Archive for October, 2015

The Campaign can be purchased in the DCS e-shop for


This is a significant milestone build for us as it will be the first with executables compiled in-house – there are some substantial changes, so to ensure you do not encounter problems after updating It´s fundamental you take note of the information below.


  • Current users MUST create a fresh player profile (delete the old one from \USERDATA) otherwise the game won´t launch;
  • New users MUST note that GSC Config may not launch directly from Steam, which will result in a Crashdump – run it from game install folder:\SteamApps\common\Stock Car Extreme (will be fixed in a following update).
  • After creating a fresh profile, make sure to double-check your driving aids & controller speed sensitivity to make sure they match what you had before;
  • If you get a crash on startup, make sure you have installed the DX9.0C that comes with the game (by running \Support\DirectX\Install\DXSETUP.exe);
  • If you do the above and still crashes, or if you get a black screen when escaping from a session, delete d3d9.dll from the game root folder;
  • If you get a blank screen after hitting escape from the track, delete d3d9.dll from the game root folder;
  • Make sure coreshaders.mas is the only file in Gamedata\Shared folder;
  • Delete dinput8.dll, FanatecLEDs.dll from root folder & G27LEDs.dll from Plugins folder (if you have them);
  • Since there are several new parameters for both cars and tracks, it is possible that some MODs will not work 100% and will need to be updated to use the new features (pleaseconsult this thread to learn you may update your mod);

For the new STEERING ROTATION feature:

All Logitech & Thrustmaster wheels with adjustable rotation should be working with this feature. Fanatec wheels should too, except for the V2 wheelbase which is still in development.
If you have any of the supported wheels, it is recommended you set Enable Custom Steer Rotation to NO from OPTIONS > CONTROLS, and let the game customize the appropriate rotation range for each car:

If Enable Custom Steer Rotation is set to NO, the rotation range below it has no effect so you may ignore it.

Some cars will also allow some range for adjusting rotation from the garage menu – ex. F-Extreme is defaulted to 360º, but you can increase that 450º from the garage. Others (like the Lancers) are fixed at 900º.

Further known issues with this version (to be addressed in the next release):

  • GSC Dedicated is unstable when running from Steam;
  • DRS activation & tire compound selection are not stored in replays;
  • No compound restriction per track in F-Extreme & F-Reiza;

These issues and the ones aforementioned will be fixed ASAP.


Main changelog for v1.50:


  • Adds Mitsubishi Lancer Cup Series (Lancer R & RS models, recommended to run with TC & ABS on low as per the real car)


  • Adds Velo Cittá Circuit (2 layouts);

Features & Fixes:

  • Added support to 6 USB controller devices (increasing the previous limit of 3);
  • Added sensitivity & deadzone sliders for up to 6 controller inputs in CONTROLLER 3 menu;
  • Added feature to automatically adjust Steering Rotation for each vehicle so use no longer needs to exit game and manually adjust controller rotation (see recommendations above);
  • Added option to adjust steering rotation in garage menu & adjusted default steering lock settings to provide a suitable default steering ratio for all cars (Custom Steer Rotation must be set to NO in controller menu);
  • Added option to map commands for adjusting anti-roll bars from in-car (for the cars that have the option: Stock Car V8, Super V8, F-Extreme, F-Reiza, F-3, F-V12, F-Classic )
  • Added option to map commands for adjusting Vertical FOV from in-car;
  • Added support for 24h race length;
  • Added Stock V8 rule which restricts tire stops to one tire change at a time;
  • Tweaked AI to perform less strategical mistakes (such as pitting in the last lap);
  • Rewritten all car classes from the previous standard “ReizaXX” to a nomenclature that better represents their respective series;
  • Introduced native support to 9-speed gearboxes & fixed bug which would lead to F-Extreme occasionally disappearing when hitting 8th gear in a multiplayer section;
  • AI drivers now use 8th gear & DRS;
  • Added “Opponents Filter” option to quick race menu (for multiclass racing)
  • Replaced AI aggression UI slider with a set of presets low-to-max (max being 50% agression in old currency to prevent AI misbehavior in overly agressive settings);
  • Fixed bug with other cars occasionally “inheriting” 8 gears, DRS functionality from F-Extreme
  • Fixed championship scoring bug;
  • Fixed grid position setting when qualifying is disabled;
  • Fixed performance issues with the SuperV8;
  • Revised pit menu rules & pitstop timing for all series;
  • Fixed bug with AI behavior being over agressive with the throttle on corner exit leading to occasionally losing control;
  • Revised AI performance for all cars (balancing for consistency from car to car, track to track, session to session);
  • Updated ambient, curb, road & grass roll noise for all cars;
  • Revised aero & tire physics in all cars;
  • Revised realfeel values to reduce FFB clipping;
  • Tweaked alpha channels in skins from Metalmoro MR18, Opala86, SuperV8, StockV8 series to reduce excessive shiny look;
  • Minor graphical optimization;
  • Fixed bug with Safety Car entering the pits in Curitiba Oval;
  • Fixed behavior of driver labels.
  • Minimap is now toggled with CTRL+M (no longer NumPad0)


