rFactor 2 - Beta Released

ISI's new sim rFactor
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Duke
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Re: rFactor 2 - Beta Released

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rFactor 2 Palatov Motorsport D4 available - Download Page / Direct Download
Image Space Incorporated released the Palatov Motorsport D4 for rFactor 2. The Palatov D4 is a racing car, designed to make genuine race car performance accessible to track day enthusiasts at a modest cost.
This third party created rF2 model by the SLOW MOTION GROUP, includes a custom version, 170hp Track Day version and the 350hp AWD Hillclimb version. ISI provided the tire model they created with data provided by Hoosier and Palatov.
The tire sets are named:
Sim Lasting Compound Set: Set of 3 compounds for MP purposes (more wear and degradation than the real tires).
Long Lasting Compound Set: Set of 3 compounds for testing real car (real wear and degradation).

Each compound offers the following choices. Hoosier R DOT, Hoosier Racing Slick and Hoosier Wet. The sets differ in wear and degradation.

ISI also created three engines for the car by use of real dyno data and advice by Mr. Dennis Palatov.
Engine options
Hayabusa 2015 1.3L inline-4 engine, 174.5 P.S. @ 9750 rpm, 150 Nm @ 7250 rpm, normal aspirated, that equips the Track day and is available as an option for the Custom Class.
Hayabusa 2015 Turbo Stage I 1.3L inline-4 engine, 226.1 P.S. @ 9800 rpm, 195 Nm @ 7750 rpm, that is available as option for the Custom Class only.
Hayabusa 2015 Turbo Stage II 1.3L inline-4 engine, larger radiator, 351.6 P.S. @ 10250 rpm, 283 Nm @ 8100 rpm, that equips the Hillclimb and is available as an option for the Custom Class.


The development team tried to calibrate the force feedback to accurately resemble the response of the real car. It is stated that it will take a little time to get used to.

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Re: rFactor 2 - Beta Released

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Whilst I don't really care about the rFactor update, I now want one of those cars..

http://www.palatov.com/cars/d4.html
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Re: rFactor 2 - Beta Released

Post by Duke »

rFactor 2 Dallara DW12 Indy car v1.62 Available or Direct Download

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Code: Select all

Changelog Version 1.62:

Physics / Setup
    Fixed fuel tank capacity.
    Fuel tank position corrected (slightly lower and further forward) allowing both compounds during race.– Added ‘weight jacker’. Garage only at this time.
    Brand new CPM enabled tyres.
    Better undertray points.
    Better ride height ranges and defaults.
    Caster range now 4-10 as per real life.
    Accurate suspension geometry that varies between oval / road course.
    Tyre pressure ranges more realistic (as are defaults)
    Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks.
    Minor Turbo error correction.
    Aero corrections for both speedway and road courses. (Main change is more accurate and higher downforce for speedway config)
    Recalculated brake system & restricted brake bias range.
    Improved unsprung masses.
    Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119″ is ideal for speedways, 120″ may be ok for road courses.
    Increased the weight of the car (was ~missing driver weight).
    Slightly more damage sensitive.
    Increased CG height according to new data.
    More accurate default RC toe angles.
    Increase AI’s grip a touch (road course).
    Recalc’s ed and more accurate anti-roll bar rates, ranges.– Fixed small error on front wing range (now goes up to 32° on RC / SC)
    Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate.
    Allowing stiffer springs.
    Now using spool differential (locked axle), for ovals.
    Increase in chassis flex.
    Min brake ducts now have MUCH less cooling, Max similar.
    Brake Duct drag and lift reduced (so penalty is a little lower).
    Steering system updated.
    Opponent sound attenuation increased (so other cars are slightly less audible).
    Steering ratio corrected (default, options not available yet).
    Very slightly less sensitive to turbulent air
    Auto-shift tweak (helps AI)

Visuals
    Fix so rotation matches in-game.
    Fixed problem with Alternates showing as Primaries at race start
    air intake gap fixed
    hands animation fixed
    new tyre damage texture
    spinner scene fixed
    Fixed tyre compound visibility in spinner.
    Digits on the steering wheel increased to 5
    Digital Yellow message “Yel” aligned
    Graphics : whole model rescale (+2%),
    Front suspension arms corrected.
    Mirrored rear wing back logo (#27 #77)
    Various texture fixes
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Re: rFactor 2 - Beta Released

