Posts Tagged ‘Sim Racing’


rf2 logo

On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017.

To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline.

A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.

Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.

As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen.

Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.

We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.

More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.

 

In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.

Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.

We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.

With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!

That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!


AC logo

Changelog:

1.10
– New Porsche 718 Boxster S Manual gearbox (Porsche Pack #2 DLC)
– New Porsche 718 Boxster S PDK gearbox (Porsche Pack #2 DLC)
– New Porsche Cayman GT4 (street version) (Porsche Pack #2 DLC)
– New Porsche 911 GT3 RS (street 991 version) (Porsche Pack #2 DLC)
– New Porsche 718 Spyder RS60 1960 (Porsche Pack #2 DLC)
– New Porsche 962C Short Tail 1985 (Porsche Pack #2 DLC)
– New Porsche 962C Long Tail 1987 (Porsche Pack #2 DLC)
– New Porsche 911 GT1-98 1998 (Porsche Pack #2 DLC)
– New Porsche 919 Hybrid 2015 (Porsche Pack #2 DLC)
– New Porsche Cayenne Turbo S (free bonus car)
– Improved Porsche 911 Carrera S electronics
– Improved Porsche 918 Spyder electronics
– V10 street tyres for BMW M4 and Corvette C7 Stingray for comparison reasons (v10 still beta)
– V10 street tyres performance improvements
– V10 tyres for McLaren F1 GTR
– V10 tyres for Mercedes C9
– Improved Porsche 917/30 physics with more accurate data from homologation papers.
– Corrected typos on Porsche Cayman GT4 Clubsport rear suspension toe link
– Added vertical wing (“fin”) simulation in Porsche 917/30
– VR: now cockpit camera position is always on the driver eye position (this is overridden by the onboard camera settings)
– Fixed WBCAR_TOP_FRONT not being modified by RIM_OFFSET
– Fixed CX_MULT only using the last value in the INI for every compound
– Added BRAKE_DX_MOD parameter to have slip ratio vs FX curve different on the brake side
– Fixed some too low turbo volumes
– Improved FXX K downshift sound
– Added electronics tab in the car setup
– Fixed ERS energy deployment wasn’t resetting in Hotlap mode
– Body work has now some flexibility when colliding with ground
– Improved tyre load formula
– Fixed Lock Controls penalty when player is AFK during race start
– Added brake pressure setup options for all cars
– Added vertical wings (“Fins”) simulation
– Added Energy deployment limit from a single front MGU
– Added majorly IMO tyres temperature to shared memory
– Fixed Porsche Panamera wrong alignment setup options
– Fixed Lamborghini Miura long pitstop refueling time
– Fixed Lamborghini Countach S1 long pitstop refueling time
– Fixed rear damping ratio in Car Engineer app
– Fixed Autoshifter shifting too early in race start
– python new functions and members
– getTrackLength()
– Fixed Default ABS/TC and current ABS/TC level not being synchronized
– Tyre explosion temperature is now configurable by modders by using the optional section in tyres.ini :
[EXPLOSION]
TEMPERATURE=350
– Gamepad can now use legacy code for vibrations and speed sensitivity by setting USE_LEGACY_CODE=1 in system/cfg/assetto_corsa.ini
– Enabled camera shake and g-force movements for OculusVR


GP BIKES

Changelog:
fix: soft terrain tyre simulation crash
fix: improved rear suspensions geometry debug
fix: memory usage optimization
fix: dynamic track surface optimizations
fix: server restart
fix: web servers browser clients list
fix: bike reset with missing checklines
fix: bike reset with the bike still moving after a crash
fix: testing mode crash with missing testing.ini
fix: white and chequered flags
fix: compare setup
fix: setup change bug
fix: specular + shadow rendering path
fix: blending + bump rendering path
fix: HTC Vive mirroring to the main window
new: “Linkage Rod Swingarm” rear suspension geometry simulation
new: remote bikes visible in pits, too
new: remote bikes visible in the pits when not on track
new: lean heading support
new: TrackIR support


AMS logo

Automobilista v1.15 is now released! With it our second DLC for AMS, as IMOLA is now also available for purchase here.

If you are interested in the other upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (including the base game).

Below is the Changelog for v1.15:
Content
Cars (AVAILABLE ONLY FOR BRIT PACK AND / OR SEASON PASS OWNERS):

  • Added Ultima GTR Standard Road Series (less powerful than the original 720 model)

Tracks (AVAILABLE ONLY FOR IMOLA AND / OR SEASON PASS OWNERS):

  • Added 4 versions of Imola – 1972, 1988, 2001, 2016

Features & Fixes

  • Opponent filters now listed alphabetically in session menu
  • Added vehicle configuration menu to Multiplayer car selection screen
  • Slightly toned down AI aggression when near other cars for all tracks
  • Removed the fields with wrong info from AMS Config
  • Added Memory load warning when approaching application limit
  • Added warning messages for Pit Lane Closed & Open during multiplayer start procedures for players starting from the pits
  • Increased Multiplayer pre-race time from 30s to 60s
  • Switched penalty for leaving the pits under a red light after race start from DQ to stop/go (penalty when leaving before the start remains DQ)
  • Updated UI sound effects
  • Several track limit detection tweaks at Interlagos, Mendig, Montreal, Granja, VIR, Salvador & Supertruck layouts
  • Adjusted collision feelers for better detection, slightly improved behavior & AI awareness
  • Corrected engine sound panning for cars with alternative driver seat positions
  • Minor DFV sound update
  • Corrected pit menu settings for brit pack cars
  • Updated road & terrain properties for Brands, Cadwell & Oulton
  • Cadwell: Fixed issue with falling through terrain on right hand side just before mountain turns
  • Oulton: Moved tire stacks on apexes back by about 20cm; Improved wrong way messages when running wide on straight after Cascades (may still occur in some circunstances); Adjusted AI line through Druids in International layout
  • Spielberg: Adjusted AI line through last corner
  • Mini: Minor adjustment to onboard engine sounds
  • StockV8: Corrected Julio Campos driver number
  • Metalmoro: Fixed cockpit windows texture
  • Boxer Cup: Fixed cockpit windows texture
  • Superkart: Fixed low-res mirrors
  • F-V10: Added community Team Cosmo; Adjusted default setup; increased soft tire wear rate
  • Metalmoro: Added community driver
  • Kart: Fixed error in damage file
  • F-Vintage: Fixed material name with gold rims which could cause GMT errors
  • F-Vee: Fixed unrealistic front suspension animation
  • Ultima GTR: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • F-Trainer: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • MRC2000: Various physics adjustments;Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties; Added left driver side configuration
  • Caterhams: Fixed Oil and Water gauges; added headlights for cockpit view; Added rollcage to driver side configuration; Adjusted drag coefficient; Revised tires in all models; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties

OBS: Steam Achievements is being phased in over the next couple of weeks. You may notice some basic Achievements popping up in the meantime.

OBS2: Updated integration with newer Logitech drivers has been postponed for the next build (no need to update drivers just yet).