DCS World Weekend News 

Falcon logo BMS 4

Ladies and Gentlemen,

on behalf of the entire BMS development team, I am happy to announce that the latest iteration of the Microprose Falcon 4.0 total conversion modification – Benchmark Sims 4.33 – is available for you to enjoy as of RIGHT NOW!



gp-bikes logo

fix: brakes mass simulation
fix: drafting
fix: wet simulation
fix: pitboard during practice
fix: warmup free join
fix: reconnection during warmup and race
fix: data mismatch info
fix: dynamic track surface optimizations
fix: whitelist and blacklist update
fix: improved alpha mipmapping
fix: improved 3D grass rendering
new: engine torque reaction
new: event name
new: dedicated server save option
new: improved replay helmet cam
new: replay laps list
new: exhaust smoke
new: output plugins race data
new: possibility to disable a joystick input
new: replay orbit camera speed
new: knee collision
new: knee sliders sound
new: EdTracker support
new: Oculus Rift DK2 support

SpinTires  logo

Hi everyone,

Today we are bringing you the long awaited update… a lot of time has been spent on killing all of the major bugs over the last 10 builds, but please be aware that there may be some very minor bugs still existing in this build. We hope that you will be understanding with the next bit of information: –

Workshop is ready, with some finishing off to do – however, the remaining programming that needs to be done could not be completed until this build was stable. This is where we had to make a decision, either 1) release the update as it stands, with workshop and the editors to follow over the coming weeks, or 2) break the news to you that you would not be receiving the update that is ready to be released, until workshop and the editors were ready to go.

After much consideration, we have made the decision to release this stable iteration of the update, minus full workshop implementation and the editors due to them being incomplete at this time.

However, there is a silver lining to every cloud. There are five new trucks and some modified original trucks available, that are the first official content available via workshop by Oovee. Of course, it is one of the most stable and tested builds we have released.

We have the following new trucks, that are available via workshop (pictured below):

  • B-66
  • B-131
  • C-4310
  • D-537
  • K-700

Attached File  Screenshot1.jpg   113.59KB   14 downloadsAttached File  screenshot2.jpg   122.5KB   10 downloadsAttached File  screenshot3.jpg   121.56KB   9 downloads

Please note that mods were previously tolerated despite the contradiction of our EULA, however, it is important to note that these mods are a form of hacking and we have not officially supported mods up until this point. Workshop is our way of giving our player base the opportunity to upload and download mods directly from one central hub – although up until this point, they have been hosted on this forum and on a number of other sites.

It is important to note that all is not lost – we will endeavour to find a way to support both Workshop and non-Workshop modding, by what means we see fit and effective.

For those modders that have created trucks, the truck/mod editor will be available soon and will allow the user to create a mod directly in the editor and export to Steam Workshop.

For those modders that have created maps, the map editor will be available soon and will entail a conversion of the map to the most up to date version in order to be playable.

Please note, that if you read the Original Post for this update you will see that what we need for mod support to work in its entirety is not far behind our reach. Please remain patient and more details will be confirmed in due course.

Now, we will show you the long changelog for your viewing.


- folder/file structure changes
- maps cosmetic changes (+ as a bonus "bushes" spawn location at Proving grounds now works)
- truck format change (mass selector instead of numeric input) + maz7310/535/kirovets700 properties changed slightly
- winch bugfix: stop suggesting winch when attaching different winch (multiple winch MP bug not yet fixed)
- MP bug: wheels not spinning for 4x players game (was a major network bug affecting all MP games, be it 2,3 or 4 players)
- assets improvements (log cart fixes, wooden bridge, logs texture, leaves textures)
- multiple broken achievements bugfixes (fisherman, david, various objective achievements)
- some performance optimisations (collision check when spawning trailers/trucks)
- visual fix: tracks now visible over "dirt bridge"
- "lying spruce" properties changed a bit (more traction so ites easier to get over it)


- logs penetrating trucks in multiplayer fix
- assets updated (wooden bridge, log load stacks, kraz log cart, ground leaves)
- achievements fixes
- objectives completion fixes
- shader misses removed, shader cache size reduces (optimisation and fix)
- long logs trailer removes
- kraz red lights addon removed
- maps improvements


- "tossing" trucks critical bug fixed
- small trees break threshold reduced (uaz469 driving performance!)
- gaz66 stripped off hissing sounds
- servers made incompativle with all previous versions (including leaked beta)
- logs falling off randomly and hanging in midair fixed
- multiplayer winch points out of reach while they shouldnt be
- minor "the Hill" map fixes
- uaz469 accelerations speed reduced
- after "Install missing mods" pressed, remove "missing mods" trucks
- crash happening after "Install missing mods"
- wooden bridge made solid (no unfair holes)
- minor visual tweaks


- garage scrollbar position preserved
- physics fixes for some of the trucks/trailer (capsized carriage trailer)
- trailer rear camera placement fixes
- multiplayer client wheels correct visualisation
- "install missing mods" button in lobby for clients
- uncloaking path synced across players in multiplayer
- multiplayer events notifications (player delivers load, removes cloaking, unlocks garage)
- bug: unlocked garages/removed cloaking/finished objectives not recieved when joining game
- bug: other players' icons still visible after leaving server
- some sounds/assets tweaked
- exploit: unlock achievements by joining games with finished maps
- winch snapping off in multiplayer
- bug: going fullscreen with steam enabled glitches
- maps changes (The Hill mostly)


