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John@John

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  1. John@John

    rFactor 2

    FIA European Hill Climb Championship rFactor2 RACE 3 / MONDAY 13/5/2019 / RAMPA INTERNACIONAL DA FALPERRA QUALIFY RACE STARTS AT 20:30 (LOCAL TIME GREECE) RACE STARTS AT 22:30 (LOCAL TIME GREECE) QYALIFY STARTS AT 18:30 (GMT) START OF THE FIRST CAR AT 20:30 (GMT) WEATHER : LIVE TYPE OF START: STANDING NATURALLY PROGRESSING REAL ROAD IN ALL SESSIONS KEY RULES & REGULATIONS HERE : https://www.hillclimb-virtual-championship.net/rules/ CALENDAR HERE: Group H Special Hillclimb Champiomchip Calendar 2019 Hill Climb Starting procedure LIVE WEATHER FORECAST Weather and forecasts in Braga 2 new more cars added (23 cars) 24/7 servers for practice and race with Live Weather and Naturally Progressing Real Road.24/7 . Qualifying session of 120 minutes and 3 laps race ,always with Live Weather and Naturally Progressing Real Road. It is not required to participate in Practice session. It is not required to participate in Qualification. In this case you will start last. Any disconections during race heats means DNF Point system is 50-42-37-32-27-25-22-20-17-15-12-10 for the top 12 finishers.After 12 top finishers all drivers who finish the race gets 3 points for their participation.All DNF gets 1 point.DNS gets 0 point. 2 points bonus are awarded for the fastest qualifier. Drivers who joins the cup during season starts with bonus the last full active driver points. Server name: GROUP H SPECIAL HILLCLIMB Pass: koko Driver List so far: https://www.hillclimb-virtual-championship.net/drivers/ Driver Standings so far: https://www.hillclimb-virtual-championship.net/driver-standings/ www.hillclimb-virtual-championship.net
  2. John@John

    rFactor 2

  3. John@John

    rFactor 2

    FIA European Hill Climb Championship RACE 2 / MONDAY 29/4/2019 /RECHBERGENNEN QUALIFY RACE STARTS AT 20:30 (LOCAL TIME GREECE) RACE STARTS AT 22:30 (LOCAL TIME GREECE) QYALIFY STARTS AT 18:30 (GMT) START OF THE FIRST CAR AT 20:30 (GMT) WEATHER : LIVE TYPE OF START: STANDING NATURALLY PROGRESSING REAL ROAD IN ALL SESSIONS KEY RULES & REGULATIONS HERE : https://www.hillclimb-virtual-championship.net/rules/ CALENDAR HERE: Group H Special Hillclimb Champiomchip Calendar 2019 Hill Climb Starting procedure LIVE WEATHER FORECAST RECHBERGENNEN Detailed Weather Forecast 2 new more cars added (23 cars) 24/7 servers for practice and race with Live Weather and Naturally Progressing Real Road.24/7 . Qualifying session of 120 minutes and 3 laps race ,always with Live Weather and Naturally Progressing Real Road. It is not required to participate in Practice session. It is not required to participate in Qualification. In this case you will start last. Any disconections during race heats means DNF Point system is 50-42-37-32-27-25-22-20-17-15-12-10 for the top 12 finishers.After 12 top finishers all drivers who finish the race gets 3 points for their participation.All DNF gets 1 point.DNS gets 0 point. 2 points bonus are awarded for the fastest qualifier. Drivers who joins the cup during season starts with bonus the last full active driver points. Server name: GROUP H SPECIAL HILLCLIMB Driver Standings so far: https://www.hillclimb-virtual-championship.net/driver-standings/ www.hillclimb-virtual-championship.net
  4. John@John

    rFactor 2

    Ασε μας ρε Andy πρωι πρωι που μας εγινες και ειδικος αναλυτης...παρε πρωτα καμια τιμονιερα και ασε το πληκτρολογιο.....
  5. John@John