OBS3: If you have an online race tonight, you can stick to or revert to the previous v1.1.1 by selecting that branch . Further instructions as to how to do that here.

OBS4: V1.1.5 AMS Dedicated tool is being uploaded and will be available later tonight. Servers may use AMS Dedi from the main game in the meantime.

For any difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).


R3E LOGO

Game:

– Added new content for upcoming releases and competitions.

– Unified Experiences and moved some of the experience specific settings to R3E.

– Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.

– Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.

– Added support for SimXperience Accuforce steering wheel.

– Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.

– When under a slow-down penalty, collisions with the car are disabled.

– When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.

– Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.

– Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.

– Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.

– Re-enabled hud during garage phase while waiting on the grid.

– Changed position bar so it doesn’t display information during garage phase.

– Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.

– Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.

– Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.

– Fixed rear lights flashing when pressing the headlights button

– Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.

– Changed “off” steerForceVibe period to be 2000000.

– Increased maximum execution time for all communications from 30 seconds to a minute or higher.

– Disabled FFB when reaching the spring based lock if it’s active.

– Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.

– Fixed game crashing while navigating in the portal while in a competition session.

– Fixed an issue with damage when downshifting without clutch.

– Disabled foreground window lock when playing fullscreen.

– Disabled game minimizing when losing focus.

– Fixed game crashing/freezing when pressing pit request button while no audio device is connected.

– Changed throttle pedal zero magnitude and vibe slope default values to 0.

Multiplayer:

– Added 2 race format and reversed grids.

– The netcode is now IPv6 compatible.

– Removed some unused functions from netcode that were somehow triggering crashes for some players.

– Potentially fixed an issue where cars not within Peer to Peer range would become invisible.

– We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).

– Added so the associated server list clears names that have been inactive for 30 days.

– Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.

– Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.

– Fixed issue with opponent cars briefly disappearing during starting light phase.

Sounds, Cameras, Physics, AI:

– Significant AI logic improvements.

– Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.

– It is now impossible to disable autoclutch aid on sequential gearbox’d cars.

– DRS effects on the aerodynamics of the car have been reworked

– DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.

– Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.

– Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.

– BMW 635 : Interior cockpit texture update

– BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.

– DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.

– DTM 1992 : Removed Traction Control ranges

– Ford Mustang GTO : Coast revs sounds adjustments in cockpit.

– Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)

– Silhouette class cars now have new action cameras

– WTCC 2015 : AI optimizations for new code

– Hockenheim : AI optimizations for new code

– Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)

– Laguna Seca : New sets of TV cameras

– Lausitzring : New sets of TV cameras

– Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)

– Monza : New sets of TV cameras

– Moscow : AI Optimizations for new code on the FIM layout

– Norisring : New sets of TV cameras, AI optimizations for new code

– Paul Ricard : AI optimizations for new code, tweaks to cut corridors

– Portimao : New sets of TV cameras, AI optimizations for new code

– Slovakiaring : Sector gates are now matching the real track

– Sonoma Raceway : AI Optimizations for new code

– Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts

– Zandvoort : AI optimizations for new code

Art:

– LOD system improvements on many cars

– Adjustment of distances for the fog effects for smoother transitions on zoomed cameras

– DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes

– Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.

– BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged

– Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16

– Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries

– Volvo 240T : Interior textures update

– Hockenheim : Updates of the 3D curbs, various bug fixes

– Hungaroring : Updates of the 3D curbs, various bug fixes

– Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.

– Macau : Resurfaced the track to be less bumpy, various bug fixes

– Monza : Visual tweaks

– Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.

– Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.

– Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.

Portal & Backend

– Revamped Portal Store with new theme and new structure.

– Fixed some issues with certain special characters causing issues in initial username on new accounts.

– Implemented Essential Packs and Car Class Packs.


AMS logo

It´s been a busy 18 months!

To begin with a little retrospective of the past 18 months from the car & track guys – this will probably sound like we´re tooting our own horn a bit :p but mainly it´s a small tribute to a team who have been working exceptionally hard and really shifted up a gear in this last year and a half.

The image below shows all new cars and tracks released since may 2015, from the end of Stock Car Extreme into the release of AMS, and finally moving into AMS DLCs:

^F0EAC98D75A7F6BD9E6FC4DF38995E40443459B2FDCF2740BD^pimgpsh_fullsize_distr.png

A total of 13 new venues along with 20 car models for 14 series have been released over a period of 18 months. That in itself is notable, even more so if you consider that in the same timespan all old content was updated to keep up with newer standards and include all latest features – a total of 27 series and 38 tracks which currently features in AMS.

It´s easy to underestimate the workload involved in delivering all this – if you´re on the other end waiting for stuff to materialise, it probably doesn´t feel very fast at all :p make no mistake though, this would be substantial output even for a bigger team with bigger budget than ourselves, so there´s a feeling of mission accomplished in delivering on what has been a very aggressive plan. Beyond the sheer volume, there´s also satisfaction from the fact that quality standards have not only been retained but upgraded, and older content has not been left to become too outdated relative to the newer stuff, so the sim remains as consistent as possible no matter what and where you´re racing.

What´s coming next

We´re not going on vacation just yet though – in fact we´re still still pushing hard not only with new content but also towards several significant new features and general improvements all across the sim – there are some exciting things already in the works with others being evaluated, but with development being what it is and known to throw some curve balls on occasion we´ll refrain from jumping the gun and push to cover a bit more ground before we confirm stuff. If you´re a Reiza Member though you may not only have a glance of what we´re aiming for, but help influence the development path in this Reiza 51 poll.

We´ve got one, possibly two updates to be delivered over the course of this month, with v1.15 scheduled for November 15th.

One important note regarding this update: @gongo has been working on integration with the latest Logitech drivers to better support G29 and G920. This however will require all users on Logitech wheels to upgrade to their latest software – even those running older models like G25 or G27, so those running Logitech gear please be advised to upgrade in time for v1.15 release.

Upcoming DLCs

Part 1 of Legendary Tracks is next up – Imola is coming, oozing history with 4 distinct versions from 4 different decades – 1972, 1988, 2001 and 2016:

AMS_Imola1972_2.jpgAMS_Imola1972_3.jpgAMS_Imola1972_4.jpg
AMS_Imola1972_5.jpg
AMS_Imola1988_2.jpg
AMS_Imola2001_1.jpg
AMS_Imola2016_1.jpg

The 1972 & 1988 versions are hitting AMS Beta within a couple of hours from this post. 2001 & 2016 should follow next friday.

Legendary Tracks Part 1 – Imola will sell for US$ 5.99 on release, scheduled to come along with v1.15 on November 15th.

Before the end of november or at the latest early on december, we´re pushing to wrap another pack:
AMS 2016-11-04 21-36-12-19.jpg

For those of you keeping track of AMS development, it will come as no surprise that the trucks from Formula Truck are bound to come to Automobilista – fully revamped and featuring new custom rules and functionalities.

The good news is that we´re very close to finalizing a new deal with Formula Truck series, which would allow us to officially release the complete, fully branded series (not just the trucks) for AMS. That would in turn open up the possibility of expanding this pack to include the latest season in a future update.