- localisation fixes
- RU localisation added for new strings
- maz535,maz7310 made more powerfull + diff lock imrpovements
- forest crane rotation bug fixed
- multiplayer truck intercollision glitches fixes
- carriage trailer wheels changed
- camera auto-zoom removed upon user requests
- spawn truck crash fix


- minor GUI fixes
- minor winch/loading fixes
- kirovets steering fix
- minor multiplayer collision fixes
- lobby/server active achievements status fix
- minor map fixes


- camera moves correctly while using multiplay chat
- improvements to truck/mud physics (engine power, dynamics and traction)
- multiplayer log sync redone : instead of trying to sync phys bodies - one player can now ask to acquire load ownership
- icon now shows if multiplayer player is currently browsing game menu (paused)
- forest crane helper visualisation and camera fixes
- cant start lobby unless all but 1 members are "ready"
- widescreen UI clipping fix
- check truck spawn location (dev mode) for intersections
- multiplayer truck interactions fix


- sounds changed (chat sounds, log sounds, gaz-66 sounds, some env sounds)
- mud physics changed
- vehicle behavious changed (gearbox and diff lock)
- level Hill changed (road at the start)
- level Volcano changed (bugs with water)
- all levels tweaked
- truck-choosing dialog speed up
- mods reloaded, truck format changed slightly
- multiplayer sync fixed/improved
- truck stuck / game crash after changing wheels (bug)
- bug with mod dialog buttons inactive fixed
- bug with cloaking not being removed from minimap properly
- wheeltrack visual bugs
- new messagebox when attempting to change time in hardcore/multiplayer (nav mode)
- new crane helper visualisation implemented
- graphics tuned (night time mostly)
- installed mods dont disable achievements (bug)


- Network traffic reduced 3-4 times
- multiplayer trucks interaction improved greatly
- animated physical driver in all trucks
- new trucks (zil-131, kamaz-4310, kirovets-700, maz-537, gaz-66)
- old assets remastered (ural-4320/432010, kamaz-6520/6522, map assets - trees, log heaps)
- maps improved (visually and balance-wise)
- gameplay improved (hardcore = manual log loading only, ability to pick startup trucks for each map)
- new addons (new forest crane, trailers with ability to deliver loads/logs)
- mod support (ingame mod browser + automatic mod download, mod certification by official staff)
- graphics improvements (new tyre track system, mud detalisation increased, special effects etc)
- new trucks sound system (sounds remastered, each truck with unique sound)
- ingame mod testing with ability to reload textures and assets
- Notepad++ plugins (XML visual editing with Truck Editor)
- trucks XML format changed (simplified greatly for ease of modding)
- many many performance optimisations, bug/crash fixes
- nvidia stereo fixes (now working correctly 100%)


- kamaz 4310!
- sound system reworked!
- map/trees changes
- no auto-loading in hardcore; istead we have "log kiosks"


- sounds improved
- bugs fixed
- levels updated
- graphics imrpoved


- batch-update since 13/04/15
- only ENGLISH localisation works for now!!!
- new dev level with dev tools
- new vehicles, addons, wheels
- mud visuals and physics updated!!!
- wheel tracks visuals updated!!!
- lots of graphical improvements!
- various GUI improvements!
- truck sounds improvements!
- optimisations and bugfixes
- k-700 steering mechanism implemented
- minor map tweaks
- map balance feature introduced!


Due to car physics changes, it is advised to reset Car Setups and Steering Settings to their default values.

Due to the downshift prevention implementation we have cleared all the leaderboards.

– Added new content that will be released very soon.
– Downshift prevention logic implemented. Sequential gearbox will refuse to downshift if revs are going to end up above the limiter. H-Pattern gearbox will try and engage the gear and fail until revs are lower.
– Tyres of the DTM 2015 cars will pick up Dirt & Gravel when driving off-track, reducing grip on the affected tyres until they’re clean again. Game will play a sound effect of pebbles hitting the car body that will reduce as tyres become clean again.
– Added new things in Shared Memory block. Check our forum for details and link to updated github rep.
– Removed exclusivity of certain Experiences. All content is now accessible and usable in the main R3E.
– Added a new argument “-disableReplay” that can be added in Launch options on steam to disable replay recording.
– Fixed an issue where you start in the wrong car when number of cars is more than the visible cars set in options.
– Fixed an issue with not being able to select each car when number of cars is more than the visible cars set in options.
– Improved random grid position so it’s now really random.
– Implemented a new shadow system that improves performance and visuals.
– Fixed an issue with time left where it was returning the session duration if the session hadn’t started yet.
– Fixed an issue with drivetrain wobbling out of control when in Novice or when TC is 100%
– Fixed so the shifts without clutch in semiautomatic transmissions are damage free.
– Fixed an issue in audio where the coast backfire sound wasn’t stopping in some cases.
– Fixed an issue with cars behaving jerky in novice mode by smoothening the brake and throttle changes when brake assist is applied.
– Fixed an issue with the TV cameras where you could see a couple of seconds of a wrong one.when switching to TV Cam.
– Allowed use of handbrake regardless of track being hillclimb or not
– Various HUD tweaks on areas where text would often not fit the given frame/field.
– Optimized motion blur
– Made changes how frequency and damping are affected by gear ratios, to increase oscillation effect in higher gears
– Removed oscillation from differential distribution on driven wheels, to normalize torque output a bit
– Added an option to load opponent cockpits (Video/Custom Settings)
– Reverted a drivetrain tweak that was done to differential torque
– Fixed an issue where the order on the left hand side of position bar was reversed.
– Fixed an issue where the shortened names were being used despite having enough space for it in the position bar.
– Tweaked G25 & G27 FFB values in default profiles.
– Fixed DRS animation not working after rewinding in replays.
– Fixed game video playback issues that were causing the experience menus to get slow and sluggish after a while.
– Fixed an issue where the players could not resume their lap if they opened the pause menu after session timer reached 0.

