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  1. Physics Development Build 1098. Setting the Record Straight (Diffusive Adhesion & Planar Compliances) UltraChassis Implementation (Chassis Flex Model)
  2. Παρακάτω ένα αρχείο όπου μπορείτε να βελτιώσετε το FFB. Είναι στο Controller.JSON "Force Feedback":{ "Brake effects on steer axis":0, "Brake effects on steer axis#":"0 = Brake effects on brake axis, 1 = brake effects on steering axis.", "Brake effects strength":10000, "Brake effects strength#":"-10000 to +10000, applies to all brake effects (force, vibration, static spring, etc?)", "Brake spring coefficient":0.3, "Brake spring coefficient#":"Static spring effect rate (-1.0 to 1.0)", "Brake spring saturation":1, "Brake spring saturation#":"Static spring effect peak force (0.0 to 1.0)", "Clutch effects on steer axis":0, "Clutch effects on steer axis#":"0 = Clutch effects on clutch axis, 1 = brake effects on steering axis.", "Clutch effects strength":10000, "Clutch effects strength#":"-10000 to +10000, applies to all clutch effects (force, vibration, static spring, etc?)", "Clutch spring coefficient":0.2, "Clutch spring coefficient#":"Static spring effect rate (-1.0 to 1.0)", "Clutch spring saturation":1, "Clutch spring saturation#":"Static spring effect peak force (0.0 to 1.0)", "G920_workaround":true, "G920_workaround#":"Workaround for Logitech G920 firmware bugs ... may need to turn this off after firmware update if it gets fixed.", "Gearbox effects on steer axis":0, "Gearbox effects on steer axis#":"0 = Gearbox effects on gearbox 'axis', 1 = brake effects on steering axis.", "Gearbox effects strength":10000, "Gearbox effects strength#":"-10000 to +10000, applies to all gearbox effects (force, vibration, static spring, etc?)", "Gearbox spring coefficient":0, "Gearbox spring coefficient#":"Static spring effect rate (-1.0 to 1.0)", "Gearbox spring saturation":1, "Gearbox spring saturation#":"Static spring effect peak force (0.0 to 1.0)", "Ignore controllers":0, "Ignore controllers#":"Do not use FFB on: 1=controller1, 2=cntrlr2, 4=cntrlr3, 8=cntrlr4, 16=cntrlr5, 32=cntrlr6, 64=cntrlr7, 128=cntrlr8 (or add values to ignore multiple controllers, for example 255 ignores all)", "Jolt magnitude":1.5, "Jolt magnitude#":"How strong jolts from other cars (or walls) are. Suggested Range: -2.0 to 2.0.", "Off-road multiplier":0.3, "Off-road multiplier#":"Temporary test variable to reduce force feedback strength off-road (0.0 = zero FFB, 1.0 = full FFB)", "Other spring coefficient":0.2, "Other spring coefficient#":"Static spring effect rate (-1.0 to 1.0) for any other FFB-capable controllers", "Other spring saturation":1, "Other spring saturation#":"Static spring effect peak force (0.0 to 1.0) for any other FFB-capable controllers", "Rumble strip magnitude":0, "Rumble strip magnitude#":"How strong the canned rumble strip rumble is. Range 0.0 to 1.0, 0.0 disables effect.", "Rumble strip pull factor":1.5, "Rumble strip pull factor#":"How strongly wheel pulls right\/left when running over a rumble strip. Suggested range: -1.5 to 1.5.", "Rumble strip update thresh":0.05, "Rumble strip update thresh#":"Amount of change required to update rumble strip effect (0.0 - 1.0)", "Rumble strip wave type":0, "Rumble strip wave type#":"Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.", "Steering effects strength":10000, "Steering effects strength#":"-10000 to +10000, applies to all steering effects (torque, resistance, static spring, jolt, etc.)", "Steering resistance coefficient":0.1, "Steering resistance coefficient#":"Coefficient to use for steering resistance. Range: -1.0 to 1.0", "Steering resistance saturation":0.1, "Steering resistance saturation#":"Saturation value to use for steering resistance. Range: 0 - 1.0", "Steering resistance type":0, "Steering resistance type#":"0=use damping, 1=use friction", "Steering spring coefficient":0, "Steering spring coefficient#":"Static spring effect rate (-1.0 to 1.0)", "Steering spring saturation":0.1, "Steering spring saturation#":"Static spring effect peak force (0.0 to 1.0)", "Steering torque capability":2.5, "Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)", "Steering torque extrap blend":0, "Steering torque extrap blend#":"Higher blends of extrapolated value allows driver to feel torque changes even when actual torque exceeds 'input max' (0.0=disables, 1.0=max)", "Steering torque extrap time":0.015, "Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050. To disable, set 'blend' to 0.0)", "Steering torque filter":9, "Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)", "Steering torque minimum":0, "Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction", "Steering torque per-vehicle mult":1, "Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)", "Steering torque sensitivity":1, "Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high", "Steering