Archive for February, 2013

rf2 logo

Update 12 (Build 156) Changelog (Febuary 28, 2013):
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Fixed shaders bug with vertex color adjustments
Fixed headlight bug where headligths would lag one frame behind
Fixed broken tire temp indicator on HUD MFD
Attempt to fix occasional smoke problem with transparent trainer

Fixed some issues that happen when upgrades make a change in the number of tire compounds
Added “hard” anti-stall.
Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1″, default is 0)
Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though)
“RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only
Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules.
Added new optional algorithms for engine brake map.

Fixed bug on main menu vehicle button if there are no cars installed
In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel)
Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options.
Removed useless HUD parameters

Fixed the situation where replays of races would crash right after track load

Updated ModMgr UI

Prevent AI cars from fueling if race parameters disallow it.

Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.


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გადმოსაწერი – DOWNLOAD

DCS World logo

Today we are happy to make available version 1.2.3 of DCS World and updates to several DCS modules.

New Features:

DCS World

  • Added new Su-27 model. More skins will be added later.
  • Added new Mission Editor trigger rule – Bomb in Zone.
  • New mission editor skin. Incomplete work in progress.
  • Helicopters will better maneuver against AAA maneuvering when in the threat area.
  • Added new Mission Editor trigger rule – Expression.
  • Scripting Engine: Fixed outText and outSound for Coalition and Group.
  • Scripting Engine: Added “Mission” Task for ground groups.
  • Scripting Engine: Added Unit.getFuel function.
  • Mission Editor UI for group variation placement tool added, not functional yet.
  • New skins for F-15C and MiG-31.
  • Model LODs have been better optimized.

Combined Arms

  • Life-bar for ground units in the F10 Command Map view. This can be toggled on and off with button on Command Map.
  • AI units will resupply ammunition from a warehouse or cargo truck at ranges less than 100 meters, periodicity – once a minute. Player’s can do this with the LALT + ‘ key combination.
  • Command Map control of air units. You can now route them, set speed and altitude, and set targets.
  • Ground units in group now stay in formation with user when in first person control mode. User can set formation and ROE when in 1st person mode.
  • Updated, higher resolution ground unit HUDs.
  • Added min and max range rings for all indirect fire systems.
  • Added countdown timer for indirect fire missions.
  • Mission designer can now determine which ground units can and cannot be controlled by players (1st person and Command Map).
  • Platform Shake is better implemented and provides basic “weapon stabilization” option when the vehicle is on the move.
  • Added hot keys for hull / turret alignments, turret lock, and gun lock on azimuth.
  • Changing round type loading delay added.
  • Added military icons for Command Map.
  • Provided NVG gain.
  • New compass orientation options.
  • Signal flare options.
  • Added tracer effect to armor piercing rounds.

Flaming Cliffs 3 (FC3)

  • New Su-27 campaign.
  • Added new multiplayer missions.
  • Dual engagement, Track While Scan (TWS) for the MiG-29S.

Bug Fixes and Adjustments:

DCS World

  • Network code improved for greater stability.

Note: Although many improvements and optimizations have been made, we still highly recommend 16 player limit when hosting complex missions. Depending on the exact composition of the mission, the bandwidth and number of players that a host may accommodate will vary. As always though, clients must be aware of their ping times (often influenced by connection distance to host) as this can cause warping and other connection issues.

