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John@John

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Everything posted by John@John

  1. John@John

    gRally

    Μπρατσε ειναιστημενο πανω στο RBR η σε καινουργια μηχανη το gRally ?
  2. John@John

    Project Cars 2

    Οντως εχεις δικιο,σκετη πορωση αν βγει ετσι ,φαντασου σε νυχτες,βροχες κ.λ.π τι εχει να γινει και απο οτι καταλαβα απο FFB και physics ειναι σε πολυ καλο δρομο
  3. John@John

    Project Cars 2

    Slightly Mad Studios CEO Ian Bell says that racing game Project Cars 2 is aiming for a September release date and that the game will feature all of the famous car brands.
  4. John@John

    Project Cars 2

    Μερικα στοιχεια για το game,που πιστευω με ολα αυτα που λεει θα ειναι το απολυτο σιμ της χρονιας πρωτα σε φυσικη και γραφικα και μετα σε αλλα πολλα που δεν τα εχουν αλλα σιμς . Race without boundaries - anytime, anywhere. Day or night, wet or dry. With LiveTrack 3.0, tracks dynamically transition from clean to rubbered-in to dirty,changing the grip physics whether on tarmac, dirt, or ice. Drivers can race a full 24-hour cycle with real-time vehicle, weather, and temperature changes, and even across all four seasons - faithfully recreating the atmospheic conditions and ambience of a specific time of year. Even weather effects like ground mist, thunder, and snow mean Mother Nature must now be conquered. Class-leading visuals defined by a 1:1 digital craftsmanship, precision physics, and dynamic real-time vehicle, surface, and seasonal conditions. Go beyond reality and experience true-to-life driving immersion with VR and 12K resolution support. Project CARS 2 is as exhilarating and challenging to play as it is state-of-the-art. Over 170 licensed cars from the most iconic brands The largest track roster of any console racing game including ice and dirt tracks New vehicle types and motorsport classes including Rallycross, IndyCar, and Oval Dynamic time of day, weather, and new seasonal conditions New Online Championships mode LiveTrack 3.0 powers dynamic surface conditions that affect vehicle performance and handling, and evolves the track over the course of a race weekend Esports built-in from day one with full ranking, and broadcasting/streaming functionality Bleeding-edge tire physics, advanced AI, and intuitive gamepad control VR, 12K, 21:9, and triple-screen support built-in. Απλα....the ultimate sim. Αναμενουμε....................
  5. John@John

    rFactor 2

  6. John@John

    rFactor 2

    Αγορά rFactor 2 -50% 14,99€ ΝΟΜΙΖΩ Η ΠΡΟΣΦΟΡΑ ΙΣΧΥΕΙ ΜΕΧΡΙ ΤΗΣ 2/1/2017. http://store.steampowered.com/app/365960
  7. John@John

    rFactor 2

    Δεν νομιζω να ξεκαβαλησαν κανενα καλαμι,προφανος η παλια εταιρια το ειχε παρατησει στη μοιρα του και λογικα η νεα εταιρια που το πηρε να παει με τα νερα της αγορας .Ας φτιαξουν τα γραφικα που λενε και οτι αλλο νομιζουν αν ειναι εξυπνοι με μια καλη διαφημιση και προμοσιον θα εχουν πελατες,αλλιως παλι θα μεινουν με τα 100-200 ατομα περιπου ημερησιως στο ον-λινε τους
  8. John@John

    rFactor 2

    Οχι ,το πουλουσαν 80 ευρω μαζι με ον-λινε
  9. John@John

    rFactor 2

    http://store.steampowered.com/app/365960 Αγορά rFactor 2 29,99€
  10. John@John

    rFactor 2

    Release of Build 1108 Studio 397 Release Introduction Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Stock Car The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults. Several minor adjustments and tweaks to help optimize scoring. Further improvements to the track order of cars leaving the pits under caution. Fixed a bookkeeping error under caution with one lap until restart. Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too. Better awareness of what to do under caution. Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car. Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals. Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution. Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits. Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track. Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses. Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json: Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file. Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on. Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum" Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom" AI Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified. Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps. Physics Temperature and load of the tyre contact patch. Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load. Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”. Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles. Driver Swaps Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap. Graphics Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters. Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change. Removed the option to disable HDR. Dedicated Server Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active. User Interface/Launcher Engine mixture settings are part of the setup. Added an Engine Mixture setting to garage so it can be saved as part of a car setup. Updated Launcher icons. Added new user interface background image and splash screen. Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode. Updated French language dictionary. Additional Changes We’ve made racing online free for every user of rFactor 2. Fixed results file when VehFile uses escape characters. Removed DRS enabled/disabled messages for tracks without DRS zones. Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.
  11. John@John