One way or another, to begin with we´ll be releasing the Trucks from 2013 after Imola – the pack will also sell for US$ 5.99. As previously announced, this DLC will be free to those that already own Formula Truck on Steam (if you own the non-Steam copy make sure to retrieve your Steam key for it here).

Always worth reminding also that those who took part in last year´s crowdfunding campaign on any level, acquired our Membership pack or bought the Season Pass on Steam have already secured these and all the other DLC packs to come to AMS.

And what´s next after the Trucks I hear you ask? That´s subject for our next update :)

To wrap up I´d like to remind that as more stuff is confirmed, prices for both the Season Pass on Steam & Membership pack here are due to receive another upgrade – by the time next Dev Update rolls out with some more DLC confirmations, the Season Pass will be upgraded from the current US$ 29.99 to US$ 39.99, so don´t wait up too long

SOURCE


AC logo

Respecting what is now a very long tradition at Kunos Simulazioni, we are glad to introduce as part of our latest DLC a significant update to the overall build of Assetto Corsa. Reaching version 1.9, we welcome another piece of free bonus content, the brand new and recently unveiled Porsche Panamera G2 Turbo, the latest luxury saloon model manufactured by Porsche. As you can see it in the complete changelog below, the update continues the process of bringing general improvements to the core game in all areas, incorporating the precious feedback and suggestions of a community that is becoming larger day after day. One of the most relevant upgrades of this build involves the audio environment, taking advantage of the updating of FMod libraries:

the development team has reworked FMod interaction within the game, optimizing memory and CPU usage and improving the entire sfx engine, resulting in a much better sound environment and immersion.

If you wish to learn more about it, please visit the following URL: http://www.assettocorsa.net/forum/index.php?threads/fmod-official-project-v1-9.37827/

In addition to the plethora of audio updates, other improvements extend to introducing the official Sparco licence with brand new driver suit and glove textures and a reworked texture assignment system, race ending, live Time Table leaderboard in the pits and other additions to the Lap Time board, splits and Anti-Wrecker protection in Multiplayer mode, updating all GT3 cars to tyre model 10, AI improvements and numerous other improvements across the entire game engine, including graphics as well as physics.

Assetto Corsa 1.9 welcomes the first of the three free bonus Porsche cars that will be released within 2016, introducing the Porsche Panamera Turbo, a car that with Porsche test and development driver Lars Kern at the wheel completed a lap around the 20.832-kilometre long Nürburgring Nordschleife in only seven minutes and 39 seconds. The new Porsche Panamera reconciles two contrasting characteristics more than ever before: the performance of a genuine sports car and the comfort of a luxury saloon. It is a Gran Turismo that has been rethought and realigned. The second generation of the Panamera is advancing to become a performance icon of the luxury class.

We are also glad to announce that the historic version of the Silverstone circuit is finally available as free bonus content for all Assetto Corsa users, a remarkable addition that will please all fans of historic content already available in Assetto Corsa. The classic Silverstone is a circuit that perfectly matches some of the new legendary Porsche cars included in the Porsche Pack Vol.1. The 1967 version of the track was used between 1952 and 1974, with the overall layout kept largely unaltered for nearly 38 years. This piece of motorsport history hosted fierce competition between racing heroes such as Graham Hill, Jack Brabham, Jim Clark, Jackie Stewart and Jackie Ickx.

Assetto Corsa 1.9 is available on PC Steam today, and on PS4 and XBox One in November. Please read the changelog to learn more about the overall list of updates.

We kindly inform those who might be interested in purchasing the Season Pass that it is available for purchase.

Those who purchase the Season Pass will receive 3 add-on packs (7 cars each) for a single discounted price. The packs include a total of 21 Porsche unique car models, featuring all of the new 2016 Porsche line-up from both the car maker’s production and legendary motorsport departments.

Assetto Corsa Porsche Pack Volume 1 – Includes 7 cars

Assetto Corsa Porsche Pack Volume 2 – Includes 7 cars in 10 total versions
Available on November 2016

Assetto Corsa Porsche Pack Volume 3 – Includes 7 cars
Available on December 2016

Changelog:
– New Porsche 991 Carrera S (Porsche Pack #1 DLC)
– New Porsche 918 Spyder (Porsche Pack #1 DLC)
– New Porsche 718 Cayman S (Porsche Pack #1 DLC)
– New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
– New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
– New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
– New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
– New Porsche Panamera G2 Turbo
– New Silverstone 1967 historic track
– Added session time/laps on the top of the screen (laps are the leader ones)
– Now race is over when the car complete its lap and the leader has finished his last one
– Added dynamic ARB
– Fixed possible collision still active on race restart
– Added ERS recharge digital display
– Improved precision on all digital leds
– GT3 cars use tire model v10.
– Fixed TC sound distortion when triggered for the first time
– New camber grip variation formula (Thank You Nao!)
– Simplified DirectX 11 initialization
– Added official “Sparco” license to Assetto Corsa
– Added Ballast system through Ballast App (single player only)
– Added new F9 vertical layouts
– Added new driver + crew texture system
– Added new personal driver texture
– Fixed virtual mirrors rendered when not necessary
– Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
– Improved FFB App UI, so label is readable by VR users
– Added multiplayer splits
– Added Time Table leaderboard mode: this includes realtime splits and delta
– Added Fmod optimizations
– Added Anti-Wrecker protection
– Fixed AI “flapping” DRS in traffic
– Improved autoshifter
– Improved laptimes board by adding splits and tyre compound
– Fixed backfire animation freezing after session change
– Fixed leaderboard history in multiplayer
– Added voting spam protection
– horizon locked view removed from Bumper camera
– Delta App reviewed
– Fixed possible flickering in case of engine stall
– Added backfire animation to Zonda R
– python new functions and members
– getCarTyreCompound(carid)
– Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
– Fmod updated to 1.08.12
– Updated SDK for modders
– Removed reverb snapshot in the Fmod project
– General audio engine code cleaning and bug fixing
– Vastly improved Fmod resource usage
– Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
– Fixed listener priority for cars in pits. They don’t steal the priority anymore
– Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
– Overall volume balance
– 7.1 surround should now work as expected (on all platforms)
– Fixed audio initialization pop when the session starts
– Stereo imaging now works as expected
– Fixed ambience sound affected by reverb zones
– Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
– Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
– Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
– Reworked surfaces audio curves
– Reworked skids logic
– Fixed skids positional sound
– New exterior skids sound
– Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
– Reworked code management for traction control and limiter events
– Tweaked wind and limiter sound emitter position in dashboard camera
– Audio compressor on engine_ext event now works as expected when many cars are involved
– Surfaces, crashes and skids are now properly audible in chase and track cameras
– Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
– Fixed load/coast smooth for AIs and multiplayer
– Fixed transmission smooth and pitch for multiplayer opponents
– Engine volume setting is now related to the player/focused car
– When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
– Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
– Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc…
– New dirt sound effects
– New brake squeal for some “old” cars
– Added audio fade when track camera changes
– Added [VERSION] section in audio.ini
– Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
– Slightly modified gear grind sound
– Fixed wrong listener position for track and car cameras in some situations
– added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
– added templates for Porche Vol. 1 cars
– fixed excessive brake light brightness on Ford Mustang
– minor graphics fixes on Triple Pack cars
– [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
– [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
– Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
– Packers now use bump stop rates

purchase


AMS logo

Automobilista v1.10 is now released! With it our first DLC for AMS, as the BRIT PACK is now also available for purchase here with a release discount of 10%.

