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5 hours ago, liakjim said:

Κανείς δεν σε εμποδίζει να στρίβεις υποστροφικα. Ο Αλόνζο πχ έτσι στρίβει από πριν το απεξ.
Το λάστιχο δεν είναι διακόπτης. Έχει καμπύλη γκριπ/ slip angle.
Το ιδανικό είναι να στρίβεις με τέτοια γωνία ώστε να είσαι μέγιστο γκριπ.
Μπορείς να στρίψεις με πιο μεγάλο lock απλά θα χάσεις λίγο γκριπ.
Αυτό γίνεται παντού.
Πάρε ένα οποιοδήποτε αμάξι στο rf2 πχ f1 και σε μια στροφή με πολλά χλμ στρίψε τιμόνι. Θα φύγεις ευθεία.
Φυσικά μετά έρχεται και η φθορά.

Αν οδηγείς υποστροφικα πχ όπως ο Ιάσονας , θα κάψεις τα μπροστινά.

Δεν βλέπω που είναι το περίεργο.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

Ο Αλονσο,τι λεμε τωρα,εστριβε οντως ωστε να ακουμπαει απεξ υποστρεφωντας,γλιστρωντας,και μολις εκανε bite το ελαστικο σανιδωνε το γκαζι και χανονταν...

Αυτο το εκανε γιατι ειχε το πισω μερος που ηταν κολλημενο κατω,αλλιως κλαφτα.

Δημητρη οδηγηση F1 και GT καμια σχεση.Ελαστικα,αναρτησεις,μοτερ αεροδυναμικη και αλλα πολλα ειναι τοσο διαφορετικα.

Εγω μιλαω για το συγκεκριμενο C7r.

Στριβωντας με μεγαλο lock χανεις grip ναι,αλλα αν βγεις εκτος αγωνιστικης γραμμης,στρωμενης,τοτε γεια!

Το grip ειναι ιδιο,δυναμικα,κατα μηκος ολου του δρομου η μονο στην αγ.γραμμη?

Αν ειναι ιδιο κατα μηκος(μαλλον πλατος) του δρομου τοτε driffting και ολα καλα.

Αν ομως εχουμε real road και βγεις λιγο εκτος τρως ενα snap oversteer,τετοιο!
Τελος παντων,νομιζω τα GT εχουν και λαστιχα και στριβουν και υπερστρεφουν.

Παντα γουσταρω τον διαλογο μαζι σου!;)

 

 

Έγινε επεξεργασία από Dimitris Pappas
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Roadmap Update February 2017

 

Παράθεση

 

We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you.

VR Update

With DX11 implementation complete, we are now in our first development stage for VR. Our initial focus is the in-car driver experience with both the Oculus Rift and the HTC Vive. The second development stage will delve deeper into the environmental capabilities of the VR experience, which we will share over the next couple of months.

DX11 Content Peek

Last month we shared with you our first comparison shots for DX11. In the last couple of weeks we’ve focused on ensuring compatibility with existing content as well as further improvements to the way we render our HDR output. We’ll let the new screenshots speak for themselves.

 

DX9_11_Comparison_NormOcc-1920x1144.jpg

 

20170217165301_1-1920x1200.jpg

 

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Competition Update

Development of the competition infrastructure is going well and is on track to be released this summer. Drivers and teams will be able to record their stats, achievements and results, which then can be accessed through any device and shared with friends. Competitions will feature selected existing content and new content. Details will be announced in the coming months. Our main focus is to create feature rich mechanics that provide a challenge for new drivers and seasoned sim racing veterans alike.

UI Update

We are super excited about our new user interface, which is currently under development. The new UI not only provides a more intuitive and user-friendly experience, it also offers improved flexibility and the ability to add new elements and modules.

EventInfoSectors-1920x1080.png

NOLA Motorsports Park

Whether you choose to race a kart, open wheeler, or tintop, the large variety of configurations makes NOLA a very versatile and challenging track to master. NOLA Motorsports Park will be released on February 28th!