– Added full name, total time, finish status and lap information such as time, position and pit stop status to race result logs.
– Fixed a crash that occurred to everyone in the race if one of the participants had a name longer than 32 characters which was exceeding the buffer and causing issues in replay creation.
– Fixed an issue with players not seeing each other outside of P2P zone.
– Fixed mp dedi front end not loading properly on Internet Explorer.

Audio & Physics & AI & Camera

Aquila CR 1 Sports GT
– Physics update, now mounted with a 4.0L V8 BMW M60 engine

Silhouette Class
– Physics update, now have actual Silhouette specs
– Canhard R51: 3.5L V6 normally aspirated (New sound!)
– Canhard R52: 2.5L Inline-5 Turbo charged
– Cougar C14-1: 1.8L Inline-4 Turbo charged
– Cougar C14-2: 3.0L V6 Turbo charged

BMW M1 Procar
– Massive physics update

GTR3 Class:
– Massive physics update

– External sounds improved and pitch note increased

– Merged cut rules between amateur, novice and get real
– Tuned AI speed for latest code changes
– Fixed bad AI behaviour in the exit of hairpin

– Tweaked AI logic to limit wall-hitting behavior

– A selection of cars have received additional onboard cameras (accessible with HOME key)

– Zolder: reduced bumps

– Curbs tweaked and adjusted (they were way too high)
– Gravel texture update
– Ravenol is now the sponsor on the oil bottle on pitbuilding
– Fixed some fences clipping into ground
– Fixed missing collisions with fence between T12-13 and also at entry of pitlane

– Removed unsafe escape road in the middle of the Raidillon
– Adjusted and added some missing road entries/runoffs and some green curbs.
– Tweaked height of some curbs.
– Added marshals at pit entry
– Tweaked blend stripes.
– Various bug fixes and changes

Paul Ricard:
– Some performance boost by fixing the 2d audience that was casting shadows and optimizing some meshes. Also fixed some steel fence collisions

– Moscow: Performance optimization

– Silhouette class: New colors
– Mercedes C63 DTM 2015: Added Dekra sticker on side rear windows
– Corvette Greenwood: Fixes to visual damage model
– Nissan Silvia: Fixed visuals for front brake calipers
– Audi V8 DTM: Fixed tail lights
– Volvo 240: Filled some hole in cockpit
– BMW 635 CSI: Hip replacement for the driver so his feet don’t clip through the floor
– Citroen C Elysee 2014: Side mirrors UV’s were not straight

Portal & Backend
– Default livery is no longer forced upon purchase. Player can now choose a livery to go with the car.
– Cleared all the leaderboard due to physics changes and downshift prevention implementation.
– Removed season passes from portal and the checks associated with them.
– Removed Pixlr screenshot editing tool.
– Changed so that all the external URL’s are opened externally (new tab in a browser, steam browser in game).
– Shortened the registration form by removing some fields.
– Various fixes to the championship in portal.
– Fixed a small exploit that allowed players to use an unpurchased car after leaving test drive.
– Fixed user not getting redirected from the experience after a competition, if he/she did not own the experience.
– Fixed horizontal scrollbar appearing on purchase popups.
– Added subcategories in cart.
– Tidied up purchased content page.


D.U.S.T. logo


ოფ. საიტი


Frag away the conventional FPS realism; realism has an older brother and he will not spoon feed anything. Experience a shooter unlike any other, a perfect ground blend of eye opening realism and raw FPS entertainment. Gone are the days of auto-aim, or instantaneous bullet travel. Your rifle better be zeroed in, and that you have an exact understanding of your firearm: your barrel twist, the wind conditions and definitely how far your target is. Understand that you are not a click away from reloading your weapon, you will make the habit of checking your chamber before you reload. You will be disciplined to not shoot at everything that moves. You will be trained to work with your CO’s and fellow squad mates. Accept that your rifle is merely a tool, and that the operator is responsible for its effectiveness. Operate the short distance radio to maintain coms between the squad leaders and your squad members. Read and mark friendly and enemy positions on your map. Do not forget to supply your outposts with supplies, water and ammunition, to conserve combat power.

Work against the push and pull in the tide of war, tactical retreats and strategical attacks. Experience the perfect zero in and the solid pull of a trigger, Terapoly brings you D.U.S.T. the unforgiving realism.



  • Ballistic Coefficient based simulation including gravity, windage, temperature, moisture, coriolis effect
  • Air resistance and damage model simulation
  • Real-time ricochet and fragmentation effects.
  • Real-life cartridge dimensions and simulation.
  • Cartridge grain selection and tracer pattern selection.
  • Directional sonic effects.


