. Different tracks at each event, adjusted classes and hours of exciting racing action is yours coming up. Specific teams, such as the top teams in class from VEC, will get direct invites prior to those events. Everyone else will be able to qualify per event. While those major series races will be partly “stand-alone,” like this year’s Sebring and Le Mans, there will be overall standings across the entire season, rewarding teams that are constantly bringing home points. Our goal is to ensure every endurance racing lover out there has a chance to get a spot in this exciting event in 2020. More details are under the hood, which we’ll reveal when the time comes. Winter Sale! Nothing brings on the Christmas cheer like our winter sale! With rad discounts across much of our content and rFactor 2 at a tinsel-topped 50% off! https://store.steampowered.com/app/365960/rFactor_2/ Let’s take a look at some of the goodies! GT3 Power pack 50% off GT3 Challengers pack 50% off Two Strong pack 30% off Le Mans 30% off Sebring 50% off Endurance Pack 50% off Reiza Pack 50% off Kartsim 50% off Formula E Race Bundle 50% off Why are you still trying on that ugly sweater?? Go and treat yourself right now! Audi R8 GT3 2019 We see you peeping through the door! You’ve been good all year (you have, haven’t you?!) and you just can´t wait any more, so here’s your present*! As successful as the previous model has been in sprint and endurance GT racing, the German premium manufacturer presented the 3rd generation of its GT3-powerhouse at the end of 2018. Paris played host back then for the first outing of the new Audi R8 GT3 LMS Evo and now you can try to master this rocket in rFactor 2 as the newest addition to our already big GT3 grid. *The 2019 model is free for every one who already owns the previous Audi R8 GT3- Merry Christmas! With a revised body, including a new front-end with bigger dive planes, changes to the rear wing size, and profile and other modifications (which resulted in a new rev limit, now at 8600 rpm in 6th gear), this knife is sharpened to the max and ready for another season of racing. Circuit d´Azur Between the beautiful sea, regal casinos and the lifestyle of the fast and famous, it´s up to you to carve your name into the tarmac as a winner of this challenging street circuit! We hear it´s pretty cool to win three epic races in a race career, with two of them being in Indianapolis and Le Mans–tracks you can already find in rFactor2–let us introduce you to an amazing looking piece of track along the Cote d´Azur. To make sure you know where to travel for your next holidays, we even named the Circuit accordingly. You’re welcome (wink) As your engine echoes through the apartment canyons (which probably cost more than an entire GT3 season), you downshift to 2nd gear, your eyes locked onto the tight apex right in front of a stunning harbour scene (eyes on the apex!!), the road twists and turns like a roller coaster. The backdrop of this holiday paradise will keep distracting you as you approach the last hairpin, separating you from reaching the crown. Sounds cool? It is, and it’s your chance to experience right now! You can grab this fresh circuit in the Steam Item Store or just follow the link here https://store.steampowered.com/itemstore/365960/detail/45/ Tatuus TRS FT-60 This Christmas, we will be releasing an update to the awesome Tatuus TRS FT-60. The car is used predominantly in the Toyota Racing Series, which is a proving ground for emerging talent in the open-wheeler season. We’re releasing an update to the Tatuus pack! After further evaluating the real car performance, we have updated small things on the F4 and F3 cars. On top of that, we have even added something new! The FT50 was already part of this pack, but now we also have the FT60. This F3 is putting down 290 bhp exclusively on the real roads of New Zealand in January and February of 2020. We again worked closely with Engineering Consult and Toyota Gazoo New Zealand on the car, but this time we also created five amazing tracks, all of which will be released completely for free in the workshop: Highlands, Teretonga, Pukekohe, Manfeild and Hampton Downs. We will open a server for any competitor in the real series to set a benchmark time and let our online racers have a go at beating them. FT-60 at Adria Teretonga Manfeild BMW M2 Clubsport You probably wonder, “is this last months roadmap?”, because it isn’t that long ago that we told you about the amazing partnership with BMW Motorsport and how we build the BMW M2 CS Cup car together with them but we still got some additional news for you on this car. Just in case the sliding rear wasn’t enough for you yet and you feel like you need some more POWAAA for more angle, we just got the right update for you. From now on, you can not only dive into your future race career with the BMW M2 CS Cup, you can also enjoy the BMW M2 Clubsport, the 450 HP street monster. Live your “Touristenfahrten” dreams with this Bavarian masterpiece and tear up the tarmac whilst you look cool in every corner! Le Mans Update Le Mans has been updated to make use of all of the latest graphical developments. This includes upgrading all PBR