Le circuit Nordschleife 24h (2.01) est maintenant disponible pour rFactor 2 !
Quatre tracé sont disponibles pour ce monument du sport automobile et du SimRacing spécialement conçu pour permettre des courses avec le plus grand nombre.
Liste des modifications (en anglais) :
Changelog
– New VLN layout AIW file. Pit extension, left right path, fast path, and block path. Adjusted the corridors and some slow down points (under the bridge at tourist start for instance). Tested a lot of cars and most of them make the lap without a crash.
– Re-enabled the reflection mapper for glass windows for GP buildings. Before we had to disable them from Mianiak’s GP track as they were conflicting with the Cube-maps on the main Nords track. Guardrails were bleached out white etc. The problem is that the live cube map is much brighter than the default map. After lot of trial and error found way to have both work at same time.
– Fixed problem with Shadows. We had problems where the shadows didn’t start at the base of the guardrail especially in cockpit view. There was a gap of 20-30 cm (with low sun elevation) and it looked like the object hovers above the ground. The solution was pretty simple. I removed the “shadow caster” setting in the scn file from the skyboxi (panorama) and under-shadow instance (both huge objects) and the shadow “precision” was back to normal.
– New HDR profiles for all layouts. Modified some settings with very low direct and ambient light to compensate very high auto exposure. No more issues with too bright cockpit views and reflection maps. Better colours.
– New material settings for fuelling rigs + tweaked texture
– Removed negative lod bias of some fences (less flickering from the specular reflection).
– Fixed some inverted normal map
– Modified tree textures, especially spec maps. New material settings
– Made further colour adjustments to Autumn coloured trees.
– Modified the terrain at bridges antoniusbuche, aremburg
– Extensive changes to Forest cover texturing, alpha blending.
– Reworked all grass materials.
– Made some more shadow casters for both GP track and Nords.
– Made changes to the road textures. Rotated the multi-, spec- and bump-map by 90 degrees.
– Fine tuned a lot of TV cameras.
– New cam group (static wide fov cams)
– New VLN loading screens + spinner pics.
– Real road preset (medium_rubber) for each layout
- New Layout VLN, using Toschs Autumn coloured trees.
– Made tyre barriers and fencing all correct to match new VLN layout. A lot of the work was already done in our previous version but temporally disabled until now. I also used some objects from Mianiak’s Nuerburg DTM layout for VLN, so this was quiet easy.
– Added Cones in all the right places for new layout.
– Added brake markers into correct places to suit new VLN corners.
– Fixed Tyre barriers in Mercedes area, some were floating above track showing gaps.
– Added flashes of orange colour to ends of them like videos I saw on YouTube.
– Added track side Marshals back in for VLN new parts.
– Added few more night flares to GP track
– Many edits on VLN scn file. Removed many objects West side of track that are not seen.
– Thinned out spectators on the GP part of track. Reviewed many videos of VLN races found there are not that many spectators in the GP part compared to the 24hour event. Most grandstands are empty. Even less in practice session almost none. Gives the track a somewhat track day feel about it.
– Removed, changed or added some Ad banners.
– More F-fighting fixes
– Spaced out ‘Fast rolling start’ grid for 24H layout.
– Added back both Summer and Autumn Tourist layouts.
– For Tourist layouts saved as much resources as possible by removing many GP track objects not seen from Tourist track.
– Removed 24 hour spectators and tents from Tourist layouts.
– Added 3D animated starter flag man to start tower, also moved start tower closer to track. Before it was some what hidden behind trees.
– Small lod changes and other things.
Le Mod International Formula Master 2009 (1.1) pour Assetto Corsa est maintenant disponible !
A l'origine conçu pour rFactor 2, le Mod a maintenant été réalisé pour Assetto Corsa en accord avec la décision de l'équipe de Modding de passer sur cette nouvelle plateforme.
Amélioration depuis la dernière version (en anglais) :
Bug Fixes
Corrected aero and updated values.
Corrected suspension and pick up points.
Adjusted Steering Lock.
Corrected drive train values.
Corrected Geometry.
Adjusted Engine Values.
Adjusted Tyre values.
Special thanks to Dustin Kutchara (bobskype) for taking the time to help us correct these values and Yagami – Andre for helping with driver animation.
Enhancements
Shaders updated to latest release standards.
Update to ui screen to reflect physic’s corrections.
Fixed hand animation to include more frames.