If you are interested in the other upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (including the base game), as the prices are soon to be upgraded.

Below is the Changelog for v1.10:

Content (AVAILABLE ONLY FOR BRIT PACK AND / OR SEASON PASS OWNERS):

Cars

  • Added Ultima GTR Series (Road & Race versions)
  • Added F-Trainer Series (Novice & Advanced specs)
  • Added MCR Sports 2000 Series
  • Added Caterham cars series – 270, 360R, 620R


Tracks

  • Added Brands Hatch (2 layouts, GP & Indy)
  • Added Cadwell Park
  • Added Oulton Park (4 layouts)


Features & Fixes

  • Added DLC system for purchase & ownership verification
  • Added Radio Spotter feature
  • Improved vehicled shaders & applied to all older cars along with skin adjustments
  • Added left / right driver seat configuration option to Ultimas and Caterhams; Caterham 270 & 360R now also have option to remove roll cage
  • Adjusted rear wing efficiency on Montana, StockV8, Boxer Cup, Superkart, Ultima GTR
  • Adjusted tires on F-V12, Montana, StockV8, Boxer Cup, Ultima GTR
  • Adjusted AI Torque Stab in all cars to reduce their excessive stability when in contact with player car
  • Added Vehicle Configuration menu to Vehicle Showroom
  • DynHUD: Improved Delta widget functionality in Time Trial mode
  • Updated vehicle shaders
  • Added new batch of community drivers
  • F-Vee: Main LOD optimization for better performance / lower memory load
  • Metalmoro: Main LOD optimization for better performance / lower memory load
  • Boxer Cup: Adjusted mirror position
  • SuperV8: Added configuration option for cockpit type

ir iracing logo

iRacing Motorsport Simulation, LLC today announced plans to create digital versions of Ferrari’s models. The first product of the partnership between the renowned eSport racing service and the iconic brand will be a virtual Ferrari 488 GTE as raced in the 24 Hours of Le Mans and other events in the 2016 World Endurance Championship.

“This is a landmark moment for iRacing and online racing,” says Steve Myers, Executive Vice President and Executive Producer for iRacing.com. “Ferrari is synonymous with world championship caliber race cars and high performance automobiles. The Prancing Horse logo famously inspires passion among racing and automotive aficionados everywhere. iRacers are also passionate about online racing and I have no doubt they will be thrilled at the prospects of racing the 488 GTE and other Ferraris in the future.”

The Ferrari 488 will join iRacing’s stable of more than 50 meticulously-modeled open wheel, sedan, sports and stock cars which race on laser-scanned versions of the world’s legendary road courses and ovals in private leagues and officially-sanctioned series including the Blancpain GT Series, the iRacing World Championship Grand Prix Series and the NASCAR PEAK Antifreeze Series.

risicompetizione-ferrari488-frontquarter-sm

ir iracing logo

Somehow, its that time of year again at iRacing.  While the Season 3 Build still feels very fresh in our minds, Season 4 is bearing down on us, meaning two things.  Release Notes and an early access First Look by us.  While our First Look got pushed back a couple of days due to waiting for the ACO to give the final ‘okay’ on Le Mans (hence ‘work in progress’ tag in the trailer), we should have it on Monday.

And what will we be showing off in our First Look?  Well look no further than the Release Notes below.  While Le Mans was always going to be the star of this build, there’s some fascinating graphical improvements, both in the VR and triple screen monitor areas if you have a 10 Series Nvidia card…like we do.  [/Tease]

If there’s anything else you would like to see in our First Look, say it now or hold your peace.  Filming starts today!


Welcome to 2016 Season 4!

This season adds the long awaited Circuit des 24 Heures du Mans to the iRacing service! Some extensive updates to the Dynamic Track System have also been added that should increase the realism of heat mapping and make rubber have a bit more of an impact on your race. Brake bias adjustment is now also available in Fixed Setup Series to a small host of vehicles. Your experience at night tracks has been improved with the new Dynamic Night Shadow Maps system, and every vehicle windshield has been improved with realistic reflections. A new character model has taken the driver’s seat and is also positioned in the pits, and you should start to see wind-animated flags appearing at race courses. We are also launching preliminary support for OpenVR / HTC Vive headsets, and antialiasing in our virtual reality views. All of these along with a host of setup updates, bug fixes, and other enhancements are here for the 2016 Season 4 Release.

CHANGE LOG:

Website

– The Live Broadcast Banner that slides into view after a short delay whenever a broadcast is available has been moved to the fixed footer of the website. It also no longer pushes the webpage content when it slides into view.

– The “About” information related to the different Series Sessions (ie: Practice, Qualify, Race), previously seen at the bottom of each session block for the series, has been moved into a mouse-over panel, titled “Tell Me More,” below each session title. This information has also been updated and expanded.

– On the Stats pages, tooltips have been added to show the “About” information for each session type.

– Fixed an error with the Stats page due to special characters not being displayed.

– The Past Seasons page has been restored, and scoped down to only display the past two years.

– The Sporting Code documents have been updated.

– Descriptions for the session on each series’ session page have been updated.

– When hosting a Session, the Practice Session Time now defaults to the same value used previously.

– The “Options” toolbar dropdown in the Official Race Guide will now always be displayed.

– The iRacing Merch page has been re-added.

– A handful of loading indicators have been added to the League Manager menus and several of the league processes should now load faster.

– The UI for the Car and Track pages has been updated.

– Embedded YouTube videos on the forums are now 640×360, and can now be viewed in full-screen mode.

– A post-race quality survey now appears whenever you exit a session of any type.

– Steam users are now prompted to create an account password for members.iracing.com for additional security and stability.

– Improvements have been made to the single and multi-class car selection UI.

– Fixed an issue where data would sometimes get overwritten in the race selection area.

– Minor text fixes.

Connection

– The Q-Bar on the frame rate/connection status meter area now has two side-by-side meters. The original value is in the left-hand bar, and shows the amount of packet loss from the race server to the simulation. The new right-hand bar (which grows from right to left) shows the amount of packet loss from the simulation to the race server. Note that the data for this right-hand bar is sent from the server to the simulation, so if there is a sudden loss of all packets sent by the server to the simulation, the value in this bar will not update. As before, each bar becomes full at 50% packet loss, though each is now about half the width of the original Q meter.

Sessions

– Fixed an issue where a team member in a driver-swap session could be incorrectly marked as Unofficial if it happened that none of the team’s members were registered for the session as it was launched.

– Fixed an issue where suspended members were being allowed to join multiplayer sessions.

Time Trial

– Fixed an issue that was causing some Time Trial sessions to be run with the “time of day” set to something other than the default of “afternoon”.

