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Για όσους το χάσατε! Δείτε ένα τρελά ανατρεπτικό Qualifying, αλλά και τα δυο σκέλη του άκρως συναρπαστικού αγώνα του πρωταθλήματος GP3 της F1axion στην πίστα της Βαρκελώνης! Το πρωτάθλημα GP3 άρχισε και με το καλημέρα μας έδειξε πόσο αγωνιώδες θα είναι!
#f1axiongp3 #rf2 #simracing #bratsaki
 

 

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@Silkman77 Το drs δεν δούλευε αλλά το κουμπί punt-to-pass μια χαρά λειτουργούσε [emoji14]

 

Πλάκα κάνω, ξέρω ότι οι gp3 είναι για καινούργια παιδιά [emoji4]

 

 

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On 14/10/2017 at 10:25 ΠΜ, το μέλος GoMaR έγραψε:

ειναι θεμα replay που δειχνουν αλλου και αλλου οι ροδες;

Όχι σωστά το εντόπισες! Είναι θέμα του mod το οποίο διορθώθηκε κατόπιν του αγώνα.

On 14/10/2017 at 12:38 ΜΜ, το μέλος gchristod έγραψε:

@Silkman77 Το drs δεν δούλευε αλλά το κουμπί punt-to-pass μια χαρά λειτουργούσε emoji14.png

 

Πλάκα κάνω, ξέρω ότι οι gp3 είναι για καινούργια παιδιά emoji4.png

 

 

Θα τους ρωτήσω αν είχαν τέτοια λειτουργία στο τιμόνι και θα αποκλειστούν για χρήση παράνομων βοηθημάτων :p
Μια χαρά τα πήγαν για 1η φορά όλοι μαζί πάντως, ωραία εκκίνηση και απο εκεί και μετά ή προσπέραση είναι δύσκολο θέμα αν δεν κάνει λάθος ο μπροστά ή αν δεν "επιμείνεις" την ώρα που θα χωθείς. Το καλό ειναι οτι στις ελάχιστες χοντράδες για προσπέραση τήρησαν fairplay. Βοήθησε και το ότι κάποιες ομάδες είχαν Pit managers απο F1 που τους ενημέρωναν άμεσα για τα λάθη τους ή το αντικανονικό προσπέρασμα. Έχουν και αγωνοδικές οπότε θα αρχίσουν οι πρώτες καμπάνες και σιγά σιγα θα το βρούν. Στην Αυστρία να δούμε τώρα που η εκκίνηση εκεί και η Κ1 είναι χωνί...... :)

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GT3 Power Pack Release!

 

Quote

Today we proudly present the release of the GT3 Power Pack, featuring five iconic GT3 class cars. You already knew about the McLaren 650S GT3, and at the SimExpo we revealed the second car–the Bentley Continental GT3. Recently, we shared some teaser shots of the third car. As some of you already guessed, that was the Callaway Corvette C7 GT3-R. The last two are the Radical RXC Turbo GT3 and the Mercedes AMG GT3.

We’ve worked closely with the manufacturers to create the most accurate model, physics and sound we could; and we’ve listened to the community asking us to come up with a more consistent series of cars to race with. We certainly hope you’ll enjoy them as much as we do. Let’s go over them one by one.
 

Bentley Continental GT3

The Bentley Continental GT3 was first unveiled at the Goodwood Festival Of Speed in 2013; and since has been competing in many different GT3 championships across the globe. Even though the car looks big, it is actually very light; and its 600 horsepower 4.0 liter twin turbo engine makes it a force to be reckoned with.

Bentley_Promo-1920x1080.jpg

 

Radical RXC Turbo GT3

The Radical RXC Turbo GT3 is a bit of a rare appearance in the GT3 field, but it certainly is a very strong contender. Its light and stiff body holds a 3.5 liter Ford Ecoboost V6 engine with twin turbos and intercoolers, delivering over 500 horsepower. This car competes in the GT Open and debuted in 2016 at the season opener at Estoril. Of all the cars in the pack, this one probably feels the most like an open wheeler.

Radical_Promo-1920x1080.jpg

 

Callaway Corvette C7 GT3-R

The Callaway Corvette C7 GT3-R, designed and built by Callaway Competition in Leingarten, Germany, started life on the drawing boards in 2014 and hit the tracks in 2016 when it started competing in the ADAC GT Masters. That campaign proved to be very successful; and recently it was announced that this car is now also ready to debut in the US, with GM giving permission to run in its home country. This 600 horsepower, 6.2 liter V8 packs a serious punch and sounds great. Nick-named “Darth Vader”, as it was first shown with an all-black carbon fiber body, this car will definitely remind you to hit your braking points and apexes if it shows up in your rear mirror!