    rFactor 2

    Που να δεις και τα υπολοιπα.....με την ταυτοτητα στο στομα πας
  6. John@John

    rFactor 2

    235/40x18 μπρος - 265/35x18 πισω.
  7. John@John

    rFactor 2

    Γυαλια απο προποτζιδικο φορας?
  8. John@John

    rFactor 2

    GROUP H SPECIAL CAR HILLCLIMB CHAMPIONSHIP Εναρξη ευρωπαικου πρωταθληματος αναβασεων στο rFactor2 με Group H Special ,20 αυτοκινητα (320-460 bhp) ,21 αναβασεις. Για οποιον ζηταει αδρεναλινη στα υψη,γιατι αυτα που βγαλαν GT3 κλπ,ειναι να σε περνει ο υπνος.... Πληροφοριες,δηλωσεις συμμετοχης https://www.hillclimb-virtual-championship.net/participation/
  9. John@John

    rFactor 2

    Και τι εννοεις με αυτο που λες? Να δειξεις ποσο ασχετος εισαι σε θεματα σιμ?
  10. John@John

    rFactor 2

  11. John@John

    rFactor 2

    GT3 Challengers Pack Released! Let the Challengers rise! With a great heritage in GT class racing, we are proud to announce the next pack released for rFactor 2 – The GT3 Challengers Pack. Featuring not just one, but two world firsts! GT represents much of what rFactor 2 stands for, and fits into our feature set of day/night transitions, weather and driver swaps. We hope you enjoy this pack that also features our latest graphic engine technology. With our existing GT3 Pack and the Endurance Pack we now have 13 GT class cars that can race on track – add a couple of LMP’s and we have one of the most diverse grids in sim racing. Once again we are proud to have great support from partners to help us make this happen. Download on Steam right here! Now let’s take a look at what’s in awesome pack! McLaren 720s GT3 To bring one of their new incredible cars onto race tracks, McLaren developed the stunning 720S GT3. Modern design, impressive aerodynamics and years of experience in Motorsport should help this car to claim wins among several premier GT3 events in 2019. Porsche 911 GT3 R It probably wouldn’t be called motorsport if the iconic brand Porsche aren’t part of a class. The 911 GT3 R is once again a very balanced, race-proven car by the German manufacturer, reinforcing their image as being amongst the highest rated contenders in a series. Audi R8 LMS GT3 Considered as one of the all-time favourites, this midship RWD car by Audi has been competing in GT3 since the beginning, winning significant races around the globe for a variety of teams. A demanding but rewarding choice. BMW M6 GT3 From the very start, the BMW M6 GT3 hit the grids all over the motorsport world and proved the V8 concept to the German manufacturer. Leading several Endurance events in different series and also claiming the 2018 FIA GT World Cup title, this car is a winner. Aston Martin Vantage GT3 2019* The second generation of the Aston Martin Vantage GT3 is ready for some serious racing action. It will enter GT events in 2019 and beefs up the already stunning road version of the Vantage. With the prestige and expertise Aston Martin brings into racing, it’s a challenger you always have to keep an eye on. *Please note this car will be released as part of the pack once approved Final Notes These cars are built with our new graphic technology, based on PBR lighting. We are converting more of our older content and yes, we are bringing more liveries to you shortly! For painters, we are finalising the templates and the technology behind it, trust us, it will be a game changer for you! In the meantime, please read more on our December Roadmap here https://www.studio-397.com/2018/12/roadmap-update-december-2018/ Remember, any questions, please visit our forum here https://forum.studio-397.com/index.php or visit us for direct chat on Discord https://discord.gg/CruX93K
  12. John@John

