Sammelthread rFactor 2

Sammelthread
Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
rFactor 2 [60fps] Lola T280 @ Mountain Peak Speedway [Infield Roadcourse]


Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
rFactor 2 Race Series #09 - Ferrari 458 Italia GT3, Apex Modding FIA GT3 | Yas Marina [TX] [60FPS]


Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
rFactor 2 [60fps] Porsche 911 GT3 RSR @ South Shore International Circuit

Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
rFactor 2 in 2015 : A Commentary

Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
News & Notifications

Update 3.4.15 Build 946

Update 31 (Build 946) Changelog:

FEATURES:
————-
– Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
– Added local content management to Launcher.
– Added support for batch downloads in Launcher’s remote content tab.
– Added ring stiffness multipliers to TGM files.
– Added third party content publishing to Launcher.


FIXES:
————-
– By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
– Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
– Made unlimited laps in qualifying truly unlimited.
– Fix for aspect ratio problems in monitor.
– Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
– Added HTTP Basic Authentication to dedicated server mod downloads.
– Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
– Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
– Fixed unnecessary reloads of matchmaker list.
– Lined up vehicle labels in monitor.
– Made vehicle labels more legible under different conditions.
– Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
– Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
– Fixed a crash that could happen while resuming a replay of a non-race session.


MODDING / PUBLIC DEV:
————-
– Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
– Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
– simplified grid, pit, & garage spot marking.
– Allowed AIW editor to set number of garages per pit spot for ease of editing.
– Fixed Camera FOV editing.


MULTIPLAYER
————-
– Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
– In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
– Improved multiplayer skin transfers so there is less chance of name mix up.


GRAPHICS:
————-
– New tonemapper
– Optimized single-pass HDR for multiview.
– Adjusted some hdr/sky params to work with new tonemapper
 
Zuletzt bearbeitet:
Die letzte Seite fängt oben Mitte Februar an und endet unten heute. Dafür das hier in 2 Monaten fast niemand was schreibt oder es nich täglich ne News von ISI gibt die es wert wäre hier zu teilen und das ganze optisch auflockert kann ich ja wohl nix.

Also laber mich nich voll mit "spammen"

Unterkategorien für Updates, Bilder und Videos zu jeder Sim wie in anderen Foren wären natürlich nice to have.
 
Zuletzt bearbeitet:
Den richtigen link hab ich ja bereits gepostet. Du kannst ja auch nen eigenen Thread eröffnen und dort deine Videos posten. So bleiben die Themen hier sauber und für die Übersicht ist es auch ganz gut (nen jeweils eigener Video-thread hat doch auch was). Ist ja auch nicht nur hier so, du postest ja auch in den anderen Threads reichlich Videos. Sollte doch mal nen Video mit interessanten Neuigkeiten dabei sein, hat wohl kaum jemand was dagegen, dieses dann im Sammelthread zu finden.
 
Die Jungs von Simtek Mods arbeiten aktuell an 3 Projekten für rFactor 2


6257acda736d1ca68f6b3j1yft.png

Website: Simtek

Quelle: https://www.facebook.com/simtekmods/posts/669204376556511?notif_t=notify_me
 
Cobra AC 427 out now! 1966 AC 427 v1.03 Now Available!




rFactor 2 [60fps] ★ NEW Car ★ 1966 AC Cobra 427 @ Poznań

Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
Zuletzt bearbeitet:
rFactor 2 - Dynamic Conditions - Day-Night-Day Transitions

Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.



Ausserdem: Palatov Motorsport D4 released (3rd party content)

Palatov Motorsport D4 | rFactor
 
Zuletzt bearbeitet:
UnitedRacingDesign
Gestern um 23:01 · Bearbeitet ·

Corvette C7.R & C6.R OUT!

Corvette C7.r 2014/15

(Car was originaly done by URD for Kunos Simulazioni-Assetto Corsa and we have full permission to reuse it and big thanks to Kunos team for that)
-Implented everything as on C6.r(see bellow)
-Included are 4 skins in total-2 Tudor skins from Corvette Racing 2014(Livery done by Livery), WEC Corvette racing 2014(Livery done by Magdas Catalin) and WEC Labre 2015(Livery done by Rob James)

Corvette C6.r ZR1 2013:

Changelog 1.9(16.5.2015):
-new shaders applyed to the exterior
-new light flares and front lights updated-Thank you some1 for the flare shaders!
-chassis flex added( Thank you Miroslav Davidovic)
-new tires added (4 dry+1 int+1 wet) Thank you Michael Borda
-mirrors adjusted

Its the Corvette that raced in ALMS and 24h Le Mans 2013.

Its 99% scratch made as ive used small things from ISI vette like some textures that were good allready(cockpit safety net, roll cage and few smaller ones and even edited those)
Sounds are new, done by Davide aka elMariachi90, 3d model of exterior/cockpit was done by me(Ales Ogrinc) and Revelli, ingame/templating/texturing by me.

Thank you ISI for great rF2 and other assets we could use like tires and more...

Templates are on our website under downloads UnitedRacingDesign

Both Cars available here http://www.mediafire.com/download/xpbthod1yezpii3/URD_Corvette_GTE_package_1_9a.rar (for those having the older version, remove it before installing new one)

Cheers and have fun!
UnitedRacingDesign


Eingebundener Inhalt
An dieser Stelle findest du externe Inhalte von Youtube. Zum Schutz deiner persönlichen Daten werden externe Einbindungen erst angezeigt, wenn du dies durch Klick auf "Alle externen Inhalte laden" bestätigst: Ich bin damit einverstanden, dass mir externe Inhalte angezeigt werden. Damit werden personenbezogene Daten an Drittplattformen übermittelt.
Für mehr Informationen besuche die Datenschutz-Seite.
 
Zuletzt bearbeitet:
EGT Mod Update


Our cars are now on version 1.95 and please do remove all older version before installing new ones(IMPORTANT)

Changelog EGT cars V1.95:
-added chassis flex
-added tires like on Corvette pack
-broke all mirrors and adjusted settings there so all should be good now
-adjusted shaders/textures
-flare lights and overall lights reworked
-fuel constumption adjusted
-ferruccio rear wing material name fixed
-removed some parts of cars that were early 2013
-some other small adjustmest...
 
Dallara DW12 Indy car v1.62 Now Available
Profile: Dallara DW12 Honda and Chevrolet Indy car | rFactor
Download: Downloads | rFactor (direct)


You might want to consider this beauty a first true release. We got data and we've used it. It is almost a scratch built car in terms of physics. The road side has had quite a few changes, but the oval side is where you should be able to feel the biggest difference. Enjoy.


Changelog: (link)


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

wäre super wenn du mal ein schönes video zum dallara dw12( update) machen würdest.... natürlich nur wenn du mal langeweile hast...
 
Zurück