Archive for July, 2015


headerChangelog 1.2
– Balanced interior and exterior volume for all cars
– Updated Fmod example project
– Updated Fmod pipeline document
– Fixed some rare FMod crashes
– Fixed bodywork sound when stand still for some cars
– Fixed typos for career descriptions
– Fixed Ferrari 458 and Giulia GTA sound pan
– Fixed flags position for triple screens users
– Fixed replay doesn’t show smoke
– Fixed sun visible through barriers
– Fixed flying crew at Mugello
– Fixed delay before gear shift recognised
– Fixed keyboard controller and mouse steering
– Fixed rare pit stop repair bug when clutch is pressed
– Fixed wrong player is selected in the drivers list
– Fixed showroom crashes with Motion Blur enabled
– Fixed tyre blankets weird behaviour
– Fixed front wheels size on Lotus Evora
– Fixed Pagani Huayra broken mirror
– Fixed missing BMW M3 Gt2 rear tow
– Fixed cars already damaged starting a gameplay session at Ring
– Fixed BMW M3 e92 red patch on headlights
– Fixed P4/5 Competizione static calipers
– Fixed 599xx Evo weird LOD effect
– Fixed blurred rims missing from LOD C on some cars
– Fixed fuel calculator on Setup UI
– Fixed 500 Abarth skin issues
– Fixed pit crew panels in Chevy C7r and Nissan GT-R GT3.
– Fixed some broken Steam achievements
– BMW 1M has stock liveries; the previous ones are assigned to the S3 version
– Added FOV system message when using +/- to change the value ingame
– Added visual indication for suggested eyes position and actual eye position for Driver Eyes Positioning app
– Added “Auto Pos” button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
– Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
– Improved AI. AI cars can and will overtake slower cars, lose their stability easier, can oversteer occasionally.
– Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is
using.
TYRES SHORT NAMES
SV= Street Vintage
ST= Street
SM= Semislicks
SS= Slicks SuperSoft
S= Slicks Soft
M= Slicks Medium
H= Slicks Hard
SH= Slicks SuperHard
HR= Hypercar Road
I= Intermediate
V= Vintage
– Fixed tyre – kerb hard collisions
– Adjusted realigning forces from tyres.
– Active differentials
– New Alfa Romeo Mito Quadrifoglio Verde
– New Audi Sport Quattro
– New Lamborghini Miura SV
– New Nissan GT-R Nismo
– New Toyota GT-86
– New Zandvoort circuit
– New interior soundset for 500 Abarth (shared with Alfa MiTo and Tatuus FA01)
– Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
– Added FF low speed reduction factor to avoid oscillations when the car is stationary. (check
system/cfg/assetto_corsa.ini [LOW_SPEED_FF]]
– Multiplayer – Added checksum checks for tracks using the new config system
– Multiplayer – Removed “Track List” feature from AC Server
– Multiplayer – Added “IS_OPEN” key to “[RACE]” to lock new players from joining a race. 0=CLOSED, only players
coming from the previous sessions are allowed in. 1=OPEN, players can join during a race. 2=OPEN DURING WAIT
TIME, players are allowed to join during the wait time only
– Multiplayer – Fixed collision not triggering correct samples
– Multiplayer – Added weather settings to the server side
– Multiplayer – Fixed tyres glued to the road for cars without animated suspensions
– Multiplayer – Added possibility to limit tyre choice
– Multiplayer – Added Server Plugin Auth system to AC Server for customized user authentication.
AUTH_PLUGIN_ADDRESS in server_cfg.ini
– Multiplayer – Added Server UDP Plugin for realtime data input/output from AC Server (check example C# application
and UDP_PLUGIN_ADDRESS in server_cfg.ini)
– Multiplayer – It is now possible to complete last lap during Qualify & Practice
– Multiplayer – Fixed /client_list not showing local car ID
– Multiplayer – Added first ballast implementation (use /ballast [carid] [kg] in the chat as admin or entry list)
– Multiplayer – At the end of a race now the system goes “Race Control” view with leaderboard and chat
– Multiplayer – Exit button in ESC menu is now at safe distance from the others
– Multiplayer – Added option to force virtual mirror ON from AC Server
– Multiplayer – Added acServerManager into server folder.
– Added realtime “relative” time app
– Added glowing brakes graphics effect. [DISCS_GRAPHICS] in brakes.ini
– DRS can now be turned off with the DRS button and not only by braking
– AI grip on corner exit is now more realistic
– Improved loading time ~1s faster per car
– Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution.
This improves FPS CAPS and general fluidity
– Tyres and rims now stay blurred when replay is paused
– Auto shifter has now its own dedicated section in drivetrain.ini [AUTO_SHIFTER] and does not share it with AI any more
– Air density calculation is now using temperature as input
– Proximity indicator now scales with resolution
– AI now properly brakes in time to hit 80Kmh in the pitlane
– Fixed discs object not properly switched with LODS
– Better driver gearshift preload on first gear
– Fixed strong tyre vibration around 40 kmh
– Added EBB (electronic brake balance) support
– Removed user FF damper settings from GUI and setups. FF damping is only used for stationary cars (hard steering
wheel feel) and it is controlled by wheel drivers
– Removed limits from Driver Eyes Positioning app
– Kers is now recharged in pits
– AI is not using “Trail Hint” anymore



