Monday, 22 January 2018 17:41

NR2003:MENCS 2018

20184A

 

 

From Splash N 'Go and Studio Speed, with collaboration from Big Evil Designs comes the most realistic mod for the Nr2003 simulator, MENCS 2018.


It includes the most current Chevrolet model in NASCAR that being the sublime Camaro ZL1 other manufacturers in the series includes the Ford Fusion and Toyota Camry. Although no longer running in the series the mod creators have also included the Dodge Charger. The damage models of the cars are the best that I have seen for Nr2003 and who would have thought that this could be possible from a racing simulator that was originally released back in 2003.

Great attention to detail and overall improvement in the graphics of the cars.
Includes the possibility that you can paint the steering wheel of the cars and play with the design of the driver, which is shown in the Showroom within the player's game menu
MENCS 2018 has digital Dashboards for all brands.
The mod includes all the paintings announced so far for the  Monster Energy NASCAR Cup Series for 2018, As well as some fictional schemes created by Splash N 'Go..

 

 

 

This modification may cause issues with different gaming systems. We suggest the following to improve performance experience:
All car files should be kept under 4 Mb.
24-bit compressed exported tga files for cars and 1024 24-bit compressed pit crews.
Do not modify your game beyond the point it is recommended for "graphical improvements"

 

SNG header220118

 

Credits:     3D modelling by: Douglas Allen and Cosmin Ioaneșiu with the stock NR2003 pace car
            Templates: Nick Baker, Chad Mikosz, Taylor Smith, Chris Everett, Cosmin Ioaneșiu, Italo Rapacci and James Hodge (rims textures)
            Textures: Matt Muir, Italo Rapacci, Cosmin Ioaneșiu
            Denis Rioux for the chassis and part textures (used with permission)
            Paint schemes: Chad Mikosz, Nick Baker, Cosmin Ioaneșiu, Chris Everett, George Mihai, Daniel Ruppel, Kevin Dwight, Dobbs , David Baker, Italo Rapacci, Vincent Furlong, Matt Muir, Travis Baker, Maxi Moreno


            Pit crews by Szip on NNracing.com
            Various helpers: Andrew Schwartz, Steve Rada, Robert Panko, Jon Flournoy.

The mod and all associated files can be downloaded @

http://splashngo.studiospeed.club/

Article Created By FabricioMS

 

Published in Sim Racing News
Tuesday, 13 December 2016 21:56

IRacing:2017 Season 1

iRacing 2017 Build 2

Welcome to iRacing 2017 Season 1!

This season release includes a host of updates and balance tweaks.

Some highlights include:
• World State Triple Buffering that should eliminate some framerate choppiness
• Replays can record voice chat
• Heat haze effect
• Animated support characters
• Additional spotter commands
• Visor tear-offs
• Hand-over-hand steering for some vehicles
• Telemetry upgrades
• New V8 Supercar tires
• New peripheral lighting functionality

Full details on the release are below.

For an in-depth description of what’s coming to iRacing in the near future, check out this post from Tony Gardner:
http://members.iracing.com/jforum/posts/list/3510448.page

Have fun out on the track!

CHANGE LOG:

Website

– Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page.

– The Sporting Code URL has been updated.

– Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions.

– Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time.

Simulation

– Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time.

Loading

– Track loading has been restructured to reduce the peak memory usage of the Simulator.

Race Control

– Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed.

Dynamic Track

– The marbles texture has been updated to provide more accurate information on marble density.

– Fixed an issue that could allow the server to create track dust when processing client updates.

World State Triple Buffering

– This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different.

– Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate.

– With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business.

DirectX 9

– Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at This email address is being protected from spambots. You need JavaScript enabled to view it. to resolve them.

DirectX 11

– Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used.

– Fixed several bugs with Low Res. particles for multi-views.

– Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons.

Weather

– A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options.

Driver

– Visor tear-offs have been added to all drivers of vehicles that do not have a windshield.
– – The default manual control for performing a visor tear-off is Alt+T.
– – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty.

– A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes:
– – Global Mazda MX-5 Cup
– – Legends Ford ’34 Coupe
– – McLaren MP4-30
– – NASCAR Camping World Chevrolet Silverado
– – NASCAR Camping World Toyota Tundra
– – NASCAR Sprint Cup Chevrolet SS
– – NASCAR Sprint Cup Ford Fusion
– – NASCAR Sprint Cup Toyota Camry
– – Street Stock

Spotter

– Two new options have been added to the “[SPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you:
– – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you.
– – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you.

Pit

– Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall.
– – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters:
– – – High = Fully animated pit crew characters (currently only pit support crew members)
– – – Medium = Static pit crew characters
– – – Low = No pit crew characters are displayed, only pit box objects
– – – Off = Nothing at all

– Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car.