    rFactor 2

  13. John@John

    rFactor 2

    Roadmap Update December 2018 Dom Duhan News, Roadmap Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now. We have a lot to share, so I’m afraid this roadmap grew a bit bigger than it normally would. So let’s get started! Looking Back December is always a month where we look back at the year. We started the year having just announced the DX11 graphics engine as the new default and in January we introduced a brand new trailer. A lot has happened since. In the first quarter of the year, we announced that we would start our first laser scanned track, Sebring. We also continued to work on Zandvoort and signed a license with Portland. A lot of time was spent on improving performance of the DX11 engine, resulting in build 1110 that brought significant improvements as well as a brand new HUD and a few other fixes. We also released the first third-party paid content with KartSim, featuring three tracks and two karts. Finally we released the liveries of the GT3 paint competition as an update to the existing pack. In the second quarter we kicked off with the Luminis DevCon, a developer oriented conference where we showcased rFactor 2 along many other things our parent company worked on. A few weeks after we were present at the Jumbo Racing Days in Zandvoort, where we collaborated with the KNAF, SRVN and CitySimRacing to show a broad audience how exciting simracing is. After teasing the five cars earlier, we also released the Endurance Pack, featuring a few new code features as well, such as position lights and in-car TC and ABS support. Soon after we updated our GT3 pack with those features too. To please the fans of historic content, we released both the Brabham BT44B and March 761 and we announced a third car from the same era, the McLaren M23. Improvements were also done to our tTool for modders. And we started doing community nights! The third quarter kicked off with our presence at Chinajoy followed by the SimRacing Expo, where we announced and released three brand new McLaren historic race cars, the previously announced M23, the MP4/8 and the MP4/13. All of those were going to be used in the rFactor 2 qualifiers for the McLaren Shadow competition. Historic fans could also enjoy a big update to Longford, and we released Sebring, marking a new milestone in accuracy and attention to detail. A new build and demo was released alongside updates of the GT3 and Endurance pack, leveraging feedback we got from our visit to Duqueine Engineering, and we announced the second third-party pack from Reiza Studios, which incidentally should be out early 2019. We also for the first time showed a glimpse of the new material system, and we announced that we obtained a license to the Nurburgring, which we intend to release at the end of Q1 next year. Also fully laser scanned of course. The fourth quarter of the year started with the release of Botniaring, a local and quite exciting track. Build 1112 was released with enhanced wheel support, and we announced no less than six cars to be featured in the upcoming Tatuus pack next year. We also started teasing upcoming GT3 cars, as well as more details about our new material system. Ongoing work also includes improved modding tools. And of course we could finally tell the world we had been working with Amazon Games on The Grand Tour Game that allows you to “play the show”, to be released in a few weeks from now! The year in statistics: We released a total of three major code updates, a number of tracks and no less than fourteen new cars. Competition As we announced in November´s roadmap our competition system is now moving into a more serious testing. During the holidays we will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January we will start hosting daily races. We have 2 focus points. One is to get the community racing and second is to gather valuable data from our competition system. While we are still merging this system into our new UI, we still need to get data on backend and performance. Remember this is early access, so there might be alterations during the competitions – such as a restart if needed. However our initial tests have worked out great and we now feel we should include each and everyone of you. We´ve currently set a time slot of 17:00-21:00 as our event time, however once our competition is building obviously other timezones should be favoured as well. Are you ready? speaking of ready… GT3 Challengers Launch Stream As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races. First race will be YouTuber´s only on Sebring – then after this race we will share the competition password. Then it will be open until the split is full. 2nd race is on Mores, the “mini-championship” winner will get 10 GT3 Challengers pack DLC keys to give away to their community. Remember you can still enter our giveaway here: https://gleam.io/INIxQ/rfactor-2-christmas-giveaway-2018 Material System During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months. Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds. However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry. What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness. Implementing this was challenging for us for several reasons. First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere. The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too. This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes. We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building. Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment. So… Where do we go from here? Looking Ahead The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it. Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!
  14. John@John

    rFactor 2

    Steam Build IDs client: 3361219 - Minor code hotfix Note: Servers do not need to be updated
  15. John@John

    rFactor 2

    Roadmap Update November 2018 Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month. Let’s kick this month off with some events, the first one happening this weekend. McLaren Shadow semi-finals We’re really looking forward to the McLaren Shadow semi-finals, especially with some rFactor 2 regulars taking part. Each of the drivers will be competing across a number of different titles, including rFactor 2, so check out the semis this weekend! You might want to set yourself a reminder so you won’t miss the live broadcast: rFactor 2 at Interclassics January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, where we will have two full-motion rigs running the simulation. To match the theme of the event, we will be running the McLaren M23 at the classic Monte Carlo track. On top of giving you this classic beast to drive during the event, we will also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, a special promotion will allow you to do extensive sessions in all three historic McLaren cars at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics. VIVE Pro McLaren Limited Edition As you may have seen our partners announce already, roughly a week ago, we’ve collaborated with HTC and McLaren to bring a special version of rFactor 2 to the VIVE Pro McLaren Limited Edition. This version of rFactor 2, which allows you to race some classic McLaren racing cars on different tracks, has special “driving” support for the VIVE motion controllers. That means if you own this VR headset, you will be able to experience driving these cars as if the controllers were the actual steering wheel! As far as we know, this is a world first for simracing, and we are proud to bring you this innovation! Build 1112 Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes: We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below. Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering. We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap. Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels. A small loophole was fixed that would allow you to circumvent fixed setups. Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol. Software Wheel Rotation Explained We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature. In summary, these are the new parameters in the Controller.JSON: Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled. Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range. Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this. Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported. Work in Progress Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing. First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397. Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year! For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S. You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models: Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car. Tatuus F4-T014, which is driven in various F4 championships globally. Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps. Toyota FT50, as used in the Toyota Racing Series. Tatuus PM18, as used in the Pro Mazda Championship. Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series. Winter is coming… Looking forward to bringing you some very cool toys to play with this Christmas!
  16. John@John