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Nothing to see here... :lol:
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Re: rFactor 2 - Beta Released

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Duke wrote:
Today iRacing published the final render of the 2008 Le Mans spec Aston Martin DBR9 GT1 that will soon become part of the online racing platform.
iRacing’s Tony Gardner commented that he was messing around with the highest detail in-game test model in a test environment. At this time the current WIP model is still missing all the textures. No release date is known.
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Quoting for records sake.

The day Duke finally forgot which sim he is talking about.
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Re: rFactor 2 - Beta Released

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Oh Fark... But I have admin powers. :lol:
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Re: rFactor 2 - Beta Released

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You can't admin my memory buddy :D
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Re: rFactor 2 - Beta Released

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Atlanta Motorsports Park Released / Direct Download Here
Image Space Incorporated has released the next official track addition to their rFactor 2 simulation as Atlanta Motorsports Park is now available.
The track comes with five different layouts, including a full-size race track and four kart layouts.
Full – 1.83 mile roadcourse
Kart A – 0.85 mile roadcourse
Kart B – 0.46 mile roadcourse
Kart B+ – 0.58 mile roadcourse
Kart C – 0.27 mile roadcourse

Atlanta Motorsports Park (AMP) is a road circuit designed by famed Formula One architect, Hermann Tilke. AMP is a 2-mile road circuit with elevation changes, a technical circuit layout, high speed straights and two ‘signature’ corners designed to pay homage to famed European race circuits; Belgium’s Spa-Francorchamps and the iconic ‘Karussell’ from Germany’s Nurburgring.

The Full circuit boasts 35 to 40 feet wide racing surfaces, aggressive elevation changes of 100 feet, and a technical layout that can help develop world-beating racing drivers.
Home to the only kart track in America built to CIK Level ‘A’ (F1 standard), the Kart A, B, B+ and C layouts feature up to 43 feet of elevation change – unrivaled anywhere in the world.

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Re: rFactor 2 - Beta Released

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Image Space Incorporated have revealed a major new addition to their rFactor 2 simulation – The 2015 Corvette Daytona Prototype.

The Corvette is a major player in the Tudor International Sports Car Championship’s front-running Daytona Prototype class.
Designed by Pratt & Miller Engineering, the closed-top carbon-fiber body car is powered by a 5.5 liter Chevrolet V8 engine.

Below are first two renders of the car, showing off the progress ISI has made on this great-looking racer.
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Re: rFactor 2 - Beta Released

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rFactor 2 – Indianapolis 1.3 Released - Direct Download Here
Image Space Incorporated has released a new version of their Indianapolis Motor Speedway for rFactor 2.
The new release prepares the track for the upcoming release of the stock cars for rFactor 2, adding a Brickyard 400 layout.
Furthermore, the new version also introduces microbumps, improved AI and more as listed below!

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Changelog

New additions
– Added “Brickyard 400″ layout for Stock Cars
– Added road (micro)bump for 2007 layout
– Added road (micro)bump for 2013 layout
– Added road (micro)bump for 2014 layout
– Added 2007/2013 and 2014 curb texture variations
– Added service pitlane fence posts for 400/500/2014
– Added Pit In cone for 400/Stock Cars
– Added dashed line on pitlane for 400 and 500 layouts
– Removed pitwall fences for 400/500/2014 layouts
– Enhanced AIWs for Speedways — less extreme Block Path
– Tweaked dashed painted stripe length
– Replaced loading screens for all layouts

Fixes
– Fixed various terrain gaps on drivable surfaces
– Fixed missing piece of road/terrain for 2007 and 2013 layouts
– Fixed gap in S1/T3 road for 2007/2013 layouts
– Fixed curbs gaps for 2007
– Fixed various painted stripe glitches
– Fixed and tweaked various GDB entries
– Fixed garage back door colliders on F1 pit garages
– Fixed UV mapping glitches on Gift Shops
– Fixed pit entry line for 400 and 500 layouts
– Fixed minor errors in all AIWs
– Fixed and improved various trackside cameras

