18 août 2015 2 18 /08 /août /2015 10:00

L'équipe d'Alex Modding travaille sur une nouvelle version de son très populaire "Mod FIA GT3" dédié à rFactor 2. Voici les nouvelles images et vidéos qui devraient titiller les habitués de cette discipline.

Ces images au-delà de nous donner envie, sont assez fournies en informations. Entre autres l'ajout de la très populaire Mclaren MP4/12C GT3 présente aujourd'hui dans de nombreux championnats à travers le globe. Nous vous laissons le soin de découvrir tout cela ci-dessous.

rFactor 2 – FIA GT3 - Nouvelle version à venir.
rFactor 2 – FIA GT3 - Nouvelle version à venir.
rFactor 2 – FIA GT3 - Nouvelle version à venir.
rFactor 2 – FIA GT3 - Nouvelle version à venir.
rFactor 2 – FIA GT3 - Nouvelle version à venir.

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5 juillet 2015 7 05 /07 /juillet /2015 07:04

Image Space Incorporated vient de mettre à disposition une nouvelle version (Build 982) de rFactor 2 !

 

A programme, un plugin permettrant de définir soi-même les règles des courses, l'améliorations des opposants virtuels, la possibilités d'avoir plus de 45 voitures en piste et bien d'autres choses...

rFactor 2 Build 982 disponible !

Liste des modifications (en anglais) :

Changelog
FEATURES:
– This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We’re still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED.
– Max vehicles for the All Cars & Tracks default mod was increased to 45.
– Added a configurable control for “Skip Formation” (but if none is configured, the Space key will be used).
– Added AI self-preservation reaction to preventing tipping.
– Increased effect AIW parameter AISpec has on AI acceleration and max speed.
– Added cockpit readouts “BESTLAP” and “LASTLAP” for modders to use.
– Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots.
– Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set “Steering Effects Strength” to 9999 instead of 10000.
– FOV now stored per (exact) vehicle.
– Added steering wheel ranges to plugin telemetry.
– Now recognizing GDB track type of “Oval” in addition to the original types “Superspeedway”, “Superspeedway Oval”, “Speedway”, “Speedway Oval”, “Short Track” and “Short Track Oval”. Despite all these choices, the app code doesn’t actually differentiate them, other than to identify these track types as not being a “Road Course”. The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called “inside/outside” (ovals) or “left/right” (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
– Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
– Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
– Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
– Forcing vehicle body collision model to be below a certain limit now (automatically LOD’ing if necessary). This is done for performance reasons.
FIXES:
– Fix for the “WCCLOUD.GMT” multiplayer loading error.
– Fixed mod sig missing when server publishes to matchmaker.
– Fixed some controller detection and rearrangement issues.
– Addressed issue where a matrix in AI physics drifted away from being orthogonal.
– Some improvements/fixes to replay and resume-from-replay for non-race sessions.
– Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn’t.
– Gold playerfile now stores Mod name instead of RFM file name for “Game Description”, since we can’t guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
– Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
– Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn’t know their correct grid location.
MODDING / PUBLIC DEV:
– Fix for driver editor so you can go back to main menu from track specific parameters menu.
– Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo.
– Look for digital flags up to the number of corner workers so that track builders don’t need to name digital flags consecutively.
– Fixed potential bug with custom rFm file when creating mod with wizard.
MULTIPLAYER
– In multiplayer cars will now reload if using the car switcher only to change upgrades.
– Fixed remembering of column sort state for matchmaker list.
– Fix for number of pitstops being reported as zero in multiplayer.
– Added admin command “/forwardseconds X” in order to fast forward time by X seconds, where X is from 0-65535.
– Added admin commands “/pitbydriver” and “/pitbyteam”.
GRAPHICS:
– Fixed rear view tonemapping
– Adjust post-gamma
– Fix for dirty sideviews in multiview
– Fixed extra slashes at end of Shader dir in viewer
– More HDR process optimizations
– Improved spotlight priority sorting
– Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
– Fixed for FXAA not working since last release.
– Additional SLI optimizations when using reflections.
UI / HUD / OPTIONS:
– Made the UI consistent with in-game with regards to the names of the Steering Help levels.
– Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
– Changed password failure page to be more informative
– Added a “remove forced upgrade” button to the tuning page to easily undo user created “force upgrade” actions.
– Shrink button text to fit inside bounds