Pace Car

– The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R.

– The official iRacing skin has returned to the pace car.

Replay

– All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay.
– – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way.
– – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”.
– – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay.
– – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session.

Video Capture

– The video capture API has been updated to work around an NVidia driver issue.
– – This should fix the issue where videos are coming out black using the most recent NVidia drivers.

Telemetry

– New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.).

– New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip.

– A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button.

– A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1).

– New 360 Hz telemetry output has been implemented!
– – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here:
– – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled.
– – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled.
– – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins:
– – – XXshockDefl_ST = Shock Position
– – – XXshockVel_ST = Shock Velocity
– – – SteeringWheelTorque_ST = Steering Wheel Torque
– – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine.

– A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry.

EasyAntiCheat

– This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues.

Peripherals

– Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag.

– Added several new options the [External Displays] section of the “app.ini” file:
– – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations.
– – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations.
– – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators.
– – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color.

– Fixed a bug with keyboard LED shift indicators on Logitech keyboards.

charlotte17

 

CARS

Aston Martin DBR9 GT1

– Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008.

– Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1.

– Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits.

– Fuel economy has been slightly increased.

– The external engine sound transitions between close and distant sounds for this vehicle have been improved.

– Fixed a bug that caused headlight flashing of opponent cars to be invisible.

– Season setups have been updated.

Audi R8 LMS GT3

– Fuel consumption has been slightly increased for GT3 BoP.

BMW Z4 GT3

– Slightly increased aero drag for GT3 BoP.

– Fuel consumption has been slightly reduced for GT3 BoP.

– Realigned the external mirrors with the appropriate bezel.

– Fixed an issue where a driver could not see all of the digits on the blue backlit display.

Chevrolet Corvette C6.R GT1

– Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits.

– Inner headlights are now enabled during the daytime.

– Season setups have been updated.

Chevrolet Corvette C7 Daytona Prototype

– The external engine sound transitions between close and distant sounds for this vehicle have been improved.

– The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle.

Chevrolet Monte Carlo SS

– Season setups have been updated.

Dallara DW12

– Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing.

– A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this.

– Season setups have been updated.

Ford Falcon FG V8

– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.

– Power steering has been increased to help balance this vehicle with similar cars in the Sim.

Ford GT GT3

– Season setups have been updated.

Ford Mustang FR500S

– Driver viewpoint has been adjusted to better suit VR.

Holden Commodore VF V8

– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.

– Power steering has been increased to help balance this vehicle with similar cars in the Sim.

HPD ARX-01c

– This vehicle now uses PBR shaders.

– The color of the wheel rims for this vehicle can now be changed.

– Fixed an issue with the pivot of the right-front wheel.

Kia Optima

– Mirror quality has been improved.

Lotus 79

– This vehicle now uses PBR shaders.

– Fixed a corruption issue with the rear rim textures.

McLaren MP4-30

– We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled.

Mercedes-AMG GT3

– Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions.
– –

Modified – SK

– Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

– Season setups have been updated.

NASCAR Nationwide Chevrolet Impala circa 2011

– Season setups have been updated.

NASCAR Sprint Cup Chevrolet SS

– Season setups have been updated.

NASCAR Sprint Cup Ford Fusion

– Season setups have been updated.

NASCAR Sprint Cup Toyota Camry

– Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

– Season setups have been updated.

NASCAR XFINITY Ford Mustang

– Season setups have been updated.

NASCAR XFINITY Toyota Camry

– Season setups have been updated.

Pontiac Solstice

– Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars.

Pro Mazda

– Star Mazda has been officially renamed Pro Mazda!

– Star Mazda wing decal has been replaced with the Pro Mazda decal.

Ruf RT 12R Track

– Season setups have been updated.

SCCA Spec Racer Ford

– This vehicle now uses PBR shaders.

Silver Crown

– Season setups have been updated.

Skip Barber Formula 2000

– This vehicle now uses PBR shaders.

Street Stock

– Season setups have been updated.

Super Late Model

– Season setups have been updated.

V8 Supercar Ford Falcon circa 2012

– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.

– Power steering has been increased to help balance this vehicle with similar cars in the Sim.

TRACKS

Circuit des 24 Heures du Mans

– Additional tweaks to checkpoint placement and added one additional checkpoint.

iRacing171

Published in Sim Racing News
Monday, 08 February 2016 21:44

RFactor 2 Build 1052 Now Available

jville07

 

This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so we’re happy to continue to deliver.