  • 128 player multiplayer pvp game with squad based gameplay
  • In-game VOIP (position audio and radio coms)
  • Persistent player statistics and logs
  • Latency compensated data transfer
  • Qualifications system for the skilled players
  • Training program to improve your combat skills


  • Operate every equipment hand the way it will and has to operated in real life.
  • Firearms (rifles, pistols and bolt action rifles)
  • Items (binoculars, grenades, maps, canteen etc)
  • Vehicles (land and air)
  • Radios


  • Customize and tweak your rifle to no end.
  • Scopes of all kind
  • Trigger sensitivity and type
  • Barrel length, thickness and ratio
  • Muzzle attachments (Suppressors and breaks)
  • Misc accessories (Grenade launchers, handles, IR designators etc)


  • No fogs, only atmospheric scatter
  • Realistic field of view to widescreen monitors
  • Free look
  • IMC system, allows the users to interact with anything on screen with a simple mouse click.
  • Minimal HUD. No more clunky UI eating away your screen space.
  • Player patches on arms and name tags on uniforms

Minimum Requirements

  • CPU: Intel Core2 Duo E6700/AMD Athlon64 X2 6000+
  • RAM: 4 GB
  • GPU: Nvidia GTX 580/AMD Radeon HD 5770 or equivalent 1024MB DirectX 11 card

Recommended Requirements

  • CPU: Intel Core i5 /AMD Phenom II X4  or equivalent quad-core
  • RAM: 8 GB
  • GPU: AMD Radeon HD 7950 or equivalent DirectX 11 card

Please Note:

  • Game requires internet connection (multiplayer game)
  • Game requires Windows 7 (or later) 64 bit
  • Game requires a Directx 11 GPU




iRacing has announced an extensive extension of their simulation’s base content package.

The base package is the amount of content all members get access to for their monthly subscribers fee without having to purchase any additional content items.

Eight new content items are now being added to the base package, including five new cars and three new tracks.

Newly Added Cars

  • 2013 NASCAR Truck Series Chevrolet Silverado
  • 2013 NASACR Sprint Cup Chevrolet Impala COT
  • 2011 NASCAR Nationwide Chevrolet Impala
  • 2012 Ford Falcon V8 Supercar
  • 2011 Dallara Indycar

Newly Added Tracks

  • Concord Speedway
  • Daytona International Speedway (Road + Oval)
  • Phoenix International Raceway (Road + Oval)

The new additions bring the base package to 13 cars and 12 different tracks.

IL-2 BoS logo

“Hello everyone!

Today we have some good news: version 1.104 is ready for beta testing, it includes a German fighter Bf 109 E-7 for Battle of Moscow project, summer and autumn Stalingrad maps and the new campaign Battle of Stalingrad: part 1.

We worked on some additional optimizations of the physics code and plan to increase the maximum simultaneous players cap on one multiplayer server to 84 persons. In addition, while making physics changes for summer season we improved the ground contact and near ground aerodynamics modeling and added more surface types, I’ll tell you about this in detail in our next update.

To make your waiting for 1.104 less boresome, today we’re presenting new screenshots of the new campaign, new fighter and a little surprise. In addition to screenshots there are two videos; one of them shows aerobatics abilities of upcoming Bf 109 E-7 (it may be interesting to compare its capabilities with Bf 109 F-4, which aerobatics video we published earlier); the second video is a little surprise too.”

“Всем привет!

Сегодня день хороших новостей: версия 1.104, включающая в себя новый немецкий истребитель проекта “Битва за Москву”, летнюю и осеннюю карты Сталинграда и новую кампанию “Битва за Сталинград: часть 1”, выходит на этап бета-тестирования.

Благодаря дополнительным оптимизациям, в версии 1.104 планируется увеличить максимальное количество участников многопользовательского боя до 84 человек. В рамках работы по добавлению летнего и осеннего сезона мы расширили и улучшили раздел физики самолета, связанный с взаимодействиями с разными типами поверхности, но об этом я расскажу вам поподробнее в следующий раз.

Ну а что бы не заставлять вас скучать в ожидании обновления 1.104, сегодня мы покажем ряд скриншотов новой летне-осенней кампании и нового самолета, а также вы увидите небольшой сюрприз. Кроме скриншотов вы можете посмотреть два видеоролика, один из которых показывает возможности пилотажа на истребителе Bf 109 E-7, который будет добавлен в новой версии (кстати, сравните с уже опубликованным видеороликом пилотажа на более позднем варианте Bf 109 F-4), ну а второй тоже сюрприз.:


We’ve put together some more information about this release, and what it means for you, in the form of a short Q&A:

If I already own rF2, can I move over to the Steam version for free?
Yes you can migrate over to the Steam version at no extra cost. Once you do this, your original non-Steam product is no longer active.

How will Steam work with Standard/Lifetime?
For those who do not buy or have Lifetime, you will need to buy online access through Steam. We will not offer Lifetime upgrades (from ‘Offline’) on Steam. We are also planning to stop doing Standard to Lifetime upgrades for the non-Steam version soon.

rF2 on Steam will offer three things:
– rF2 Offline
– 1 Year Online for rF2 (adds multiplayer to rF2 Offline)
– rF2 Lifetime (has multiplayer included)

Will my online access be carried over from non-Steam to Steam?
No, not for the standard version of rF2. We are not able to move over remaining online access, so users may want to wait until that expires before migrating. Lifetime access is carried over to Steam.