torque zero-speed mult":0.3, "Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque", "Test_workaround":true, "Test_workaround#":"Workaround for apparent driver CTD on release", "Throttle effects on steer axis":0, "Throttle effects on steer axis#":"0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.", "Throttle effects strength":10000, "Throttle effects strength#":"-10000 to +10000, applies to all throttle effects (force, vibration, static spring, etc?)", "Throttle spring coefficient":0.1, "Throttle spring coefficient#":"Static spring effect rate (-1.0 to 1.0)", "Throttle spring saturation":1, "Throttle spring saturation#":"Static spring effect peak force (0.0 to 1.0)", "Type":1, "Type#":"Type of force feedback: 0=off 1=wheel 2=joystick 3=rumble\/gamepad 4=custom", "Use thread":false, "Use thread#":"Use a separate thread to issue FFB commands which may block with some drivers"
  3. Τι αυτοκίνητο προτείνετε για το μελλονιτκό πρωτάθλημα.
  4. To racing sim για τα F1...τα υπόλοιπα απλά για να υπάρχουν...
  5. Eπόμενος αγώνας Monza GP Κατεβάστε την πίστα από τα downloads του forum pass: rapid server is up Το αρχειάκι από το TS3 server (δοκιμάστε πρώτα χωρίς το αρχειάκι, νομίζω το κατεβαίνει μόνο του από τον server) Live times
  6. PORSCHE 1) Panosdimp 2) Rapidfast 3) Spyder FERRARI 1) Mad_Dog
  7. Tα V8 υπάρχουν ήδη στο workshop, πρέπει να τα δηλώσετε όμως. Όταν το κάνετε, κάντε restart το stream. To αρχείο για τον server V8 Suzuka.rfmod
  8. Eδώ μπορείτε να κάνετα post προβλήματα ή λύσεις που έχετε για το rF2
  9. Εδώ θα αναρτηθούν οι κανονισμοί
  10. Αποτελέσματα KNUTSTORP 1o HIT 2016_07_17_21_29.Ring Knutstorp Motorbana.html 2o HIT 2016_07_17_22_02.Ring Knutstorp Motorbana.html
  11. Βάζω εδώ τους κανονισμούς και τα τεχνικά χαρακτηριστικά για το BTTC NGTC. Τεχνικά χαρκατηριστικά BTTC NGTC: The technical specification for NGTC (Next Generation Touring Cars) includes front- and rear-wheel drive as well a '300bhp+' turbo-charged engine. NGTC technical overview: Engine: - 300+bhp 2-litre turbo-charged direct-injection engine with 'fly by wire' throttle control. - Low cost to develop, build, buy and maintain - either by teams and/or race engine-builders developing their own, or through lease/purchase of the TOCA-BTCC engine - Engine can be sourced from a manufacturers broad 'family' range, including subsidiary marques under their effective control. - Over-boost function and increased power output from 2013. Kανονσμοί, αγωνοδίκες Αγωνοδίκες είναι μετά από σύντομες δημοκρατικές διαδικασίες οι: @rapid_fast, @panosdimip Bαθμολογία και κανονισμοί: The points system is 20-17-15-13-11-10-9-8-7-6-5-4-3-2-1 for the top 15 finishers. This method of scoring is also be applied to independent drivers’ and teams’ championship and the overall teams’ – see full regs for details. Race grids The grid for race one is decided during Saturday’s qualifying session The grid for race two is based on the finishing order of race one Success Ballast Cars that are successful in the BTCC must carry ballast (additional weight) in their cars. Ballast is given to the top ten runners in the following allocations: 1st: 75kg, 2nd: 66kg 3rd: 57kg, 4th: 48kg, 5th: 39kg, 6th: 33kg, 7th: 27kg, 8th: 21kg, 9th: 15kg, 10th: 9kg Between events, ballast is allocated according to championship positions and is carried in qualifying and race one For races two, ballast is allocated according to the finishing positions in race one and two respectively Oι κανονισμοί και βαθμολογία βαζίσονται στο πραγματικό πρωτάθλημα BTTC NGTC
  12. Για πείτε που κάνω λάθος... ParcFerme = 0 // Control over what changes can be made between qualifying and race; default=0, possible values are 0=no restrictions, 1=restrictions apply, 2=restrictions apply as long as it doesn't rain in qualifying or afterwards // Whether fuel level remains the same (only if parc ferme is applicable). In general, this value specifies what fraction of the qualifying session is reached before fuel usage becomes "free"; default=0.0, possible // values are 0.0-1.0, where 0.0 indicates fuel level is always free, 0.5 would mean fuel level at the halfway point of qualifying will be used to start the race, and 1.0 means fuel level at the end of qualifying will // be used to start the race (and no refueling allowed during qualifying). ParcFermeFuel = 0.0 ParcFermeTires = 10 // How many of the top qualifiers have to keep their used tires on for the race (only if parc ferme is applicable); default=0, possible values are 0 and up (300 recommended if everybody has to keep their used tires). ParcFermeSetup = 1 // Whether setup used during qualifying must be used during the race (only if parc ferme is applicable), except for the RFM/season/GDB or PLR file "FreeSettings"; default=1, possible values 0 or 1. // Settings that are free to be changed regardless of parc ferme. You must add the values of each setting that drivers are free to change: // 1 = steering lock, 2 = brake pressure, 4 = starting fuel, 8 = fuel strategy, 16 = tire compound, 32 = brake bias, 64 = front wing, 128 = engine settings (rev limit, boost, and engine braking) // Possible values are -1 (use default value) up to 255 (which equals 1+2+4+8+16+32+64+128). FreeSettings = -1
