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andre

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  1. v2.00 UPDATE Major changes: - Added 4 mountain rally stages. Each stage takes around 3-6 minutes to finish, and fully works with AI & race. It's highly recommended to set race type to Time and 1-2 mins race length, and set Flag Rule to either None or Full w/o DQ. Stage info: Stage 1 (14.70 km): from Quarter Bridge to Cronk-Y-Voddy. Stage 2 (17.44 km): from Glen Helen to Ginger Hall. Stage 3 (15.61 km): from Ballaugh Bridge to Guthrie's Memorial. Stage 4 (19.26 km): from Gooseneck to Governor's Bridge. - AI Waypoint has been fully rebuilt, including new fastest path, as well as left, right, block path for challenging races against AI. Every line & corner nodes of the new fastest path line has also been adjusted by hand for min-maxing AI performance against multiple types of vehicles, which improves AI laptime by an average of 30 seconds. The new AIW provides a very good way for learning the track, especially with driving line assist enabled. Fuel usage in setup page also has a better estimated reading now (except rally stages). - Reconstructed entire road surface with varied physical bumps to replicate the track condition of IOM during the 90's. The new bumps are created with Jim's valuable input, as well as side by side comparison between the original GPL version. Notable bumpy sections: Cronk Y Voddy (moderate bumpiness) Quarry Bends to Sulby (moderate bumpiness) Ginger Hall to Milntown (heavy bumpiness) - Rebuilt & optimized all collision objects, to prevent vehicles from stranding inside terrain objects, or falling off the track in serious crash. Long race is now viable for both singleplayer and multiplayer, especially with low-damage setting. This includes: New 120km collision wall that encloses entire drivable track area. New collision wall complexity is ten times less than before. New single-side collision mesh for all road posts at mountain area, which only interacts with vehicles at forward driving direction. - Other optimization changes to surface & collision include: All road & sidewalk surface meshes are separated from other surface types. Other surface types no longer have realroad properties. Separated all visual wall objects from track surface, and no longer interact with vehicles. Other changes: - Brought back the authentic mountain mist that Jim has originally created for the GPL version of the track. - Improved skybox texture for smoother transition between sky & ocean during different time of day, a clear ridge line is now visible during night. - Added more flaggers for race starting & finishing. - Added chimney smoke. - Added new pit lane fence. - Street lights glowing objects are only visible during night time. - Fixed floating grass at Cronk Y Voddy. - Improved mountain 3d models (less blocky). - Improved large amount scenery objects, removed unused objects. - Optimized SCN entries, removed unused static reflection mapper. - Updated & optimized TDF file. - Adjusted & improved large amount material setting. - Removed wet road visual effect (due to the latest changes of RF2's wet rendering, wet road visual effect no longer works for this track, and it is currently not possible to fix without breaking the whole track). - Removed wet road preset. v2.01 Rally stage update - Added more rally stage sign boards near road side according to real life rally stage layout. - Further optimized AI waypoint for all rally stages. - Rally stage maps are now correctly displayed on new UI. - Slightly moved finish line position for rally stage 3 & 4 to avoid rushing into the corner ahead at full speed. - Fixed an issue which AI would take wrong route at the start of Rally Stage 3. - Added race start flagger for all rally stages.
  2. Updated to 2.1.005 Tracks that are connected to other tracks are now hidden in selector on Records page.
  3. v1.5.1 update - Vehicle orientation on Radar Widget Now Radar Widget can show opponents vehicle orientation. (no anti-aliasing support due to GUI library limitation) TinyPedal 1.5.1 (2022-06-08) Radar Widget Now draw vehicle orientation relative to player vehicle.
  4. andre

    iRacing

    NEW CONTENT // Mercedes-AMG GT3 & GT4
  5. TinyPedal 1.4.0 (2022-06-01) [New]Cruise Widget Show compass directions with three-figure bearings that matches game's cardinal directions. Show elevation difference in game's coordinate system, with meter or feet as display unit. Show odometer that displays total driven distance of local player, with km or mile as display unit. Fuel Widget Now auto-saves & loads last lap fuel consumption. Core Added additional player status check to make sure only valid data gets updated to overlay. Further improvements to deltabest laptime validation. Add new function that constantly recording meters driven by player for deltatime module. Improved module import order. Misc Updated customization guide with new configurable setting for Cruise & Fuel Widget. Updated features.md with Cruise Widget info. TinyPedal 1.5.0 (2022-06-07) [New]Radar Widget Show car radar that displays relative position of player's vehicle against up 6 nearby vehicles. Vehicle changes color if is laps ahead or behind player. Fully customizable size & scale. Default refresh rate at 50 fps. Show center mark. Core Deltatime module is now named realtime_delta, and as delta_module in config.ini file. Moved all "relative list" code to new realtime_relative module, added relative_module in config.ini file. Both Relative & Radar widgets now read data from realtime_relative module, and calculation is done in a separated thread at constant 5fps(the limit of API). Misc Updated customization guide with new configurable setting for Radar Widget. Updated features.md with Radar Widget info.