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27 juin 2015 6 27 /06 /juin /2015 09:41

Après la création de d'un mod très populaire pour rFactor, l'équipe Enduracers passe maintenant sur le nouvelle plateforme d'ISI.

 

L'équipe de Modding a publié les premières images du très attendu mod Endurance Series pour rFactor 2.
 

Les images montrent le développement en cours des véhicules dans leur nouvel environnement avec l'Aston Martin V8 Vantage GTE, l'Oreca 03, la Zytek, la Corvette ZR1 C6R ainsi que la GTC Flat6.
 

L'équipe est, de plus, toujours à la recherche de bonnes volontés pour les aider la lourde tâche de création avec en particulier des besoins pour la modélisation 3D. Si vous pensez pouvoir les aider, n'hésitez pas à les contacter sur leur site.

rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images
rFactor 2 Mod Endurance Series : premières images

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14 juin 2015 7 14 /06 /juin /2015 06:57

Image Space Incorporated vient d'annoncer un nouvel ajout pour rFactor 2 : Corvette Daytona Prototype de 2015 !

 

Vous pourrez voir, ci-dessous, les images de la modélisation en cours de ce bel engin.

rFactor 2 : Corvette DP 2015 annoncée !
rFactor 2 : Corvette DP 2015 annoncée !

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13 juin 2015 6 13 /06 /juin /2015 04:00

Une sélection d'images sur rFactor 2...

rFactor 2 : galerie d'images
rFactor 2 : galerie d'images
rFactor 2 : galerie d'images
rFactor 2 : galerie d'images
rFactor 2 : galerie d'images
rFactor 2 : galerie d'images
rFactor 2 : galerie d'images
rFactor 2 : galerie d'images

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2 juin 2015 2 02 /06 /juin /2015 04:23

Le célèbre circuit Road America est actuellement en cours de préparation pour rFactor 2.

Pour vous donner une idée de l'état d'avancement, vous trouverez, c-dessous, quelques images présentant l'état d'avancement.

rFactor 2 circuit Road America en préparation
rFactor 2 circuit Road America en préparation
rFactor 2 circuit Road America en préparation
rFactor 2 circuit Road America en préparation
rFactor 2 circuit Road America en préparation
rFactor 2 circuit Road America en préparation
rFactor 2 circuit Road America en préparation

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31 mai 2015 7 31 /05 /mai /2015 08:44

Image Space Incorporated vient de mettre à disposition une nouvelle version de la DW12 Indycar pour rFactor 2.

 

Au programme, des améliorations physiques et graphiques...

rFactor 2 : nouvelle Indycar DW12 disponible !

Liste des modifications (en anglais) :

Changelog

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 fuel estimation.
– 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’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).
– 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 (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 susp arms corrected.
– Mirrored rear wing back logo (#27 #77)
– Various texture fixes

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30 mai 2015 6 30 /05 /mai /2015 19:55

Nous en parlions aujourd'hui même, Image Space Incorporated vient tout juste de sortir le circuit Atlanta Motorsports Park pour rFactor 2 !

rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !
rFactor 2 circuit Atlanta Motorsports Park disponible !

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30 mai 2015 6 30 /05 /mai /2015 15:11

Image Space Incorporated vient de partager une vidéo commentée (en anglais) par Tim Wheatley (himself) à propos du circuit Atlanta Motorsports Park à venir pour rFactor 2.

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18 mai 2015 1 18 /05 /mai /2015 04:21

En accéléré, le cycle jour/nuit/jour avec rFactor 2...

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