Game Stock Car arrive sur Steam, ce n'est pas une nouvelle, on a déjà écrit dessus. Sauf que ce dernier arrive ce mois-ci sur le portail de Valve et la question souvent posée était "Mais j'ai déjà acheté le jeu, est-ce que je peux obtenir une clé Steam ?"
La réponse est oui ! Il suffit d'aller sur la page suivante et de demander une clé Steam qui sera envoyée sur l'adresse e-mail avec laquelle vous avez acheté le jeu :
Après avoir fait vibrer les joueurs en série "Road" durant les 24h de Daytona (1860 iRacer, 409 équipes), iRacing.com organise une course officielle du Daytona 500.
La course se déroulera entre le 19 et le 23 février 2014.
La prochaine course d'endurance d'iRacing.com sera les 12h de Sebring, le dernier week-end de mars.
Kunos dévoile l'Alfa Romeo 4C qui sera incluse dans le premier DLC payant du jeu italien, le "Dream Pack".
Pour information, la seule estimation de sortie que nous avons est le "Q1 2015", donc on peut prévoir une sortie pour la fin mars au plus tard. Par contre, toujours aucune information concernant le prix.
Le circuit Donington Park (1.09) pour Assetto Corsa est maintenant disponible !
Liste des modifications (en anglais) :
Changelog
Version 1.09
Finally(!) fixed the collision bugs that had been plaguing this track. Despite spending hours (like a whole weekend, and then some) remodelling the physics meshes it turned out to be a simple bug with conflicting names in the surfaces.ini.
Version 1.08
Extensive remodelling of physics meshes, which are now completely independent of graphics models. I’m almost 100% confident that there are no holes, intersecting geometry, overlapping polygons or any other artefacts.
Made all crowds ‘KSLAYER5′ which means they won’t be rendered if world detail is less than maximum.
Fixed shimmering windows of the building at Goddards, which was very evident at the start of replays.
Added reflection to glass surfaces and transparency where necessary.
Made sure shadows were disabled for all surfaces which didn’t require them.
Version 1.07
Too many graphical improvements to list
Lots of optimisations. Despite the increase in quality performance should be at least equal to, if not better than previous versions.
Much more detailed modelling of the runoffs and apexes at Redgate, Old Hairpin, McLeans and Coppice. Extra care needs to be taken to not exceed the kerbs or there is a risk of damage.
Modified the AI line so they don’t use the pit exit to get a better line for Redgate.
Probably other stuff I’ve forgotten about.
Le Mod FIA GT3 (0.9) est maintenant disponible pour rFactor 2 !
Cette version introduit trois nouveaux modèles : la BMW Z4 GT3, la Chevrolet Camaro GT3 l'italienne 854 GT3.
Petit à petit le Mod se complète, faisant de lui l'un des plus attrayant en ce qui concerne le GT pour rFactor 2...
Liste des modifications (en anglais) :
Changelog
3d :
added 3 new cars : bmw z4 , 854 gt3 and camaro gt3
bmw and 854 is Yoss work (3d and 2d )
camaro gt3 is the isi 3d model , isi give us the autorisation to use him .
physics :
- every car have chassis flex implemented.this way is still in work in rfactor2 ,for the next update we hope have something more evolve like Contact Path Model.
– reworked everything (tgm file is new ) in 799 physics for correct the 0.89 understeer with this car, tweaks is still based on real datas .
– tweaked (just a bit ) the sls gt3 physics , general behaviour is still the same , tweaks is still based on real datas .
– tweaked (just a bit ) the z06 gt3 physics , general behaviour is still the same , tweaks is still based on real datas .
– michael borda tweak the camaro gt3 isi physics, we don’t wanna add one car who is not able to run the same lap time the others can do.
– z4 gt3 and 854 physics is michael borda work .new tgm for those two cars .
– tyres wear is different on every car,some testers run 1h 10 without change tyres when we made the B.O.P.
– car is no longer stopped on rumbl and sand , we pass some time on this way for try to debugg the problem .we hope this time we kill the problem.
– ffb working fine on t500,t300, g27,g25, on the testers each controller named before is present .
- every car is able to complete 1.40.xxx in hockenheim ring by tommy78 with one good setup
– every car is able to complete 2.00.xxx in silverstone 1.35 by isi with some work on car setting
– every car is able to complete 1.31.xxx in heartland topeka
graphics :
- front and rear flare added on z4,sls, z06,799
– debugged the lod problem of the rim of the sls.
– remade some lods on the sls for trying to preserve some fps.
Know bugs :
– some bug can occur,it s not the final version of the mod. On the next update we try to do better .you are free to post the bug you see, we correct him for the next update.