18 novembre 2015 3 18 /11 /novembre /2015 13:30

Basée depuis presque deux décennies dans le pôle technologique de Toulouse, Speedwayland a su s’entourer des meilleurs artisans et sous-traitants Français de la région pour développer, au fil du temps, des gammes de produits capables de répondre aux attentes des pilotes les plus exigeants.

Matériel – Speedwayland, histoire et offres de novembre.

Dédiés à la simulation automobile, chaque création force le respect. Allier le design, la robustesse et une finition élevée. C’est le pari réussi par ces créateurs passionnés.

Composés et fabriqués exclusivement avec des matières nobles, tel que l’aluminium anodisé, l’acier, le bronze et le cuir, ces volants, ces pédaliers et le cockpit sont conçus pour durer longtemps grâce à une mécanique et une précision infaillible.

Matériel – Speedwayland, histoire et offres de novembre.

Voilà les adjectifs revendiqués depuis des années par chacun des utilisateurs équipés de la marque. Pilotes professionnels ou Sim Racer, ceux qui ont sauté le pas ont découvert une nouvelle manière d’aborder leur simulation préférée.

Pilote averti sur Rfactor, Grand Prix Legends, GTR2 ou débutant sur la dernière génération de jeu ? Aucun souci ! Branché en USB 2.0, mappez vos boutons et lancez-vous en piste …

Matériel – Speedwayland, histoire et offres de novembre.

Oubliez les fastidieux réglages de retour de force, ces volants bénéficient d’un système de retour mécanique très résistant équipé de ressorts en acier issu du monde de l’aéronautique. Simple d’utilisation pour un plaisir optimum. Rallye, monoplace, Grand Tourisme, il ne vous reste qu’à choisir le design en fonction de votre discipline favorite.

En ce mois de novembre, l’équipe Speedwayland vous propose de belles offres sur l’ensemble de sa gamme. En voici un aperçu ci-dessous.

Matériel – Speedwayland, histoire et offres de novembre.

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17 novembre 2015 2 17 /11 /novembre /2015 16:43

Dévoilé ou du moins suggéré la semaine dernière, un nouveau volant conçu par Fanatec devait débouler dans les jours à venir sur le marché (très fermé et coûteux) des périphériques dédiés à la Xbox One!

Disponible dès maintenant dans son webstore, ce nouveau volant ne vous coûtera que 149.95€ Faisant ainsi de ce CSL P1 un des volants d'entrée de gammes avec le meilleur rapport qualité/prix pour la console de Microsoft.

Fanatec CSL Steering Wheel P1, c'est fort!
Fanatec CSL Steering Wheel P1, c'est fort!

Voici les détails techniques révélés par le constructeur :

  • Une base compatible avec la Xbox One.
  • Volant livré monté, pas de fixation avant utilisation.
  • L'utilisation de "RevStripe" une combinaison d'affichages LED.
  • Trois LED intégrés au cerceau du volant.
  • Une surface confortable procurant un grip optimal.
  • L'ensemble des boutons reprit d'un "pad" Xbox One.
  • Un poids de 1,170 Kg.
  • Un diamètre de 30cm.
Fanatec CSL Steering Wheel P1, c'est fort!

Edit:

Il est évident que le prix et le poids correspondent àu volant lui-même et non l'ensemble du Kit.

Précisons également que cette "galette" se monte sur les ClubSport V1, V2.

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15 novembre 2015 7 15 /11 /novembre /2015 10:12

rFactor 2 est maintenant disponible sur Steam !

 

Plusieurs licences et une option sont disponibles. Une version "hors ligne" à laquelle ont peut ajouter une option multijoueur pour une durée d'un an renouvelable et une version "à vie" avec laquelle le jeu en ligne sera toujours possible, sans renouvellement. 

 

La conversion des licences vers Steam, pour ceux qui le souhaitent, est possible mais à certaines conditions. Ceux qui possèdent une option "en ligne" limitée dans le temps, sur l'ancien principe, la perdront.

 

Pour célébrer le lancement sur Steam, rFactor 2 est disponible pour un prix réduit de 40% jusqu'au 19 novembre !

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15 novembre 2015 7 15 /11 /novembre /2015 09:58

Slightly Mad Studios vient de déployer un nouveau Patch pour Project CARS !

 

Depuis la sortie officielle, en mai dernier, c'est le cinquième Patch mis à disposition. D'un poids de 2,3Go, il comporte de très nombreuses corrections et amélioration (dont vous pourrez trouver le détail ci-dessous.

 

La mise à jour est disponible via Steam pour la version P.C., les consoles devraient suivre dans la foulée...