materials, as well as a complete foliage material update and more. All of this has it looking better than ever before. KartSim Track Pack After releasing the brand new track and our updates for Le Mans, we’re still not done releasing tracks. That’s right! It might have gone silent around KartSim for a while, but that doesn’t mean that nothing’s happening behind the scenes. For PFI we have updated the curbs and the track colour scheme, graphics and shaders, as well as roadside advertising. We also updated the AI and advertising for Buckmore and Glan Y Gors. On top of that, we have three brand new tracks from the European karting scene! Adria Alongside the Adria International Raceway lies the Adria Karting Raceway, situated in beautiful Italy, just an hour south of Venice. Built in 2014, it is one of the most modern kart tracks, and hosts many international karting events. The track itself sports a nice looking combination of concrete and colored run-off areas and is just over 1.3 kilometers long. Kristianstad Located in the south of Sweden is the Kristianstad karting circuit, a 1.2 kilometer long track that was repaved and upgraded to meet the demands of a CIK grade-A circuit in 2012. The track has 16 corners, two chicanes, and a level difference of 6 meters vertically. Alahärmä The Alaharma circuit, sometimes also called the Mika Salo Circuit as it was designed by the former racing driver of the same name, is one of the most beautiful outdoor karting tracks. Located in Finland in the beautiful town of Alahärmä on the banks of the river Lapuanjoki, the 1 kilometer long course winds down the river and has several corners that challenge even the most experienced drivers. Zandvoort Update Circuit Zandvoort got a small update, with some fixes and the inclusion of the 2020 GP banner near the end of the main straight. We wanted to make sure the final version of this layout was current. As you are probably aware, the track is currently undergoing changes. Expect more news about those early next year! Graphic Improvements This release marks the 3rd major instalment of our PBR revamp of the graphics engine. Last winter, we introduced PBR to vehicles via a new car paint material system, and in the summer we released Le Mans, our first track to make use of the technology. This winter, we bring the next step in the evolution of the environment shaders. The major feature of this release is the introduction of pre-processor defines for shaders. This means we now can have a handful of shaders with many configurable options. We can enable and disable maps, configure which UV each map uses and change large parts of the logic carried out by the shader on a per material basis. This allows artists much greater freedom to achieve the results they are looking for. As a result, we’ve added various tweaks and improvements to the full suite of PBR shaders, improving our solutions for Terrain, Road, Foliage and more. On Roads and Curbs it is possible to fully configure the strength and full PBR profile of Dust, Marble and Groove effects as well as controlling the impact of detail maps across the road. It is possible to pre-bake wear into the road, allowing for a more natural feeling “green” road with subtle variations. It’s all real road compatible too, dusty parts of the road will clear off as vehicles drive over it! The terrain shader is now more powerful, allowing more maps to be blended and the option to use a “splatter” map input in addition to vertex colour, as was used in the past to control the blending. Distant shadows can be pre-baked, and we have added translucency options to give an improved low light look. This all allows for more natural blending patterns and adds more depth to the scene. We’ve taken the time to improve billboard lighting on foliage, adding more depth to trees, as well as giving a silhouette glow to them as the sun goes down. Finally, a complex blend shader gives us the ability to blend different materials together. This is put to use across the scene Gravel Traps to Advertisement hoardings. For example on Gravel Traps we can input two sets of maps, one for the fine pebble details, and a second to achieve the raked pattern. These blend together to add more depth and allow the lighting to be more accurate. Advertisements can be setup with profiles, so a single albedo map with the sponsor logos can be used across all kinds of different surfaces whilst being able to configure a unique profile for each surface. In terms of lighting, we have taken some small steps here after the preliminary results of the lighting review. The whole pipeline has been adjusted to work with real life albedo values, which meant existing content had to be completely reworked from the assets side. We have also addressed some issues with the direct light and ambient light balance. All that said, there’s still much work to do. We intend to complete our lighting review in the new year, and also look at improving the PostFX. Finally, a common question we receive is when will we offer modder support. This is a very important subject, and we want to offer that support as soon as we can. When we roll out modder support, we wish to have proper documentation