Posts Tagged ‘STEAM’


Kart Racing Pro release12b available.

Changelog
fix: practice / testing sessions classification
fix: support for multiple controllers with the same name
fix: alpha textures mipmaps generation
fix: sound sources muted at distance
new: repetitions when keeping a user interface button pressed


Page on STEAM

Crush Depth: U-boat Simulator is a world-scale World War II naval simulator with unparalleled depth and realism; the definitive submarine simulation experience. Operate and maintain the U-boat’s complex machinery, engage enemy against enemy naval, land, and air assets, navigate by the stars, sustain your physical well-being, and enjoy the lighter sides of life on board in the most authentic re-creation of a U-boat experience ever imagined.

Crush Depth is the continuing result of unrelenting research based on original construction plans and regulations, rare photos, contemporary sources, and the personal experiences of U-boat submariner Friedrich Grade, ex chief-engineer of U-96; the boat famously portrayed in the book ‘Das Boot’ and the 1981 film by the same name.
By working closely with the Blueprint Archive, the Bundesarchiv, the National Archive (NARA), the Technisches Museum U-995 and many other sources, we’ve been able to recreate the type VII C U-boat in all of its complexity.

Oblate Spheroid Earth model

A fully spherical gameworld recreates the horizon and travel times with accurate detail. The entire world is represented by a full bathymetric and heightmap model with 15 Arc-Seconds of fidelity.

A variety of game modes will allow you to engage with the world as you choose. From short, single encounters based on actual historical events, to customizable patrols, to a perpetual PvP/PvE setting in which you can play for days on end and many more. Play cooperatively as one of the members of a crew of up to 18 players, or take complete control of your boat all by yourself.

Virtual Museum

Our Virtual Museum, built in consultation with a professional architect, offers an in-depth museum experience covering World War II maritime history in exquisite detail. Our curated experience brings history to life with rare photos, archival video footage, original blueprints, and much more.

Multiple Units

Player controllable vehicles include PT boats, destroyers, merchants, and even planes.

Intelligent AI

Intelligent AI ensures NPC units behave in a realistic and historically accurate manner. Units take time to recover from surprise attacks, weather effects sensors and visibility, radio communications can be used to triangulate your location, and more.

This is not just a simulator, this is history come to life.


KRP logo

http://store.steampowered.com/app/415600/Kart_Racing_Pro/

ABOUT THIS GAME

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
  • Oculus Rift and HTC Vive ( SteamVR ) support
  • FreeTrack support
  • TrackIR support
  • EDTracker support


AMS logo

the changelog:

  • Added Hockenheim RX layout (not compatible with DynHUD at the moment)
  • Integrated initial batch of Steam Achievements (more info & related discussions here)
  • Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
  • Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
  • Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
  • Added AIRaceCompoundSwitch parameter to series files – if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
  • Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
  • DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
  • Replaced tacho texture in native HUD
  • Revised & expanded default championship calendars for several series
  • Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
  • Fine tuned drag effects for each car, correcting some previous exaggerated values
  • Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
  • Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
  • Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
  • Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
  • Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
  • Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
  • Changed AI strategy for fixing damage in pits – now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
  • Further fine tuning of fuel consumption & estimates for several cars
  • Reduced AI performance variation in Supertruck layouts
  • Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
  • Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
  • Hockenheim: Disabled Safety Car for 77 & 88 layouts
  • Karts: Adjusted POV to avoid clipping with driver model
  • Caterham: Fixed missing driver arms in external view for 360R models
  • Montana: Fixes to pitgroups & talent files
  • Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
  • LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
  • F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
  • F-Truck: Updated driver suits & Gloves
  • F-V10: Updated driver suits & Gloves
  • F-V12: fixed sound going mute between 4-5k RPM
  • Ultima: Fixed graphics glitch in headlights from external cameras
  • Superkart: corrected moving arms lodout distance
  • F3: fixed steering wheels LODs of F301
  • MCR: fixed rpm lights and LCD glass
  • Marcas: Added missing talent files; Reduced AI skill range for more consistent performance

* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop

Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s a F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If it´s tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.

Series that don´t have multiple tire compounds and / or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.

Important note for Logitech G29 / G920 users

Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here: http://forum.reizastudios.com/threads/how-to-select-a-previous-version-branch-for-ams-on-steam.1269/

For the next release we expect to have it fully integrated into the main branch.

GENERAL NOTES

If you have an online race tonight, you may stick to or revert to the previous v1.4.05 by selecting that branch from the Steam Beta tab.

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

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further 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 in the troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).

Last but not least: AMS Base, Season Pass & individual DLCs are all on the Steam Summer sale with great discounts – if you´re missing anything make sure to check them out!


FSW logo

ABOUT THIS GAME

Flight Sim World is a flight simulation platform developed by Dovetail Games. Based on benchmark technology, FSW includes the whole world as well as several single and twin propeller aircraft to get you started.

The aircraft in Flight Sim World have been created using the latest modelling and rendering technologies resulting in stunning realism and detail. Every switch and gauge in the cockpits are clickable, while a range of animations really brings the experience to life.

