Cela faisait un bon moment que nous n'avions pas évoqué BeamNG, alors une petite vidéo pour constater l'évolution avec les déformations sur cette Audi Quattro Rally...
Cela faisait un bon moment que nous n'avions pas évoqué BeamNG, alors une petite vidéo pour constater l'évolution avec les déformations sur cette Audi Quattro Rally...
La première version du Mod International Formula Series 3 (0.5) pour Assetto Corsa est maintenant disponible !
A l'origine créé pour rFactor 2, ce Mod est une introduction au titre World Racing Simulation que réalisera l'équipe de Modding Mak Corp.
Source : VirtualR.net
Créateur du Mod : Mak Corp
Lien :
> Téléchargement Mod International Formula Series 3 pour Assetto Corsa
Deux nouvelles mises à jour d'un coup (1.80 & 1.81) du circuit Nordschleife Tourist pour rFactor 2.
Un bel historique pour ce circuit à l'origine réalisé par Com8 et qui intégrait déjà des éléments conçus et mise en oeuvre par Papyrus pour Grand Prix Legends...
Liste des modifications (en anglais) :
Changelog
Version 1.81 07/09/14
- New tdf settings. Reduced the bumpiness of the cracked asphalt parts and Karussell. Reduced grip for grass (50% of road grip).
- Improved AIW at Fuchsroehre.
- Adjusted some textures for summer layout.
Version 1.80 05/09/14
DJC change log v1.70 to v1.80
- Re-done AI pit paths in pit area and paddock. Had found a bug where groups of cars could not stop in time to enter Pit entrance. This was because the way-path that leads from the main path was just not long enough on the original.
- Staggered the pit boxes 1,11,2,12,3,13….,etc, instead of 1,2,3,4,5,6……. Should reduce the chance of someone pitting right in front of, or behind, you.
- Fixed collision of pit guard rail where it only worked in one direction . Before you would get sucked out if you were to touch it.
- Cleaned up the texture of the ticket house in Photoshop best I could do.
- Recoloured the gate ticket machines to match the colour of the new real life ones.
- At the ticket machine, left hand lane, replaced missing brick kerb, was just a long hole before.
- Lowered the white lines marking the lanes by a few cm’s. They were floating to high above the road, I guess that would look bad in 3D.
- Extended pit exit.
- Installed some much needed working pit exit lights.
- Made brand new pit exit chain railings and posts, all to match nearer real life ones.
- Re-Modelled cones and added them to pit exit. They glow in the dark too.
- With the exception of the cones just before the chain railings, made them all moveable. Before they were glued like concrete.
- Cleaned up the edges of the paddock signs. Before all the edges were all jagged like staircase, now they nice and smooth. Also, removed the flicker from them where the pole would flicker in and out of them from a distance.
- Built near pit exit a glow in the dark info track warning screen just like the real Nords one.
- Planted billboard trees around the paddock area (High and Max track detail).
- Changed colour of 3d grass in the grass patches round the paddock. Made the dirt and grass level with top of kerbs. Dirt blended the edges. Filled in all the cracks. See .
- Remodelled the roof of the booking office to make it look less like a paper umbrella. Made the walls have glass ready for a new texture by Tosch. Planted some shrubs next to this building too. Added billboard to the red devil restroom. See .
- Made changes to mesh of the red devil restroom to make the textures less wonky and more straight. Raised the whole building out of the ground by 25cms.
- Removed stone kerbs at Hocheichen, Quiddelbacher Hohe, Flugplatz, Wehrseifen and Breidscheid. Stretched grass over the holes, blended the edges with dirt where needed.
- Adjusted the the colour of the Bilstein logo at the bridge.
- Fixed a lot more crowd lines and tents that I found floating or underground.
- Fixed a length of bushes that flickered just passed the old pits along the left in Hatzenbach area. Just too many billboard objects sharing the same space.
- I made a hill of trees near the GP Circuit higher by 20metres that you can see from one road at Hatzenbach.
- Fixed the missing left side of the old pit building. It’s not viewable from in car but was an eye sore when watching from the new TV cams. See
- Fixed a lot of road signs where their poles were not viewable from the rear side. Looked odd when watching from TV cams where you would see floating signs without poles.
- Changed material settings on many objects to make them flicker or flash less.
- Made all the camp-site fires glow better in dark.
- Gave 73 track marshals a flag to hold. Green, Yellow & Blue etc. (qualify and race only). HUD flags should now work too.
- For race only, I blocked the right hand lane at pit exit. Bug was reported that you could gain a lap on everyone else if you started from pitlane and by going through this lane.
Performance changes:-
- More LOD changes in order to both improve FPS and reduce pop up’s where needed
- Removed many disused files lurking within all the Mas files. Totally unused. Files going back from the very first versions, files like tree walls, guard rail maps, tree maps, many unused normal maps, old set of Tattoo files. This all, totalling over 690 files, knocking 207meg off the download size. (I’ve backed them all up incase I ever need to use any of them)
- Removed unnecessary collision from track side objects that don’t need collision detention. Objects outside the crash barriers that you would never touch. Weather this improves performance no idea, but no harm done doing it.