    rFactor 2

    On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017. To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline. A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards. Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it. As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen. Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months. We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model. More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall. In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year. Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return. We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform. With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period! That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!
  12. John@John

    rFactor 2

    Ακομη μια συμμετοχη για την Κυριακη στον αγωνα ο Gcristod με ΗONDA Civic XBOXONE με αρ. συμμετοχης το 12
  13. John@John

    rFactor 2

    Αλλη μια συμμετοχη για την Κυριακη στον αγωνα ο Geovas με BMW Jack Daniel's και νουμερο το 77. @geovas77 σκουρες η ανοιχτοχρωμες ζαντες θες?
  14. John@John

    rFactor 2

  15. John@John

    rFactor 2

    Καλα δεν φοραν ρεζερβουαρ ασφαλειας αυτα?
  16. John@John

    rFactor 2

    Αν δεν εισαι στο τεαμ οργανωσης δεν ηξερα το οτι να κανεις προπονηση και να τρεχεις την μερα που πρεπει ειναι περισσοτερο βασανο παρα διασκεδαση.ειλικρινα δεν σε καταλαβα
  17. John@John

    rFactor 2

    Οχι τελειος,αλλα ειμαστε σε σωστο δρομο. Για κατηγορια επιλεγω τα BTCC που τωρα θα βγαλουν και τη Mercedes,MG και Subaru παρα την F1 που δεν γνωριζω καλα,΄που 1η μου φορα ετρεξα την περασμενη εβδομαδα.
  18. John@John

    rFactor 2

    Τι να κανω ρε Πανο,ειπα μια σκεψη η οποια ειναι εφικτη και οχι αδυνατη να υλοποιηθει,Εμεις οι "ραλλυτζιδες" απο το RBR μας αρεσει και λιγο ο ανταγωνισμος η αγωνια,ο προγραμματισμος και η κοντρα σε καποιο βαθος χρονου μεσω καποιου event,πρωταθληματος,οπως θελεις πες το, καθως και η ρεαλιστικοτητα σε θεμα οργανωσης που ειναι μεγαλο θεμα ,δεν ειμαστε μαθημενοι να τρεχουμε μονο για πλακα γυρω-γυρω ολοι και στη μεση ο μανωλης, 14-18 στροφες ολες και ολες και 20-30 πιστες απο οτι εχω δει μεχρι τωρα,που εκει τρεχαμε 100-300χλμ αγωνιστικα στον καθε αγωνα, με απειρες στροφες σε οσες ειδικες που βγαλαν στα τοσα χρονια που υπαρχει το σιμ, που θεωρητικα επρεπε και να τις θυμασαι ,δηλ. το στησιμο αυτο με τα touring cars οπως εχει δεν σου δινει ερεθισματα για να ασχοληθεις στα σοβαρα,που θα πεις να ακολουθησεις για το ενα τιποτα,απλα τρεχεις για την πλακα σου περνας την ωρα σου με οτι συνεπαγεται αυτο, που εγω προσωπικα σε ενα τετοιο στησιμο της πλακας δεν μπορω να συμμετασχω.Αλλο θεμα να τρεχω για παρεα και για να κανουμε κανα χαβαλε και κανα χοτλαπ.Αν γινει κατι σε ποιο σοβαρα οργανωμενο event οπως λεει ο Mad,ειμαι μεσα και να βοηθησω με οποιο τροπο μπορω για να στηθει και με οτι κατηγορια αποφασισουμε
  19. John@John