Why Steam? Why now? What Steam features are implemented in rF2?
We have done a lot of work to support Steam, including implementation of Steam Workshop for additional content. Here is a more comprehensive list:

– automatic updates of rFactor and mods
– support for Steam Workshop as the single source for all ISI and third party mods
– workshop items will automatically stay up to date
– leagues can use the workshop to create a convenient installation for participants
– automatic backup of car setups in the Steam cloud
– integration with the Steam matchmaker for finding servers
– support for the Steam friends system to join a friend’s game
– screenshots can be quickly shared on Steam
– broadcast options to allow (your friends or anybody) to watch you play
– streaming support that allow you to run rFactor 2 on one system but stream the graphics to another
– Steam Music Player support to listen to your favourite songs in your car and control the stereo
– statistics and achievements that you can use to compare your performance against others

Some may consider it a better platform for rFactor 2 due to the Steam integration, but we’re not planning on any Steam exclusive features (apart from those that require Steam or are enabled by using it, as can be seen above).

Will non-Steam and Steam rF2 be cross compatible?
Our goal is that MP races are cross compatible, yes.

Will a non-Steam version continue to be sold?
We will continue to sell a non-steam version for an undefined period. We may look to wind down new sales on the non-Steam version, but much like rF1, this is probably a long-term transition, if it happens at all.


WRS. looggoo1

World Racing Series beta7 released.

fix: ignition cut-off
fix: whitelist and blacklist update
fix: improved alpha mipmapping
fix: improved 3D grass rendering
new: beam axle simulation
new: support for independent camber setting on double-wishbone suspensions
new: movable wing support
new: oil pressure
new: water temperature and oil pressure analog gauges support
new: garage geometry readouts
new: event name
new: dedicated server save option
new: output plugins race data
new: possibility to disable a joystick input
new: steer speed sensitivity option
new: replay orbit camera speed
new: EdTracker support
new: SL RD car
new: Sprint Car
new: Holjes track
new: Knoxville track



X10 Berlin – The express bus between City West and Brandenburg is the first add-on for “OMSI 2” created by the developers of Halycon. The modern Berlin out of the perspective of a bus driver is a captivating experience. It`s a challenge to take on the daily schedule without accidents.

The routing offers a huge variety. Starting in Berlin’s city centre, the player will experience the busy bus traffic at “Bahnhof Zoo” and the sights of Tauentzienstraße. Drive your way through the traffic of the shopping streets before taking the route through the extensive residential area along the Grunewald forest. Pass the middle-class Zehlendorf up to the city boundary which has marked an impassable obstacle until 1989. After one or two jams, you will reach Teltow, a suburb of Berlin with a long history.

The transport services of Berlin used to call the line X10 “Der Zehlendorfer Großstadt-Express” (The Zehlendorf Metropolitan Express), and yet it is only one of many lines you can drive in the large network of streets in this add-on!

Included is the MAN double-decker bus, adding even more realism and enhancing the fleet of OMSI with a modern vehicle. This particular bus characterises the cityscape of Berlin.


  • Route with ca. 60 kilometres and over 120 bus stations
  • 18 drivable bus lines, including the complete lines X10, 115, 625, 626
  • Diverse streets with 85 traffic lights
  • Over 100 new 3D objects
  • Detailed, drivable MAN double-decker DL05
  • Bus with many original sounds and different repaints
  • AI trains and new AI vehicles
  • Professionally recorded station announcements

Buy on STEAM

pCARS logo 1

* Enforce fixed (default) setups – fixed cases where enabling this would still allow players to use custom setups. Enabled the player’s custom controller settings to still be used when using fixed setups.
* Mojave layouts – fixed an issue where, if the host were disqualified, it would force end-of-race for everyone.
* Fixed an issue with tyre choices being ignored during pit stops.

Physics & AI
* Improved AI behaviour in pit lanes to further reduce cars hitting the pit walls when driving out of the garages.
* Fixed an issue where cars under AI control would struggle to drive correctly on tracks with high banking.
* Fixed an issue where some car parts that were dislodged during a collision would not be removed when the track is cleared.

* Fixed an issue where the maximum amount of contract and invitation emails could be exceeded with DLC installed, resulting in the player not being notified of newly unlocked contract offers and invitational events.

* Fixed a bug on the splash screen where the controller used to press the A Button to start was not selected as the current controller.
* Logitech G29/G920 – updated default controller map sets for the layouts to be consistent between wheels and across platforms.
* Logitech G920 – fixed an issue with the gearshift mapping.
* Removed default assignments for wipers and lights, as this was disabling the wipers/lights turning on automatically when it started raining or got dark.

* Nürburgring GP, Sprint, Sprint Short – fixed an issue that caused issues for cars pitting in the first pit spot.
* Nordschleife – fixed an issue that caused cars to get stuck against the pit wall when driving in the pit lane.
* Nürburgring Sprint Short – fixed a cut track issue at the NGK Chicane.
* Barcelona GP – fixed cut track issue when entering the pit lane.
* Watkins Glen – improved overall track performance to address frame rate drops in certain areas.