GP circuit integration:-
Unfortunately nothing has been done in this area. It’s just as Pleclair left it. But a nice little Easter egg, what I have done is allow you access to the circuit if you drive through this crash barrier, see .
Don’t expect anything like real road, smoothed road meshes, AI paths etc. Do expect missing buildings, holes, floating people, flying trees and a bumpy ride :p:D. Better than nothing :D. I added some cones and crash barrier at end of the circuit to guide you back on to the main Nords track.
Quelques illustrations de la Mazda 787B actuelllement en préparation pour Assetto Corsa. Un Mod qui semble bien avancé si l'on en juge les images ainsi que la vidéo partagées...
Image Space Incorporated vient de mettre à disposition la build 860 pour rFactor 2 !
Comme pour la mise à jour précédente, les principales améliorations concernent la stabilité générale et l'épuration du code de la simulation.
Pour cette version précisément, il y a des améliorations pour les physiques, les opposants virtuels (IA) et des corrections diverses. Remarquables aussi, l'apparition d'une nouvelle interface expérimentale pour le serveur dédié qui permet aux hôtes de programmer une série de courses / événements.
A vos volants pour tester tout cela !
Liste des modifications (en anglais) :
=====================================================
Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014):
=====================================================
FEATURES:
————-
- Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible.
- Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading.
- Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables.
BUG FIXES / OPTIMIZATIONS:
————-
- Fixed crash on exit.
- Fixed TrackIR in 64-bit.
- Forcing playerfile variables to exist between their min and max upon load from file.
- Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out.
- Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file.
- Reduced some violent collisions caused by tiny gaps in the wall.
- Prevent physics blow-ups caused by negative wheel inertias.
- Fixed possible crash at shutdown.
MULTIPLAYER:
————-
- New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server.
MODDING / PUBLIC DEV:
————-
- Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
- Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working.
AI:
————-
- Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track.
- Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage
- Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats
- AIs now turn off engine when heading back into garage.
- Fixed a bug where AI can forget how to stop on their pit spot.
- Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well.
On le supposait depuis l'annonce du partenariat de iRacing avec la manche du BlancPain Endurance Serie pour les 1000 Km du Nürburgring, il s'avère que la rumeur était vraie : Le Nürburgring arrive sur iRacing, pour 2015 !
L'annonce est officielle depuis aujourd'hui. L'équipe de développement aura donc le plaisir de proposer aux joueurs le circuit GP, ainsi que la boucle nord et une combinaison des deux comme utilisée pour les courses d'endurance.
Il s'agira donc de la seconde version du Nürburgring intégralement scannée. La première version étant réalisée par Kunos pour Assetto Corsa annoncée pour septembre 2014.
Source : http://www.iracing.com/iracingnews/iracing-news/the-nurburgring-is-coming-to-iracing
Sector3 a diffusé un streaming montrant l'état d'avancement de leurs prochains "gros" contenu de R3E : le WTCC
Bon visionage !
Du 19 au 21 septembre, au Nürburgring, se déroule le SimRacing Expo 2014, en parallèle des 1000 Km du Nürburgring.
Pour l'occasion, ces 1000 Km du Nürburgring sont sponsorisés par iRacing et portent donc le fabuleux titre de "I-RACING NÜRBURGRING 1000"
Il s'agit de la toute première édition de la SimRacingEXPO. Les portes s'ouvrent samedi à 9h et débute avec des qualifications pour une compétition sur la simulation officielle de l'ADAC. Vous y trouverez des constructeurs présentant leurs nouveaux produits (qui a dit Fanatec ?) ainsi que divers simulateurs et simulations.
Vous aurez l'occasion de jouer à iRacing, RaceRoom et même DriveClub, sur des simulateurs professionnels comme D-Box, Vesaro et Ellip6.
Un stream sera disponible sur le lien suivant à partir de 16h :
http://www.nr1000.de/deutsch/live-stream/
L'entrée au salon est gratuite, pour ceux qui ont la chance d'y aller.
L'équipe de TheRacingLine n'a pas l'occasion de se déplacer pour y participer. Mais ce n'est que partie remise, nous essayerons d'y être l'an prochain !
L'ambiance sonore de RaceRoom Racing Experience...
Source : BSimracing
Vidéo : davide744858
Liens :
> Le site officiel RaceRoom Racing Experience
> RaceRoom Racing Experience sur Steam (infos, achat, etc. - nécessite un compte)
Image Space Incorporated vient de partager une image d'un nouveau circuit en cours de péparation pour rFactor 2.
On peut voir, sur cette illustration des travaux en cours, de bonnes textures ainsi qu'un bel avion. Inutile de vous préparer à prendre les commandes, précise le studio, ce dernier ne sera pas pilotable ! A moins qu'un Modder motivé...
Sources : Facebook et BSimracing
Liens :
> Téléchargement rFactor 2 (Demo, version complète, contenus, etc.)