Downloads:
Lite Installer – 331MB
Demo Installer – 891MB
SDK Installer – 355MB

Steam auto update available (use beta access to revert to older build if your league host hasn’t yet updated).

Build Notes:
FEATURES:
————-
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new playerfiles.
Replaced ‘_’ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
Safety car with lights (thanks to traveller)

FIXES:
————-
Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.
Weather and wet saturation speed fine-tuned.
Non-steam players now showing in Steam Matchmaker.
Timeouts/Errors sending passwords to server fixed.
LOD issue when switching trackside cams fixed.

MODDING / PUBLIC DEV:
———————
Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.
Command line option added for Mod Manager: -b[DatFile] [index …] = build mod/cmp at specified indices from DatFile. Use -help if needed.

Published in Sim Racing News
Friday, 11 December 2015 21:23

RFactor 2:RFactor 2 Build 1036 Now Available

mpeak04

 

Update 36 of rFactor 2 is Build 1036. This includes a number of fixes and tweaks as we continue to further refine the product.

Installers:

Lite – 322MB
Demo – 882MB
SDK/Mod Dev – 355MB

Steam users will obviously update through Steam. You should not use these installers. Read more.

Build Notes:

FEATURES:
————-
– Made the pit menu wing adjustments use the same display value as the garage.

FIXES:
————-
– Fixed idiot light when vehicle rev limit is smaller while in neutral.
– Attempted fix for laps sometimes being lost on a race rejoin.
– Fixed a crash when starting ded server if borderless mode was previously selected
– Fixed a problem where the wrong port was used to tell Steam friends about the server you are on.
– Removed the condition that only non-demos can change the opponent list.
– Fix for “join as spectator” problem.
– PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed.
– Fixed occasional ‘missing gears’ problem.

MODDING / PUBLIC DEV:
———————
– Increased size of some mas2 dialogs
– Added a confirmation before deleting all waypoints in mod mode.
– Added delete next/prev to selected waypoint menu.
– Changed “delete branch” to only require single waypoint selected.
– Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.

Published in Sim Racing News

ISI has released build 1008 and the SCRS Champions Series Stock car pack for rFactor 2. Its been one of rFactor 2’s most highly anticipated updates since ISI announced they were working on bringing stock cars to the sim just over a year ago. That’s not the only good news for rFactor 2 this weekend though because not only have ISI released this new build and the SCRS content but they have also updated the Mountain Peak Speedway to v1.2, released a conversion of rFactor’s Jacksonville Superspeedway and just released a new egg shaped oval track with third party partner 3PA called Brookdale Speedway. With the previously released Indianapolis Motor Speedway that’s four ovals to get stuck into right away with no doubt more to come.

The car, though always fundamentally the same, is tailored to several circuits types. Our stock cars also feature three main brake packages (which are selected automatically on ISI tracks).

Short Track
Similar to other speedway configurations, the brakes tend to be larger, tyres a bit softer. This refers to tracks under 1.0 mile and no inner lines are run. Pressures are also generally much lower and the loads tend to be much lower. Downforce levels are similar to normal speedways, though.

Speedway
Setup to provide maximum left cornering potential, the car will pull left in a straight line. Inner liners are required in the tyres, which add unsprung mass. (Intended for use at tracks under 2 miles).

Speedway II
Similar to speedway, but has reduced downforce as a testbed for 2016 regulations.

Speedway III
Setup to provide maximum left cornering potential, the car will pull left in a straight line. Inner liners are required in the tyres, which add unsprung mass. (Intended for use at tracks over 2 miles).

Roadcourse
The main differences are that it has a symmertical setup, but is otherwise similar to Short Track and Speedway configurations. The ratios are less restrictive as you can run whatever 3rd gear ratio you want. The radiator is opened up and brake cooling is essential.

Plate Tracks
These are tracks which are full throttle all the time (under normal circumstances). The power is reduced, and the overall downforce and drag much lower. The cars also tend to be setup to absolutely minimise drag, usually achieved by lowering the rear. The brakes are also much smaller.

Downloads:

Lite installer – 322 MB

Demo installer – 1.1 GB

SCRS Champions Series Content – 282 MB

NSCRS15 rFM Rules – 3.22 MB

Mountain Peak Speedway v1.2 – 238 MB

Jacksonville Superspeedway  v1.02 – 147 MB

Brookdale Speedway v1.0 – 368 MB

Build 1008 Changelog:

STOCK CARS:
————-
In order to take full advantage of the stock car features, it is recommended that users do the following:
1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set ” Enabled” to 1 for both of these plugins.
2) Download and install the “National Stock Car Racing 2015” mod. This contains many rules settings geared towards stock car racing.