Specific AIW tweaks for 2007 layout
– Stopped AI hitting garages when leaving
– Reduced false positive cut track warnings
– Improved AI speed in some corners
– Made LEFT Path to pit entry transition smoother
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Re: rFactor 2 - Beta Released

Post by Duke »

rFactor 2 Mod – Lola T70 Spyder V0.6.2 released.
CrossPly released his first public version of the Mk1 and Mk2 Lola T70 Spyder cars for rFactor 2.

The Lola T70 was developed by Lola Cars in 1965 in Great Britain and was specially built for the popular sports car racing events in the mid to late 1960s. The MKII version produced 578 bhp at 6,800 rpm with its 5.7-liter Chevrolet V-8 engine with side-draft Weber carburetors on a cross flow manifold and Hewland LG 500 four-speed transaxle gearbox.

The mod is made from a combination of scratch built geometry and textures combined with various geometry and textures from several ISI donor cars. For this mod, CrossPly modded and further enhanced the official ISI Howston G6 car and fitted it with the Lola T70 body. Some official ISI parts were heavily modified in the process while others are left unchanged.

Code: Select all

First Public Release: V0.6.2

Major Changes to ISI Howston G6:
    Extensive graphical changes to accommodate the Lola T70 Spyder body. Most of the geometry assets have required changes of some sort to make the body fit, others have been remade from scratch. I’ve tried to update as much as I can to bring the car up to the standard of the later ISI cars, with various levels of success…
    Split some upgrades (most notably wings) from the original “Model” selection into individual upgrades. The effect of this is that wing options can be changed so that a Mk1 can have Mk3 level front or rear wing fitted and vice-versa. Based on my research this better reflects the historical reality of the way these cars raced. It also gives some additional setup options for drivers to choose the setup that suits the track they are racing on, as well as give some more variety in the AI field.
    Fixed the AI “always short of fuel” bug.

Planned Improvements:
    – Include the Mk3 and Mk3b Models, body styles, drivers and skins.
    – Improvements to driver animation and physique.
    – Addition of light flare shaders for headlights and taillights.
    – Update tyres to CPM. Obviously dependent on ISI either updating the Howstons or making sufficient documentation available so I can attempt it myself.
    – Additional Engine and Tyre options (Maybe).

Known Issues (so far):
    Despite the menu and icons indicating otherwise, the player car will always initially be a Mk1 regardless of the individual car selected from the Vehicle menu. Use the upgrades in the tuning menu to select the Mk2 and other available upgrades.
    Some upgrade options do not display correctly in spinner (but work fine on track).
    CLASS PACKAGES upgrade groups are used by AI but are not applied to the player car when selected in the tuning screen. Make sure you select each available upgrade individually to have it correctly applied on track.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released a new version of Estoril (or Portugal International as it is officially-named) for their rFactor 2 simulation / Direct Download Here...

Estoril has been one of the tracks that have been in rFactor 2 ever since the first public build and as such, the track has received a major upgrade to bring it to the latest spec, resulting in a quite long changelog as you can see below!