Garage

– When you use the “Share a Car Setup” capability on the Garage screen inside the Sim, the name of the setup is now also sent and will be displayed to the recipient(s).

Dynamic Track

– Increased the effective starting usage level, which controls the amount of rubber on the track, for sessions that have a short Practice and an attached Qualifying prior to a Race.

– Improved the calculations used to conduct heat from the tire into the track, and updated the conduction and convection model for the track surface. This results in lower starting track temperatures, but a significantly more dynamic range when cars interact with the track.

– The tearing of rubber from the tires versus from the track has been adjusted so that when a tire is not sliding, it is more inclined to pick up track rubber. Also, the calculations for determining the thickness of the track rubber under the contact patch and the rate at which the track will accept rubber have each been improved. The combination of these changes will make the track rubber build up about three times as fast, and in general be more dynamic.

– The Dynamic Track system now assumes there is some residual starting dust on the track even before any simulated running of cars or cleaning for a session is performed. The amount of starting dust is related to how must dirt and gravel is around that track, such that a track like Mazda Raceway Laguna Seca is more prone to being dusty than a track like Talladega Superspeedway.

– Dust will now be picked up and thrown due to air displacement near moving vehicles.

Mirrors

– With the Virtual Mirror option enabled, a hotkey (Alt+M) has been added to show/hide the virtual mirror while driving.

Driver

– A new driver character model has been fully implemented into all vehicles.

– The new driver has been shifted into a more accurate position in some vehicles than the previous driver.

– Due to the new driver model, the driver camera position in some cars to be adjusted slightly for a better perspective.

– All vehicle seat belts now change color to match driver selections.

Pit

– The pit box characters behind the wall and the lollipop guy are now using a new character model.

Rendering

– All cars have had their windshields updated to use a new shader which provides realistic reflections.

– Driver, pit crew, and pit boxes for all cars have been converted to use PBR shaders.

DirectX 9

– Our support for using DirectX 9 as the graphics system used by the simulation is winding down. If you are currently using DX9, your selection will be changed to DX11 one time upon installing this build. If you run into issues using DX11, you should work with our support team at support@iracing.com to resolve them, as we will not be implementing new graphical features on DX9, and will eventually remove the ability to use it altogether – quite possibly as soon as the December 2016 build. For now, you can switch back to the DX9 version of the simulation, if needed, by opening the tools panel on the central navigation bar on the web site, and disabling the use of DX11. Again, you should work with support to resolve any issues you encounter with DX11, as the option to fall-back to DX9 will not remain forever.

DirectX 11

– Support for three screen surround rendering using NVIDIA Simultaneous Multi-Projection (SMP) technology has been enabled for GPUs that support SMP.
– – To enable this feature you must configure three monitors as usual, enable the Multi-Projection option (previously named “render view per screen”), then enable the new SMP option. All of these options are located in the top area of the Graphics Options screen.
– – Due to some limitations with the NVIDIA SMP surround technology at this time in DX11, the maximum supported side screen angle is clamped to 45 degrees, and the maximum field of view is clamped to 160 degrees. Beyond this the SMP warping can malfunction. NVidia is working on a solution for this.
– – A few of the Simulator’s subsystems still require compatibility fixes to operate correctly with SMP. Therefore, in this early version, when SMP is enabled, some other systems must be adjusted for compatibility: Particle Detail is set to Low, Dynamic Night Shadows are Disabled (Shadow Volumes still work), and Depth-of-Field effects are Disabled.

– A new night shadowing system, Dynamic Night Shadow Maps (DNSM), has been implemented. It is activated by enabling the “Night Shadow Maps” option. This system works more like the sun shadow maps during the day time and should have similar performance. By default the system chooses the “best” three lights and projects those shadows into the scene. The shadows for these lights will fade in and out as new lights are automatically selected as the “best” sources.
– – The options for this setting are as follows:
– – Global Options (both driving and replay):
– – – DNSMMaxLightsPerPass=3 ; 0-6 = Shadowing lights per-fullscreen pass
– – – – How many shadowing lights to render per-pass. Lower numbers may be faster for lower end hardware.
– – – DNSMQuality=2 ; 0 = 512×512 1 = 1024×1024 2 = 2048×2048 3 = 4096×4096
– – – – This controls the size of the shadow maps. Lower numbers are worse quality but render faster.
– – Mode Specific Options (driving or replay only):
– – – DNSMEnable=1 ; 0 = off 1 = dynamic night shadow maps
– – – – Enables or disables the night shadow maps for this mode.
– – – DNSMTSOsCastShadows=1 ; 0 = off 1 = track objects cast shadows
– – – – This will cause track objects (pit objects like signs etc) to cast shadows as well as cars.
– – – DNSMWallsCastShadows=0 ; 0 = off 1 = track walls cast shadows
– – – – This will cause track walls to cast shadows.
– – – DNSMHeadlightsCastShadows=0 ; 0 = off 1 = car headlights cast shadows
– – – – This will cause car headlights to cast shadows.
– – – DNSMShadowFade=50 ; 0 to # = time for night shadows in 100ths of a sec to fade in and out (50 default)
– – – – How long it takes for shadows to fade in and out. Lower numbers mean less time and shadows will “pop” more but look darker. Higher numbers mean you will see less popping but shadows will typically appear less dark initially.
– – – DNSMFilter=2 ; 0 = none 1 = Fetch4 2 = PCF4
– – – – The kind of filtering to apply to the shadows. We especially need testing with level 1 as it is not supported by all DX10/11 level hardware. Higher numbers mean shadows will look better but will be more expensive to render.
– – – DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
– – – – How many shadowing lights to render every frame. This will perform multiple passes based on DNSMMaxLightsPerPass in order to render all of the lights. It will only render the number of lights actually required so if you set this to 100 but there are only 5 lights in the scene it will only render 5 shadows.
– – – DNSMDownsampleFirst=0 ; 0 = per-AA-sample shadows 1 = per-pixel shadow
– – – – This determines if we do shadows per-pixel or at every AA sample in the buffer. Setting this to 1 may be faster, especially if you have a large number of lights enabled, but will result in slightly lower quality.

– Fixed the flickering static shadow maps when AMD Crossfire is enabled, and improved the compatibility/performance of both AMD Crossfire and NVIDIA SLI. For these changes to take effect, you must manually set the “Number of GPUs” in the Graphics Options screen and restart. This setting is stored as “NumMultiGPUs=” in the “rendererDX11.ini” file. Setting the number of GPUs higher than needed will waste video memory as some graphics resources are allocated per GPU.

– In the Graphics Options, the “Max Prerenderered Frames” option will now be disabled when the “Number of GPUs” option is set to a value of 2 or greater. This is because frame queries are not accurate in these cases.

– In the Graphics Options, the windowed “Border” option will now be disabled when the “Fullscreen” option is enabled. This is because the “Border” option has no effect in fullscreen.

– Reduced the magnitude of the delay when entering and exiting the car at night tracks.

– Disabled incorrect self-shadowing on cars at night tracks when Shadow Volumes enabled.