  13. The URD (United Racing Design) mod is probably the best GT mod for rFactor 2, but it is payware. It contains 5 well known GT cars hidden under aliases to avoid any trademark problems In reality they are: Aston Martin, BMW, Corvette, Porsche and Viper URD just revealed the first previews of the Ferrari 458). If you haven't tried these cars, a freeware version of the Corvette is available from URDs homepage. Sign up and registration Other info It is recommended to tune your system for a race on long track with a large grid - and at night too. RUN A LOAD TEST: 20 AI at night; 10× time acceleration and race for at least 30 min. Tweaking - See below. Race details: Date: Friday 15.04.2016 Date Friday 22.04.2016 Duration: 25 Laps Cars: All GTs from the URD EGT mod Aids: All off; 100% damage. Track: Croft Circuit Race Day (Friday, April 15, 2016) Server Start for practice: 20:00 (Germany, Europe/Berlin) Practice: 120 min Qualification: 15 min Race: ca. 50 min pass: Christin
  14. pcgamingforum - EGT URD - GT Championship General Rules and Regulations 1. Driver Conduct Competitors taking part in our events here at pcgamingforum - EGT URD - GT Championship are required to treat all drivers and race officials with respect in the sim, on the race course, in race chat and in our forums. 1.1 All competitors must realize that we all race for fun and enjoyment. Setting up one's car for any race at pcgamingforum - EGT URD - GT Championship will require a serious effort by drivers. Therefore we expect that everyone drive within their limits and take care not to affect the race of others by taking risks that would be unacceptable on a real race course. 1.2 All competitors must attempt to keep two wheels on the racing surface at all times defined by the track limit lines. Drivers who repeatedly put four wheels off course will be penalized. If such off course excursions are deemed by race officials to have been initiated by any driver in order to gain an advantage, then the penalties assessed may be more severe and could include a deduction in time for each instance. Race officials may take into account situations where driver error is obvious or instances where drivers were attempting to avoid contact. Should a driver who has put 4 wheels off the course pass another driver as a result, then the driver who passed must give the position back to the driver who was passed. 1.3 Assisting another competitor who has run out of fuel or experienced a mechanical breakdown by pushing his/her vehicle is not allowed. Further "bump drafting" is also prohibited. 1.4 Flaming other drivers, admins or the administration staff, swearing, making accusations in pcgamingforum - EGT URD - GT Championship forums or engaging in any form of chat rage may result in being banned from our forums and or being excluded from competition. Any driver who feels aggrieved by an on track incident or the behavior of another competitor is encouraged to follow proper procedure by contacting race stewards within 48 hours of such an incident via the forum’s Private Messaging system. 1.5 At no time should a driver ever leave their car unattended on the track during an CMS session (practice, qualify, or race). During practice and qualifying, you may leave the computer while the car is parked in the garage (Not the pitlane). During a race, it is highly recommended that you never leave the computer while the car is on track or in the pitlane. Should another drivers race be influenced by your action, you will be seriously penalized. For further details, see series specific rules. 2. Race Starts 2.1 The start of every race can be the point where accidents can be the most damaging both for our competitors and our race series. An accident early on can put an end to the race for a large portion of the field. pcgamingforum - EGT URD - GT Championship expects that everyone take care not to be over aggressive on race starts or for the first laps of any event. Remember that many of our races are long and it is far more important to keep your cars in one piece than to pass a few competitors in the early going. In Road Racing, “The Start” is considered a chance to gain advantage or position over other competitors. Here at pcgamingforum - EGT URD - GT Championship that is not the case! “The Start” is an obstacle we must all attempt to overcome safely. Simply put, charging through the grid gaining positions, getting a great start, is not what race officials are hoping to see. All competitors enjoying a safe, controlled and timely start when the lights turn green is the action we expect. 