Radio Communication

Most racing series use radio communication to let drivers talk to their team and pit crew. Some series also have race control broadcasting instructions. For example, oval racing series such as Stock Car typically also have spotters that keep an eye on what’s happening to keep you out of trouble.

We are working on expanding our current system, which is centered on the spotter’s role, into a system that allows different people to talk to you on the radio. In addition, we intend to make the communication more interactive by giving you the ability to ask for information or instructions.

Modding

We’re excited to invite modding teams to join our private forum. We are looking to work with those of you in the modding community to explain the necessary steps that ensure your content continues to work flawlessly with the new DX11 engine. Modders joining our forum will also get access to pre-release builds of the DX11 graphics engine (still in alpha). Our goal is to ensure that your content is ready to go when we do the first public release of the new engine.

If your modding team is interested, please register on our forum and start a conversation with Christopher and Marcel, stating:

  1. Your modding team name and all the names and forum names of members that need access.
  2. A list of mods you have released for rFactor 2 (either links to the workshop, or some other reference).
  3. Any other interesting information about your team such as mods you are still working on.

That wraps up this roadmap update. We are looking forward to the coming month of development so we can continue to share with you our progress on the new innovative elements planned over the next few months!

 

 

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On 2/16/2017 at 6:42 PM, Dimitris Pappas said:

Οσοι εχετε το μοντ EGT by URD καντε μια χαρη στον εαυτο σας,δοκιμαστε το C7 2015(η 2014) στο Spa απο isr.
Αν και τα δυο μοντ,τα EGT μαγεια και η πιστα ....κλεμαν απο διπλα(λειζερ),τι να πω?
Το ιδιο κομπο το τρεχουμε στο AC τωρα οποτε ειναι φρεσκια η γευση.Στο AC το κορβετ γλιστραει σε αργες σε γρηγορες σε μετριες παντου!Τα λαστιχα κατι δεν εχουν,δεν στριβει.
Ξερω οτι αυτο που σας ζηταω θελει χρονο αλλα σιγουρα μονο οταν δοκιμαζεις μπακ του μπακ εχεις μια καπως πιο αντικ.αποψη.
Στο bus chicane στο Σπα στην τελευταια αριστερη και λιγο ανηφορικη στο ΑC ελαφρωνει τοσο πολυ το μπροστα λες και ανεβαινεις 50% .Στα πολλα φρενα στην πρωτη δεξια παλι ενω τα πολλα φρενα εχουν μετατοπισει βαρος μπροστα στο ΑC παλι υποστροφη και γλιστρα.
Μιλαμε για ντιφωλτ σεταπ και στα δυο.
Λαθος αυτοκινητο πηρα για το καπ.....
Damn you Rf2...

Sent from my Galaxy Nexus using Tapatalk
 

Χαιρετω την παρέα και στην διπλα γειτονιά ( αν και παλιός στο rfactor(1,2), εδω στο thelab μονο με AC ασχολήθηκα).

Ομόσταυλε (στο wamta...) @Dimitris Pappas  το δοκίμασα to combo που λες και στα δυο, δεν παρατήρησα όμως κατι διαφορετικό απο τις συνηθεις διαφορες μεταξυ AC vs rF2.

Οπως και με ολα τα αλλα αυτοκίνητα ετσι και σε αυτο στο AC ειναι πιο υποστροφικό ( ή τουλάχιστον ετσι ειναι η αισθηση στο ForceFeedback). 