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Changelog:
    Implemented RealRoad Shader and reworked/remapped roads
    Added RealRoad to curbs
    Mapped RaceGroove for GP and GT Layouts
    Remapped access roads
    Remapped painted lines
    Smoothed out the excessive road bumps for the most part
    Lowered sawtooth curbs
    Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)
    Cut Astroturf into terrain meshes
    Implemented new Terrain Shader and reworked/remapped terrain
    Cut in new gravel trap edges for use with Terrain Shader
    New road, curb and terrain texture set
    Terrain Radiosity pass
    Added grass verges
    Added high poly inner embankments inside T1-T4
    Added high poly outer embankment between T6-T7
    Added terrain shadow casters
    Added vegetation shadow casters
    Added new grid + new texture
    Vertex Blended tyre colours
    Added normal and spec maps to armco posts
    Cut in transparent glass with cheap interior for key buildings
    Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind
    Implemented Digital Flags technology
    Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations
    Updated TDF to latest set of grip values
    Added telehandlers
    Added new and updated cams
    Added new loading screens
    Added Test Team RealRoad Preset Pack
    Removed one particularly nasty tyre wall on GP Layout
    Removed HDR Profiles
    Fixed small building proportion inaccuracy
    Re-conformed painted stripes to smoothed surface
    Fixed tyre wall smoothing
    Fixed some access road T verts
    Remapped start lights to match reality
    Fixed many but probably not all popups
    Re-exported XSectors to fix 32 bit issues
    Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED
    Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain
    Renamed Grand Prix of Portugal to GP Layout for the sake of consistency
    Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)
    Replaced all modular grandstands with higher detail ones
    Replaced apex tyre stacks to GT Layout with higher detail ones
    Replaced outhouses with much better ones
    Replaced tyre walls with higher detail ones
    Replaced all cones with much better models
    Replaced glass materials
    Replaced entire crowd and optimized for smoother performance
    Optimized road and terrain objects and materials for better and smoother performance
    Optimized access roads for smoother performance
    Optimized tyre wall material
    Optimized tyre wall objects
    Optimized 3D tyre objects
    Optimized fence textures and materials for better performance
    Optimized Armco (aggressive), Armco posts and fence posts
    Optimized and improved barriers (Armco, pitwall)
    Optimized all vegetation objects for smoother performance
    Optimized smaller TrackSide Objects for smoother performance
    Optimized shadow casters for armco and tyres for better performance
    Optimized small concrete grandstands
    Removed some hardly-seen pit objects
    Aggressive mirror optimization
    Optimized night lighting
    Removed unused/obsolete meshes and textures
    Cleaned up pit building textures
    Cleaned up main grandstand textures
    Removed negative mip map bias on all/most materials
    Improved and rebalanced all vegetation textures
    Remapped and optimized marshal huts
    Improved road and curb textures
    Randomized vegetation a bit
    Remapped tyre wall canvas and revamped its texture
    Improved tyre textures
    Slightly improved distance markers
    Updated crowd textures
    Improved vegetation textures
    Cut in red bricks on old ruin house
    Rescaled T3 flags
    Tweaked fog
    Condensed this changelog (yes, it was much larger)!
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated have released Build 998 for their rFactor2 title.
This new build is code-named “MAX” in honor of Max Angelo (Massimo Angiolucci), who sadly passed away. Massimo was a well-known member of the ISI internal testing team and staff.

ISI also released a new demo in which you will be able to drive the Karts, Formula Renault 3.5 and the AC 427 at the Atlanta Motorsports Park.
(The new demo content is replacing the Corvette C6.R, Formula Renault 3.5 and Silverstone Circuit in the old demo).

Update 33 (Build 998) Changelog:
Features:
Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1.
Added the admin command /pitbyvehicle. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file.
Online map put player’s icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of.
Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location.
Added results file tag which lists the layout MAS file.
Letting “virtual” cars override “Classes” & “Category” from the base vehicle file. (in a text editor, by hand.)
Made the key for triple-head configuration and the TGM display into a single configurable control.
Added onboard right track bar adjustment, which requires the HDV [SUSPENSION] setting OnboardRightTrackBarAdjustment=1.
Expanded multiview adjustments to allow separate side channel settings
Added multiview adjustment tool, toggle with ctrl-equal
Default pace car is Corvette
Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally).

Fixes:
Corrected albedo levels on several particle textures.
Fix for not checking mod versions when changing mods
Fixed an issue where a rear axle adjustment was essentially being done twice in initialization.
Fix for the server not writing correct results when everybody leaves the session.
An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. This still needs to be tested (using the admin command /forwardseconds should help).
Fix for locale errors in config.ini
Corrected static ARB forces (already accounted for non-symmetric ride heights, but now accounts for non-symmetric springs and weights as well)
Fixed underbody scraping sound.
Small fix to prevent the upgrade tree list from updating the current track when not in realtime.
Fixed place readout and camera cycling by place in normal (i.e. non-instant) replay mode.
The wheels on other clients’ vehicles should usually rotate at approximately the correct speed now.
Attempted fix for race rejoin where client still thinks the vehicle is under AI control.