and be sure that we are not going to make wholesale changes to the way things are setup shortly afterwards. As such, we expect that modder support will not come before the next stage of the graphics pipeline development is complete. As there is still a large chance that things maybe significantly re-balanced and cause major work to content already making use of these developments. Public Beta of the new UI Rfactor 2 has always deserved a real ecosystem to showcase its core attributes. A place that is minimal without being sparse, and useful and intuitive without being cluttered. It might sound somewhat abstract, but our vision of a ‘UI’ has always been the visual representation and feel of ‘simulation’. Essentially, we’ve created a building block that has the flexibility to accommodate any new features that will come. Since taking over the development from ISI back in 2016, we immediately redefined our graphical identity. From that point on we continued to further redefine rFactor 2 in many other ways, bringing in great “triple-A” cars and tracks, overhauling the graphic engine, and improving on and adding new features all along the way… But our starting point was always ‘the new UI.’ It served as a basis for the overall design charter – we knew right away that how rFactor 2 is perceived depends heavily on how well it visually brings across its true potential and the possibilities it contains. We put great care and effort into making sure ‘your sim’ shows in the best light. So a public beta is not the first step, we are well on our way already, but it’s the first time it sees start lights and, more importantly, it’s a preview of more exciting things to come! In this first beta phase, we’ll be looking at getting your feedback and ideas, so please do post in our forum thread here To access the new UI you will need to subscribe to a special branch on Steam – here’s how to do that; Step one Right click on rFactor 2 in your Steam Library and go to Properties Step two Click on the tab at the top of the window ‘Betas‘ and from the drop down select ‘Public-Beta‘ Now in the background rFactor 2 will now load the Public Beta branch, it make take a little while first time! Sim Formula 2020 After no fewer than ten 15 min races, thrilling starts, a pile up in T1 and a change of format we have five winners already invited to the InterClassics event in mid-January! Well known simracers: Risto Kappet, Jeremy Bouteloup, Hany Alsabti, Zbigniew Siara and finally Jarl Teien will be fighting on track for a prize-pool of € 10.000 + everyone is already a winner of Sprint pedals from Heusinkveld. The race will be streamed from location, and Rene Hoogterp will be calling all the action there. InterClassics will open January 16th at 12:00, where you are able to give it a go – and work to become the fastest on track. Friday you can meet the pros and get some precious tips and tricks. Saturday you set your best lap and then finally Sunday you can see the finalists duke it out from 13:00 CET. Meet us there! ALL Cars updated Our entire updated roster of cars, ensuring full compatibility with the new UI icons display system. Because cars should shine bright and proudly show off their armor in their new home! We also snuck in some other updates to a few cars, you can read about it in the changelog below. In short, minor updates for GTE’s to improve close racing and other minor fixes. Changelog Cars ALL cars have been updated with new icons and logos compatible with the new UI. Workshop Items StockCar 2015 – v2.00 Howston G4 1968 – v2.00 Howston G6 1968 – v2.00 Indycar Dallara DW12 2014 Nissan GT500 2013 – v2.03 USF2000 2016 – v2.00 AC Cobra 427SC 1967 v2.01 Chevrolet Camaro GT3 2012 – 2.00 Corvette C6R GT2 2009 – 2.00 Kart Cup – 2.01 Honda Civic BTCC 2013 – v2.00 Formula Renault 3.5 – v2.00 Renault Clio Cup 2010 – v2.00 Brabham BT20 1966 – v2.00 Howston Dissenter 1974 – v2.00 Panoz Roadster 1999 – v2.00 Nissan GTR 2011 – 2.00 Formula 2 2012 – v2.00 Skip Barber – v2.02 – Added rain effects Tatuus Pack – ALL Tatuus – Added upgrade.ini into unencrypted .mas for league use Tatuus F3 T318 2018 – v1.06 – Separated WSK and Asia as opponents Tatuus USF-17 – v1.07 Tatuus PM-18 – v1.07 Tatuus FT-50 – v1.07 Tatuus MSV_F3-016 – v1.07 Tatuus F4 2018 – v1.07 Steam Store Items GTE – ALL: Diffuser adjustment in GTE cars to reduce aero push oversteer of leading car. Porsche 991 RSR GTE – v1.99 Chevrolet Corvette C7.R GTE – v2.05 BMW M8 GTE – v1.81 Aston Martin Vantage GTE – v1.11 LMP Oreca 07 LMP2 – v1.69 Norma – v1.76 GT3 Audi R8LMS GT3 2018 – v1.51 – Changed naming to reflect 2018 in the car list Bentley Continental GT3 – v2.55 Callaway Corvette C7 GT3-R – v2.51 Mercedes AMG GT3 – v2.51 McLaren 650S GT3 – v2.43 Aston Martin Vantage GT3 – v1.47 BMW M6 GT3 -v1.45 McLaren 720s GT3 – v1.43 Porsche 911 GT3R – v1.41 Radical RXC GT3 – v2.55 Other BMW M2 2020 – v1.31 – Fixed collision box – Added ‘Clubsport’ upgrade Formula E 2018 – v2.03 McLaren Senna – v1.07 Final word Once again, we like to thank you for you continued support. We are hugely passionate sim racers and look forward to bringing more developments and surprises throughput the year – Happy Holidays!