Kart Racing Pro is a realistic karting simulator.
The aim is to create a software useful as a training tool for real drivers, based on a scratch built physics engine that accurately simulates kart dynamics and setup options.
As such a steering wheel is strongly recommended, although keyboard, joysticks and gamepads are fully supported.

Kart Racing Pro also allows to host and join online races, with an integrated matchmaking server. During events data is collected, to provide statistics for drivers’ comparison.

More features:

  • automotive industry-standard tyre model
  • chassis flex simulation
  • dynamic track surface groove buildup
  • wet track simulation and dynamic drying
  • dynamic marbles generation
  • tyres pickup of marbles, grass and dirt, affecting grip
  • user-selectable driver gestures
  • output of CSV files with telemetry data to analyze driving sessions
  • a plugins interface allows external programs to receive realtime data from the simulated kart
  • LAN and online racing. Dedicated server available
  • support of custom paint schemes for kart, helmet and suit
  • full modding is possible: advanced users can build new tracks, karts, engines, helmets, … and integrate them with the provided tools

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This is a work-in-progress video of DCS World 2 with a look at the existing, free Black Sea (Caucasus) map. This video consists of four Instant Action missions that have different aircraft, time of day, and map locations. These Instant Action missions already exist in DCS World (1), so this video should allow you to compare how the map looks between DCS World versions.

Please note that the DCS World 2 version uses most of the same art (buildings, textures, and elevation mesh) as in DCS World (1). As such, you should not expect a drastic difference. However, this video does show the impact of improved lighting, shadows, effects and atmosphere. Also please note the ground explosion and cloud effects are the same as in DCS World (1). These will be improved at a later time after the release of the DCS World 2 open alpha.

Later maps (NTTR and Strait of Hormuz) will show a much more drastic improvement due to the higher quality objects, textures, and elevation mesh.




Simracing Bonanza logoA new sim! Can you tell us all about it?

Unfortunately not yet – in fact development & raising funds for the new game is not supposed to be the focus of this campaign. We are however opting to present some preliminary information here (as well as offering the chance for people to get onboard) for 3 main reasons:

  1. Our cumulative development approach means there is substantial overlap in the development of the current titles moving on to the next;
  2. We want to give our long time supporters who already own one or both current games a valuable incentive for their eventual contribution;
  3. We believe increasing access & interaction with the community at this stage will have a positive effect in our decisions for the next project.

To ensure this is not a complete leap in the dark, below are some of the main points already stablished for our next project:

  • PC Racing Simulator on Steam, to be developed, expanded & supported for years after initial release;
  • Integrates all our licenses & assets (present & future) into the same platform with free core updates + paid DLC packages;
  • Release price estimated at US$ 39,99 (base package, not including DLCs);
  • Initial release planned for Q4 2016;
  • Includes majority of the content base in current sims + expands substantially on official licensed content & international tracks;
  • DX12 graphics engine;
  • Extensive audio & physics developments;
  • Dynamic weather & track conditions.

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Features

  • Graphics & audio enhancements;
  • Physics developments to include tire damage, realistic drivetrain modelling, enhanced FFB;
  • New hi-res UI design + HUD system customized for each car type;
  • Support for long distance races;
  • Automatic steering ratio adjustment + Support for more controller inputs & newer hardware;
  • Custom championship tool so users can build their own seasons for offline racing.