  • Fixed multiplayer data link for Russian aircraft.
  • Fixed Force Feedback joystick trim problems.
  • Tuned aircraft gun smoke.
  • Fixed Set Path to Column formation.
  • Fixed Georgian soldier animation.
  • Fixed long range radar break-lock for Russian aircraft.
  • AIM-120 and R-77 maximum load factor increased to 40g.
  • R-77 data adjust. Thrust, lift and drag.
  • AIM-120 data adjusted. Lift and drag.
  • AIM-9M maximum load factor increased to 35g.
  • AIM-9M thrust changed 12000 N.
  • Adjusted AIM-9P drag.
  • AIM-7M thrust and drag adjustments were made.
  • Increased load factor to R-27 family to 24g.
  • Increased R-27ER initial delay to 1.5 sec.
  • AIM-54 data adjustment. Thrust, drag, lift, initial delay of guidance.
  • R-33 data adjusted. Thrust, drag and lift, initial delay of guidance.
  • R-60 data adjusted.
  • R-73 data adjusted.
  • Multi-channel missile guidance is fixed.
  • Decreased the damage value of modern AA missiles warheads from directional to enhanced. Earlier AIM-120 and R-77 had a warheads with large multiplier factor termed “directional”. These missiles were very lethal, more so than even an S-300. It was not realistic and we decided replace “directional” warhead with the less power “enhanced” warhead.
  • Number of simultaneously guided AIM-120s is 4 for F-15, F-16 and F-18.
  • Number of simultaneously guided AIM-54 is 4 for F-14.
  • Fixed AI planes unable to engage SA-8 with Anti-Radiation Missiles.
  • Fixed situation where AI sometimes launch AGM-65 Mavericks from too far away; AGM-65 would self-destructs before reaching target.
  • Added S-8TsM and S-8OFP2 rockets to inventory of MiG-29A/G/S and Su-33.
  • Renamed S-8KOM to S-8TsM in the one AFAC Su-25 payloads.
  • The F-15C and Su-27 will now use their RWR systems when the Mission Editor RADAR USING option is not applied.
  • Adjustments to the air combat maneuvering of all aircraft.
  • “Transmit Message” command parameters indication is now in the action list
  • Fixed infantry not moving when route is changed.
  • Fixed client crash in MP.
  • Fixed pilot models with K36 ejection seat.
  • Debris of a killed soldier has been removed.
  • Adjusted AWACS action time.
  • Fixed switch waypoint triggered action.
  • Changed setting of mission start time (day, month).
  • Default damage parameters tuned for old aircraft models.
  • Fixed Mission Editor error when trying to change aircraft country.
  • Fixed Mission Editor that pressing File\Create in the drop menu did nothing.
  • Aircraft will reset landing airdrome each time landing procedures is initiated.
  • Changed color of missile flame and smoke from blue to yellow.
  • “REACTION ON THREAT” option will now affect active ECM systems.
  • Problem with random uncontrollable rotation of the tower in some circumstances has been resolved.
  • Night vision staying switch to on after exit from the previous server has been fixed.
  • Incoming missiles warning messages has been corrected.
  • Helicopters will better maneuver against anti AAA when in the threat area.
  • Fixed scrollbar in debriefing.
  • Any hidden aircraft, helicopter, static object, and ships no longer break Fog of War.
  • Helicopters no longer sink when they takeoff from aircraft carrier.
  • Fixed some missions freezing every five seconds.
  • Fixed multiple problems in JTAC code.
  • Resource Manager message grammar adjusted.
  • Payload localization is now displayed.
  • A destroyed / burning aircraft burning can no longer auto lock other aircraft.
  • Fixed the AI formations after switching waypoints.
  • Wingmen will try to maintain absolute position in formation, they will maintain altitude when the leader turns.
  • HAWK SAM would not attack Su-25T if kh-25MPU attacks HAWK.
  • Fixed view problems for unarmed vehicles, infantry and fortifications.
  • Fixed crash changing wallpapers in Options dialog.
  • Fixed taking control of an AI aircraft that took off from the ground resulting in crashing into ground.
  • Corrected AI rolling during a dogfight.