PopcornFX

– Fixed an issue where dust clouds were appearing where no cars were driving.

Animation

– The wind now procedurally animates the flags on some tracks including:
– – Barber Motorsports Park
– – Circuit des 24 Heures du Mans
– – Circuit de Spa-Francorchamps
– – Circuit of the Americas
– – Daytona International Speedway
– – Five Flags Speedway
– – Indianapolis Motor Speedway
– – Mid-Ohio Sports Car Course
– – Road Atlanta
– – Talladega Superspeedway
– – Watkins Glen International

– The Patrouille de France will now be performing fly-overs at Le Mans.

Opponent Cars

– The amount of smoke being emitted by opponent cars should now match closer to the player car.

Chat

– Toggle support has been added for Mute and Scan Radio commands.
– – “@!mute” will toggle the Radio Mute on and off.

– Fixed an issue where an open text chat window would sometimes steal focus at session boundaries.

Telemetry

– A new telemetry session string tag, “DriverInfo:DriverUserID: %d”, has been added that returns your own user id, even in a team session.

– Added Accessor to “irsdk_diskclent.h” to indicate how many data records are in an .ibt file.

– The telemetry variable, “PlayerCarTeamIncidentCount,” is now properly updated when the current player is not the driver in a team session.

– A new setup will no longer be dumped to Telemetry when Black Box edits are made.

ARX

– A new iRacingARXmsg.js ARX module that allows for the sending of remote control messages from an ARX client to iRacing has been added. This mirrors the remote control messages currently supported by the IRSDK api. Now ARX is functionally equivalent to IRSDK.
– – See the ARX development forums for details:http://members.iracing.com/jforum/posts/list/3344813.page

– The ability to clear fuel, windshield, and fast repair pit commands have been added using the IRSDK api.

– Data will now only be pushed if a device is connected.

Oculus Rift

– The bounding box on the driving camera has been set to 0.10 meters (4 inches) in the vertical direction, and to 0.25 meters (10 inches) in all other directions to give users a little more room to move around.

– The Oculus Rift mirror window display has been altered to show the source render for the left eye, rather than the post-distorted images of both eyes.

– Anti-aliasing has been enabled.

– The health and safety warning has been removed from the loading screen.

OpenVR / HTC Vive

– OpenVR / HTC Vive support has been enabled!

– The following OpenVR settings have been added to the “RendererDX11.ini” file:
– – [OpenVR]
– – OpenVREnabled=1 ; Enable OpenVR Support.
– – ResolutionScalePct=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
– – AutoSelect=0 ; Use OpenVR without prompting (NOTE: Oculus will have priority if enabled)
– – AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears.
– – UIScreenSize=130 ; (cm) 3D UI screen width.
– – UIScreenDistance=70 ; (cm) 3D UI screen distance.
– – NOTE: The resolution scale percentage setting (“ResolutionScalePct”) is similar but not equivalent to the Oculus Rift setting: “PixelsPerDisplayPixel”. For OpenVR, you are directly scaling the off-screen render target, while for the Rift you are scaling the pixel density in the center of the image – so the values are not directly comparable with each other.

– Full-screen anti-aliasing for headsets operating via OpenVR (HTC Vive) has been enabled.

iRacing Surprise

– A previously unannounced special addition will be brought to iRacing during the first week of 2016 Season 4!
– – Be sure to visit http://www.iracing.com at 1:00PM EDT (17:00 GMT) for a special presentation on Tuesday, September 13th, 2016!

CARS

Aston Martin DBR9 GT1

– Le Mans-specific aero packages have been added.

Audi R8 LMS GT3

– Season setups have been updated.

Cadillac CTS-V Racecar

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

Chevrolet Corvette C6.R GT1

– Le Mans-specific aero packages have been added.

Chevrolet Corvette C7 Daytona Prototype

– Fixed an ambient occlusion texture corruption issue with the central cockpit rollbar.

Chevrolet Monte Carlo SS

– Season setups have been updated.

Dallara DW12

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Tire wear for the road course tires has been increased to bring the total wear over the course of a stint closer to real-life values.

– When replacing the rear wing, the rear body structure is also now replaced.

Ford Falcon FG V8

– Season setups have been updated.

– Two new drop gear pairs have been added for greater adjustability of top speed and shift points to reflect gears used in the real-world race series: 29/27 (0.931) and 24/25 (1.042). The label and tooltip text in the Garage has also been updated to directly reference the drop gear pair, which is what they change in real-life.

– In-car idle sound has been improved.

– Backfire effects have been adjusted.

– Fixed a bug with the appearance of the rear suspension motion on opponent cars.

Ford GT

– Season setups have been updated.

– A complete physics overhaul of this vehicle has been completed leveraging some of the recent work on the Ford GT GT3 as a starting point.

Ford GT GT3

– Shift lamps are now identical to the Ford GT.

Formula Renault 2.0

– The collision properties have been updated to reduce yield and failure loads so the car will be both more consistent in impact response, and less capable of sustaining large impacts without suffering permanent damage.

– Fixed a bug that was causing the brake bias knob on opponent cars to continually rotate.

Holden Commodore VF V8

– Season setups have been updated.

– Two new drop gear pairs have been added for greater adjustability of top speed and shift points to reflect gears used in the real-world race series: 29/27 (0.931) and 24/25 (1.042). The label and tooltip text in the Garage has also been updated to directly reference the drop gear pair, which is what they change in real-life.

– Fixed a bug with the appearance of the rear suspension motion on opponent cars.

HPD ARX-01c

– Improvements have been made to the engine sounds.

– The low downforce package has been updated to bring performance in line with real-life data at Le Mans.

Kia Optima

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

Lotus 49

– The seat belt has been moved down to better match the shoulders since the driver does not wear a HANS device.

McLaren MP4-30

– The pit limiter label should now be self-lit.

Mercedes-AMG GT3

– Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Vehicle specular map has been altered.

NASCAR Camping World Toyota Tundra

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Fixed an issue where the windshield frame was being rendered as transparent.

– Vehicle specular map has been altered.

NASCAR K&N Pro Chevrolet Impala

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

NASCAR Nationwide Chevrolet Impala circa 2011

– Season setups have been updated.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

NASCAR Sprint Cup Chevrolet SS

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Updated the rear end gear ratios to match the latest Cup Series specs.

– Vehicle specular map has been altered.

NASCAR Sprint Cup Ford Fusion

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Updated the rear end gear ratios to match the latest Cup Series specs.

– Vehicle specular map has been altered.

NASCAR Sprint Cup Toyota Camry

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Updated the rear end gear ratios to match the latest Cup Series specs.

– Vehicle specular map has been altered.

NASCAR Truck Series Chevrolet Silverado circa 2013

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

NASCAR XFINITY Chevrolet Camaro

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– A missing banner has been added to Paint Kit Pattern 4.

– Vehicle specular map has been altered.

NASCAR XFINITY Ford Mustang

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Vehicle specular map has been altered.

NASCAR XFINITY Toyota Camry

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Vehicle specular map has been altered.

Pontiac Solstice

– The driver’s head position has been adjusted slightly so that it is in line with the way other cars calculate the driver view.