Modding/Public Dev:

Added “none” to AIW editor text display options. Fixed step distance/speed not getting saved for track overrides in AIW editor.
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Re: rFactor 2 - Beta Released

Post by Duke »

#10YearsOFrFactor Conversions Released for rF2!
rFactor is ten years old. Can you believe it? Although we released the software in various forms before our official release on August 31, 2005, this is our ‘official’ Birthday!
Happy Birthday to rFactor! Feel free to share any of your memories using #10YearsOFrFactor – we’d love to read more, whether they are from rFactor 1, 2, or even Pro. ;)

We’ve been doing a number of tests with gJED over the past few weeks, and our car and track teams decided to release one of their quick experiments. We figure that if we can get some of the original content into rF2 as quick as we did (a few hours), some of those better looking rF1 mods should get some serious consideration now within the community. gJED is perfect for this kind of thing.

Download the Kodi ZR – 78MB
Download Sardian Heights – 38.9MB

What is gJED?
gJED is the new mesh and materials property editor for gMotor2-based applications. gJED allows for real-time editing of gMotor2 content created in any content editor which can export the FBX file format. Content creators are no longer tied to a single platform (3DS Max).

gJED is a real-time DirectX application built using the same engine and shaders as rFactor2, and therefore has most of the same graphical options as rFactor2. Much of the operation of gJED is similar to that of the latest gMotor2 plugins for 3DS Max. Read more…

When can I get gJED?
Before the end of this week. (WB 8/31/15). It won’t be released as 1.0, but we really need more eyes and clicks on it soon.
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Re: rFactor 2 - Beta Released

Post by Duke »

simhqmotorsports.com have shared a new set of preview screenshots of the highly anticipated modern stock cars for rFactor 2.

The included screenshots let us have a peek at some early evening and night-time racing action on a selection of oval tracks that are in development. The cars and physics of the rFactor 2 Stock Cars are based on the 2015 NASCAR Sprint Cup Series. As in the original rFactor NSCR version, there will be three car types named Centennial, Edgar, and Titan.

ISI is also updating and developing a selection of oval tracks for their Stock Car content. At the moment the Indianapolis, Charlotte, Daytona, Kentucky, Darlington, and Richmond tracks are mentioned. When ready, Image Space Incorporated will provide the modern Stock Cars content free of charge to all rFactor 2 owners.
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Re: rFactor 2 - Beta Released

Post by pab »

I wonder why they have to use fake names for the cars, yet they plaster the trackside billboards with the name of the manufacturer of one of those cars?
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Re: rFactor 2 - Beta Released

Post by Duke »

Good point, I'm guessing they may have licenses to some tracks but not the actual car & models...?
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released an updated version of the Chevrolet Corvette C6.R GT2 for rFactor 2.

Direct Download

This 94.1MB patch (version 1.62) adds some of the current rFactor 2 technology features that were missing in the older version. The update also includes a few more minor tweaks such as update tire cooling setting when running in the wet. When racing on a wet track, the slick tires will easily lose grip making it harder to control the car while rain tires will last longer.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released an updated version of the classic 1966 Monza (Brianza) track for rFactor 2.
This 270Mb update file includes a staggering amount of improvements and fixes while also adding a third layout to the track. The track was rebranded as the “Autodromo Massimo Angiolucci” in honor of the recently passed away Image Space Incorporated contributor who you might better know as “Max Angelo“.

Direct Download!

Included Layouts:
10k Road course – 6.21-mile road course
The 10k track includes both the oval (rounded clockwise) and the road course. Coming out of Parabolica you stay right to join the oval inside turn 1. Coming off the oval you stay left to enter Curva Grande on the road course.

Road course – 3.57-mile road course
The road course includes a number of important right-hand turns and no real left-hand turns. Prioritize corner exits to get better lap times on the long straights that follow them.

Junior Road course – 1.49-mile road course
Turning right after the pit complex and heading into the trees, you loop around behind the pits and rejoin the main circuit near Ascari.

