Jump to content

Search the Community

Showing results for tags 'rfactor2'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome to pcgamingforum.net
    • Introducing Yourself
  • Virtual Reality
    • Software for VR
    • Oculus Rift
    • HTC Vive
    • Other VR products
  • Overclocking
    • Overclocking CPU
    • Overclocking GPU
  • Help with computer problems
    • Hardware problems
    • Software problems
  • Hardware and equipment for gamers
    • Joysticks
    • Racing wheel for gamers
    • Equipments for gamers
    • Something Other
  • PC Hardware
    • Power Supplies
    • Computer Monitors
    • Mouse
    • Keyboards
    • Computer Cases
    • Motherboards
    • Memory
    • CPU Coolers, CPU Fans
    • Notebooks
    • Graphics Cards
    • Something Other
  • PC flight games
    • DCS (Digital Combat Simulator)
    • Falcon 4.0 (F-16 Flight Simulator)
    • IL-2 Sturmovik
    • Microsoft Flight simulator
    • Other flight games
  • PC Racing games
  • Other racing games
  • PC combat games
  • PC Action Games
  • PC fighting games
  • PC strategy games
  • PC adventures games
  • PC puzzle games
  • PC RPG
  • PC Indie-Games (Independent video games)
  • PC Horror games
  • PC MMO (Massively Multiplayer Online)
  • PC Sports Games
  • PC Open World Survival Games
  • PC Simulation Games
  • MAME (Multiple Arcade Machine Emulator)
  • Kickstarter
  • Steam
  • About Games
  • Deals & Offers
  • Forum News - Forum Proposal Discussions - Informations
  • Expos, Events, News, Etc.
  • Marketplace from users to users
  • World's Fastest Gamer Sim Drivers
  • Games Engines
  • Trash
  • Group H Special HillClimb Championship 2020