Project CARS : Patch 6.0 disponible !

Liste des modifications (en anglais) :

Project CARS – PC Patch 6.0 – Release notes
Online

NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
NEW – Option to set race length by time (also available in Quick Race).
NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car’s lap time. In private races, the timer is 75% of slowest moving car’s lap time.
Fixed an exploit where a player could be awarded a win by jumping the start.
Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
Fixed a game crash issue if the client is kicked while typing in the chat box.
Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career

Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
The player will no longer be offered a contract renewal for a DLC contract if they’ve since uninstalled that DLC.
DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls

Fixed an issue where remapping KERS would stop it working.
Fixed an issue where changes made to Gamepad Advanced Options were not saved.
Added Thrustmaster T150 support.

Tracks

Zolder – fixed a potential ‘landmine’ issue.
Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles

Bentley Continental GT3 – fixed DLC livery windscreen banners.
Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI

AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD

Vehicle selection – manufacturer page now orders icons alphabetically.
Improved the French translations for some of the items in the vehicle setup screens.
Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
Improved Race Central screen – better-balanced background image, removed gradient in top-right corner.
Track layout map images are now displayed on the quick track selection screens.
Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
Updated the Xbox One controller image to the new Elite Controller.
Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General

Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
Driver name tags above cars can now be turned on for replays.
Entering the pits during a Time Trial will now invalidate that lap’s time.
Improved Helmet view exposure for historic drivers.

Oculus Rift

This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
All movement and rotation is now relative to the HUD’s local axis instead of world axis.
The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes – movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)

4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)

4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system

This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:

HUD (HUDSettings)
Main Menus (FrontEndSettings)* In-g
Game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).

The other 3 entries are:

FullScreen – sets the full-screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full-screen mirror mode.
HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
LimitCars – not yet used, future addition

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15 novembre 2015 7 15 /11 /novembre /2015 09:32

iRacing.com a partagé une nouvelle image du développement en cours du très attendu Nürburgring Nordschleife. Elle illustre une BMW Z4 GT3 sur le célèbre "Carousel".

 

Réalisé à partir de la technique de scannérisation par laser, ce circuit sera composé de plusieurs tracés : la version "Tourist" et, bien sûr, "Grand Prix" mais aussi la combinaison des deux qui est utilisée pour les courses de 24 heures.

 

La Nordschleife, une modélisation nécessaire pour les simulations ? Il semble que oui et personne ne s'en plaindra !

iRacing : nouvelle image de la Nordschleife

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14 novembre 2015 6 14 /11 /novembre /2015 15:00

C'est par la publication sur ses réseaux sociaux d'une photo floue que Fanatec vient d'annoncer un nouveau volant.

Du peu d'informations disponible à l'heure actuelle. On peut se demander si la marque réputée comme une des plus chiques et coûteuses du marché des volants à FFB ne souhaite pas ouvrir sa gamme au "peuple". Avec pourquoi pas; un produit pouvant concurrencer les G29 et autres T300...

Fanatec - Un nouveau volant dans la semaine.

La photo rappelle le "look" du T300. Avec un cerceau surmonté de LED, il est également muni d'un logo "XBOX", de quoi susciter la curiosité des pilotes Microsoft condamnés à aligner les billets pour un TX ou un Kit complet et unique afin de profiter des joies du pilotage au volant.

Wait and see...

Fanatec - Un nouveau volant dans la semaine.

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14 novembre 2015 6 14 /11 /novembre /2015 12:42

Déjà présentes dans les autres catégories réservées aux GT, c'est pour étoffer une division plus que populaire sur le multijoueur du titre que quatre modèles viennent se greffer à la division GT3.

Les voitures sont accompagnées de nombreuses livrées historiques et inspirées de décorations mythiques. Il est de bon ton de rappeler que ces voitures et skins (déjà présentes dans le jeu) sont payants.

Raceroom - Classe GT3 - Varier les plaisirs.

La liste des nouvelles voitures intégrées à la classe GT3 :

  • GT3 Chevrolet Corvette Z06.R
  • GT3 Ford GT
  • GT3 Nissan GT-R
  • RUF RT12R
Raceroom - Classe GT3 - Varier les plaisirs.
Raceroom - Classe GT3 - Varier les plaisirs.
Raceroom - Classe GT3 - Varier les plaisirs.
Raceroom - Classe GT3 - Varier les plaisirs.

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12 novembre 2015 4 12 /11 /novembre /2015 16:30

Vous ne le savez peut-être pas mais Thrustmaster n’est pas la seule marque française à s’être développée dans le monde du sim racing. Speedwayland, un fabriquant Toulousain fort de vingt années d’expérience, a réalisé une démonstration sur le circuit du Paul Ricard à l’occasion de la finale du championnat de France GT (GT Tour 2015).