Radical SR8

– The driver model for this vehicle now uses the open-wheel style helmet.

Ruf RT 12R

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

– Maximum brake torque has been increased so this car is more capable of getting into ABS.

– Turbo noises, including intake and spooling, have been added.

– This vehicle now uses PBR shaders.

Ruf RT 12R Track

– Season setups have been updated.

Silver Crown

– Season setups have been updated.

Skip Barber Formula 2000

– The driver’s head position has been adjusted slightly so that it is in line with the way other cars calculate the driver view.

Sprint Car

– Season setups have been updated.

Street Stock

– Season setups have been updated.

– Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

Super Late Model

– Season setups have been updated.

– Two additional Levels of Detail (LOD) models have been added to this vehicle to help with performance, especially at night tracks.

TRACKS

Autodromo Enzo e Dino Ferrari

– Fixed a graphics issue on the roof of Hotel Rivazza.

Circuit des 24 Heures du Mans

– NEW TRACK!

– Our latest work on Le Mans is pending a final approval from the top brass at ACO (Automobile Club de l’Ouest), and will be available for purchase in the iRacing Store as soon as we get the green flag!

Circuit de Spa-Francorchamps

– The tirewalls off the track in Bus Stop, Les Combes, and after La Source now have a collidable material type applied to them.

Lime Rock Park

– All Armco segments in Turn 3 now have a collidable material type applied to them.

South Boston Speedway

– The main grandstand is now influenced by the Grandstand Detail Setting instead of the Object Detail Setting.

source



AMS logo

We´re happy to announce Automobilista is being officially released as v1.0 this wednesday August 24th!

The official release will bring a new series (F-Vintage 1967 & 1969), new track layouts, along with an extensive list of fixes and updates to the current Early Access version.

To reflect the upcoming release, base game has been upgraded to full price US$ 39.99 (and accordingly for other currencies) on Steam as Early Access discounts ends – only for this week however (until Sunday 28th) you may still buy it from our forum store for only US$ 29.99:http://forum.reizastudios.com/pages/buy-automobilista/

Prices will also remain discounted until Sunday 29th for the full Reiza Membership Package (base game + all DLCs + beta access) @ US$ 54.99, and Membership upgrade (all DLCs + beta access for those that already own the game) for US$ 24.99.

The full changelog for v1.0 updates will be released at launch, tomorrow August 24th!


DiRT Rally logo

We’ve released our latest patch for DiRT Rally today! Here’s what the update will bring:

• Graphics – Improvements to significantly reduce object popping during track intros and replays in VR.
• Graphics – Wheel will no longer lock to the left if you use the ultra low graphical preset.
• Graphics – Desktop image when playing in VR is no longer stretched.
• Graphics – Improvements to prevent the environment popping in the distance during a dynamic replay in VR.
• Game – You can now remap the headset position reset function in Controls for VR.
• Game – You can no longer press pause during the fade to black when you restart an event in VR.
• Audio – Razer Kraken will no longer cause the game to crash on boot.
• HUD – Split time will no longer overlap co-driver calls in VR.
• HUD – Repair puncture tooltip will no longer overlap speedometer in VR.
• HUD – Legibility improvements for smaller text elements in VR.
• HUD – Hud should no longer fall into your line of sight on hills if you have VR Vehicle Camera Motion turned on.
• HUD – Fix to prevent the “Recover Vehicle” tooltip remaining on screen when you have accepted an invite during gameplay.
• UI – A Message will now be displayed if you access the Steam Overlay in VR letting you know to take off your headset.
• UI – Certain pop up messages should now display correctly in VR.


KRP logo

store.steampowered.com

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

AMS logo

This month´s dev update is coming out a bit late – we have indeed been running a bit later than planned, and as a result v1.0 release isn´t quite behind us yet as we´d hoped for in our June Development update.

The good news is that the extra time has been put to good use, as even though a couple features have demanded a bit more time than we had anticipated, we have also used it to throw in some extra goodies into the v1.0 mix. Overall we have made some great progress again this month as you´ll hopefully notice as you read through this update, bringing us very close to v1.0 release and also to what´s coming beyond :)

Here are the main highlights from this past month:

V0.9.8 Release

A couple of weeks back we released AMS EA v0.9.8, which introduced some very nice FFB updates, along with the cool new indoor / outdoor Speedland kart circuit:
AMS_kart_Speedland2.jpg

We are very pleased with these recent FFB developments, and believe they have provided a significant all-around step forward to the sim. If you haven´t tried AMS lately we strongly recommend you give it a go – your old favorites should feel better than ever, and it might even be worth checking out the cars you were not too fond of before, as the latest developments might help change that perception :)

V1.0 release coming up

We´ll be dropping out of our usual EA release schedule by not releasing a new EA update this friday, as all efforts are now concentrated towards wrapping v1.0 for an early august release. In the changelog attatched to this post you can see the latest changelog for the v0.9.9 build which is hitting Beta this friday. We are pushing to add to this list by introducing a couple of extra features along with some further polishing before wrap-up time.

On the content side, our biggest addition will be the F-Vintage, our own “GPL” celebration of that heroic era in motorsports.
AMS_F_Vintage_Kya2.jpg

As it had been outlined in our AMS dev roadmap, the original plan was to do a single car based off a 1967 spec, V12 powered GP car, however we couldn´t resist spicing things up a bit by adding some diversity to the field, so we created an alternative version of the car by bolting a DFV V8 engine in place of the V12. @Sandro Kholodkevich has put together a couple of renders so you can check both variants in all its glorious details:
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The late 1960s was of course also a very significant time in racing due to the “discovery” of downforce – we decided to explore that too by creating a low-winged, “1969” season of F-Vintages:
AMS_F_Vintage_Jaca.jpg

We are specially pleased with how the F-Vintage is turning out and fully expect the free addition of these beasts to be one of the main highlights in the upcoming v1.0 release. As usual campaign backers and Reiza members will be able to enjoy an advance peek of the Vintages along with the other developments set to hit AMS Beta this friday.

On the track front, the biggest additions in v1.0 will be the inclusion of several extra layouts to existing tracks, the biggest one being the “long” 7km version of Mendig by @ilka , which exits the airport to travel through the nearby village roads:
AMS_Mendig.jpg

On the physics front, we´re working on the development of a brand new ECU model as conceived by @Niels Heusinkveld and developed by @Luis Miguel , which should provide a lot of important enhancements. So far, we’ve made considerable improvements to the way engine torque is generated as you ‘roll on’ the throttle, simulating the more advanced “throttle mapping” techniques from modern ECUs. Most noticeable in modern high powered cars, basically this will translate into more control when powering out of turns, as it will be easier to find the throttle position where you get the best acceleration without lighting up the tires in wheelspin. Your throttle ‘technique’ may need some adjusting though as the engine responds more directly at smaller throttle inputs.

The new model also allows us to do a few modern computerized engine control tricks such as changing power levels and engine braking for each gear. With the Formula Extreme up to v0.9.8 for example it is very tricky putting 900hp to the ground in 1st and 2nd gear, as you can very easily be turning half of that into white smoke. By limiting the engine power, it will be easier to optimize power delivery.