2.2 In order to place some control over the possibility of first lap incidents we will consider the area between the “Start Line”, (including the your starting grid position), until the end of the designated Orange Zone (OZ) area marked on the trackmap included in each driver briefing as an area where passing is to be conducted with extreme care. Should an incident occur because a driver chooses to pass in this “Orange Zone” the driver making the pass will most likely be held responsible for the incident. 2.2.1 All race starts, including the Orange Zone will be reviewed by the Race Review Committee following the event and penalties will be issued to drivers who are considered to be at fault. Please note that a driver can cause an accident without making contact with another car. 2.3 Race restarts: pcgamingforum - EGT URD - GT Championship does not intend to have restarts of it’s championship races. However, race officials do retain the right to restart for technical reasons or should it be deemed necessary by the attending administrator(s). Please refer to individual series supplemental regulations as smaller events may allow restarts. 3. Passing 3.1 When attempting a pass, a driver should be sure that he or she is visible in the other driver’s cockpit view. This will alert the driver being passed that. Clearly the driver who is passing should be alongside before the turn in point. If the driver attempting the pass cannot get to this position before entering the corner, then he or she should not attempt the pass. Utmost care and caution is required when attempting a pass on a fellow competitor. The overtaking driver must ensure the driver he is attempting to pass is aware of a potential overtake, while the driver being passed must be aware of the proximity of drivers who may attempt a pass. Under no circumstances is "dive bombing" allowed. 3.2 Defending a pass is allowed, but the defending driver is only allowed one lane-changing move and care must be taken not to cause an incident in the process. Weaving back and forth on a straight in order to break a draft is not acceptable. 3.2.1 Drivers attempting to prevent a pass by blocking or moving into a passing driver’s line will be held responsible if an incident occurs. 3.3 Safe lapping of slower cars (in same or other classes) requires the cooperation of both drivers. The faster car should show patience and not attempt a dive bomb pass, and the slower car should drive predictably and be ready to facilitate a safe pass. 3.3.1 The slow car should hold their racing line and use normal braking points. 3.3.2 The slow car can flash its lights to show it is safe to pass. 3.3.3 The slow car can briefly lift off the throttle on a straight to facilitate the pass. 3.3.4 Fast cars are not allowed to intimidate slow cars by on track behavior or using headlights to "snow plow" 3.3.5 Brake checking, blocking, dive bombing, etc. is considered bad sportsmanship and will be penalized. 3.3.6 If you are given the blue flag, you must strive to yield to the faster car as quick as reasonably possible. In general it should done within two straights and two corners after the flag has been shown. 3.4 A driver who is about to lap another car or who is approaching a car in a slower class is encouraged to flash his or her headlights to make them aware that a faster car is gaining. Flashing lights once or twice is enough and should not be done at a point when you are so close that the driver in front of you could be seriously distracted or interpret your actions as impatience. 3.4.1 Drivers on the same lap may not flash their lights unless the car in front is from a slower class running considerably slower lap times. 3.5 Incidents caused by a lapped driver as a result of not yielding to lapping drivers may result in penalization of the lapped driver. 3.6 A lead car may not intentionally make contact with a lapped or slower classed driver who has failed to yield the right of way. 3.7 Should a lapping or faster class driver hit a lapped or slower class driver who has yielded the race line causing an accident, then the driver making the pass may be held responsible for the incident. 3.8 When two or more drivers are lapping other competitors, a situation which may often be considered an opportunity to pass for position, it is expected that the overtaking drivers will show patience as the lead car attempts to overtake those drivers who are about to be lapped. Drivers who trail the lead car and make contact with the lead driver or those being lapped will be held responsible for any incident. Forcing your way through and inflicting damage is not acceptable behavior. 