 

C7_Promo_2-1920x1080.jpg

 

Mercedes AMG GT3

The Mercedes AMG GT3 was presented to the world in March of 2015 at the Geneva Motor Show. The 6.2 liter naturally aspirated V8 engine and carbon-fiber body ensure this car can always be found at the front of the pack. Apart from racing in GT3, this car has also been entered in both the Super GT GT300 and IMSA GTD classes.

 

Mercedes_Promo-1920x1080.jpg

 

McLaren 650S GT3

The McLaren 650S GT3 is a car we already released earlier this year for the World’s Fastest Gamer competition. The car made its debut in 2015 and was designed and optimised to contest GT3 championships. Building on the MP4-12C GT3, it offered optimisations in many areas, including aerodynamics. Powered by a 3.8 liter twin turbo V8 engine that is known to spit fire like there’s no tomorrow, this car is definitely an awesome appearance on any track. We have updated this car based on community feedback and additional data we received.

 

McLaren_Promo-1920x1080.jpg

 

All cars come with the setup options as found on the real cars and three dry weather compounds ranging from the soft “S7” to the hard “S9” and a wet weather compound. One of these details in the setup options is the fact that both the Bentley and the McLaren use Ohlins dampers for which 0 is the stiffest setting and higher values mean the dampers get softer. Another example is the exact position and size of the anti-roll bar on the McLaren, whose setup options we’ve named accordingly, like “P3 25x2mm”, where for other cars we use the more familiar “clicks”. Worth mentioning is the steering lock on the Mercedes–quite limited compared to the other cars (about 400 degrees). It should be just enough to negotiate very tight turns on some tracks, but still doable!

Finally, the Radical has only four wing positions; however, they are quite widely spaced compared to the other cars, giving you the option to create both high and low downforce setups.

 

As per regulations, all of these cars are allowed to run with anti-lock brake systems (ABS) and traction control (TC). We did several “Balance of Performance” sessions with all five cars, taking them to a few different tracks and comparing lap times. Since these cars are quite new, we think it is safe to say that we have not found the absolute limit of their setups yet. Leagues running with these cars are encouraged to do additional tests and use weight penalties to further balance the cars. We will aim to do BoP updates as we learn more about these cars.

 

All cars come with a template to create your own liveries, which gets installed automatically to the “Templates” folder in your rFactor 2 install.

You can buy the GT3 Pack in the Steam Store, which gives you a nice discount over the individual cars, which can also be found there.

 

New Build

To support the GT3 pack we have also released updates for both the DX11 and DX9 builds. Note that the build number for multiplayer changed too, so you will have to update your dedicated servers!

Build Changelog:

  • Added: An extended visual damage model featuring a combination of dents, scratches and cracks on the bodywork of cars, which has been implemented on the GT3 pack.
  • Added: New window and headlight glass shader that produces more realistic reflections. All five GT3 cars use it.
  • Added: Controller Profiles for Thrustmaster T-GT, T-GT Ferrari F1 Addon, TS-XW, TS-XW with Ferrari F1 Addon.
  • Added: Updates to the CPM model.
  • Fixed: Various small fixes to the no rain zone code that prevents rain from entering closed cockpits.
  • Fixed: All controller profiles default inputs are now assigned to JOY1.
  • Fixed: Bumped the rFactor 2 version for multiplayer compatibility to 1109 because of the new visual dents that required changes to the multiplayer protocol.

 

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Σε 15 λεπτά, μαζί με τον George Bratsos  ζωντανά o 3oς αγώνας GP3 της F1axion στην Αυστρία. Σας περιμένω για ένα πολύ θεαματικό αγώνα, 21:15 στο παρακάτω λινκ:
www.twitch.tv/bratsaki
#f1axiongp3 #rf2 #simracing #bratsaki #austriangp
 

austria.jpg

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Roadmap Update October 2017

 

Παράθεση

We’re nearing the end of the year, which is a good time to start looking ahead at what the new year will bring, but also to look back and reflect on the current year. At the start of 2017 we were still building our team and roadmap, and I think it is fair to say that we did not anticipate all the interesting conversations, partnerships and opportunities that presented themselves in the months that followed. Even though, we knew when we started that there were a few key areas in rFactor 2 we had to address.

