Archive for January, 2013






AC logo

დეველოპერმა Kunos Simulazioni – იმ წარმოადგინა იმ BMW – ის სია, რომელიც წარმოდგენილი იქნება მათ ახალ პროექტში AC (Assetto Corsa)  ოფიციალურად დადასტურდა, პარტნიორობა ამ ორ ფირმის შორის Kunos Simulazioni და BMW AG შორის. სიმულატორის პირველ ვერსიაში “Assetto Corsa 1.0”  წარმოდგენილი იქნება შემდეგი მოდელები: (დაწვრილებით FB -ზე)

BMW Z4 E89
BMW M3 E92
BMW M3 E30 EVO
BMW 1M
BMW Z4 GT3
BMW M3 GT2

ხოლო, DLC – ის სახით, დაემატება მომავალში:

BMW 1M Safey Car
BMW E30 DTM

შეგახსენებთ, რელიზი დაანონსებული 2013 წლი პირველ კვარტლის ბოლო.

775870_597839936908995_1793642386_o

340703_597840103575645_2136769084_o

793866_597839050242417_2008522133_o

798183_597840030242319_1103280803_o

798248_597839846909004_962196615_o

798356_597839673575688_536961500_o

812698_597840120242310_1869894227_o

812807_597839580242364_1677048349_o

819389_597839710242351_2108486975_o

842968_597839046909084_968232967_o

843782_597838936909095_1474201267_o

843834_597839533575702_779602116_o

843904_597839043575751_2107135677_o


WT logo

  • Nvidia 7600/6600 series cards support; ATI x1650/x1950 series cards support;
  • Control over damaged aircraft.
Control over damaged aircraft – it’s a possibility to control an aircraft after receiving critical damage, such as wing or tail parts loss, engine ignition, etc.
When an aircraft is damaged, you receive a quick tip how to eject from an aircraft. Catpult ejection button is “J” in default keyboard setting. Button may be set or changed in Controls menu.
Damaged aircraft may land on the airfield, where it will be repaired. It also may be landed right on a batllefield or fight till the end.
In arcade mode and modes with resurrections catapult ejection is forced after 30 sec. flight after the critical damage recieved.
Added:
  • Sensitivity settings for turret gunners control;
  • Automatic leaving of an aircraft, if player is not active after spawn on airfield for a long time;
  • Smoke effects on cut parts;
  • You may see your squad mates’ country and aircrafts (as tool-tip);
  • Dedicated ingame window makes squad invitation easier;
  • New maps: [Ground Strike] Fjords, [Domination] Asia;
  • Screen effects options in game menu (select “Game Settings”);
  • Text chat and quick radio messages for your squad;
Fixed:
  • Bug fix: low clouds over airfield in test flight;
  • Bug fix: drawing clouds, fire and smoke through trees;
  • Fixed issue: jet seat continues to vibrate after aircraft crash;
  • Displaying selected weapon set in map menu (in-action “M” button) fixed;
  • Fixed “PrintScreen” button for Windows7, also in hangar;
  • Fixed export/import of control settings;
  • Dust from propeller on the ground is now drawing correctly for every aircraft;
Improved:
  • Improved force feedback: data now importing from the aircraft physical model;
  • Improved Instructor’s braking on the ground: now he releases the brakes later;
  • Improved landing physics: emergency landing is now real. Belly landing physics and control  improved;
  • Two-sided decals are now available for hulls;
  • Player’s profile is now saved as one file ‘profile.config.blk’;
  • Improved video FX for shots from low fire-rate cannons;
  • Nose-down dive sound improved. Now it’s appear only on high speed, close to critical;
  • Game chat is available from loading screen;
  • Intro video switched off after few replays;
  • Mountains visibility in some locations improved on 10 km (from 50 km to 60 km).

R3E logo

“It is time to kick the closed beta doors off their hinges and open it for public access!” SIMBIN ) www.insider.simbin.com


SimHQ logo

SimBin’s RaceRoom Racing Experience

motorsports_238a_001

 