3.9 Although we do not specifically prohibit drivers from two or more different classes from racing for an overall position within the race, we would hope that drivers would allow competitors who are apparently faster, but in a different class to have the opportunity to join in a race for position which may be available further up the road. 4. Pit entry, Pit Exit and Re-Entering the Course 4.1 Drivers exiting the pits must announce their intentions with the use of the simulation's "race chat feature" by mapping a wheel or keyboard button to display a phrase such "PO or Leaving the Pits". Similarly, a button should be assigned and used to announce "Entering the Pits". 4.2 Drivers must obey pit lane speed limits at all times. 4.3 When exiting pit lane, drivers must be aware of cars that are already on the track and are approaching the pit exit. 4.4 Whenever there is a clearly defined pit exit blend line a driver may not at any time, except to avoid a wrecked or stalled car, cross four wheels over the blend line until he or she has reached the end of the pit exit lane. On tracks where a pit exit lane is not clearly defined the driver must exit the pits and stay as close to the nearest edge of the track as possible until the driver’s car is either up to full speed or has reached the entrance to first turn after the pit exit, whichever comes first. 4.5 Whether during a race, qualifying or practice, drivers exiting the pits and entering the course, should not impede in any way, those drivers who are on a hot lap. During qualifications, those drivers who are on their outlap or those who have made obvious errors that will prevent their current lap from being their fastest to date should refrain from passing other cars who are on a hot lap unless it can be done without affecting the time of the other car. 4.6 Drivers currently on course and approaching the pit exit should take notice of pit exit announcements and be prepared for drivers exiting pit lane. 4.7 Drivers who have experienced a spin, an accident or who have gone off course are required to take the appropriate precautions when proceeding back onto the race course. A driver attempting to rejoin the circuit must attempt to get the best view of oncoming traffic, and must re enter the course gradually and with caution in order not to impede drivers who are approaching. 5. Race Chat 5.1 All drivers on our race servers are required to have "Autochat" enabled to both send and receive messages. 5.2 As previously mentioned the use of Autochat is required to signal pit entry and exit. In order to reduce distractions for all drivers, during races or qualifying, no other messages than previously mentioned in these rules are permissible. There is no need to thank or apologize to other competitors. It is to be assumed by all competitors that sportsmanship and consideration of other drivers is appreciated by all. If drivers wish to communicate directly with another competitor, then the race chat "whisper" function or an available voice communication such as Teamspeak may be used. Abuse of race chat is further explained under General Rule, Driver Behavior 1.1 Violations of Rule 5.2 will suffer the following penalties: A. Chatter during qualification: The offending driver's qualification time may be voided and the driver must start the race from the back of the field. B. Chatter during a race session: The offending driver may be penalized a minimum of 5 championship points for each infraction. 5.3 No chat is accepted until all cars have passed the finish line 6. Competitor Requirements 6.1 All Competitors must have preregistered as an entrant and be granted permission to compete in the each series by a pcgamingforum - EGT URD - GT Championship Administrator prior to joining our race servers unless it is an open unpassworded server. 6.2 Every competitor must read and familiarize themselves with the GCR, any series' Supplemental Rules or event Drivers Meeting Briefs prior to joining our race servers. 6.3 All drivers are required to test their connection and track/vehicle compatibility with our race server prior to race night. Race officials will not be sympathetic to drivers who have failed to connect with the server prior to race night. Our officials are racers too and will not be expected to hold the hands of competitors having mismatch or connection issues during official sessions. 6.4 All drivers are expected to practice before each race event in order to ensure that they will not be a hazard to the other competitors during the race. Online practice is highly recommended. 6.4.1 If you have not had ample opportunity to practice before the race you will be expected to consider the aforementioned rule and if necessary recuse yourself from participation of the said event. 6.5 Competitors are expected to have a stable Internet connection. Race officials reserve the right to boot drivers whose connections are so poor as to be a problem for other drivers during an event. 