  6. andre

    Rennsport

    Rennsport - First Impression of the closed Alpha
  7. andre

    iRacing

    NEW CONTENT // Radical SR10
  8. V1.3.7.0 CHANGELOG GENERAL Fixed issue that could lead to vehicle being stuck in pits when Manual Pitstops option was set to NO Fixed incorrect +1 lap duration string on session overview in first session of an event Fixed TT ghost submission failing for vehicles with 8 gears Fixed pit strategy repair option not correctly updating in ICM when changing/saving strategies in session Added engine vibration depending on engine layout and firing order output to FFB wheels UI & HUD Added Static Personal Best element to Time Trial screen Fixed stray text on championship End of Weekend leaderboard Fixed missing localisation of camera g-force effect options Fixed lobby detail page join button inaccessible by controllers Adjusted number of gears for Copa Uno B for the vehicle selection info Updated Puma P052 & Super V8 vehicle selection info as per latest physics updates PHYSICS Extensive tire, suspension & aero revisions for F-Classic (all gens), F-V12, F-V10 G1 & Mclaren MP4/12, F-V10 G2, F-Reiza, Group C, GT5 & G40 Cup (setup reset recommended) Revised flexible axles, driveline elasticity for F-Vintages, F-Retros, F-Classics, F-V12, F-V10, F-Reiza, F-Ultimates Added flexible axles to Opalas and Puma GTB Camaro SS and Group C Revised driveline elasticity and inertia for Camaro SS, Group A, 2002 Turbo, Omega Stock, Group C F-Trainer, Caterhams, ARC Camaro, P3, P4, F3, Sprint Race, Puma P052 Revised driveline inertia for Corvette C3, C3R, Omega Stock, F-Vee, Copa Classics, Copa Uno, Copa Fusca, Hot Cars, 60s Mini, Street Cars, Group A, 2002 Turbo, RSR 74, M1 Procar, Opalas Added engine torque effect on chassis and live rear axle (if car has one) Added new "FiringDistance" override (intended mostly for flatplane crankshaft V8's - directly overrides calculated firing pulse distances) Fixed differential reaction to torque orientation on some driveline layouts Super V8: Further revisions following 3D model scale correction: corrected wheelbase & track width; adjusted front splitter pitch sensitivity; corrected engine orientation; adjusted weight distribution, caster range & default setting (setup reset recommended) Group A: Increased clutch torque capacity slightly, increased cooling rate slightly, better resistance to wear before torque capacity degradation starts Cadillac DPi: Minor tire tread adjustment F-Ultimate (both gens): Slightly reduced undertray downforce Uno (both models) corrected engine orientation Caterham (all models) Revised engine inertia, heating, cooling, fuel consumption f ARC Camaro: Added clutch damage Ginetta G40 (both models) Revised engine inertia and compression Puma P052: Revised turbo & engine base power delivery and fuel consumption; Adjusted engine inertia; Revised open diff Ginetta G55 (both models): Fixed error with front toe, changed default setting to -0.2 (setup reset recommended) AI AI calibration pass for Cadillac DPi, F-V12, F-V10 (both gens), F-Reiza, F-Ultimates, Super V8, Porsche GT3 Cup, GT5 & G40 Cup Kansai GP: Fix AI cutting the pit exit line when pit out Daytona: AI corner speed tweaks TRACKS Daytona: Corrected pit cam excessive shaking VEHICLES Super V8: Revised 3D model to correct dimension errors (see Physics log) Caterhams (all models): Added damage/dangling parts; Added vibrating cockpit bits; FFixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision Chevette: Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), diffuse alpha channel and material; Revised collision Passat (all models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5); Revised collision. Uno (both models): Added damage/dangling parts; Fixed reverse lights; Adjusted lights glow texture, UV