<img class=”aligncenter wp-image-7513″ src=”https://jomardi.files.wordpress.com/2015/06/d29jvffea3d7kndyduc6.jpg?w=538&#8243; alt=”d29jvffea3d7kndyduc6″ width=”640″ height=”428″ />

Official Multiplayer Structure

  • 4 dedicated servers running 24/7 under a defined scheduled featuring all our series, aiming to provide a go-to place for public multiplayer racing;
  • A Hotlap ranking fed from the servers;
  • Seasonal prize-giving official competitions.

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rf2 logo

“ISI are proud to present Build 982 of the rFactor 2 racing simulation. This build introduces a new rules plugin system (Internals Plugin v7 has been released below) and a massive amount of other improvements, tweaks and fixes.

This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We’re still working on this, so while functional, feedback is still very welcome.

Apart from that, selected highlights include some very nice tweaks to the AI, such as detection of being on two wheels and the ability to recover, reduction in the needless braking/slowing in panic situations along with better support for pack racing and drafting. We’ve also raised the default car limit to 45 (previously 30), as the move to 64bit means most people have enough RAM available to run that many cars (32bit users will still run out of RAM at/around 25-30 cars).

We’re quite sure you’ll be happy with the full release note (see below). Probably something in there to please everyone…”

FEATURES:
– This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We’re still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED.
– Max vehicles for the All Cars & Tracks default mod was increased to 45.
– Added a configurable control for “Skip Formation” (but if none is configured, the Space key will be used).
– Added AI self-preservation reaction to preventing tipping.
– Increased effect AIW parameter AISpec has on AI acceleration and max speed.
– Added cockpit readouts “BESTLAP” and “LASTLAP” for modders to use.
– Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots.
– Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set “Steering Effects Strength” to 9999 instead of 10000.
– FOV now stored per (exact) vehicle.
– Added steering wheel ranges to plugin telemetry.
– Now recognizing GDB track type of “Oval” in addition to the original types “Superspeedway”, “Superspeedway Oval”, “Speedway”, “Speedway Oval”, “Short Track” and “Short Track Oval”. Despite all these choices, the app code doesn’t actually differentiate them, other than to identify these track types as not being a “Road Course”. The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called “inside/outside” (ovals) or “left/right” (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
– Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
– Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
– Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
– Forcing vehicle body collision model to be below a certain limit now (automatically LOD’ing if necessary). This is done for performance reasons.

FIXES:
– Fix for the “WCCLOUD.GMT” multiplayer loading error.
– Fixed mod sig missing when server publishes to matchmaker.
– Fixed some controller detection and rearrangement issues.
– Addressed issue where a matrix in AI physics drifted away from being orthogonal.
– Some improvements/fixes to replay and resume-from-replay for non-race sessions.
– Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn’t.
– Gold playerfile now stores Mod name instead of RFM file name for “Game Description”, since we can’t guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
– Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
– Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn’t know their correct grid location.

MODDING / PUBLIC DEV:
– Fix for driver editor so you can go back to main menu from track specific parameters menu.
– Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo.
– Look for digital flags up to the number of corner workers so that track builders don’t need to name digital flags consecutively.
– Fixed potential bug with custom rFm file when creating mod with wizard.

MULTIPLAYER
– In multiplayer cars will now reload if using the car switcher only to change upgrades.
– Fixed remembering of column sort state for matchmaker list.
– Fix for number of pitstops being reported as zero in multiplayer.
– Added admin command “/forwardseconds X” in order to fast forward time by X seconds, where X is from 0-65535.
– Added admin commands “/pitbydriver” and “/pitbyteam”.

GRAPHICS:
– Fixed rear view tonemapping
– Adjust post-gamma
– Fix for dirty sideviews in multiview
– Fixed extra slashes at end of Shader dir in viewer
– More HDR process optimizations
– Improved spotlight priority sorting
– Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
– Fixed for FXAA not working since last release.
– Additional SLI optimizations when using reflections.

UI / HUD / OPTIONS:
– Made the UI consistent with in-game with regards to the names of the Steering Help levels.
– Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
– Changed password failure page to be more informative
– Added a “remove forced upgrade” button to the tuning page to easily undo user created “force upgrade” actions.
– Shrink button text to fit inside bounds

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