DCS Modules

  • A-10C. A-10C TGP IR operation is fixed.
  • A-10C. Wingman will now engage target at Player’s SPI if A.I. is not aware of/in range of the target.
  • FC3. SPO not reacting to launch of an I-HAWK or S300 is partially resolved.
  • FC3. Fixed F-15C ADI operation reversed.
  • FC3. Fixed A-10A ADI operation reversed.
  • FC3. F-15C/A-10A. Fixed autopilot not allowing refueling during tanker orbit.
  • FC3. Corrected and adjusted Russian A-10 campaign by Dzen.
  • FC3. Fixed some errors in F-15C campaign.
  • FC3. The MiG-29 HUD diamond on the target will now only appear when it is locked by radar.
  • FC3. Updated SEAD payloads and air defense deployments in some missions.
  • FC3. Missiles DLZ has been partially corrected.
  • FC3. Stations display on Su-27 and MiG-29 HUDs was made more realistic – just an ‘underscore’ is displayed if a weapon present, and station number is additionally displayed if weapon is ready to launch.
  • 1) Fixed stations display on Russian HUD – only stations for currently selected weapon are displayed.
  • 2) Implemented MiG-29S style of stations display on HUD.
  • FC3. Fixed the IRRAD mark for the Russian aircraft. This would overlap with range tape.
  • FC3 – Wingmen will now turn off radar when commanded to.
  • FC3. Fixed data link for clients in multiplayer – MiG-29S and Su-27/33.
  • FC3. Simulator hang after ALT J jumping into an Su-27.
  • FC3. Fixed Su-33 sinking to the Kuznetsov deck near the superstructure.
  • FC3. Fixed simulator hang after ALT J jumping into an Su-33.
  • Combined Arms. Instant fire on ammunition switching has been fixed.
  • Combined Arms. Switched the reverse gear after the vehicle has stopped.
  • Combined Arms: Transition to alarm state GREEN for ground units has been fixed.
  • Combined Arms. Unarmed vehicles will use their sensors when acting as a JTAC.
  • Combined Arms. Corrected weapon aiming range grid for Russian and NATO tanks.
  • Combined Arms. Fixed the properties of the 2A46M-125 AP shell.
  • Combined Arms. Edit textures ground unit HUD when in zoomed in view.

steam greenlight

Help us get iRacing up on Steam. So many people use Steam to find games and simulations we think it would be great to have iRacing there too. Please vote for us in the Steam Greenlight area.

You will need a Steam account to vote but that is free and really easy to setup.
Thanks for your help.

AC logo

The long awaited moment is here. Kunos Simulazioni released the Technology Preview of Assetto Corsa for current owners of netKar Pro. Grab your paycode, read the instructions below and go nuts!

What is the AC Technology Preview?

It is a playable, no-time limited benchmark that allow gamers to get their first taste of Assetto Corsa engine. This version includes one car, one track, different difficulty levels and two play modes: free practice and time attack. Playing this version and reporting back feedback, benchmarks and bugs, players allow the development team to fix issues and improve the final version of Assetto Corsa, before its release.

Who can access this AC Technology Preview?

Who has purchased a copy of netKar PRO since 2006 can use his netKar Pro activation code to activate the AC Tech Preview.

All gamers who will purchase a copy of netKar PRO until March 1 will receive the link to download the AC Tech Preview for free: until March, 1, they will be able to buy a copy of netKar PRO for just 4,99 Eur, saving 70% of the full price.

Game features

This software allow gamers to drive the Lotus Elise SC on the italian track of Magione, reproduced using the advanced Laserscan Technology.  This version is compatible with keyboard, Xpad 360, joysticks, steering wheels and any kind of

customizable game devices.



Minimum PC requirements

Windows Vista / 7 / 8 Operative System
CPU: Intel Celeron
RAM: 2 Gigabytes
DirectX 11 graphics card (ex: Nvidia GTS 450 / AMD Radeon HD5770) NOTE: AC graphics engine supports also DirectX 10.1 compatible graphic cards (ATI 4800 HD / Nvidia 8600 GT)

Click here to download the AC Tech Preview (mirror 2, mirror 3, mirror 4)

Click here to visit the Assetto Corsa forums for any feedback, support and other questions you might have.