Η δική μου άποψη ειναι ότι το μπακ του μπακ μεταξυ sim δεν βοηθάει αλλα σε μπερδευει γιατι έχεις την απαιτηση το ένα να συμπεριφέρεται οπως το άλλο κατι που δεν μπορει να γινει μεταξυ rF2 kai AC γιατι έχουν τελειως διαφορετική προσεγγιση στο FF-physics ( πχ στο rf2 στα φρενα με ελαχιστο τιμονι ο κώλος γλυστραει ενω sto AC ειναι τρένο, και μετα το apex to αντιθετο , στο μεν rf2 έχεις αισθηση στο τιμόνι για το τι κανει  ο πίσω άξονας ενω στο AC δεν αισθάνεσαι τιποτα παρα μόνο αν αρχίσει να γλυστράει πίσω). Προσωπικά αν και τελευταια παιζω πολυ περισσότερο το AC θεωρω το FF&physics του rF2 πιο φυσικό, προοδευτικό και με καλύτερη κλιμάκωση (πχ στο AC πρεπει να βάλεις μεγάλη τιμη στο FF για να αισθάνεσαι τις χαμηλές δυνάμεις με αποτέλεσμα στις γρήγορες στροφές να κάνεις τον μασίστα ). Επίσης η αίσθηση του FF στο AC σταματάει στο apex.... απο εκει και μετά όσο και να στριψεις δεν αισθάνεσαι τιποτα παρα μόνο αμα γλυστρισει το πίσω μέρος. Αντι να μειώνεται το FF με το άνοιγμα του γκαζιου και να να σπρώχνει προς τα έκει που παει να φυγει ο κώλος....δεν το κάνει παρα μονο οταν φυγει απότομα. Αμα φυγει όμως ελεγχεται πολύ καλύτερα από ότι στο rf2 , για αυτό ειναι και πιο ευχάριστο να φευγει ο κώλος στο AC.

Για να κλείσω τη εντελώς υποκειμένική και πιθανώς ...λάθος ανάλυσή μου......τα όρια της προσφυσης στο rf2 τα αισθάνεσαι πριν τα ξεπεράσεις ενω στο AC αφού τα ξεπεράσεις...και τα θυμάσαι "παπαγαλία" για τον επόμενο γύρο. Η αποψή μου βέβαια , θα ήταν πολύ διαφορετική αν έπαιζα σε GTX1080 με DD wheel... (παιζω σε low spec PC με DFGT).

Για να μη βάλω φυτίλια......σε καμία περιπτωση δεν υποστηρίζω οτι το rf2 einai καλύτερο του ΑC ή το αντιστροφο. Καθένα έχει τα υπέρ και κατά του. Απλά στο θέμα αισθησης FF θεωρώ πιο άμεσο του rF2. Σε θέματα γραφικών , περιεχομένου, ποιότητας κλπ υπερέχει το AC.

sorry για τη παρλα....για αλλου ξεκινησα και αλλου κατέληξα....

 

 

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Hello

T5 series is available in our shop at www.unitedracingdesign.net

Templates are available on our website under downloads.

Aura T5 V195 DEMO:
-Fully new physics by Miro including new engine.
-New improved shaders,
-Windows mesh and shader remodeled and adjusted.
-New 3d tire model plus textures,
-New way for liverys like on JT5.
-Better driver animation thanks to Alex Coutie
(known issues various sound volume adjustments (suspension, tires, engine, others) and front tires come out of bumper but i will fix that in V2)

Download here https://www.dropbox.com/s/8actwxmtdida7j5/URD_T5_Aura_V195.rfcmp?dl=0


Have fun!

Best Regards,
Ales Ogrinc
UnitedRacingDesign

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Introducing NOLA Motorsports Park!

 

We’re incredibly excited to release this next track – it’s the first to be released under the Studio 397 banner! NOLA Motorsports Park, an entirely scratch built track, who’s development was greatly enhanced by the very close participation of the track’s representatives, in particular Scott Touchton. This cooperation and open access to the track itself helped the ‘track team’ to create a highly accurate and realistic sim version of the real life track. As usual the ‘track team’ has gone to great lengths to bring NOLA to life in rFactor 2, and we think the results speak for themselves.

Like with any new track, you can download it from the workshop here!

Getting to know NOLA Motorsports Park

Don’t let the laid back southern charm fool you, with its bucolic and peaceful surroundings, vast expanses of green grass, and lush trees that line the outer perimeter – NOLA hides intriguing surprises in its subtle cambers and gently flowing fast corners. Once you start to drive it, you’ll realize NOLA makes you work hard to knock off those elusive tenths and even hundredths of a second! The perpetual challenge to master the track and achieve a fast flow is addictive – which means the more you lay down laps, the more you want to keep driving. Taunting you in almost every turn, Nola’s smooth curbs can be your best friend or your worst enemy!