 

The graphics engine needed to be upgraded to DX11 for two reasons. First of all, it enabled us to implement VR. On top of that, from an artistic and technical point of view, it allowed us to start evolving our graphics engine. Of course, we started with a “make or buy” decision as there are obviously existing graphics (or rather game) engines around we could have chosen. Nevertheless, remaining backward compatible was an important goal with our existing content, and we felt that this would have been difficult with a completely new engine. So instead, we chose to build a new DX11 engine, taking the current engine as a starting point. We are now confident that the new engine is more capable and ready for the future. By addressing some of the weak points of the DX9 engine we are building something that is starting to look really beautiful.

 

We also wanted to replace the existing UI with something that was more maintainable, flexible and future-proof. Throughout the year, we’ve already previewed quite a few screenshots and artist’s impressions, and by now I’m sure everybody is wondering when we will release the first version. The client part of the UI is in private beta testing now, and we are receiving lots of feedback about all aspects of it. During the World’s Fastest Gamer we’ve also previewed parts of the competition infrastructure, at that point still as a separate user interface in a browser, but eventually these parts will also end up in game. We are still working on some other parts, such as the Launcher, the dedicated server and a new HUD and overlay system that is scheduled to replace plugins that were drawing directly to the screen in DX9. It is fair to say that all of these tasks are taking more time than we expected, so bear with us for a little while longer!

 

The third thing we wanted to do is build high-quality and high-profile content that was properly licensed. A lot of people were also telling us they preferred series over individual cars. So we set out to license five GT3 cars. Finishing them this month was very satisfying and kept us incredibly busy at Studio 397. The GT3 Power Pack includes the previously released McLaren 650S GT3, previously announced Bentley Continental GT3, along with the teased Callaway Corvette C7 GT3-R and surprise Mercedes AMG GT3 and Radical RXC Turbo GT3 cars.
 

As our first pack and DLC this has been a great learning experience, and we’re very grateful to our team, our testers, and you, our customers, for dealing with the pressures and effects that came along with it. We’re very pleased with the results, and hope you’ll enjoy these fantastic vehicles. And one more thing, we are in the final phase of testing an update that addresses the low framerates that some of you have been experiencing with higher quality shadow settings, and we hope to have that released before the end of this week.

gt3_pack-1920x1920.jpgpack1.jpg


We are already hard at work to come up with the next pieces of content, including a brand new track that is scheduled to be released before Christmas. On top of that, we are also opening up our content store to third parties, further increasing the amount of high quality content and offering our modding community the opportunity to take the next step to convert their passion into something they can make a living out of. If you’re a modder and you’re interested, feel free to get in touch!

DX11

As we said in a previous update, we feel our DX11 version is stable by now, so it is our intention to make it the default at our next major code update. That update will include some of the rain and lighting improvements we have previewed at SimExpo, which you can also definitely expect before the end of this year. There are three reasons for the delay here. First of all, we were getting some feedback at the SimExpo that we wanted to improve on.

Secondly, some of these changes will also require us to do content updates, and finally, we are working on an improved HUD that contains some of the information that drivers were missing and were installing third party plugins for. As explained above, a completely new HUD system is something we are still working on, and you can expect that sometime next year.

Physics

As you already know, our core physics and, more specifically, tyre development is always ongoing. We are continually looking for ways to improve and push things further to get you to that next level of realism! Our own physics developer and tyre guru Michael Borda took some time out to fill you in on the latest in tyre tech, notably, developments that translate into improving tyre feel and overall handling.
 

“Since the inception of rFactor 2, we’ve calculated centrifugal forces in a ‘quasi-static model’, thinking this simplification was correct or close enough to reality to not require deeper adjustment. It was considered fact, when in reality, accelerations should be calculated localized as the distribution in the contact patch can vary significantly to the original behavior. Some correlation issues crept up over time, and as we’ve collected more data, it became apparent that it wasn’t on the data side. You may think that this might be sloppy, however, the reality is the way data is measured, interpreted (smoothed / adjusted / fitted), scaled, or worst of all, even copied between tyres, makes trusting data a very difficult thing to do. In this case we had strong suspicions that the data was measured under a single condition, simply offset and then applied to different data points.

This doubt left plenty of room for us to believe that our model was probably correct, when considering the obvious short-cuts the manufacturer had taken in measuring the data. So everything was rosy, we thought, and then we finally obtained the same type of data from another tyre manufacturer.