map (ch5), added normal map and adjusted the material; Fixed LodA mirrors; Revised collision Revised functionality of analogue gauges for Opalas (all models), Lotus 49C, F-Retro Gen3 (both models) & Mclaren MP4/1C Mercedes AMG GT3: 5 liveries updated to include sponsors Porsche Cup: Added 2 new liveries Ginetta G40 Cup: Fixed car red material issue V1.3.7.1 CHANGELOG UI & HUD Fixed wrong initial active tab in Single Player session overview PHYSICS Further tire revisions to F-Classic G1 & G2, F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G2 Hard, Group C, Super V8 soft & hard F-USA (all gens) fully revised, added Hard compound to F-USA Gen1(setup reset recommended for revision setup changes to take effect) Revised ride height ranges & default settings for all GTEs, GT3s, F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza (setup reset recommended for changes to take effect) Revised front wing height sensitivity for F-Classics, F-V12, F-V10 G1, F-V10 G2, F-Reiza Adjusted diffuser baseline downforce from F-V10s, F-Reiza & F-Ultimate Gen1 Revised front wing dirty air sensitivity for F-Classics, F-V12. F-V10s, F-Reiza & F-Ultimate Gen1 Revised FWD open differential for Passats, Gols, Unos and Mini 1965 Fixed F-Retro tire carcass being incorrectly linked to updated F-Classics Fixed F-V12 & F-V10 missing tire names Ginetta G40 (both models): Adjused geared differential coast bias; Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect) Puma P052: Reduced brake torque; minor default setup adjustments (setup reset recommended for changes to take effect) AI AI calibration pass to F-USA (all gens), F-Classic (all gens), F-V12, F-V10 G1 & G2, F-Reiza, F-Ultimate G1 & G2, Super V8, GT3 & Stock Car 2019 Generally reduced AI performance when running slicks on a wet track to better match player´s performance TRACKS Silverstone 1991: Fixed hole in the terrain mesh VEHICLES Copa Montana: Added Damage models; Restored Wipers and cockpit animations Opala (all models): Added Damage/Dangling parts; Fixed some lod issues; Revised collions Puma GTE: Added damage/dangling parts; Fixed the reverse lights (wasn't working before); Adjusted lights diffuse texture, glow texture, UV Map and adjusted the material; Revised collision Puma GTB: Added damage models; Fixed cockpit hood skin BMW 2002: Full grid livery update Corvette C3:Full grid livery update+ 3 new liveries
  9. v1.3.2 small update Core Add additional player index check before refreshing overlay data, to avoid data mismatch that could happen in a multiplayer session due to player index change.
  10. Changelog: 2.1.004: Added "Team points through season" graph to Championship Stats page. OP updated
  11. Why Haven't I Been Racing For The Last 2 Years?
  12. TinyPedal 1.3.0 (2022-05-16) [New]Stint Widget Show realtime stint data, includes: front & rear tire compound index, with customizable letter. total driven laps. total driven time (min:sec). total used fuel in liters or gallons. total average tire wear. Show "last stint" data bar that displays last full stint. Note: All current stint data resets when player makes a full-serviced pit stop (either refueled or tire changed). Current stint data will only be transfered and displayed in "last stint data" bar, if player makes a full-serviced pit stop. ESC & restarting in a session or race will not have stint data transfered to "last stint data". This is to prevent incomplete or useless data from overriding normal last stint data. Currently, stint data is not saved to external file. Misc Updated customization guide with new configurable setting for Stint Widget. Updated features.md with Stint Widget info.
  13. v1.2 Release: — Added engine onboard starter; — Adjusted tyres physical model; — Adjusted suspension model; — Fixed tyres ffb clipping.