  14. iRacing 2020 Season 1 Patch 1 iRacing BETA Interface – (03.02.01-beta) General: – – A Close button has been added to the iRacing BETA Interface splash screen. – – New backgrounds have been added to the iRacing BETA Interface splash screen. AI Races: – – The Global Mazda MX-5 Cup car is now available for AI Races! – – – Multi-Class racing is now possible, however, we are still working out a few kinks. For example, AI Opponents will not currently grid or score by car class correctly. – – AI Driver attributes are now set immediately upon a Roster being saved, and the interface has been updated to explain in more detail how attribute values are assigned. – – The Saved Opponent Rosters window now shows if a Roster is used in an AI Season. – – There is now a warning displayed when a user sets a field of AI opponents to more than 40, due to potential system strain. Race Control Fixed an issue where a race start at a track where the pace field has to go very slowly through a tight chicane or hairpin moments before getting the green flag, such as Circuit de Spa-Francorchamps, could cause race control to get stuck and never throw the green. AI Races The Global Mazda MX-5 Cup car is now available for AI Races! AI Incidents are now recorded. AI Driver adjustments: – – Understeer handling has been adjusted slightly. AI Car adjustments: – – Convective tire cooling has been adjusted. – – Tire load sensitivity has been improved. – – Tire grip has been adjusted slightly. – – Long slip stiffness has been adjusted. – – The likelihood of rolling due to curb strikes has been reduced. – – Tire grip for the Porsche 911 GT3 Cup (991) has been reduced slightly. AI Track adjustments: – – Performance at Lime Rock Park should be slightly improved. -AI bug fixes: – – Fixed an issue where AI vehicle tires were not always cold at the beginning of a Session. New Damage Model Car bodies are now reset when they first enter their pit stall, which should fix any hyper extension of suspension. This adjustment introduces the possibility for a visual “pop effect”, as the body is reset to initial position. Incident thresholds for minor track strikes such as normal curbs, and some bottoming have been increased. Drivers should now only receive 0X Incidents for hard curb strikes while using the New Damage Model. – – Incident thresholds for New Damage Model and Classic Damage Model have been separated to allow for higher fidelity. Fixed an issue where opponent vehicles could appear to quickly repair themselves during a crashing event. – – Now, opponent vehicles may only appear to take additional damage for the duration of a crash event, and if the apparent damage taken ends up being inaccurate, they will be repaired only after the crash event is complete. Penalties A flat tire is now considered car damage, and race control issues a Black Flag (Meatball) for repair to cars running with one or more flat tires. Pit Stop Whenever a car has a flat tire, the pit crew will automatically prepare to change all four wheels at the next pit stop. A driver may override this if they desire. Rendering Fixed an issue where some grasses and asphalt could appear excessively shiny at night. Lighting Fixed an issue with car headlights casting on dirt tracks. Paint Shop Several missing iRacing Club logos have been added, including Japan, Mexico, and South Africa. Cars: Cadillac CTS-V Racecar – Fixed an issue where custom specular maps were not functioning correctly on this car. Dallara F3 – Damage yield limits for the chassis and floor have been increased to reduce damage from minor ground strikes. Ferrari 488 GT3 – 2020 Season 1 GT3 BoP Adjustment: Aero drag has been increased slightly. Formula Renault 2.0 – Level of Detail settings (LoDs) have been adjusted to improve SIM performance and reduce visual popping as the camera changes distances from this vehicle, particularly in Replay mode. Global Mazda MX-5 – Shift lights have been marked to new 7500 redline. – – Baseline setup has been updated with the rear