pCARS logo

Build 412 (22/2/13, Team Member+)
* Fixed scrambled rendering when ghost was used in time trial
* Fix DEFAULT_MEMORY_POOLS compiler warning
* Fix for DX11 black dots on glass bug
* Fix for tyres/wheel shader causing frame-buffer NaNs (yet more black dots)
Command Lines:
* Modified -skipcrowds option to prevent it also skipping other animations
* Additional change to go with -skipcrowds switch, to fix assert when running second race
* BMW M1 Procar and Ford Capri: switched over to RBA-G tire carcass. Revised slick_purple to keep similar grip level
* Azure Circuit: New rascasse restaurant textures
* Azure Circuit: Reworked building 17 maps
* Azure Circuit: Moved blue17 maps to common
* Azure Circuit: Added lights near Rascasse
* Sakitto GP: Fine tuned the cut tracks futher in Spoon and 130R. Mostly made running wide in both corners more punishing

Build 411 (21/2/13, Senior Manager)
Command Line:
* Added -skipcrowds command line to allow people with lower performance machines to handle the tracks which have lots of crowds
* Fix for phase3 envmap shared target, missing clear.
* Fix for Rear View Mirror flickering bug (affected modes without MSAAA and also DS2X/DS4X)
* Avoiding BONNETCAM_ENVMAP specialisation param to be used when ShaderSpecModFlags::SkipBonnetCamEnvmap() is true
* ShaderSpecModFlags implemented, added into CShaderSpec – used for bonnetcam envmap / std. envmap switching
* Fix for another shadow-map issue that caused motherships on steep hills in the far cascade
* Fixes erroneus telemetry display on one of the cinematic camera views
* Converted vehicles_basic_translucent.fx shader to use pre-multiplied alpha (thereby allowing better combination of diffuse light and reflections on translucent parts such as light covers) and implemented dynamic opacity to better handle the visual effects necessary when light levels vary
* Azure Circuit: Tweaked outline edges, updated sidewalk around new JanP resized assets, fixed gaps, fixed issues with duplicate texturemaps, merged in latest JanP assets, marine centre.rar, updated sel sets
* BMW M3 E30: Light fixes
* BMW M3 E30: Fixed tyre rotation, new taillights

Build 410 (20/2/13, Senior Manager)
* Overcast fog fixed back to how it was previously
* Azure Circuit: Created new missing sec road “avenue de la Costa”, added sidewalk, terracing wall,added missing public garage, new textures created, added ao, added dedicated trees/bushes, merged in latest reworked assets from Janp, deleted some old stuff around my new reworked part, there are some big gaps that will be fixed when we will have new buildings in place
* Azure Circuit: New textures for sainte devote garage, wip first revision
* Azure circuit: New texture map
* Common tread specular texture updated to latest specs

Build 409 (19/2/13, Manager+)
* Sharpen FXAA a little more
* Fix SLI/Crossfire convergence (dark cockputs/strobing bugs)
* Fix for horrible flickering in Crossfire/SLI due to partial envmap rendering
* Fix for DX11 green/yellow corruption screen bug when down-sampling is enabled
* Various shadow-map lookup bugs fixed, included the infamous mother-ship shadow bug
* Improved screenshot handling – filenames now have 0 instead of spaces, main menu accepts control key to get jpeg image. Screenshots now work for DX11 as well as DX9
* New screenshot support – creates DX11 or DX9 screenshot interface dependiong on active renderer
* Valentine’s banner removed until Cupid returns once again next year!
* Eifelwald: Further loft changes at Brunnchen entry and exit -sawtooth kerb added -end of kerb concrete added – “drop addd at brunnchen entry – drop added at brunnchen exit -raised kerb at entry and narrowed fixed loft curve at entry
* Heusden: Fixed whitelines, remove barriers around pitexit, remove cones around pit entrance and exit
* Bologna, Heusden, Lakeville: Cut track tweaking per WMD forum feed back
* Ford Focus RS: Fixed tyre setup