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Found 59 results

  1. rFactor 2 Build 1028 Now Available! Build Notes (Update 35, Build 1028): FEATURES: – Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices). – Removed a couple unused PLR variables. – Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road. – Re-enabled some gizmos for brake wear and temps. – Defaulting camera zoom in and out to number pad 3 and 1, respectively. – Now sorting opponent filters alphabetically. – Added tire wear info to results file. Also, resume-from-replay now restores general tire wear. – Added HDV variable AIBumpstop in order to control some occasional physics instabilities. – Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using. – Practice on by default – Removed tree structure from RFM tree scroll box. – Moved damage to near the top of the pit menu. – Added borderless window mode. This mode only works at current desktop resolution. – Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.) – Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view. – Now keeping the last 25 trace files. MULTIPLAYER: – Added a boundary line between official ISI servers and all others on the multiplayer game list. FIXES: – Scale the instant replay text and progress bar correctly. – Fixed loose objects that would fall asleep and become rather solid. – Disabled a few lines of code that overrode our intended defaults. – Reduced possibility of significant halts when someone joins in multiplayer. – Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways – Fix for occasional select box misdrawing at resolutions other than 1920X1080 – Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client. – Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle. – Made AIs coming out of the garage at least try to avoid slow cars in the pitlane. – Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist. MODDING / PUBLIC DEV: – SDK updated to latest Options. – Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance. Notes: – You can (when available) install the dedicated server distribution from Steam as that works for both Steam and non-Steam matchmaker. KNOWN ISSUES: rFactor 2 Build 1028 (NON-Steam) – On rare occasion, when using “+connect” command via shortcut on server, users may need to retry multiple times when connecting to a password protected server. – Launcher Message will display: “Component “Core UI 1.0″ failed to verify, removed from inventory”” In some rare cases this can cause issues with custom UI that also relies on core UI to handle some pages. – The rFactor2 Matchmaker list will not count clients that join a server using rFactor 2 Steam edition in the “player” column. – “RaceEvents” on workshop are not served by dedicated server. Non-steam clients and clients not subscribed to the workshop item will need to manually install “RaceEvents”. Other known issues still to be found in knownissues.txt
  2. rFactor2 Competitions The prelude - 3 hours of Sebring
  3. A World First: 24 Hours of Le Mans Virtual For many of us, diving into the world of sim racing was all about replicating the amazing moments we witnessed in front of TV or trackside. The passion for motorsport and the wish of being a major part of it, being the hero in our favourite car, lifting the trophy of our favourite championship. It´s similar when you get into development or any other job attached to sim racing. You want to bring to life your experiences with the software you are working on. For many of you who know rFactor 2, you are probably familiar with the name of our studio and the story behind it: Studio ‘397’, based on the maximum amount of laps that had been done by a winning team in the 24 Hours of Le Mans. So, with that, we are proud to announce that we have teamed up with the ACO, the organiser of the 24 Hours of Le Mans and Motorsport Games to bring you the most iconic endurance event in the world to rFactor 2 – on the 13th and 14th June 2020. With full coverage, real racing teams, real motorsport action, that’s what awaits you! This iconic endurance event probably does not need any introduction so let’s instead talk about what that actually means to us. With a Le Mans reference in our studio name, it was probably clear to many sim racing fans out there that we would love to bring that famous track to our title and also see the real event coming to life in rFactor 2, virtually. We are not done with good news just yet though! To celebrate the event in the right way, we will also soon release a new Le Mans special pack. This will, for the first time ever in rFactor 2, include cars from one of the most desirable car manufacturer in the world, Ferrari! The Ferrari 488 GTE and GT3 will be added to our already big roster of Endurance and GT racing cars. If you already own the Le Mans track and other items from that pack, you will be able to buy the new cars to complete your content library. Stay tuned for more information on the event! WEC News: Virtual Le Mans 24 in association with Motorsport Games announced All entries will be required to run at least two professional drivers with an FIA international license, and no more than two Esports drivers in a team.
  4. Δεν υπάρουν πολλά sites να έχουν αναφορές με το rFactor2, και εδώ θα κάνω μια προσπάθεια να πω τις εντυπώσεις μου για αυτό το sim. Αυτήν την στιγμή υπάρχει η τελευταία έκδοση του rFactor2 που είναι η (B 1008) Για μένα προσωπικά αυτήν την στιγμή το τελειότερο sim που υπάρχει.
  5. Eδώ μπορείτε να κάνετα post προβλήματα ή λύσεις που έχετε για το rF2
  6. PC Gaming Forum Server v1.0 O Server έχει τις εξης ρυθμίσεις: Όνομα: pcgamingforum Pass: O Server τρέχει με το Weather Underground Server, που σημαίνει έχουμε αληθινές συνθήκες καιρού με ανανέωση ανά 120 sec. Yπόλοιπες ρυμίσεις Server: Traction Control: 0 Anti-Lock Braking: 0 Stability Control: 0 Auto Shifting: 0 Steering Help: 0 Braking Help: 0 Auto Clutch: 1 Invulnerability: 0 Auto Pit Stop: 0 Opposite Lock: 0 Spin Recovery: 0 AI Toggle: 0 Damage Multiplayer: 50% Flag Rules: Full Fuel Usage: Normal Tire Usage: Normal Mech Failures: Normal
  7. rFactor 2 and World’s Fastest Gamer team up with Rudy van Buren! Following a successful race in the Porsche Carrera Cup Germany last week during the ADAC GT Masters in Zandvoort, Rudy van Buren will once again step into the cockpit as part of the Black Falcon team for the upcoming Nürburgring race. Studio 397 decided to support Rudy van Buren further and teamed up with World´s Fastest Gamer for upcoming race. Rudy is considered to be one of the fastest simracers around and after winning the rFactor 2 qualifiers and going on to also take the World’s Fastest Gamer title in 2017 he became an official McLaren F1 simulator driver and made the jump to real racing. If you want to have a go at becoming this year’s World’s Fastest Gamer and win one of the great prizes attached to this championship, then hurry and read this article on their website, simply follow these instructions to get started! Foto: Gruppe C Photography; #4 Porsche 911 GT3 Cup, BLACK FALCON Team Taxtar: Rudy van Buren Rudy’s recent success in the Porsche GT3 Cup not only shows his potential, but also proves once again that racing craft and skills developed and honed in rFactor 2 can easily be transferred to the world of real racing. As Rudy gains more and more experience, Studio 397 is proud to support him through his challenge to take on the top drivers of the series. Join us and cheer Rudy on as he races at the well known Nürburgring GP, or if you can’t be there in person, follow the live stream and timing here: http://content2.eu.porsche.com/motorsport/pccd/livestream/livestream-en.htm The schedule for the races this weekend is: Friday, August 16th, 14:55-15:55 CEST, free practice Saturday, August 17th, 10:10-10:45 CEST, qualification for both races, where the second fastest time for each driver determines their grid spot in race 1 and the fastest time in race 2. Saturday, August 17th, 16:25-16:55 CEST, race 1 Sunday, August 18th, 11:40-12:10 CEST, race 2 We will certainly keep you up to date on our social channels and Discord as we follow Rudys adventures during these sessions live!
  8. Eδώ μπορούμε όλοι μας να πούμε τις ιδεές μας για το πρωταθλημα που θα ακολουθήσει μετά το τέλος του πρωταθλήματος με το Megane Ξεκινώ εγώ με τις δικές μου ιδεές. 1. Απαραίτητη προϋπόθεση να υπάρχουν ομάδες. Αυτό σημαίνει δύο οδηγοί ανά ομάδα. Η ομάδα έχει το ίδιο αυτοκίνητο. 2. Για να υπάρξει έντονο ενδιαφέρον προτείνω ανα 3 εβδομάδες αγώνα, για να γίνεται και καλύτερη προετοιμασία αλλά και να δίνεται και η απαραίτητη βαρύτητα. 3. Μπορεί να υπάρξει η δυνατότητα μηχανικού στην ομάδα, δηλαδή μηχανικός που ετοιμάζει το αυτοκίνητο για τον αγώνα χωρίς να είναι ανάγκη να τρέξει. Υπεύθυνος μόνο για το setup. 4. Επειδή θα τρέξουμε χειμώνα μέχρι καλοκαίρι καλό είναι να έχουμε τον καιρό μόνο στις πολύ ζεστές πίστες on.
  9. Πιστεύω ότι είναι μια πολύ καλή ειδική...
  10. Silkman