  14. V1.3.6.2 CHANGELOG PHYSICS Ginetta G55 (both models): Adjusted front splitter height sensitivity & reduced rear wing efficiency (both models) McLaren 720S GT3: further adjustments to default setup to reduce low speed cornering instability, particularly when tires are overheating; increased 6th gear length; adjusted default traction control & engine braking (setup reset required) Porsche Cup (both models): Revised tire model to more closely simulate Michelin N2 Hard slicks; Slightly raised rear roll center by adjusting rear upper suspension arm angle; minor adjustments to stiffness distribution and low speed damping; minor differential adjustment (setup reset required) Ultima GTR Race: Minor FFB adjustments AI Improved AI paths for Oulton Park (all layouts) Cadillac DPi: Adjusted AI suspension rate multipliers causing poor AI performance on updated physics AUDIO Porsche 911 Cup (both models): Fixed engine pitch discrepancy between external / chase cam view sound and cockpit audio TRACKS Oulton Park: Minor optimization to garage building interior; Minor track cut limit adjustments Rebuilt bollard physics export to fix excessive damage to player car at Oulton & Cadwell Park VEHICLES Metalmoro MRX P3 / P4: New & updated liveries Stock Car Pro 2022: Updated Bruno Baptista Toyota Corolla livery Added dirt maps to F-V10 Gen2, F-V12, Ginetta G40 (both models), Sigma P1 & Opala (all models) Revised functionality of analogue gauges in F-Vintage, F-Retro Gen1 & Lotus 23 F-Retro V8, V12, Lotus 72, McLaren M23: Updated gauges texture F-Retro V8, V12, Lotus 72, McLaren M23: Corrected oil and water gauges Brabham BT26: Fixed gauges issue F-Vintage G1/2 M1/2: Fixed gauges issue Lotus 23: Fixed oil and water gauge issue Ultima GTR Street: fixed graphical height offset causing car body to sit high over the wheels
  15. Αγγίξαμε την τελειότητα
  16. May Update Released | New Content Now Available Steam Build IDs: Client: 8703241 Dedicated Server: 8703245 General Updated Safety Car added to Retail and ModDev. Old Safety Car removed. Added a visual driving line feature, this can be toggled from settings. Removed texture cache to simplify loading. Added an option to set the amount of water on roads at the start of a session. Increased the rate of RealRoad calculations by approximately x4. Added a server option to disable faster real road calculations, as this adds approximately an extra 4KBps per client to server overheads. Improved real road update rates. They’re now separate per real road property, with wet road having a higher update rate. Minor update to default weather conditions for different profiles (Rainy/Overcast/Sunny etc). New algorithm for wet road calculations effecting how quickly surfaces get wet and dry, taking into account drainage, humidity, ambient temperature and sky weather conditions. Updated tyre grip calculations on rubbered in areas when surfaces are wet. Updated how road and rain conditions are reported. Old percentage values now snap to a set percent for each tyre of condition, masking the true absolute condition in the game. The Default HUD has been updated to show a text description. Corrected Rear Flap System default wet weather disable point to work with new weather ranges. Fixed an issue where Cameras constrained to specific paths would not work correctly in replays. Extended Freelook mode to allow control via joypads as well as adjustments of exposure, aperture, sensor size and focus. Graphics Added spark effects. Decreased interval of Static Mapper updates from 5 minutes to 10 seconds. This should result in smoother lighting changes at dawn / dusk and as weather conditions change. Corrected Sky Colour to remove Cyan effect. Slight adjustments to exposure for sky colour adjustments when sun at it’s highest. Minor Atmospheric Corrections, including linking AirMass to AirPollution. Reducing fog brightness slightly. Reduced Exposure a touch when the sun is around 10 degrees of altitude. Improved cloud selection at different weather settings. Minor cloud texture improvements. Fixed an issue where Clouds would disappear at really high altitudes. Fixed issues with lighting interpolation in sky rendering at Dusk/Sunrise, which would result in jumps in lighting values. Fixed puddle splashes not setting when rain drops are not used (set to off or scene viewer). Fixed lighting on spray during wet conditions, and tweaked particle profile. Updated reflections on PBR Road and Curb Shaders. Updated Rain Particle settings and fixed rendering on ultra wide screens. Passed through particle settings refining Spray, Dust, Smoke and more. Fixed an issue in VR where the scene would over exposure. Fixed an issue in VR where replay mode would not render correctly. Physics Implemented enhanced cooling system for oil & water. This includes new parameters in the .hdv file. The new model includes: Direct heat transfer between water and oil. Oil radiator. Switchover Thermostat. Separated front and rear brake ducts. Added configurable gear shift protection. AI Added AI Dry Tyre strategy (Random Dry Tyre in Practice, Softs in Qualifying and try to pick an appropriate tyre for race strategy in race). AI now check if to change Tyre Type just before the pit road entry rather than at the start of the lap. Fixed various issues around AI Tyre Selection when session changes and weather changes – such as not switching to wet tyres when it was dry before but now is wet. Fixed an issue with calculating road conditions when changing session where they would not fully compute. Fixed an issue where cars that don’t allow pit stop refuelling would run a full tank in practice and qualifying. Prevent AI from leaving pits in closed session. Fixed an issue where if there was a set of valid wet tyres, intermediate tyres would default to dry tyres. UI Always show official sticky servers in the server list even if filters are active. Enabled “Restart warmup” button also when event is in race session. Updated button layout in session controls and setup summary. Added fading out of screen when leaving event or replay. Added condensing of tire name when too long to fit in event standings table. Added help text when hovering over various settings. Added music to showroom. Changed breaking of long chat lines so they only break on full words. Fixed getting stuck in assign control pop-up after assigning tab key. Disabled user text selection everywhere except in text fields. Added highlighting of assigned control key values when hovering over with mouse. Improved transition between different profiles in graphics and gameplay settings menus. Refined styling of car classes in event screen. Refined styling of car classes in fullscreen standings ticker. Disabled “Default max wheel angle” setting when “Max wheel angle mode” is set to automatic. Disabled “Steering wheel range” setting when “Range set by vehicle” setting is enabled. Hid the car selection list when the drive/spectate pop-up is showing when joining a server directly with a join link. Changed searching for cars and tracks so that the list scroll position is kept at the top after search (clearing the search text will scroll to the selected item). Enabled car selection on server during a practice session. Made it possible to add multiple custom graphics profiles. Made it possible to add multiple custom gameplay difficulty profiles. Always sort “All Tracks & Cars” to the top of the list in singleplayer series selection. Added fallback image for showcase tile in case the actual image cannot be loaded. Updated showcase, news and store tiles background image positioning and scaling. Added option to expand server chat window to full height. Setup notes for the highlighted setup (the one you clicked on in the setup list but not yet loaded) are now shown on the setup summary page. Setup notes can now be typed in the setup summary page (the setup still has to be saved to save the changes). When saving a setup, the folder for the current track will be selected by default (instead of the folder of the loaded setup). Removed automatically expanding all found items in car and track selection after search. Added highlighting of selected opponent filters. Fixed multiplayer screen with drive/spectate pop-up showing too soon when using +connect to join a server, and if and when content install is still in progress. You can now select car upgrades directly from the car selection screen without going to the showroom (both in singleplayer and multiplayer). Disabled singleplayer grid position setting if qualifying is enabled. Added two new gearbox graphs: Top speed per gear RPM after upshift The existing graph, gear spacing, is kept as a third option Fixed occasional blank page in the first launch wizard when going to the exit screen and back. Reordered difficulty settings and sliders. Singleplayer RealRoad settings are now enabled only when the weather preset is set to “Scripted”. Renamed “Steering effects strength” setting to “Force feedback direction”. Singleplayer “Race Laps” and “Race Time” settings are now disabled/enabled based on the “Finish Criteria” setting. A singleplayer session can now also be enabled by clicking on the disabled session button in quick event. The “Drive” button now changes to a “Next session” button when session time runs out in singleplayer. Skipping the first launch wizard now takes you to the content selection page, instead of skipping the whole wizard. You can also skip the content selection from there. You can now skip the first launch wizard from any page. Modding Added IBL Visualizer Debug tool to Scene Viewer (already present in ModDev). Added Texture UV Mip Debug tool to Scene Viewer (already present in ModDev). Added AI Vocal Strategy Player File debug option for Mod Dev (Pit Strategies, Tyre Changes and when selected what they are doing – can be expanded in future). Fixed overcast preview mode (note: this is not exactly the same as in game). Updated sample wet masks at Loch Drummond. Sound New Sound Engine New 3D rendering. Vastly increased amount of simulataneously playing effects. Environmental effects and filtering system. Proper cockpit filtering. Autodetection of open and closed cockpits for environment effects and filtering. Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays. Support for full surround sound setups. HRTF support (Binaural headphone experience). Vastly improved VR experience. Backwards compatible. Many new sound effects. Support for trackside broadcast microphones. Every car causes audible ambient noise around the whole track. Brand new, modern, customisable file format with much more freedom for audio designers. Improved debugging tools for dev mode. Known Issues Sparks cause performance spikes for some users running with uncapped frame rates they can be temporarily disabled by setting specialfx to low (This has minimal impact on other effects) Toggling driver labels doesn’t work in VR Driver labels don’t depth test when MSAA is turned off Spotter may skip words Some terrains may play incorrect scrub sfx