    rFactor 2

    Αγορά rFactor 2 -50% 14,99€ https://store.steampowered.com/app/365960/rFactor_2/
  17. John@John

    rFactor 2

    Roadmap Update September 2018 To say September was a busy month for us would probably be the understatement of the year. Last time we already hinted at some big news, and the release of no less than three free, iconic McLaren race cars has certainly been well received and confirms our commitment to adding high-quality free and paid content to the simulation. We’ve met many of you at SimRacing Expo at the Nurburgring mid September. The event was highly successful, and I am confident that we will be back next year. Directly after the Expo, we started our qualification rounds for the McLaren Shadow competition, which will continue well into next month. In the mean time we, almost silently, also released a big update for Zandvoort, featuring all possible layouts, a significant performance improvement as well as proper support for night and wet racing. Material and Lighting System Our final announcement at the expo was a new material and lighting system, which is currently in progress, and is based on physically based rendering (PBR). We’ve been working on it for the last couple of months, and its release is still a few months away, but the results so far have been very good. We showed some examples of our new car paint material that simulates a multi-layer paint job, featuring a body or primer, a base coat that is possibly metallic or two-tone, and finally a clear coat – each with parameters that allow you to specify in great detail the specifics of each layer. We did not stop there though, as our cars in general come with templates that allow users to create their own liveries. We now support up to six different materials that can be used on different, configurable regions of the car. This allows people to create liveries with vinyl wraps, shiny metallic bits, carbon parts and many other things all on the same car body. We are already looking forward to the unique designs our community can create with all these new possibilities. What we’re working on in the months ahead is other materials. Arguably the car bodies are very important, but we would also like to improve our cockpit interiors, the way rubber tyres look, and also our road surfaces. Obviously we will make sure that what we do stays compatible with all current content, but what’s more important, we aim to make it very easy to upgrade to these new materials. We’re committed to updating all our own content, and we expect the community to do the same. Nürburgring As we told you in the announcement, the scan is done, and both the Nordschleife and GP track are up to 2018 standards. We’re finalizing the important processing of the data now, which – as you might imagine for such a large track – takes some time. In the meantime, our track team already started the huge task of modelling all the details that are visible when you drive around the track: trees, houses, audiences, camping grounds and many other things. We are aiming for a release at the end of Q1 of 2019. In the meantime, we are also looking at our options for the Südschleife. Quite a few people have responded and pointed out available information about this classic track. We have not yet made the decision to build it, and if it happens this layout will certainly be done as a separate project. We’ll keep you posted. Botniaring We’ve included some screenshots of a new-final version of Botniaring. As the track was officially licensed, we got extensive opportunities to survey the asphalt and its surroundings, which allowed us to accurately reproduce every little detail of the track. Like many of our other tracks, we will provide the different layouts and we are sure this relatively unknown track will offer some good racing. The release is planned for October, and as mentioned before, this will be a free track. UI and Competition The UI and Competition are two areas with a constant buzz of diverse development activity. We’re now at that point where the two teams merge and start to work on getting the competition functionality into the UI itself. So in short, we’re currently integrating UI and competition and preparing for a launch of both systems ‘together’. You’ve probably seen and even participated in the multiple competitions we’ve put on over the last year, where joining and viewing stats was through our web page. We still want to offer join via our webpage, but our ultimate goal is for you to find and join a competition straight from the UI, making it that much easier and that much more tempting to take part! Of course, we do have some new UI functionality to share with you as well. First, we now have that spiffy animated trackmap you always wished for This trackmap highlights the leader as well as the current driver you have selected (in white). You can click on any number on the track map itself and the list auto-scrolls to and expands that driver. Next, we have a brand new expanded standings pop-up function with color-coded best sectors. Finally, we’ve added a simple minimal graph to the standings, this gives a quick overview of your progress lap by lap as compared to the other drivers around you. We’re hiring! Some of you might have seen this post on our forum. We’re hiring! Specifically, we are looking to strengthen our track building team at Studio 397. We’re expecting you to bring your experience and knowledge of modeling tools, and of course you should be an expert in building good and accurate tracks. We will provide you with the necessary hardware and software, a good working environment and an education in tools you are not yet familiar with. If you’re up for a new challenge, check out the post and get in touch: https://forum.studio-397.com/index.php?threads/were-hiring-looking-for-environment-artists.61194/ That’s all for now, enjoy the remaining rounds of the McLaren Shadow competition and remember to keep it on the black stuff!
  18. John@John