* Aston Martin Vantage GTE – tweaked cockpit exposure to work better with rainy conditions.
* Aston Martin DBR 1-2 – set the car up so that the steering wheel remains in a static state when the user chooses the ‘hide wheel’ option, so that the user can still read the vital info displayed on the wheel.
* Aston Martin DBR1 1959 – fixed an issue where the wrong helmet was displayed when using Helmet View, tweaked inertia and roll stiffness to improve collision behaviour.
* Audi 90 IMSA GTO, Audi R8 V10 plus, Ruf Rt 12R – fixed an issue where the KERS bar would appear on the HUD of these cars, even though they don’t have KERS.
* BMW 320 Turbo – fixed an issue where the car would start ‘wandering’ in straight lines after a few laps.
* Bentley Continental GT3 – updated engine and minimum ride height to match latest; mapped real world balance of performance; updated gearbox ratios to current FIA specifications, putting it more in line with the other GT3 cars.
* Ford Mustang GT – improve braking power to better match the car’s weight.
* Ginetta G40 – partial fix for front tires overheating if pressure goes over 1.8bar.
* Historic Lotus Formula cars – improved the Helmet View exposure settings
* Lotus 98T – fixed an issue with missing bodywork in the cockpit
* Mercedes C Class DTM – adjusted steering wheel shift lights to better match the engine’s power band.
* Ruf CTR – changed to a more durable brake pad for track use and added an optional brake duct to help control temperatures at slow tracks.

* Display correct message when trying to toggle assists when assists are disabled.
* Fixed an issue with the Leaderboards navigation that prevented the user from changing the vehicle or location.
* Changed the displayed values for Lateral and Longitudinal weight bias, to make it more intuitive.
* Fixed an issue with bad Text spacing on the Telemetry screen.
* Fixed various issues with the HUD gearshift indicator during replays.
* Fixed an issue where making real time changes to the stability control would display incorrect information.
* Fixed an issue where the in-game Standings screen ‘Lap time’ was cleared too soon.

* Fixed an issue where the ‘Sync to Race’ option was unavailable when configuring Weather Progression.
* Fixed an issue where the Best Driving Line assist appeared in the rear view mirrors.
* Localisation – added ‘United Arab Emirates’ used by Lykan to non-English language sets.
* Fixed an issue with Quick Race Weekend, where running Qualifying and Race without a Practice session would cause the Qualifying session rules to not work correctly.
* Fixed a case where the ‘One more for the road’ achievement would not unlock correctly.
* Fixed an issue where the player could still toggle driving assists on via buttons, even when driving assists was disabled.
* Fixed an issue where the external driving camera would clip through the track on steep banking.
* Fixed an issue with random cloud ‘popping’ in and out of view.
* Fixed an issue with clouds disappearing when using time acceleration.
* Fixed a render timing issue that would at times cause a black screen when the processor is under heavy load.
* Fixed an issue that caused the player’s view to switch from helmet camera to cockpit camera during pit stops.
* Fixed an issue with Enhanced Mirror, where enabling it could at times cause occasional drop-outs of mirror content

Oculus Rift
* Improved support for Oculus Rift rendering to desktop and headset simultaneously.
* Added command line option -vrfullscreen for use when using second screen, to use whole screen instead of windowed mode.
* Amended driver head offset when in Oculus Rift mode – defaults to 0.0 but can be set using command line -vreyeoffset amount.
* Added HUD position editing control keys to the existing HUD editing setup: AD – left/right, WS – up/down, ZE – in/out. (Note that this doesn’t save yet between game restarts. We have this working internally now but it missed this patch, so will be coming your way very soon)
* HUD and Menu system is now located in world and car space instead of attached to the player’s head.
* Updated to Oculus SDK
– NOTE – If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.

acDreampack 2

Welcome to DREAM PACK 2, the newest add-on content pack ASSETTO CORSA.
This package adds to Assetto Corsa the circuit of Catalunya (Barcelona) and seven new awesome cars in nine total versions. The circuit has been reproduced for the first time in a PC racing simulation using the Laserscan Technology, that guarantees the maximum level of precision in reproducing each detail of the track. The selection of cars consists in a perfect mix of vehicles of different classes, type and ages, ready to satisfy any taste of Assetto Corsa users!

– Features the Catalunya circuit in two all-new layouts: GP and MotoGP.
– Features AUDI R8 Ultra 2014
– Features BMW M4 Coupé
– Features BMW M4 Coupé Akrapovic Edition
– Features FORD GT40 MKI
– Features LAMBORGHINI COUNTACH 5000 Quattro Valvole
– Features RUF RT12 R
– Features Scuderia Glickenhaus SCG003

The Circuit of Catalunya
The Circuit de Barcelona-Catalunya is a motorsport race track in Montmeló, Barcelona, Catalonia, Spain. With long straights and a variety of corners, the Circuit de Barcelona-Catalunya is seen as an all-rounder circuit.
Length: 4655 mt

The cars
AUDI R8 Ultra 2014
BMW M4 Coupé
BMW M4 Coupé Akrapovic Edition
Scuderia Glickenhaus SCG003

Assetto Corsa version 1.3 introduces some great improvements to the core game engine and new features to the physics engine.