anti-roll bar unhooked. Mercedes-AMG GT3 – – 2020 Season 1 GT3 BoP Adjustment: Engine torque has been reduced slightly. NASCAR Gander Outdoors Chevrolet Silverado – – Gear limits have been removed for racing at The Milwaukee Mile. NASCAR Gander Outdoors Toyota Tundra – – Gear limits have been removed for racing at The Milwaukee Mile. NASCAR Monster Energy Cup Chevrolet Camaro ZL1 – 2018 – – Vehicle specs have been updated. – Aero has been adjusted slightly. NASCAR Monster Energy Cup Ford Mustang – Vehicle specs have been updated. – Aero has been adjusted slightly. NASCAR Monster Energy Cup Toyota Camry – Vehicle specs have been updated. – – Aero has been adjusted slightly. NASCAR Truck Series Chevrolet Silverado – 2013 – Gear limits have been removed for racing at The Milwaukee Mile. NASCAR Xfinity Chevrolet Camaro – 2019 – V7 Tires have been enabled on this vehicle! – Season setups have been updated to utilize V7 Tires. NASCAR Xfinity Ford Mustang – 2019 -V7 Tires have been enabled on this vehicle! – Season setups have been updated to utilize V7 Tires. NASCAR Xfinity Toyota Supra – V7 Tires have been enabled on this vehicle! – Season setups have been updated to utilize V7 Tires. Porsche 911 GT3 Cup Car (991) – Fixed a visual issue with the tire tread texture. Porsche 919 Hybrid – In-car engine sounds have been improved. Street Stock – Tire compound has been adjusted to reduce tire temperatures. – Tire wear rate has been increased. – Season setup for Charlotte Motor Speedway has been updated. Supercars Ford Mustang GT – Blowoff dampers have been removed. – The steering gear info has been added to the cockpit steering wheel when the car is being viewed with a cockpit camera. – Removed duplicate warning lamps that were showing up in VR. – Level of Detail settings (LoDs) have been adjusted to improve SIM performance and reduce visual popping as the camera changes distances from this vehicle, particularly in Replay mode. Supercars Holden ZB Commodore – Blowoff dampers have been removed. – Level of Detail settings (LoDs) have been adjusted to improve SIM performance and reduce visual popping as the camera changes distances from this vehicle, particularly in Replay mode. [Archive] Mazda MX-5 Cup – 2015 – Shift lights have been updated. – Baseline setup has been updated with the rear anti-roll bar unhooked. [Archive] Mazda MX-5 Roadster – 2015 -Shift lights have been updated. – Baseline setup has been updated with the rear anti-roll bar unhooked. [Archive] NASCAR Cup Chevrolet SS – Aero has been adjusted slightly. [Archive] NASCAR Cup Ford Fusion – Aero has been adjusted slightly. [Archive] NASCAR Xfinity Chevrolet Camaro – Aero has been adjusted slightly. – Season setups have been updated. [Archive] NASCAR Xfinity Ford Mustang – Aero has been adjusted slightly. – Season setups have been updated. [Archive] NASCAR Xfinity Toyota Camry – Aero has been adjusted slightly. – Season setups have been updated. Tracks: Barber Motorsports Park – Exiled an errant crowd member. Charlotte Motor Speedway – Patched a hole in the track near the apron exiting Turn 4 that was swallowing wheels. – Fixed a visual anomaly with catch fences. – Exiled an errant crowd member. Charlotte Motor Speedway – 2016 – Exiled an errant crowd member. The Chili Bowl – Exiled an errant crowd member. Darlington Raceway – Exiled an errant crowd member. Lernerville Speedway – The dirt beyond the berm is now “apron” surface type. – Stadium lights’ intensities have been adjusted. – Vehicles should now light up properly on track. – Various environment fixes, including: – Catch fences no longer poke through the billboard or wall at Turn 1. – Various floating trees have been rooted to the ground properly. – Floating junk drums have been grounded. Mount Panorama Circuit – Exiled an errant crowd member. Okayama International Circuit – Fixed an issue with some trees appearing very shiny. Volusia Speedway Park – Exiled an errant crowd member. Watkins Glen International – Exiled an errant crowd member.