pCARS logo

Build 392 (25/1/13, Team Member+)
Camera:
* Freecam speed controls modified so that the speed varies smoothly from one to another, rather than instantly snapping.
* Freecam modifications for providing “similar rotation around a pivot” to that found in chase cam, and using the same control keys.
Input:
* Scripted controller detection: Added dialog handling functionality to script interface. Added some detection dialog related entries to the text database
* ScriptCompiler: Fixed conflicts between class and namespace names when nested classes are defined in script headers
* ScriptCompiler: Fixed database dependency problems caused by nested class handling
* ScriptCompiler: Allowed non-explicit constants (e.g. constant data vars, enums) to be passed as event arguments
* ScriptCompiler: Added ‘Constant Expected’ error for handling unsuitable event arguments
* ScriptCompiler: Increased database version number to 0.2.5.0
* ScriptCompiler: Added parsing of const pointer types to header parser (e.g ‘void * const’)
* ScriptCompiler: Reworded non-fatal database error messages to prevent VS2010 from stopping compilation unnecessarily
* Scribe: Added cMessage.SendTo() to expose sending of messages to specific script instances
Physics:
* Tire.rg: revised slick tire for the GT cars and LM11
Tracks:
* Azure Circuit: Added more or less all road marking, left to add them along the tunnel. Started to add conc drain along the road. Reworked swimming pool kerb, added conc drain, cut the road mesh below them, remapped. Reworked anthony noghes kerb, cut the road mesh below them, fixed armco, remapped.
Fixed mirabeau hairpin sidewalk and wall, grass, trees,first step it needs some more fixes. Set flags for all new objects. Merged in latest assets from JanP. Updated csm. Updated sel sets
* Heusden: Fixed further uvstretching on another hillside terrain part
* Heusden: Added pitstuff
* Heusden: Added nightskyring
* Heusden: Heusden, added wetroad effects, on roads, trackside tarmacs, kerbs, gravelbeds, added working tracklights back to track, fixed aliasing on skydome and closed minigaps
* Derby: Repostioned the 38 garage spots 1-2meters left for changed garage geometry. Car can exit without hitting right wall now. Also move start grid positions back 1 space to align with all start box graphics
* Milan: Improved outer terrain, mapped slopes, fixed garages collision, added missing wall, adjusted trees and bushes position accordance with terrain changes
Vehicles:
* BMW M3 GT: Custom Livery support added
* BMW M3 GT: Added 2 works liveries
* BMW M1: fixed livery names
* BMW M1: changed hands pose to more relaxed one
* BMW M1: Changed rims on some liveries
* Caterham R500: fixed typo in rear suspension geometry
* Asano LM11: non-forward drag values from CFD. collision offset hack for curb issues.
* BMW Z4 GT3: Non-forward drag values from CFD. Collision offset hack to reduce curb issues.
* Asano X4, BMW M1, JPLM, Racers: collision offset hack to reduce curb issues

Build 391 (24/1/13, Senior Manager)
Tracks:
* Eifelwald: Fixed found gaps and fixed one hard bump issue in roadCSM
* Moravia: New vertical brake markers added to dynamic bank and placed on track (export files + scene files)
* Azure circuit: New texture map
* Derby: Fixed dark colour issue on problem gravel area
* Northampton: More garage interiors added, garage doors opened, garage collisions updated, ammended collisions added
* Solitude Rennstrecke: Collision bug fixed and new export
Vehicles:
* Deleted redundant “skin” materials

Build 390 (23/1/13, Senior Manager)
Physics:
* Tyre contact patch domain sizing optimization
* Fy twist flex mode
* FB rev on tires
Tracks:
* Derby: Reduced brightness/spec on kerbs
* Moravia: Moved Pitlane assets closer to garages
* Moravia: Added missing assets, ammended collision for pitstuff
* Solitude Rennstrecke: New export

*KNOWN ISSUES:* The new Solitude export has missing collision mesh, meaning you will fall through the ground at all times. It is not testable in this build

Build 389 (22/1/13, Manager+)
Bug Fixes:
* Fix for replay mode getting stuck when viewing from a Season. Season post-race screen had changed to use the standard one, so replay was trying to return to the wrong screen
Shaders:
* Added missing brace to bodywork2_skinned.fx
* Fix for multi-face billboard shader problems with self shadowing intersecting the billboard and causing highly visible straight lines where they cut through
* Fixed character normal map not working at all when using basic_billboard shader
* Fixed merge error in shader code
Tracks:
* Derby: Added wet track materials and shadow fences
* Derby: New textures
* Milan: Improved green concretes, added normal maps on road wet surfaces, added ground cover files
* Milan: Added ground cover files
Vehicles:
* Bodywork2.fx – droplets sampler settings changed – texture will use mipmaps now (avoiding noise on distant cars), Added scale factor (selfReflection)to prevent raindrop reflections going through bodywork, thereby reducing the over-bright droplets on shadowed side of the car
* Rain droplets texture – mipmaps generated – avoiding noisy rain drops on distant cars
* Racer V8: non-forward drag values from Falcon CFD

Build 388 (21/1/13, Senior Manager)
Renderer:
* Added null pointer protection within debug line functions to prevent crash
Input:
* Groundwork for scripted controller detection/calibration
Tracks:
* Moravia: Added pit and tracklights, missing start gantry, missing start Hut, missing overtrack gantries, pitlane stuff and interiors for the rooms above garages
* Moravia: New export to add textures second try
* Sakitto: Tweaked static environment map co-ordinates
* Belgian Forest Circuit: Tweaked static environment map co-ordinates for
* Northampton: Tweaked static environment map co-ordinates
* Wisconsyn Raceway: Tweaked static environment map co-ordinates
* Lakeville Raceway: Tweaked static environment map co-ordinates
* Eifelwald: Tweaked static environment map co-ordinates
* Milan Modern & Historic: Tweaked static environment map co-ordinates
* Monterey: Tweaked static environment map co-ordinates
* Derby: Tweaked static environment map co-ordinates
* California Highway: Adding static emap co-ordinates
* Badenring modern & historic: Tweaked static environment map co-ordinates for
* Solitude Rennstrecke: New export
Vehicles:
* BMW M1: Added liveries 1/2 names
* BMW M1: new Procar livery