The game now supports native 64-bit code. The physics engine has been reworked and is now completely multithreaded. As a result, the driving precision is augmented, the accuracy has further improved and the physics solver has enough horsepower to completely resolve any difficult calculations at any speed, achieving butter-smooth Force Feedback and a complete elimination of signal noise and vibrations.

Assetto Corsa’s top-class physics engine has been constantly evolving and improving. The AC physics code already includes various industry-first features, such as advanced active aerodynamics, four-wheel drive simulation with active differentials, realistic driving assists systems, unique hybrid engines simulation and advanced tyre-wear features, such as blistering, graining and flat spots.

With version 1.3 we now present you a completely reworked tyre model that includes new features in connection with tyre-speed sensitivity, combined grip, slip angles and ratios, load sensitivity, rolling resistance and most importantly, separated heating for surface and core temperatures. As a result, driving in Assetto Corsa is now more realistic than ever. The driving experience is more natural while at the same time also more challenging at the limit. Real-life features such as driving carefully in the first two laps to heat the tyres or taking it easy to cool down overheated tyres after a spin, the handling of the car changing from turn to turn depending on your driving style or as a result of driver errors and choosing the correct tyre compound depending on the track and car combination and also your driving style will now become part of your daily driving experience in Assetto Corsa.

We did not stop at the tyres though. We have improved the ABS system and now depending on the car, Assetto Corsa supports different generations of ABS systems using 1 to 4 channels. We have enabled active differentials also for RWD cars, such as the brand new BMW M4, which is part of the Dream Pack 2 DLC. We also have improved the height sensitivity of front splitters and diffusers making their influence more complex from a setup engineering point of view and more demanding from the aspect of the driver, creating an overall more satisfactory experience for everyone.

Do not just drive by memory some binary data values that resemble cars on your screen. Drive cars that are “alive”, constantly changing their behaviour from turn to turn as a response to your personal driving style.


Assetto Corsa 1.3 Changelog

– 64bit build
– Car physics is now calculated in separate threads
– Fixed KERS disabled in pitlane
– Added soft locks (use [SOFT_LOCK] ENABLED=1 in system/cfg/assetto_corsa.ini)
– Added support for DRS zones
– acServer is now stressing much less Go’ GC and should offer more stable performances
– Added FORCE_TGT to force low res timer in assetto_corsa.ini
– acServer is now using Go 1.5, faster GC
– Added server welcome message
– Fixed gear ratio appearing with a double “/” in setup screen
– Fixed acServer unable to read ini values with a “=” character (ex AUTH)
– Fixed driver name displayer not obeying to saved settings in MP
– Fixed acServer not creating “results” folder automatically
– New algorithms to calculate skid volumes and pitch, now working globally in the entire simulation
– Added grain and blister readings in the setup info screen
– Added downshift protection to gearboxes
– Lap count is now reported using 16bit unsigned integer to server plugins
– Now using triple buffer when vsync is on to reduce latency
– Exposure settings are now persistent
– Fixed audio clicks on surface events
– Tyre flat spots are now taking into account tyre softness
– Windscreens now receive shadows
– ksEditor: now it uses the same ingame engine.
– ksEditor: added project menagement
– ksEditor: added user personalizations
– ksEditor: added floating windows and layout system
– ksEditor: added Weather and PPfilter loader
– ksEditor: added recent files/project management
– ksEditor: added node filter in scene panel
– ksEditor: added Material by Texture in Materials panel
– ksEditor: added scene icons and side function buttons
– ksEditor: added texture detail on Material panel
– ksEditor: added Texture Review windows in Utilities
– ksEditor: fixed reload texture function
– ksEditor: now the default CultureInfo is en-US (number format, ect)
– ksEditor: added FOV, Near Plane Slider, Mouse sensitivity, camera angle and position under Viewport
– ksEditor: added Dashboard tab
– acServerManager: removed some upper limits on parameters
– acServerManager: preset name/description is more clear
– acServerManager: added welcome message
– acServerManager: added qualify limit
– acServerManager: added fixed setup management
– acServerManager: fixed upload on ftp. Now cfg folder is not deleted.
– Fixed driver textures on serveral cars
– Fixed circuit outline on track selection UI
– Camera Dev App now save F1 cameras’ exposure and pitch, F6 cameras’ exposure, fov and position and angle
– Removed background from Performance Delta App
– Redesigned and faster code for logging
– Updated Tyres V5 for GT2 and GT3 cars, should give less understeer.
– Zonda R and Ferrari 599XX and Formula Abarth now have V5 tyres.
– Less lift off oversteer for Evora S on street tyres V5
– GT3 and GT2 cars updated aero stalling for front splitter and diffuser
– GT3 slight performance balancing
– Mclaren MP4 GT3 tyre corrections
– Fixed TC digital item showing 0 based index when multiple TC level are available
– Now showing Cold and Hot pressure readings in setup status
– Added “NA” for IMO temps reading when no set has been swapped out
– Added support for track dynamic objects
– It is now possible to join a server using admin passoword and be automatically granted admin rights
– Joining a server with admin password will override the session “closed” status
– Added “ban_id” admin command to ban a user and send straight to blacklist
– Remote cars in multiplayer now generate skidmarks
– Fixed EDL wrong calculation order