  15. Changelog v1.2 GENERAL: - AI performance optimizations. - Fix for track shown at nighttime for a split second when loading into any session. - Fixed double saving of temporary replays with multithreading enabled. - Fixed issues with shared memory status. GAMEPLAY: - Added car customization. Pick and customize the design of your personal car. NOTE: custom cars can be used in Quick Race, Custom Race Weekend and Multiplayer game modes. Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions. We will continue to add customizeable livery templates in future updates. - Added single-make option to Quick Race and Custom Race Weekend game modes. Possibility to use official liveries and custom-liveried grids. NOTE: single-make race with official liveries requires an official car to be selected. - AI update to avoid divebombing in slow chicanes. - Porsche AI tweaks to mitigate their tendency to dominate sessions. - AI now use aggressive setup at high levels. - AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session. - Fixed AI aggression setting not producing expected behaviour. - General AI behaviour and movement improvements. NOTE: different aggro levels should result in a bigger difference now. - Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure. - Session days are now set up as in real life in championship events. - Fixed replay time multiplier resetting on highlights switching. - Automatic highlights now spread across the entire race duration more consistently. - Fixed marshal flags during single player replay. - Fixed potentially wrong car setup values in saved games. - Increased maximum number of highlights (20->30). - Penalty system changed back to pre-pitlane decision. NOTE: serving a penalty must be checked in the MFD before entering the pitlane. Serving any pending penalty is always auto-selected by default. - Driver stint does not reset when serving a penalty - if "serve penalty" is selected before entering the pitlane. - End of race in Quick Race does not require the opponents to complete the race - race finish is declared when the player presses ESC to return to the garage after crossing the line. NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line. Other game modes are unaffected. - Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds). - Fixed some bugs with penalty procedure and saved games. - Fixed Racelogic=digital display time during replay (better with new replays). - Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible). - Fixed replay maximum time. - Added 1 hour and 15 minutes to maximum time in replay options. - Added auto highlights replay only for the player car and added its menu item, tweaked highlights length. - Removed time-based replacement of highlights and added an overtake highlight replacement system based on position. - Fixed saving/loading auto save replay options. - Avoid camera spline movements during paused replay. - Longer pre-action time for accident/overtake highlights. - Fixed pit alarm sound during slow-mo/paused/sped-up replays. - Kevin Siggy Rebernak, winner of the McLaren Shadow Grand Final, added as a selectable Mclaren Shadow driver. - Added pit exit blue flag for all types of sessions. - Driver stint max total time is no longer based on race event but on race length divided by driver count across relevant game modes. - Added black-orange flag for the player car for heavy suspension damage. NOTE: also shown for lights damage (during the night and sessions that are declared wet where lights are a requirement). - Penalty system for black-orange flags (damage and lights off). The player has 3 laps to pit for repair or turn on lights when the flag is shown, ignoring the flag will result in a DQ. - Fixed incorrect FOV used by some TV Cams from the 2nd activation. - Pitlane open is triggered when the leader completes sector 1 after a race start. UI/HUD: - New feature: added Customization interface in the car showroom. - Completely reworked car selection interface. - Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes. Each livery variant is now selectable in these game modes without restriction. - Team and driver nationality added to car selection page. - Showroom now allows you to turn on the lights and open the doors. - Team/competitor dual information shown in car selection when relevant. - Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup. - Fixed lack of interactivity in the career showroom. - Added "Official" filter to the car selection page to show only official car entries. - Various navigation-related fixes in the user interface. - Added chat message popup visibility option in the HUD settings page. - Added highlights info and support for the HUD. - MFD hides pit stop strategy items when "serve penalty" is selected. See penalty-related changes in the GAMEPLAY section. - Various fixes for highlights HUD info. - Various fixes for realtime leaderboard. - Class filters added to race results and time/points tables. - Fixed realtime leaderboard positions in non-race sessions. - Added support for highlights camera override toggle button. - HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information. - HUD: opponent ping indicator added to realtime/standings MFD. - Team points table enabled in Championship mode. As per real-life rules, only the highest-finishing team entry scores points for the team. - Added pulse animation to the search bar in the lobby page for easy recognition. - Fixed tyre sets button not clickable