  17. Toyota Corolla BTCC The best of tin top racing the UK has to offer, the introduction of these two outstanding British Touring Car machines is a very welcome addition to rFactor 2, and just the very start of our quest to bring the full 2021 / 22 British Touring Car Championship field to the simulation this year. Initially launching today with the car of reigning champion Ash Sutton in the form of the Infiniti Q50 (V37), as run by Laser Tools Racing, and the potent Toyota Corolla of Speedworks Motorsport, these two cars are a perfect way to experience how top level touring car action can feel within rFactor 2 – and trust us when we say, these two racers feel nothing short of outstanding out on the circuit. Infiniti Q50 (V37) BTCC Somewhat unique to touring car racing, the BTCC features both front and real wheel drive machinery on the same grid, which presents a very interesting opportunity for us to begin our BTCC journey with two very, very different driving experiences. Keeping the traditional front-wheel drive in the Corolla, drivers will need to adapt their driving style significantly in comparison to the more usual real wheel driven machinery found in modern motorsport. Torque steer and a need to understand how to best balance the car on brakes and throttle application will be key to unlocking the most laptime from the Corolla, whereas in the Infiniti, although a real wheel driven car, the fine line between grip and dancing over the edge of adhesion is never far from the drivers mind – which is, to be fair, a wonderful place to find yourself when you are out on the virtual racing circuits of the world. Hyundai i30 Fastback N Performance The Hyundai i30 Fastback N Performance is one of the most visually stunning cars in the current British Touring Car Championship field, and now you can sample all the thrills of racing this impressive touring car in rFactor 2. Featuring the team, liveries and drivers of the 2021/22 BTCC season, the Hyundai is a fantastic car in which to recreate the thrills of British Touring Car Championship Racing. Ford Focus ST BTCC The latest generation of racing Ford is here, in the form of the beautiful British Touring Car NGTC specification Ford Focus ST. One of the most prominent brands in the series, and a car that is more than proving up to the challenge of racing for overall victory, the Focus is an exceptionally well engineered piece of equipment, and in rFactor 2, this car is sure to get the pulse racing just as hard as the action on track. BMW 330i M Sport Our latest British Touring Car Championship content is here, as we introduce the incredible BMW 330i M Performance to the rFactor 2 – a car that have enjoyed much success in the world of the premier tin top touring car series in the UK. A nice new rear-wheel drive car alongside the previously released Infiniti, the BMW should be another great addition to our expanding tin top collection in rFactor 2, and offers a very different, but equally rewarding experience for those who venture out onto the virtual track. Vauxhall Astra BTCC The Vauxhall Astra made its debut under the current NGTC regulations all the way back in 2017, marking the much heralded return of the British brand following an incredible run of success in the early 1990s through to the mid 2000s, however as per the NGTC rule set, the return of the Astra wouldn’t be a fully works attempt as previous years, with Power Maxed Racing, forming the new adventure with support from the main dealer, but predominantly going it alone following a toe in the water exercise with car sponsorship in previous seasons. Honda Civic Type R BTCC One of the absolute standout models within the British Touring Car Championship in recent years, the Honda Civic is a sensational performing vehicle that has taken drivers championships in the hands of both Matt Neal and Gordon Sheddon in recent years, and now, in FK8 Type R form, continues that long legacy of success for Honda machinery in the BTCC. Cupra Leon The Cupra Leon boasts a 350+bhp 2-litre turbo-charged direct-injection engine with ‘fly by wire’ throttle control and an Xtrac 6 speed sequential-shift gearbox and differential. If that doesn’t excite you, then we don’t know what will! And with how close the scuffles and battles are in the BTCC, both in real life and in the virtual world, you are sure to have hours and hours of fun with this new content. TOYOTA COROLLA BTCC INFINITI Q50 V37 BTCC HYUNDAI I30 FASTBACK N PERFORMANCE FORD FOCUS ST BMW 330I M SPORT VAUXHALL ASTRA HONDA CIVIC TYPE R BTCC CUPRA LEON BTCC
  18. Formula Pro v1.19 Added new sound engine compatibility Added Engine and Brake duct cooling Added shift protection Corrected AI tire wear Added Push to Pass Tire refinements
  19. INDYCAR Dallara 2022 v1.43 Added new sound engine compatibility Added engine and Brake duct cooling Added shift protection
  20. Changelog: 2.1.003: Fix for error in Competitions when some log file has empty TeamName tag.

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