    Σώμα Στρατονομίας

    Καλες εποχες τοτε,φοβερο σχολειο και φοβερες αναμνησεις :).Με διευθυντη υποστρατηγο και πρωην διοικητη της ΕΣΑ. Κ.Ε.ΣΝ Παπαγου, 202 σειρα.
  19. John@John

    rFactor 2

    Latest Update! 30-07-2018 Steam Build ID 2989661 Steam Build ID 2942931 (dedicated server) - Fixed dirt map not working on all Sebring layouts - Fixed inverted stabilize horizon controls
  20. John@John

    rFactor 2

    Roadmap Update July 2018 This month, we wanted to surprise you all by releasing the roadmap update a bit earlier than usual because we have quite a few things to announce, so let’s get started! Upcoming Events First of all, we have a few events planned that we want to announce. ChinaJoy August 3rd to 6th, Studio 397 will be present in Shanghai for the yearly ChinaJoy event. If you’re in the area, please drop by and take advantage of the opportunity to say hello and take rFactor 2 for a spin. SimRacing Expo September 14th to 16th we’re happy to announce that we will be present at this year’s SimRacing Expo at the Nürburgring. We invite everybody to come and visit us for a glimpse into the future of rFactor 2. As always we will bring a few surprises! McLaren Shadow Earlier this month, McLaren introduced their all new hunt for the brightest and best esports talent, dubbed “McLaren Shadow Project“. This is the follow up to last year’s “World’s Fastest Gamer” that saw Rudy van Buren take the win. We are delighted to announce that we will be part of this competition again, building several new McLaren cars for the upcoming events. And the best news is that they will all be available for free! Upcoming Releases Then, there are a lot of new releases coming up now and in the near future. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars. An issue that only showed up on 6-core CPUs with no hyperthreading and caused rendering problems in our shadow maps was also found and fixed. For tracks, we added support for a new dirt map, a feature you will see on Sebring and that will be explained shortly in our developer documentation. We slightly adjusted the logic for our “pit director” that will tell you how and when to leave your garage as he was a bit oddly placed in some cases. Last but not least, we also spent some time optimizing our post effects, which has resulted in a healthy increase in performance with those enabled. In our previous roadmap, we already announced that we were close to releasing an update to our very popular GT3 cars. Over the last couple of months, we’ve received a lot of feedback on these cars, and we sat down and incorporated all of that in this update. On top of that, we’ve included the new in-car traction control and anti-lock brake settings, position lights colored green for the GT3 class and our very latest set of tyres to align the cars with our endurance pack. We also tweaked the Balance of Performance to ensure continued close racing. As part of our continued development of the Endurance pack, our visit to Duqueine Engineering, which we will report on in a separate blog, also got us some crucial feedback on the handling characteristics of the Oreca and Norma cars and a unique chance to compare telemetry. These and other tweaks based on feedback have been incorporated in an update of the Endurance pack. Both packs will be released later today. Leagues that don’t want to immediately make the switch are encouraged to keep a copy of the previous version. That said, we’ve tried our best to ensure a good balance of performance and also made sure you can run classes from both packs together nicely. Tomorrow: Sebring Since taking over the development of rFactor 2, our goals have been clear: take an already incredible sim as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home! The release of Sebring tomorrow is another step in that direction. We will follow up with more details later. Next Month: Reiza rF2 Bundle Some of you might have seen the teasers that were posted by Reiza Studios. We can now officially announce that they have been working hard on bringing some great content into rFactor 2. No less than four cars and two tracks will be part of this pack, all of which will be released in August. We expect Reiza to soon release more details of their planned content! Community Night Earlier this month, we scheduled the first community event, and we would like to thank everybody who watched and participated in it. Because of its success, we decided to do another one on Friday, July 27th at 20:00 CEST. We will obviously take this opportunity to look at the updated GT3 and Endurance packs. We will also take an in-depth look at Sebring International Raceway and provide some background on the process of creating it, so make sure you tune in and follow our Twitch channel at https://www.twitch.tv/rfactorlive. We certainly hope to see you there. In any case, happy simracing, that’s all for this month! Latest Update! 26-07-2018 Steam Build ID 2980035 Steam Build ID 2942931 (dedicated server) - Optimized performance when running post effects at MED/HIGH /ULTRA - Globally adjustment to positioning of garage exit crewman - Fixed brake disc glow not blending correctly on certain cars - Added new parameter to UI 'Stabilize Horizon' This allows users three levels of visual damping. Can be used in VR and on monitors. - Fixed VR 'mirror screen' flickering at track load
  21. John@John