with the mouse. - Added brake change options to the MFD. See PHYSICS section for more information. - Added brake pad wear indicator inside the Tyre widget. - Time delta is no longer shown during the first 2 laps of a race to avoid data flickering. - Finished cars are now marked with a checkered flag in real-time on the timetables and standings widgets. - Virtual mirror is forced to hide in replays. - Video Options: ability to save and load different Custom Video Presets. Save and load multiple custom video presets for different display setups and racing scenarios. - Revised Setup load/save function with overwrite warning warning. - Added HDR exposure and HDR contrast to ingame View Settings. When HDR is enabled, they replace the regular exposure and contrast settings in the Video Options in the UI. The options in the View Settings are enabled in HDR mode only and vice versa: HDR enabled: the settings in the ingame View Settings are used. HDR disabled: the ones in Video Options are used (saveable with custom video presets). - Added messages about replay saving operations and fixed replay saving for the first minute. - Updated texts and localization. VR: - Added VR world scale slider to Video Options. NOTE: lower values increase the world scale, higher values decrease it. Correct 1:1 scale to real life depends on the headset type. - Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150). - Minimum resolution scale set to 50 (was 70). - VR pixel density steps set to 5 (was 10). - Added specific video presets for VR. GRAPHICS: - Added missing unique Spa 24H liveries for the 2019 Blancpain season. - Ferrari secondary display now has multiple pages to show various stint timers. - Adjusted stance of the Jaguar G3 in the showroom. - Pit animation now only shows the lollypop man when serving a Stop&Go penalty. - No pitcrew is shown when serving a Drive-Through penalty. - Fixed wrong numberplate layout displayed in MP car selection. - Fixed shift animations not working with keyboard controls. - Numberplates and season outfits now work correctly and as intended both in showroom and on-track. - Zandvoort checkered flag marshal added. - Visual car dirt now (slowly) accumulates even when driving on on-track surfaces. - Visual car dirt and dust now accumulates faster in wet conditions. - Improved LOD switching of wheels, fixed LOD rims not being affected by customization. - Enabled HDR output in the video settings. New additions to the video options include: - Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance. - Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default - used in the previous releases). The filmic tonemapper gives a cinematic look more similar to the one used for HDR output. - HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturated). - Added support for HDR screenshots (EXR file format) when HDR output is enabled. NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility. - Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting. - Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session). - Custom player teamwear is now showing up correctly in SP and MP sessions. - Visual damage buildup adjustments. - Added damage impact effect to the car's bodywork. PHYSICS: - Top TC level for storm conditions for all cars. - Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3. - Tweaks on the front splitter of the Porsche 991II GT3 R. - Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo). - Rain puddle tweaks. - Fixed rear wing last value Porsche 991II GT3 R. - New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations. - Aerodynamics - vertical fin calculation improvements. - Aerodynamics - slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind - Chassis flex implementation: Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn. Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs. - Altitude simulation for all tracks. Higher altitude means less air density resulting in lower engine performance, less downforce but also less drag. The heating model of tyres and brakes is also slightly influenced. Laptimes on some circuits might be a bit lower (i.e. Spa) - Tyre model: tweaks and fine tuning offer more predictable grip over the limit for both slicks and more importantly wet tyres. - Brake pads and discs wear implementation and different brake pads choice: Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box. Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races. There are 3 different brake pads available to choose from, each with its own characteristics and different brake pads front and rear are permitted. -- Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal. -- Pad2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Can be used in hotlap and qualifying sessions as well as sprnt races as what it loses in performance, regains in braking modulation and predictability. Excellent choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints. -- Pad3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad. -- Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes. - Fixed Aston Martin V8 Vantage GT3 excessive engine damage. - Bentley Continental GT3 2018 performance tweaks - Fixed FFB damper not stopping during game pause. - Fixed an error that could cause wrong relative impact speeds for collisions. - Reworked damage system with accumulative damage resulting from impacts of various intensity. A significant improvement over the old system that always required a larger