Build 408 (18/2/13, Senior Manager)
Bug Fixes:
* Fixed non-PC compile errors
* Fix for bodywork not reflecting when rain support enabled and no rain is falling, also includes a change to improve raindrop fade (making it the same as windscreen)
* Fix for DX11 black/grey/white dots on all car bodywork types (normal and carbon)
* Adding camera lists for internal and external
* Adding ‘center’ cam
* Changes to support multiple in-race camera states
* Added assignable key for ‘change in-race camera set’
* Kart A/B/C test set: a study in tread resolution
* Connecticut Hill: Added wet settings, materials
* Heusden: Deleted some cones around pitstart and pitexit area
* Azure circuit: Tweaked maps, added details

AC logo

AC დარეგისტრირდა steam greenlight – ზე. სასურველი ხმის დაგროვების შემთხვევაში, ჩაეშვება გაყიდვაში STEAM -ის რესურსზეც. გადადით ბმულზე ხმის მისაცემათ – steam greenlight

pCARS logo

Build 407 (15/2/13, Team Member+)
Bug Fixes:
* Added protection against camera thread being asked to update cameras by the physics thread before there are any cameras to update (had caused a one off start up crash)
* Fixed namespace in generated DispatchLinker.cpp file
* Fixed dispatcher database dependency bug encountered when moving class definitions between different source files
* Increased database version number to force recreation of existing databases
* Pit2Car speech now only plays “cut track” speech if they actually cut the track (and a message is shown), so it’s only spoken for the more severe cuts
* Kart clutch tweak
* Next round of FB test tires
* tire.rg: revised slick_green, slick_white, slick_blue and corresponding carcasses to try and fight lazy spin syndrome
* Down Sampling App side code for DS2X and DS4X. (Griff’s)
* Deferred Rendering support for down-sampling AA modes
* DX9/DX11 support for down-sampling. RestoreDepth can correctly populate the depth-buffer from a linear deferred depth + various other HDR fixes
* Permanent fix for HUD case-sensitive hashing issue
* Data fix for missing HUD mirror in cockpit & missing map
* MainMenu Applinks – added DS2X and DS4X anti-aliasing options to the GUI
* Azure Circuit: New texture map
* Azure Circuit: New AIW for latest changes. adds support for pit lane too. grid size changed to 26 for the 13 pits spots
* Azure Circuit: Removed railings from maps
* Eifelwald: Further changes to the Hatzenbach curve and further detailing to the Visitor ringtaxi area
* Palmer JPLM: revised default setup
* Caper Monterey (road): new setup and tweaks to work well at road courses
* Asano LM11: reduced turbo lag and various other updates to go along with new tire to try and eliminate lazy spins
* BMW M3 GT: Added 2 fictional liveries
* BMW M3 GT: Added liveries 09/10 names
* BMW M3 GT: Added 2 fictional liveries
* BMW M3 GT: revised default setup, fixed weight to include driver
* BMW Z4 GT3: revised default setup for new tire