Matériel – Speedwayland, présent au GT Tour.

Quitte à se déplacer autant être en bonne compagnie. Alors, quoi de mieux qu’une présence dans la structure AKKA ASP de Jérôme Policand, l’écurie championne de France 2015 GT par équipe et championne en Blancpain Endurance Série AM. Invitation faite auprès des pilotes et VIP, il ne leur restait plus qu’à se cramponner derrière un volant Speedwayland dernière génération et à s’installer confortablement dans le tout nouveau cockpit FF1 entièrement en aluminium conçu par la marque.

Matériel – Speedwayland, présent au GT Tour.

Testé par les pilotes (Morgan Moullin-Traffort, Fabien Barthez,...) et bien d’autres personnalités respectées dans le milieu de la course automobile. Les retours ont été plus qu’enthousiastes et encourageants quant à l’expérience vécue lors du test effectué à bord de leur Ferrari 458 GT3 sur rFactor. Réalisme, originalité et débats à la clé, l'équipe Speedwayland a pu échanger avec les pilotes avant qu'ils plongent dans la bataille sur la piste du Castellet.

Matériel – Speedwayland, présent au GT Tour.
Matériel – Speedwayland, présent au GT Tour.

Prenez connaissance de l’ensemble de la gamme développée par Speedwayland dans les liens ci-dessous. Restez connectés, le savoir-faire ainsi que les offres promotionnelles de novembre vous seront exposées dans les prochains jours.

Matériel – Speedwayland, présent au GT Tour.

Pour toutes les informations :

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11 novembre 2015 3 11 /11 /novembre /2015 20:54

Image Space Incorporation vient de mettre à disposition la nouvelle version (Build 1028) de rFactor 2 !

 

Il s'agirait de la dernière version avant que le titre ne passe sur Steam.

 

Au programme, beaucoup de corrections qui ont pour vocation de rendre plus robuste l'application.

 

SimRacers, à vos volants !

rFactor 2 Build 1028 disponible !

Liste des modifications (en anglais) :

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=<x>” which makes instance DEBRIX<x> 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

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11 novembre 2015 3 11 /11 /novembre /2015 12:25

Une nouvelle version (0.99) du circuit Longford 1967 est maintenant disponible pour rFactor 2 !

La longue liste des modifications (en anglais) :

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
|========================================|
|===============CHANGE LOG===============|
|======What is new in this version?======|
|========================================|
+@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+
– Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line.
– Road: Changes to road materials and specular masks.
– Road Decals: Some small material and texture changes (higher res).
– Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout.
– Control Tower: Reworked/new textures and materials as a result of above mesh updates.
– Control Tower: Added small custom “wind” animation to awnings (it’s not great, but it’s something).
– Control Tower: Added working clock.
– Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings.
– Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles).
– Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow).
– Tram/Police Centre: Small update to texture and material.
– Food Stall/Toilets: Small update to textures and material.
– Bleachers: New highpoly model with new texture (old model still used for lower detail levels).
– Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific.
– Spectator Cars: Corrected a mesh error that had appeared on some station wagons.
– Pub: Some small mesh, mapping, and texture changes.
– Pump Station: Upgraded pump station building (driver’s right after King’s Bridge) with more mesh detail, new textures, and new material.
– Houses: Upgraded house models with more polygons and new textures.
– Houses: Some changes to house distribution based on reference photos.
– House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing.
– Kerbs/Gutters: Increased mesh density for smoothing hard edges.
– Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town).
– Driveway Thresholds: Added concrete ramps over gutter to footpath.
– Haybales: Welded and smoothed bales (they look a bit better and a bit worse now – different… just different)
– Fences: Some small changes to textures and materials of timber plank fences.
– Railway Crossing Signs: Higher poly meshes with new textures and material.
– Railway Signal Tower: Higher poly mesh with new textures and material.
– Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs.
– Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives.
– Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events.
– Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference.
– Starting Lights: Fixed material animation error and changed sequence to single red light, then green light.
– AIW: All new AIW files due to online grid errors in old version.
– AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration).
– AIW: Removed “Historic Grid” & “Level Grid” layouts, which were having some grid troubles.
– AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42.
– AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile.
– AIW: Added “Fast_H” fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge.
– AIW: Added “OW3_Fast” path for Skip Barber, which wasn’t handling some slow-down hacks in the main fast path.
– CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location.
– HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation.
– Standardisation: Slight changes to file name structures to match ISI format more closely.
– Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly.
– Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps.

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