    rFactor 2

    Update.... GP3 SERIES 2016/2017/2018 build 2.15 http://www.drivingitalia.net/uploads/monthly_2018_07/gp3.jpg.318beeff659ef07bd06810163bafad48.jpg This is mainly a graphical upgrade for all 2018 cars and drivers, also due to the new entries of this season. Excluding new updates for technical reasons, this is the last upgrade of ever for the GP3 Series, because IRL this is the last season of the GP3 Series that will be merged with the Formula 3 for the next years. This is the opportunity to thank all the mates that, since years ago, participated to the development of the mod that covers 3 years of life (also our life, LOL) and the community that always supported our belowed free hobby. Steam version is available with the templates too: http://steamcommunity.com/sharedfiles/filedetails/?id=939773105 Here few links to the mod for manual downloading: - https://mega.nz/#!Gwwk0YjA!AryC6_mV3NMGFrWlc2eC3ZfTVgVu8wo6JYENxuQtjvg - https://www.amazon.com/clouddrive/share/3pgz8LFTieOwPlku6IFhgO3PynRAIbu6TdGnyBZ0pBc
  22. John@John

    rFactor 2

    Brabham BT44B and March 761 Release Ethanol Powered ‘Little Monsters’ We at Studio 397 love all kind of raw racing and motorsport. The good ol’ times of Formula racing are without a doubt, a time where racing was at its purest. The cars were beasts, the tracks always a tough challenge, and the drivers brilliant and fearless maniacs. We’re proud to be able to take you guys back to those days, where every race was the challenge of your life. Two free new cars for rFactor 2 bringing you all the fun and excitement of a classic era. Relive those golden moments with the March 761 and the Brabham BT44b and bring back Formula racing of the 70’s to classic or even modern racetracks. March 761 A fragile but rocket-like fast F1 car, designed and manufactured by UK based March Engineering. With a background of designing F2 cars and the experience of many different racing series, March Engineering brought this car into F1 in 1976. An interesting fact is that these cars used a sponsorship that changed from race to race, resulting in many wildly different liveries being used throughout the season. Brabham BT44b The car used by Brabham in 1975 wasn´t anything extraordinary from just looking at the individual parts. Marrying a Cosworth DFV engine to a Hewland FG gearbox was considered standard practice that time, so the BT44b didn´t stand out. But the team worked hard not only on improving the reliability of this combination, but also on the performance in certain areas, as well as making sure the BT44b features a very low centre of gravity. With all these coming together, Brabham managed to have their most successful season since 1969, finishing 2nd in the constructors championship.
  23. John@John

    rFactor 2

  24. John@John

    rFactor 2

    Roadmap Update June 2018 Studio 397 News, Roadmap June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
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