Build 406 (14/2/13, Senior Manager)
Bug Fixes:
* Fixed Ghost rendering causing alt-tab crash in DX9
* Fixed an AIW issue when best waypoint in a P2P track chooses the last possible waypoint
* Background stretching issue on load screens sorted
* Love is in the air
* Fix for misaligned tacho needle on 4:3
* Added Motec Layout
* Azure Circuit: Added all tyrewalls+plastic barriers, used 2012 gp as ref, created textures and models. Totally reworked the barrier on the sainte devote. Refixed a bit the sidewalk after the hotel de paris, reworked around the new Mj asset. Fixed armco in front of the casino roundabout. Added armco end cover, created textures and model. Added some more road markings, between piscine and after the anthony noghes. Fixed geometry and mapped where needed, fixed stretched mapped on the road found here and there. Fixed a bit asphalt colour. Updated vt static conc barriers. Merged in latest from JanP. Updated csm. Updated sel sets. Added detail on the texture, nibox building complex. Fixed conc barriers position
* Eifelwald: Smoothed bump before Hocheichen bridge, moved “jump” in Fuchsrohre, smoothed wrong bump in Hatzenbach curve, added bumps after rumble, added bumps in Karussel, added bumps at Breidscheid bridge, added small “drop” at Exmohle began correcting visitor are dimensions and details
* Badenring GP: Abit of a test moving the corridors for the last corner even further in on the outside of the last corner run wide area. They are only now on the black top and exclude the curbing
* BMW M1: fixed fuel needle, separated LODA/LODX meshes
* BMW M3 GroupA: UV mapping, various fixes, separated LODA/LODX body meshes
* BMW M3 GroupA: Added custom livery support
* BMW M3 GroupA: tweaked headlight textures
* BMW M3 GroupA: tweaked taillights textures
* BMW M3 GT: Fixed missing CPIT windows, fixed interior paint material
* BMW M3 GT: Added option to paint interior for custom liveries
* BMW M3 GT: Added liveries 05/06 and 07/08 names
* BMW M3 GT: Added 2 fictional liveries
* Caper Monterey: spring rate for tire deformation adjusted

Build 405 (13/2/13, Senior Manager)
Bug Fixes:
* Fixed gold link error caused by missing codecs in the config manager
* Inital groundwork on YouTube capture/upload
* Fixed FXAA causing softening/blurring. Much sharper now!
* Additional fix for HUD hashing issue on camera modes
* Updated HUD data version
* Bug fix for mis-aligned tacho needle & missing HUD on round trip in game
* Azure circuit: Texture maps tweaked

Build 404 (12/2/13, Manager+)
* Besos GP: Fixed overly strict cut track on leftside of first turn esses per forum feedback
* Bologna Reverse: Fixed cut track at any corner entrance where the forward direction provided legal runoff areas that in reverse added to width of corner entrance
* Badenring Short: Fixed cut tracks at hairpin per forum feedback
* Besos National: Turn 2 outside. Extended cut tracks out onto sand trap to avoid cut track if you land there
* Monterey: Fine tuned cut tracks
* Pirault Mega SR: Fixed LODB skirts
* BMW M3 GT: Added 2 fictional liveries

Known Issues: We have a lot of issues with the HUD in this build, needles are mis-alligned, and going into a 2nd race the HUD with disappear from chase cam altogether.

Build 403 (11/2/13, Senior Manager)
Bug Fixes:
* Fixed crash on returning from race fix static cams set
* White edge artefacts when global specular irradiance is enabled, reduced by 70%
* Split include file to expose selected input definitions to scripts
* Removed unused viewport from dynamic envmap – to help avoid confusion when maintaining and comparing code
Debug Keys:
* Added debug key (ctrl+shift+L) to toggle driving line (must be enabled in gameplay options first of course)
* Placed new standing and sitting billboard crowds
* Groundwork checked in for Customisable HUD
* Eifelwald: Added tarmac seams at Doettinger Hohe, added/fixed loft issues between Hatzenbach and Hocheichen as per requested in WMD forum
* Solitude Rennstrrecke: New AIW
* Solitude Rennstrrecke: Changed texture
* Solitude Rennstrrecke: New export
* Northampton: Adjusted cut track to exclude most paved areas just beyond the grass strips lining the track
* Pagani Huayra: Front bumper grille UV fixed
* Pirault Mega: unlocked setup options
* Pirault Mega: removed wrong logo on gauges
* Pirault Mega: Updated LODA, added AO
* Fixed common tire tread direction

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კიდევ ეერთი ახალი ლიცენზია შეემატა RaceRoom Racing Experience – ს. იხილეთ სრულიად –


R3E logo

Ford GT GT1 -ის სახით, ახალი ლიცენზია შეემატა  RaceRoom Racing Experience -ს უფროდაწვრილებით, იხილეთ გვერდი –