NOLA also comes with a sidekick, a Karting facility that offers the same level of excitement as the road courses in a smaller package. But again, don’t be fooled by its size – it’s a real ‘arms aching’ workout to conquer. Each of NOLA’s Karting layouts is a complex labyrinth of fast changing turns that rewards consistency, heavy trail braking, and precise and sometimes risky maneuvers. Mastering a section by turning in at just the right time and blasting through multiple turns on full throttle is exhilarating once you can flawlessly pull it off without landing on the grass.

The Road Courses

NOLA Motorsports Park has five uniquely challenging road course layouts, each with it’s own particular twist and sometimes subtle, sometimes important differences. What all layouts do have in common are the last series of turns. In these last three turns you need to be extremely conscious of your brake and throttle inputs as you try and ease in. Self control on throttle and smooth light braking are key to finding an ideal entry line into the very crucial last turn. This last right hand turn, just before the main straight, requires repetition and patience to nail it – just when you think you can go full throttle, its deceptive camber changes on exit it will catch you off guard if you get overconfident too soon!

Layout Indy

The Indy layout is NOLA’s highlight. Its super high speed chicane through turns 8 and 9 means your choice of entry is crucial to sustain full throttle and carry maximum speed all through the back straight. As with any track layout, it’s the sum of its parts that make up a fast lap. That’s especially true for Indy’s unforgiving temporary curbs in turn 1 and turn 6. They demand respect. Go in too deep on entry and catch a tire, best-case scenario you lose some precious tenths, worst-case you flip up on two wheels or lose control and smash into your opponent!

Louisiana_IndyGP-1920x1243.jpg

Layout A

On the surface, layout A looks similar to Indy, but there are some key differences. In layout A the high speed esses replace the back straight and require consistent slowing, throttle inputs and weight transfer to ease the car through. Layout A also does without the temporary curbs in turn 1 and turn 7, which means it’s a little less technical and more forgiving.

RT_A-1920x1243.jpg

Layout  B

Layout B is the shortest layout, and it’s perfect for running slower cars with good traction, like the Skip Barber, Megane and Clio, and even the USF 2000. Turns 2, 3 and 4 make up a flowing mid speed section before going into the long esses. It’s a perfect place for daring outside overtaking!

RT_B-1920x1243.jpg

Layout C

Layout C is fast! The combination of the longest front straight, and therefore highest top speed, with the generous width and run off in turn 1 makes for an exciting high speed overtaking opportunity. The combinations of straight line speeds and fast ‘almost’ full throttle esses are a great match for vintage open wheel and prototypes – but of course not limited to!

RT_C-1920x1243.jpg

Layout D

Layout D, after Layout C, has the second longest front straight, but unlike C, it’s followed by a very very sharp right hand cut back into turn 1. This requires precise braking and precisely judged entry speed! The mid sector of Layout D, following turn 1, is very technical – comprised of a series of deceptive turns that are extremely easy to misjudge and overcook.

RT_D-1920x1243.jpg

The Karting Facility

NOLA Motorsports Park also boasts five fun and exciting karting layouts! Each layout is a technical, fast paced track in it’s own right that demands patience and perseverance to master. Once you do find that groove, the satisfaction comes when you bounce off curbs just right to for turn in, control drifts through high speed sectors, and delicately balance weight transfers to keep up that momentum!

Layout A

Karting A is a great blend of slow and fast turns. The rush of pushing harder and harder and eventually mashing full throttle through turns 4 to 7 and then slowing just as you roar into turn 8 is a thrill!

KT_A-1920x1920.jpg

Layout B

Karting B is the shortest layout, but it still requires feather touch maneuvering through the slow speed zig-zagging mid sector of turns 4 to 7. Here, finding a consistent rhythm using weight transfer is key. Get greedy, take too much of inside curbs, and you’re heading for a spin. Hit the curbs just right, and you’ll float through and keep momentum.