Changelog:
Added Junior layout
Implemented latest RealRoad shader
Applied RealRoad to curb materialsClean
ed up road textures and replaced detail maps
Concrete detail map texture set (pitlane, banking)
Improved road wet masks
Reconformed painted stripes and enhanced textures and material
Fixed minor terrain gap
Implemented new terrain shader
Remapped terrain for new terrain shader
Terrain Radiosity pass + manual pass
Reverted all MIP Map bias to default
Optimized road and terrain objects for smoother performance
Optimized fence textures and materials
Optimized billboard vegetation for better and smoother performance
Fixed transparent tree issue at banking T1
Improved and conformed vegetation texture set
Fixed tree and treeline mapping glitches
Reduced flickering vegetation
Applied subtle random vertex colors to vegetation
Slightly enhanced billboard crowd textures
Optimized Armco and fences for smoother performance
Enhanced stone wall normal map
Improved see-through glass textures and materials
Optimized buildings for better and smoother performance
Optimized grandstands for better and smoother performance
Made pit exit lights functional
Fixed score tower logo mapping
Added marshals in banking score towers
Optimized sponsor signs
Optimized trackside light objects
Slightly improved marshal textures
Enhanced and optimized trackside vehicles textures and materials
Optimized LOD and shadow distances on all objects for better performance
Removed virtually all object popups
Repopulated all reflection maps after optimization pass
Tweaked fog values
Removed HDR Profiles
Updated TDF to latest set of values
New loading screens
Added Test Team RRBINs
Updated GDB, includes better movable object reactions
Updated AIWs
New and updated CAMs
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released a set of preview screenshots showing what probably will be the next content to be released for rFactor 2.
This virtual version of the iconic Australian Bathurst track is in development for rF2 via their 3PA or third-party affiliate program, meaning that the officially licensed track project is being developed by a modding team, with the help and involvement of the official Image Space Incorporated development team.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released the Bathurst track for their rFactor 2 simulation

Download Bathurst for rFactor 2 Here
Dukester

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Duke
Dukester Maldonado
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Re: rFactor 2 - Beta Released

Post by Duke »

ISI has updated the Nissan NISMO GT-R GT1 to v1.6 status. Direct Download!!!
Like the Corvette C.6 GT2 update, this update is primarily focused towards the new tire contact patch model (CPM) but the whole car has received a bit of a polish, making for a nice looking update.

Changelog:
– Brand new tyres (CPM).
– Reduced Max steering lock and moved to new steer lock method (as per other newer cars, which attempts to keep your steering ratio correct).
– minor increase in CG.
– Allowing a bit more freedom in anti-roll bar ranges, softened default.
– Slightly less ‘randomness’ in engine lifetime.
– Minor aero tweaks.
– Slower real road rate.
– Recalculated brake system.
– Cleanup of old params and updated others to newest params based on build changes.
– Reduced graphical helmet movement (when looking AT the car)
– added tv style onboard cam,
– Fixed the hood glitch
– updated shaders
– moved the dash sticker up
– added new head light glow
– updated body shaders
– Fixed a bad shadow at the back of the side window
– Newer driver model
Image
Dukester

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Duke
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Re: rFactor 2 - Beta Released

Post by Duke »

Dukester

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Re: rFactor 2 - Beta Released

Post by w00dsy »

Duke wrote:
Image Space Incorporated has released the Bathurst track for their rFactor 2 simulation

Download Bathurst for rFactor 2 Here


that's one of the best versions of Bathurst i've seen in a game.
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Duke
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Re: rFactor 2 - Beta Released

Post by Duke »

The recently released third-party affiliate Bathurst track for rFactor 2 is now updated to version 1.02.

This update includes some vital fixes and tweaks to improve your rFactor 2 experience when driving up the mountain.
Image Space Incorporated advises you to completely uninstall the previous version of the track before installing the new updated version.

Download!

V1.02 Changelog:
Fixed some shadow popups
Fixed wall collisions
Fixed incorrect texture size (stops crashing on some extremely old cards)
Tweaked AIW
Dukester

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