Not only do the core aircraft look amazing, but they also react to their environment realistically. A combination of atmospheric effects and advanced mechanics result in a remarkably unique flight experience.

If creating content is your passion, we have included the Pro Mission Editor, which is a comprehensive tool that allows you to create your own missions.

Free Flight: The whole world is yours to explore in Free Flight mode!
Multiplayer (Alpha): Fly with your friends on Steam! Please note Multiplayer is still in its Alpha stage, so you may experience bugs.
Lessons & Missions: Learn the basics with our LAPL and PPL based lessons, and then test your skills with a series of missions.

  • Integration of Accu-Feel™ technology
  • Fleet of highly detailed GA aircraft
  • Easy to use flight planner
  • Realistic flight model
  • Integrated Orbx FTX Global textures
  • Lessons and missions to test your skills
  • Pilot profile to keep track of your flight hours
  • Pro Mission Editor

Early Access

Please note that Flight Sim World is currently in Early Access. This means that the sim is not feature-complete and you may encounter bugs. We will be working diligently with the community to resolve issues throughout the Early Access period, so if you see anything that doesn’t look right, please let us know in the Steam Forum or our FSW Forums

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of. Site

Early Access on STEAM


“Our big DX11 beta release later today featuring VR, hope you guys enjoy it! Now here’s a little preview to keep you going”


http://store.steampowered.com/app/285380/


steam greenlight

STEAM Page for voting

gRally is an Indie project born of the passion of the rbr-online.it team crew.
With its slogan #DreamExperienceBelieve the team has put full faith in this product, the fruit of hard work in free time, wich it now offers to entire community of rally simmers.

gRally is not in a position to have official licenses at the moment and its starting point is a limited number of racing cars.

gRally, considered its Indie character, is modding-oriented. We developed integrated Unity tools that will facilitate the insertion of your creations, whether it be additional cars or tracks.

gRally has the same basic ideas of rbr-online, so expect exceptional doses of adrenaline during online session where one can compete against a host of players around the world.

gRally is abreast with all new gaming hardware: VR, TrackIR and multiscreen. It is possible to use the most popular brands of steering wheels and a vast number of home-made hardware devices.

gRally recreates the range of real rally conditions that drivers must face, including various type of surface and climate as well as diffenet times of day and night.

gRally places much importance on the co-driver’s role: as in a real rally it will be possible to realize real recce to set down customized pacenotes in order to achieve a higher degree of driving confidence and speed.

gRally is constantly evolving and has need of your support to improve ever more day by day.


rf-2-logo

Introduction

Finally, it’s time for the first Studio 397 release of rFactor 2!

It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.

We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.

Stock Car

  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.
  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
    • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
    • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
    • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
    • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"

AI

  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.

Physics

  • Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.
  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.

Driver Swaps

  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.

Graphics

  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.
  • Removed the option to disable HDR.

Dedicated Server

  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.

User Interface/Launcher

  • Added an Engine Mixture setting to garage so it can be saved as part of a car setup.
  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.

Additional Changes

  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.

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

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

DiRT Rally logo

Hello DiRT fans – our latest patch has landed! Here’s the list of fixes that v. 1.11 will be bringing to DiRT Rally:

– Game – Excessive knocking effect on wheels when playing rallycross (All platforms).

– Racenet – Community Delta times should now display correctly (All platforms).

– Game – AI for Classic and S1600 Rallycross adjusted to have more variety (All platforms).

– Leaderboards – They will no longer be blank and the difference column works (All platforms).

– Racenet – League events can now be restarted if you terminally damage, quit or complete an event (All platforms).

– Community – Fixed the missing string that was being displayed in a very specific situation when Racenet was unavailable (All platforms).

– Graphics – Fixes for rain effects displaying incorrectly on some AMD cards (PC).

– Graphics – Motion blur being applied to cars in bonnet camera and in replays (PC).

– Audio – Co-driver call near sector 2 in Russian is now played in the correct language (PC).

– Game – Fix to prevent unrealistic AI times being shown on Hillclimb if you save and quit after finishing a time for Run 1 (PC).

– Audio -Spotter call during the results screen for Portuguese Brazilian is now played in the correct language (PC).

Now, on to the fun stuff – you may notice that the patch doesn’t just bring fixes, but some additions to the content on DiRT Rally… We’ll discuss these in closer detail in tomorrow’s Road Book – but to celebrate the 100th anniversary of the Pikes Peak International Hill Climb, we’ve added the following content:

– Art – We’ve updated Pikes Peak International Hill Climb to celebrate the 100th Anniversary of the event, complete with official PPIHC logos and branding.

– Game – We’ve updated the handling on the Hill Climb cars so that you can really attack the iconic Hill Climb course.

We hope the patch in all of its Pikes Peak glory really enhances the Hill Climb experience for you, and that the fixes leave your DiRT Rally experience a lot smoother and more fun to play. As always, if you have any feedback for this update, please head to Twitter, Facebook or our Codemasters forums to share it!


STEAM store

Aerofly FS 2 lets you explore the world of flying in a quality never seen before. Fly a large selection of highly detailed aircraft with fully animated and interactive 3D cockpits.