This time, they went to the extra step of measuring at multiple loads. Once we had this corroborating information, it became obvious there was a glaring issue with our tyre model. Of course, this was an original part of the tyre model that hadn’t been touched for years, taken for granted. This was also a essentially a non-issue before the introduction of the contact patch model. After a little thinking and investigating, it became obvious that our ‘harmless’ simplification, wasn’t so harmless after-all. 
 

To describe the effect in practical terms, after some early testing, it is quite obvious that the ‘speed sensitivity’ of tyres is decreased. A reduction of speed sensitivity, meaning that the tyres lose less grip as a direct consequence of rotational speed. The resulting contact patch is a little bigger (longer), especially when compared to the previous tyres under a combination of both high speed and load. As you apply slip angle, the longer contact patch increases the sliding speed towards the trailing edge of the contact patch, making tyres more prone to overheat at high speed. A larger patch also increases cooling (as contact conductance is the primary driver of heat dissipation in a tyre). In general, tyre temperatures will probably be slightly higher, so you may need to increase conduction slightly to achieve realistic temperatures. In terms of overall feeling, this is the biggest change in rF2 since the introduction of the contact patch model. This also marks the first major change to the QSA model itself.
 

So now, with the latest newly-released build, we now calculate localized accelerations, and our QSA model, becomes a little bit less “quasi-static” than before.”

More details on this will be published soon as part of an upcoming physics blog, where Micheal will go more in depth on how to leverage these improvements.

Miscellaneous

Some other things we talked about in earlier roadmaps that deserve an update:

  • The Corvette C7.R GTE car is mostly done from a model point of view. We’re working on sound and physics and are looking at other options in GTE and related classes.
  • Our Motec implementation still has not started, mostly because we’ve prioritized other things at the moment.
  • Progress on Zandvoort and our first Radical have been slow, and we expect both to be completed in 2018.
  • We are already working on some of the Tatuus cars we’ve licensed, but those are still in early phases.
  • A final thing we reported on is improved spotter code. To be honest, there the community has come up with a great alternative, Crew Chief, so we’re reconsidering what we should be focusing on here.

Wrapping up this month’s roadmap I would like to thank everybody for their continuous feedback. A year ago we wrote our first roadmap with our main goal to give everybody more insight into our development. It is fair to say that some things went to plan, others maybe did not, but we still hope this openness is appreciated in the end. Happy simracing!

 

 

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  • 2 weeks later...

ΜΕ ΜΕΓΑΛΗ ΜΑΣ ΧΑΡΑ σας καλως ορίζουμε στο νέο site της F1axion!! Aκόμα περνάμε υλικό αλλά βρίσκετε σε αρκετά καλό σημείο μεχρι στιγμής ώστε να μπορούμε να σας το παρουσιάσουμε!! Ενα μεγάλο ευχαριστώ απο καρδιάς σε όλα τα παιδιά που συνέβαλαν στο να γίνει πραγματικότητα αλλά και σε όλους εσάς που μας παρακολουθείτε και μας στηρίζετε και είστε το κίνητρο για να βελτιωνόμαστε. Το βρίσκουμε μοναδικό στο είδος του για τα ελληνικά, αλλά και τα ξένα δεδομένα στον κόσμο του simracing και μην διστάσετε να μας πείτε τη γνώμη σας ή/και τις προτάσεις σας. Μας στηρίζετε όλο αυτό τον καιρό και ελπίζουμε να σας αρέσει και σε εσάς όσο και σε εμάς. Κλικ και καλό...ξεφύλλισμα !!
www.f1axion.gr
#f1axion #rf2 #simracing

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@konnos,https://forum.studio-397.com/index.php?threads/nordschleife2-v2-01.44793/

Την εχουν λιωσει στο VEC και VLMS σε 24,8,6,4ωρους αγωνες.Αν εγω μαθω αυτην και εσυ

μαθεις την laser του ΑC ΔΕΝ θα εχεις κανενα πλεονεκτημα αν παμε εκει με τα αμαξια μας,πιστεψε με!;)

Το ls ειναι μαρκετινγκ που το πληρωνεις και κανεις τον μαγκα οτι και καλα οδηγας σε πιστα που ειναι καρμπον μεχρι εκατοστου!

Ο dev ετοιμαζει update,τρεχουμε μαζι στο SR4L και ειναι και alienαρα παλιου τυπου,θα τον ρωτησω την Κυριακη.

 

Έγινε επεξεργασία από Dimitris Pappas
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