Engine braking can also have quite a disturbing effect on the balance of the car – this is specially so as you go down the gears, because the gearing amplifies the engine braking the more you downshift. The new model allows us to reduce engine braking in low gears so the rear end is less likely to lock as you’re downshifting and entering a turn.

This is all ‘passive’, not traction control so naturally you´ll still spin the tires by giving it too much throttle, but it may only happen at 70% throttle instead of 35% throttle which should be a big driveability improvement for the more powerful cars – a case of the sim becoming easier as models are developed to be more realistic.

We are pushing to have at least the throttle mapping side of the new ECU mode ready in time for v1.0 release.

There has also been some solid development to the VX Portal, and we´re hoping @Dave Stephenson will manage to deploy a new build for it this friday, including multiplayer Lobby integration, which beyond the ease of use of being able to launch multiplayer sessions from your browser should open some interesting possibilities moving forward.

DLC Development

Things continue to progress nicely in the DLC front – Brands Hatch is now nearly complete and the team is well advanced with Cadwell Park.

During our Cadwell recon trip @Alex Sawczuk trialed a new method of surveying race tracks for increased accuracy. We used a digital level to take camber and elevation measurements at set points around the trace track and then using that data calculate the elevation changes. This allows us to get an accurate profile for the track, as well as its camber changes. We have also been using a laser measure along with good old basic tape to make all the key measurements, which coupled with Alex´s usual meticulous precision have led to some pretty hard to fault road modelling:
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@Joradson Rodrigues has also been doing some quality work in texture development for Cadwell as you can see in the preview below:

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The cars are also coming along nicely – our audio man @Domagoj Lovric has added the soul to the Ultima GTR with yet another lovely sound set of its throaty Chevy LS7 V8 – check out an in-game preview:

Along with the road version of the Ultima GTR, we are also developing its race-prepped version, here is a preview of its cockpit (will feature both right and left-hand options):
Ultima_Race_Cockpit_Texture_WIP.jpg

The MCR Sports 2000 is also well on its way, with modelling now nearly complete:
MCR-2000_WIP.jpg

Both Ultima GTR and MCR Sports 2000 will soon be joined by a variety of Caterham models which had also been previously confirmed to be part of the Brit Pack – unlike previously announced though the Brit Pack won´t be restricted to these 3 new classes of vehicles, as another bonus car has been added to the list – watch this space!

We´re pushing to have these initial items of the Brit Pack available before the end of august, with beta a couple of weeks earlier.

Imola confirmed!
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We´re very happy to confirm official licensing of the legendary Enzo & Dino Ferrari race track , which will be coming as its own premium DLC pack for Automobilista.

Legendary tracks become such after decades of rich racing heritage – we believe that in order for a sim to capture the history of corners such as Tosa, Tamburello and Rivazza it´s fundamental to reproduce those famous bits of terrain through the times, and race them with machines that belong to those eras.

Hence Imola will be the first of our “Legendary Race Tracks” line of DLCs, and will feature no less than four unique versions of the track: from early 70s, late 80s and early 00s, along of course the modern version of the track. This pack is estimated to sell for US$ 6.99, with release expected to be towards the end of october.

Worth remembering that those who took part in our crowdfunding campaign last year or bought into our membership pack have already secured all these upcoming DLCs at no extra charge. Those interested in securing all this content and also a chance to give the new stuff an early go should look into our membership packs from our forum store.

Automobilista base and the membership pack (both all-inclusive and ugprade options) remain with their promotional Early Access pricing in our forum store, selling for US$ 29.99 / US$ 54.99 / US$ 24.99 respectively – upon v1.0 release these prices will be upgraded to US$ 39.99for AMS Base, US$ 59.99 for all-inclusive and US$ 29.99 for membership upgrade, so if you´re interested in AMS or in the DLCs at all you won´t want to miss out on these current offerings.

We´ll be offering a similar “Season Pass” for all DLCs through Steam upon v1.0 release along with options for the individual items and packs as they become available – the best deal however still is to acquire the membership packs which not only includes the Season Pass for all DLCs, it also grants a key to AMS Beta and access to Reiza51.

This covers it for our July Dev update. We´ll catch up again in august, this time most definitely with AMS v1.0 release already behind us


AUTOMOBILISTA

A new Early Access build of Automobilista has been released – v0.9.8 is now out.

This is the main changelog:

Content:

  • Added Speedland Kart track venue (4 layouts)

Features & Fixes:

  • Enhanced pneumatic trail by adding new PneumaticTrailGripFractPower (PTGFP) function, for much improved self-aligning torque (should make tire forces more perceivable through FFB)
  • Tweaked FFB output code & added “FFB Low Force Boost” to Controller UI (this should help wheel “lightness” under low steering forces with lower end FFB controllers)
  • Added new low speed FFB fuction to eliminate vibration / oscillation at very slow speeds
  • Revised default Realfeel settings and pneumatic trail values to match to new FFB functions
  • Added AIWs to Time Trial anticheat verification (this will lead to failed authentication in case of AIW edits)
  • Added function to sort cars of different performances within the same series for the TT leaderboards
  • Tweaked road dust smoke & skid properties
  • Brasilia: Tweaked track limits to allow running over green crete run-off
  • VIR: Improved road & curb textures
  • Superkart: Adjusted tires, slight increase of front/rear track width
  • Karts: Adjusted tires
  • Montana: Adjusted mirror height; Fixed oversized interior Windshield resolution (from 2048px to 1024px)
  • Boxer: Added wiper to cockpit view; Corrected AI tire wear
  • Lancer Cup: Fixed pneumatic trail bug which numbed FFB output

AMS_kart_Speedland2
If you have a multiplayer race tonight, you may want to check with the league admin whether you´ll be racing with the old version or this latest v0.9.8. Previous v0.9.67 is still available as a Beta branch on Steam (by right-clicking Automobilista on Steam -> Properties -> “BETA” tab, and selecting v0.9.67 from the dropdown box).

As per the changelog, V0.9.8 features some substantial Force Feedback updates – read about these in the AMS FFB topic.

If you wish to discuss the new track limit violation system, please use this thread.

If you have a bug to report please use the bug report thread. (make sure to check the opening post).


AC logo

KUNOS Simulazioni and 505 Games are proud to present the “RED PACK”, DLC package for Assetto Corsa that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit.

Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme, the RED PACK includes some of the most wanted cars from the most iconic italian Factories, Ferrari, Lamborghini and Maserati

The CARS:
* Ferrari SF-15T
* Ferrari F138
* Ferrari 488 GT3
* Maserati 250F 6C
* Maserati 250F T2 12C
* Maserati GranTurismo MC GT4
* Lamborghini Aventador SuperVeloce

The TRACK:
* Spielberg REDBULL Ring

The “RED PACK” DLC is now available as premium DLC content for the PC and will be available on the forthcoming console editions of Assetto Corsa.

Download on Steam now: http://store.steampowered.com/app/493190