KT_B-1920x1920.jpg

Layout C

Karting C has a long straight and therefore high speed entry into the turn 1 chicane, here it requires abrupt and precisely timed off throttle turn in to avoid taking too much curb and flying off!  The mid sector is equally challenging. In turns 7 to 10 it’s vital to carry just the right amount of speed to keep an even flow and escape the dreaded ‘bog down’.

KT_C-1920x1920.jpg

Layout D

Karting D is much like B, but there’s a twist! It mixes the technical slow mid sector of layout B with the long fast front straight of layout C.

KT_D-1920x1920.jpg

Layout E

Karting E is the longest layout, with its long front straight into turn 1 ending in a slow right hand cutback. Turn 1 is a honey trap for the overconfident – here it’s all about ‘slow to be fast’!  Karting E is mostly mid and high speed turns. By using as little braking as possible, opting for ‘off throttle’ to slow in, and throwing the kart into slight drifts, you’ll see seconds start to drop off!  The massive back straight of E ends abruptly. Here, your choice of entry line in the final chicane determines the speed you’ll inherit into the last right hander and the long front straight – this is where you lose or gain a big advantage!

KT_E-1920x1920.jpg

 

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https://forum.studio-397.com/index.php?threads/1967-formula-2-mod.54810/#post-882852

https://forum.studio-397.com/index.php?threads/mclaren-m7a-d.54745/

Στα ιστορικα παιζει χωρις αντιπαλο!

Καλα και ωραια τα μοντερνα διαστημοπλοια με τα κερς,μερς,ηλεκτροκινητηρες και προγραμματα αλλα οταν οδηγας ιστορικα οδηγας!

Τιμονι,γκαζι,φρενο και συμπλεκτη!

Κουμπακια,λαμπακια....:o

 

Έγινε επεξεργασία από Dimitris Pappas
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The Garage


The garage is a community project intended to bring anyone interested in physics modding together, to learn and to exchange knowledge and experiences. While many people seem interested in physics modding, it is quite a challenge. The goal of this project is get several people together working on a single car, on their own and as a team. While doing this, we hope to answer as many questions as possible from the participants during the whole process while we can also learn from each other.


The plan is to work together on the McLaren M4B 1967 F1 car, creating physics from scratch. We will cover several aspects such as collecting data, working with the already available tools and all areas of physics modding.


Different aspects of physics modding will be covered one by one with regular sessions on our discord channel. This car is made available by @CrossPly and @klaasvh who just announced their 1967 F2 mod here https://forum.studio-397.com/index.php?threads/1967-formula-2-mod.54810/#post-882790


Everyone is welcome to join. Visit our discord channel here for more information.

https://discordapp.com/channels/288599433170649088/288599433170649088

Πολυ ωραια πρωτοβουλια!

Το περιμενω αυτο το μοντ!

Rf2 the only way is up!!!!

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Roadmap Update March 2017

Spring is in the air and we’re pleased with our progress over the past few months. We have a lot to share with you. We decided to take the time to really bring together all of the newly developed elements – UI, VR, and DX11. Although this puts us slightly behind our targeted “end of Q1” release date, we promise you it will be worth the wait. In addition, we wanted to make sure that modders and leagues have enough time to update their content so it shines in the new engine. With all of this in mind, we’re targeting a release date of May 1st.

DX11 Pipeline and Post FX

Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way.

Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light.

Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track!

shadow-normalmap-1920x1080.png

Shadows now follow all the small bumps in the road surface.

 

nola-karts-night-1920x1080.png

Night lights show a much more realistic, dynamic glow.

 

howston-sunrise-1920x1080.png

Our classic content looks great as the first rays of sunlight touch the banking.

 

camaro-mores-1920x1080.png

The Camaro GT3 on a bright blue day at Mores.

 

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Early morning going up the hill at Bathurst.

 

Virtual Reality is operational

Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience!
Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras.

User Interface

The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments.

setup-gears-1920x1080.png

Setup screens have been split into different aspects.

Radical Content

We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced.

radical-silverstone-cockpit-1920x1080.pn

A pair of Radicals at Silverstone.

Modding

We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum.

That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!

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