    rFactor 2

    Προταση μου ειναι να παμε σε κατι πιο σοβαρο και ανταγωνιστικο για να υπαρχει και καποια ουσια σε αυτο που τρεχουμε,γιατι μεχρι στιγμης μονο πλακα κανουμε ειναι να σταθεροποιηθουμε και να καταληξουμε καπου με ενα Live πρωταθλημα ας πουμε π.χ. του BTCC ακολουθωντας το κανονικο εις διπλουν,δηλ. το κανονικο εχει 11 αγωνες το χρονο εμεις να τρεχουμε 22 για να ερχετε περιπου 2 αγωνες το μηνα,με οργανωμενο site στυλ http://www.btcc.net που θα μπαινουν εκει μονο οι συμμετοχες ,κανονισμοι,οι βαθμολογιες και τα συναφη,(να πουμε και την dunlop για καμια χορηγια ) να ξεκιναει με Α' μπατζετ για αγορα αυτοκινητου,αποκατασταση ζημιων,κοστος αγωνα που θα εχει καθοριστει ,αναλογα εσοδα απο θεση βαθμολογιας ,κανονικος πινακας βαθμολογιας και οχι τα hotlaps που δεν παιζουν κανενα ρολο ουτε καν ψυχολογικο,αναρτηση βιντεο απο οποιον κατεχει απο βιντεακια να φτιαχνει και ενα συνοπτικο με φασεις του αγωνα εστω να λεει και λιγα λογια ,ετσι για να υπαρχει ενα αρχειο του εκαστοτε αγωνα , να επιτρεπετε δημιουργια ομαδας μεχρι 2 ατομα ,οχι αποκλειστικα με την ιδια μαρκα αυτοκινητου και αυτη με το αντιστοιχο μπατζετ της και στο τελος αν μεινουν απο φραγκα οχι να αποκλειεται ο οδηγος απο το πρωταθλημα αλλα τουλαχιστον να υπαρχει καποια ποινη στους βαθμους και φυσικα και οτι αλλη προταση προς τη ρεαλιστικη πλευρα ειναι εφικτη. Υ.Γ Σερβερ εχουμε,site εχουμε,τς εχουμε.μονες-διπλες-τριπλες-προτζεκτορ-ταμπλετ εχουμε,τιμονια και αξεσουαρ ολων των βαλαντιων εχουμε, ο Σεπτεμβριος ειναι κοντα,αρα ειμαστε ΚΟΜΠΛΕ
  20. John@John

    rFactor 2

    Γιατι να ληξει τοσο γρηγορα ,αυτοι εδω http://vtcc.co.uk/ που με σωστη οργανωση απο οτι ειδα μαζευουν περι τα 20 ατομα σε καθε αγωνα,δεν μπορει να γινει κατι πιο μονιμο αντιστοιχο και εδω δηλ. να σταθεροποιηθει καπως η κατηγορια αυτοκινητων αντι για μια εδω και μια εκει και να δημιουργηθει ενα σωστο πρωταθλημα? Ενα πρωταθλημα βασισμενο στο αληθινο (ημερομηνιες-πιστες-αυτοκινητα κλπ)
  21. John@John

    rFactor 2

    Που το ειδες αυτο ρε mad?...Τουλαχιστον τα μισα δεντρα εχουν το ονομα σου επανω για οικοπεδα αγορασμενα δεν μιλαμε και το ξερεις πολυ καλα,ασε που με τον @troffeo μπαιλντιζαμε στους φραπεδες μεχρι να φτασεις στον τερματισμο εκει στο καφενε που'χει. Oχι καρτακια ,αλλα και τρακτερακια να βαλεις και μονος σου να τρεχεις παλι δευτερος θα βγαινεις
  22. John@John

    rFactor 2

    Ναι γιατι δοκιμασα κανα 2-3 και μου φανηκαν πιο ζορικα στην οδηγηση αλλα και πιο σταθερα απο του "91
  23. John@John

    rFactor 2

    Τα F1 ASR 1992 V170 (που εχει και μπολικα μονοθεσια) τι διαφορες εχουν με τα F1 1991 ρε mad? ειναι καλυτερα η χειροτερα?
  24. John@John

    rFactor 2

    E τι να κανω ρε mad αφου οπου και να διαβασω στο διαδυκτιο αυτοι που κανουν δοκιμαστικα σε σιμ το 98% των επαγγελματιων αγωνων αυτοκινητων χρησιμοποιουν το rf2 για τις δοκιμες τους, εε εχει και ενα 2% ζαβους που κανουν δοκιμες σε αλλα σιμ,για να παν εκει κατι πρεπει να σημαινει...
  25. John@John

    rFactor 2

    " Just check what professional drivers use as their training Sim and I think you will find that it's Rfactor. "
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