Aerofly FS 2 is a next generation flight simulator open for add-ons and sets a high value on realistic flight physics, highly detailed aircraft and a stunning, photo realistic scenery. World wide coverage of elevation data and aerial images is included with Aerofly FS 2. At the same time, Aerofly FS 2 features an intuitive user interface and requires virtually no training time.

Take your seat in the cockpit and enjoy flying over the famous Golden Gate Bridge or visit Alcatraz Island. Learn the basics of flying at our flight school or jump right into the captain’s seat and land the majestic 747 at one of the busiest airports of the world.

FEATURES

  • 16 aircraft included:
    – F-18, Learjet 45, C172, Baron 58
    – ASG 29 glider, Pitts S-2B biplane
    – Airbus A320
    – B737-500, B747-400
    – King Air C90 GTx, Aermacchi MB-339
    – Corsair F4U, Extra 330
    – Swift S1 glider, P-38 Lightning
    – Sopwith Camel
  • Highly detailed and interactive 3D cockpits
  • Adjustable cockpit lighting at night time
  • Realistic flight physics
  • Interactive Flight school for learning the basics of flying
  • High resolution aerial images and over 150 airports for the South West of the United States
  • World wide elevation and aerial images
  • Display terrain features like mountains, lakes and cities for easy VFR navigation
  • Route editor for easy flight planning
  • Adjustable time of day
  • Adjustable wind, clouds, visibility, thermal activity and turbulence
  • Replay system
  • Different view modes
  • Support for multiple joysticks, throttle units, rudder pedals and more
  • TrackIR support

Rogue System logo.png

About This Game

Rogue System’s goal is to bring the classic space-combat sims into the modern era of gaming at a never-before-attempted level of control. It blends the capabilities and usability of modern games with the detail and fidelity of hardcore combat flight-sims. With a simulated science fiction setting, richly deep spaceship management, and intense combat, Rogue System satisfies both the “survey” and “study” sim enthusiast.

Rogue System’s Core Module (CM) will be a complete campaign-driven sim on its own. It utilizes both dynamic as well as scripted missions to allow for greater replay-ability while telling an intriguing story.

Finally, Rogue System is fully moddable, allowing both DCI as well as the sim’s community to add new ships, missions, and even campaigns.

Later, Extension Modules (EM) will add even more gameplay.

store.steampowered.com


rf2 logo

ISI is happy to release Build 1080! This build has a decent number of fixes and tweaks to the AI, realroad, skin sharing, graphics, controllers, and much more.

The demo content has also been changed; Now featuring the Formula Renault 3.5, 1974 Howston Dissenter and Toban Raceway Park.

Demo Installer – 1GB
Lite Installer – 340MB
SDK Installer – 347MB

Usage Notes:

On first loading for any track after updating, shaders will be rebuilt. Expect this to take anywhere between 1-4 minutes, depending on your system specifications.

The Logitech G920 has new firmware that fixes an issue with the Force Feedback. However, because they are not yet selling units with the new firmware, and most users will not be updated yet, we have implemented a hacky solution that we will remove probably with a future build (when we feel more will have updated). If you have updated your firmware, you can disable the hack if you want to, by editing your controller file save and switching the G920_workaround flag to false, and because they changed their names for the inputs, you’ll have to bind your pedals.

Build Notes:

FEATURES:
————-
Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.)
Added Low Speed Information display position gizmo.
Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways)
Added average water depth to internals plugin data.
Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(,,,)
Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED
User skin directory will now spill over to multiple lines if needed rather that off screen
Default gamepad controllers now set various driving aids for an easier experience.
Created an Un-Disqualify button for admins to use on the multiplayer vote page.
Reason for penalty (if any) is now given in result files and log files.
Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x.
Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value “Skip updates”, but can also be disabled by setting the new Controller.JSON value “Use thread” to false.
Moved in-game server list to Launcher (Steam version only).
New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.

FIXES:
————-
Fix for skin transfers when using +connect commandline parameters.
Fixed static camera orientation not saving changes in Mod Mode
Likely fix for occasional dedicated server crash during race rejoin.
Fixed occasional race rejoin bug where only 63 laps were restored when it should have been more.
Fixed bug where track & vehicle selector didn’t register changes when existing page immediately after closing a category branch.
Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called “AdjustUntilYellowFlagState” which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp).
Fixed several potential UI crashes when switching between multiple video adapters.
Corrected issue where grass skids sometimes did not appear.

GRAPHICS:
————-
Reverted back to more analytical headlight model.
Fixed soft particle blending and updated general particle parameters.
Fixed particle exclusion zones sometimes becoming disabled.
Improved particle lighting/shadowing.
Improved sun occluder.
Static reflection mappers now updated properly between sessions.
Minor adjustments to sky turbidity and some cloud albedos.
Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.

MODDING / PUBLIC DEV:
———————
Camera activation zones can be moved in the camera editor now.
Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type “ai learn” in the chat back…..he’ll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he’s better following the line you can type “ai save” & he’ll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there).
TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity.
Fixed bug in ModMgr which showed duplicate updates for mods with an update.
Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.