impact per damage zone to produce more damage. Repetitive impacts now have a much more substantial effect on the car's condition and the car is much less tolerant versus repetitive hits. All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour. - Low-speed aero damage now produces less negative effect on drag. - Reduced front-rear damage detection cone. AUDIO: - Fixed doppler fluctuation for external engine sound. - Added tyre brake wear audio. - Optimized audio channels used for wheel in external/opponent sounds. - Fixed audio options not applied on start level. - Reworked spotter damage messages (smarter and based on cumulative damage). MULTIPLAYER: - Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/index.php?threads/1-2-competition-server-changes.61085/ - The region assignment for CP servers is technically different now, potentially fixing the "No servers in your region" error. - The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races. - Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning. - Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread. - Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way. - Fixed netcode warping for higher speeds (for certain server operating systems). - Fixed volatile and too high ping measurement (for certain server operating systems). - Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player's bandwidth upload (ie by livestreaming). - Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors. NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/...ultiplayer-rating-changes.61195/#post-1100520 - Session-over result screen in MP now correctly switches the table between current standing (like 2nd MFD panel) during overtime and the final race results (including disconnected drivers) after the session has ended for all cars. - Fixed MP car despawn issue in the highlights (and in some cases in the normal replay). - Fixed replay world time affecting real time in MP (animations). - Fixed potentially wrong bodykit loaded in MP. - Servers will now log their current configuration (as it is actually understood by the server) to the "cfg/current" folder; this is helpful for troubleshooting. - Short formation laps will now always start in "Double file", indepentently of the actual trigger position. - Fixed a client crash when the selected customized "carX.json" file was physically removed. - Improved the lead car detection during the formation lap. - Fixed pit limiter effectively turning off after a driver swap. - Improved the message the player receives when trying to join a server with the wrong car model (both entry list with forced car model, and CP servers with unknown tracks). RATINGS: - SA rating will apply a Trust Bonus for finished races, dependent on the race length. - SA rating will not assign points to certain situations where the other car is clearly at fault. - Added more "outcome" scenarios for accidents, to be able to improve the understanding of "nothing happened" in SA considerations. - Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2. - Fixed a timing issue which could make the contact bag inefficient in some situations. - Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again. - (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time. - (Significant) wall contacts are now considered a root contact like mass accidents, so a second car hit by a car bouncing off a wall would not receive SA penalties. NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/...ultiplayer-rating-changes.61195/#post-1100520 - Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line). Changelog v1.2.1 TAB Timetable HUD overlay now scales properly on all resolutions. Fixed spotter/text messages chain after loading a saved game. Fixed tyre set inconsistency between MFD and setup. Fixed pitcrew spawn in saved games. MP: Fixed zippy netcode for high pings. MP: Removed gaps in grid position caused by disconnected cars. Random weather fix to not only generate rainy conditions.
  16. andre

    DiRT Rally 2.0

    2019 World RX Supercars Peugeot 208 WRX Car Class: 2019 RX Supercars Country: France Model Year: 2019 Max Power: 600 bhp Max Weight: 1225 kg Engine: 1998 cc, 4 cylinder, Turbocharged Transmission: 6 Speed – Manual Sequential Audi S1 EKS RX quattro Car Class: 2019 RX Supercars Country: Germany Model Year: 2019 Max Power: 600 bhp Max Weight: 1225 kg Engine: 1998 cc, 4 cylinder, Turbocharged Transmission: 6 Speed – Manual Sequential Ford Fiesta RXS Evo 5 Car Class: 2019 RX Supercars Country: United States Model Year: 2019 Max Power: 600 bhp Max Weight: 1225 kg Engine: 1998 cc, 4 cylinder, Turbocharged Transmission: 6 Speed – Manual Sequential
  17. Sim Formula Qualifying Round 5
  18. Stock Car 2019 @ Interlagos Trailer
  19. Top 10 Highlights - November 2019
  20. Updated to 2.058.27 Championship standings tables cell colors are now customizable through app.css classes. Open rF2 Log Analyzer ver. 2.058.27\web2py\applications\r2la\static\css\app.css file in text or code editor and change hex color codes for classes that start with "cellbg_" prefix ("cellbg_1st", "cellbg_2nd" and so on). Save changes. You might need to press CTRL+F5 on r2la page in your browser to pick up changes made to css file. Added championship option "Only show driver position in driver standings (cell center)". Default - off. rFactor 2 Shared Memory Tools for Developers. rf2_sm_tools_3.7.1.0 OP updated

Living Legends

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