6.6 A proper racing controller/ steering wheel is highly recommended. For on track safety, control pads are strongly discouraged, due to their extreme sensitivity 7. Serving penalties 7.1 In most cases penalties that you receive (such as a no qually/drive thru or probation periods) are to be served at the next event that you attend, not the next event on the schedule. Therefore simply not attending the next event does not clear your penalty. However penalties such as suspensions are served with immediate effect. 8. Incident Reviews and Protests 8.1 As part of our normal post-race procedure the CMS Race Review Team will automatically review all racing incidents within the orange zone, which is currently the OZ designated on the track map posted prior to each event. Upon completion of their review, they will be responsible for issuing any warnings or penalties based on the CMS General Rules and Regulations. Any driver who is involved in an Orange Zone incident should be fully prepared to offer his or her point of view of the incident to the Race Committee. Their decision is final and there will be no appeals regarding the outcome. 8.2 The committee reviews the Orange Zone, and will assess any penalties or warnings. Beyond the orange zone review, no further replay or race action review is conducted by the team. However, we understand that incidents may occur throughout the entire race, and in such cases any aggrieved competitor with intent to protest another driver's actions has the ability to request a review of an incident via our protest system to the CMS Race Steward. 8.3 Should any driver feel the need to file a protest regarding an on track incident, the following process must be used. Incomplete items or lack of information will discard the protest from consideration. It is important that we have all of the information followed to ensure fairness and consistency in the process: A. Protests will only be accepted via the following submission form B. Protests may not be submitted until a minimum of 24 hours after the race -- this will be deemed as the cool off and reflection "let cooler heads prevail" period. Protest received more than 72 hours after race end will not be accepted. C. A protest must include a short description of the issue. D. The drivers in question in the protest must be specified in the submission. E. The protest must include a reference to the lap and exact time stamp of the issue from the SERVER REPLAY of the race. The server replay is the definitive copy of the race, and will always be used. In the event that a server replay is not available, you may provide local replay evidence, but be aware we may require replay from one or more additional systems to validate the accuracy of the replay quality. F. Upon receipt of the protest the CMS Race Steward or admin acting in his stead will review the evidence, make a determination on any action needed and communicate to the affected parties. Please note that the submission of a protest does not guarantee punitive action will be taken. All, the information will be reviewed objectively and each competitor involved in the incident will receive equal scrutiny. The current CMS Race Steward is Tom Cinnamon. 8.4 Decisions on protests are final and may not be appealed.
  15. H επιλογή είναι με τα αυτοκίνητα EGT URD v1.97 H επιλογή έγινε γιατί έχει όλα τα ελαστικά που χρειάζεται για αγώνα. S6H - Super Soft (Qualifying compound) S7H - Soft S8H - Hard S9H - Endurance (LeMans Compound) Tης ISI είχε μόνο τα S7 και δεν υπήρχε επιλογή άλλη. edit: Ισχύει parc ferme και στα ελαστικά, δηλαδή τα ελαστικά από το quali μένουν επάνω για τον αγώνα. Δεν έχεις καινούργια ελαστικά στον αγώνα. Τρέχεις με αυτα από το quali. Διαλέγουμε ένα αυτοκίνητο. Με αυτό το αυτοκίνητο θα τελειώσει και η χρονιά. Αυτό σημαίνει ότι δηλώνετε εδώ με τι αυτοκίνητο θα κατεβείτε στον αγώνα. Η δήλωση πρέπει να γίνει μια ημέρα πριν τον αγώνα. Έχετε δικαιώμα να αλλάξετα αυτοκίνητο μόνο μια φορά κατά της διάρκεια του πρωταθλήματος. Aυτοκίνητα: Darche Ferruccio Venom AM Bayro Corvette C7.R --- The Server use
  16. until
    Race Croft Circuit Cars: URD EGT v1.97
  17. Version 1.0.0

    15 downloads

    rfactor2 croft circuit
  18. Version 1.0.0

    1 download

    ISI_Renault_Megane_Trophy_2013-v102
  19. Please select teams. Available Teams: 9 Drivers pro team: 2 Registration open until: 22.01.2016 Server: pcgamingforum.net Real weather (update every 120 sec) Full Database Results in *.html mod: rfactor2 FLAT6 GT3 Server
  20. Eίχε προγραμματιστεί να γίνεται ένας αγώνας με F1 μια φορά τον μήνα. Θα ισχύει το παραπάνω, αλλά όχι με το mod ASR F1 1991, αλλά με το Formula Renault 3.5 2014 World Series Car Από την καινούργια χρονιά θα βγει και το πρόγραμμα, πρώτος αγώνας τον Iανουάριο 2016. Το μονοθέσιο μπορείτε να το κατεβάσετε από εδώ

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