    rfactor2 F1aXion

    Γειά σας παιδιά!......................και mad_dog (σε ξεχώρισα απο το πλήθος) Εφτιαξα αυτο το τοπικ για να σας ενημερωνω για σημαντικά νέα της F1aXion. Δευτέρα είχαμε τη 1η ζωντανή κάλυψη του αγώνα μας στο Βέλγιο σε περιγραφή Γιώργου Μπράτσου και Σπύρου Μποζινάκη. Πήγε εξαιρετικά (Στην αρχη και για κανα διλεπτο laggare) αλλά όλα κύλησαν άψογα. Σας παραθέτω το βίντεο και ευχομαι να σας αρέσει καθώς πρόκειται για μια ακόμα αμιγώς Ελληνική προσπάθεια. Για τους χρήστες του FB δώστε μας και το Like σας!! Thank you!! https://www.twitch.tv/videos/128459311
  11. Physics Development Build 1098. Setting the Record Straight (Diffusive Adhesion & Planar Compliances) UltraChassis Implementation (Chassis Flex Model)
  12. Υπάρχει ενδιαφέρον να κατεβάσουμε ομάδα ???
  13. https://www.youtube.com/watch?v=ZvkCj4qtsj0
  14. O @John@John, έκανε μια προσπάθεια και έφτιαξε ένα mod για DTM 1989. Θα υπάρχουν 4 αυτοκίνητα: Opel Kadett GSi 16V BMW M3 E30 Ford Sierra Cosworth Mercedes 190E 2,3-16 Eδώ βοηθάμε όλοι στην ανάπτυξη. Ξεκινώ εγώ πρώτα. Δοκίμασα το Mercedes 190E 2,3-16. Πολύ καλό, θέλει ακόμη δουλειά στα ελαστικά πίσω, τα είπαμε και στο TS. To BMW δεν το δοκίμασα ακόμη. Στην δοκιματική πίστα Norisring γράφω χρόνο 0.57. Στην πραγματική πίστα χτυπάνε χρόνο με το ίδιο 0.56,45 (quali time). Δεν έχουμε setup, αυτό πρέπει να το κοιτάξουμε. Ξέχαχα να πω, το FFB στο δικό μου τιμόνι παίζει να είναι και το καλύτερο μέχρι τώρα...πολύ δύναμη, νιώθεις τα πάντα, καλή δουλειά στο FFB.
  15. mad_dog

    rfactor2 rF2 F1

    To racing sim για τα F1...τα υπόλοιπα απλά για να υπάρχουν...
  16. Για όσους ενφιαφέρονται να μάθουν για το παρπάνω θέμα... Και εδώ ένα video...
  17. Ημερολόγιο αγώνων - Racing calendar @spyder - Nov 20 Autodromo di Imola GP + Brabham BT44B 1975 Megane trophy cup - Nov 27 Road America @troffeo - Dec 4 Megane trophy cup - Dec 11 Palm Beach International Raceway Megane trophy cup - Dec 18 Atlanta Motorsports Park @andre - Dec 25 @angelovzr - Jan 8 @geovas77 - Jan 22 @gchristod - Feb 5 @John@John - Feb 19 @liakjim - Mar 5 @mad_dog - Mar 19 @marmagas - Apr 2 @panosdimip - Apr 16 @rapid_fast - Apr 30 @sC_w0lveS - May 14 @sosna - May 28
  18. Στην περίπτωση που η πίστα δεν έχει DRS, μπορούμε να το προσθέσουμε... Περισσότερες πληροφορίες εδώ
  19. 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
  20. 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"
  21. 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
  • Create New...