FEATURES:
————-
Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance.
Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn.
Added a tiny bit of configurability to the new ‘Low Speed Info’ message box. PLR file value “LSI Top” lets you set its vertical position or disable it altogether.
Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit.
Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter “STOCKCARGAUGE”), and turn them on or off depending on how close the player’s speed is to the pitlane speed.
Added .tbc variable “RoadGrooveSqrdGripEffect” so AIs will experience the same grip curve vs. groove as the human driver does.
Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don’t necessarily follow the recorded driving lines) Can be disabled by setting playerfile option “AI Logic Override” to 2.
Added a gizmo to the UI in order to turn plugins on and off. In the future, you’ll also be able to edit custom plugin variables here.

MULTIPLAYER:
————-
There exists a new multiplayer.json variable “Plugin Heartbeat Rate” which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning “paused”.

FIXES:
————-
Fixed slow car cycling
Fix for missing update cmps
Fix a problem with admin commands /pitby*
Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode.
Fixed some problems where vehicles were moved or re-initialized at unexpected times.

MODDING / PUBLIC DEV:
————-
Fixed bug with updates not showing in game UI select list.
Fixed bug when creating vmod with updated components.
Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors).
Added # of waypoints selected to the AIW waypoint selection menu header.
Raised line drawning to be 0.1 meters above the track.

Stock Car rules:

Lucky Dog
No Lucky Dog to Driver who causes the caution
Speeding penalty during caution EOLL
Speeding penalty during green Drive Thru
Entering Closed pits EOLL penalty
Green White Checker finish
In-Car Track Bar Adjustment
Frozen Field when caution comes out

Partialy Working Stock Car Rules:

Double File Restarts – Leader Chooses which lane he starts
Double File Restarts – Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds – Need feedback from Stock Car Leagues
Double File Restarts – Wave Around Cars – Do not get penalized yet for pitting before green flag is thrown
Qualifying Rules – 3 Round format works
Qualifying Rules – Forcing the use of 1 set of tires for all 3 rounds not working

Rules not implemented Yet:

Commitment cone violation for entering the pits
AI still race back to line when caution is thrown
All car(s) must maintain their respective track position for the restart, until they cross the start/finish line.
Blending rule when re-entering the track during green flag conditions
No passing under double yellow line at Superspeedways

Known issues (A.I.):

We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals.

Published in Sim Racing News

rFactor 2 Atlanta Motorsports Park 2

 

Atlanta Motorsports Park (AMP) is a road circuit designed by famed Formula One architect, Hermann Tilke. AMP is a 2-mile road circuit with elevation changes, a technical circuit layout, high speed straights and two ‘signature’ corners designed to pay homage to famed European race circuits; Belgium’s Spa-Francorchamps and the iconic ‘Karussell’ from Germany’s Nurburgring.

The Full circuit boasts 35 to 40 feet wide racing surfaces, aggressive elevation changes of 100 feet, and a technical layout that can help develop world-beating racing drivers.

Home to the only kart track in America built to CIK Level ‘A’ (F1 standard), the Kart A, B, B+ and C layouts feature up to 43 feet of elevation change – unrivaled anywhere in the world.

The facility operates as a Motorsports Country Club similar to a golf club, where you can purchase a membership – but instead of a golf course they have a winding road circuit with elevation changes, where you can drive your sports car fast and legal.

Family activities range from cars on track, go-karts, horseback riding, pool, fire pits, in – and outdoor play areas, tennis court, a fitness center, club house, restaurant, hiking and mountain bike trails, and rental garages.

Our Atlanta Motorsports Park release has one roadcourse layout and four karting configurations. Click ‘Play Video’ to see a lap on that configuration.

A second roadcourse configuration should be added in a future update.

Full – 1.83 mile roadcourse
Flying down the main straight, get yourself over to the right side and brake early, as turn 1 is downhill and will push you wide of the apex. Heading back up the hill, stay right, flat through turn 2 and brake into turn 3. Turn 4 is a double apex left, wait to put the power down because you need to get inside the next apex and head back down the hill to a sweeping uphill loop.

Down the next hill stay left over the blind crest and quickly swoop right into the braking zone for a tight left, downhill to a tight right, before heading up towards the sky and a tight right then left. Let the car go wide on exit, stay in around the middle of the swooping fast left until you can feed full power in, get to the left and swoop right into the tricky final turn.

 

Kart A – 0.85 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area. Flat up the hill, brake or lift slightly, avoiding the inside kerb again, flat out towards the final turn, where the ideal line is on the outside.

Kart B – 0.46 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area.

Kart B+ – 0.58 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area. Up the hill brake and stay right so you can get onto the connecting road and then down to the hairpin, turning back towards the start/finish area.

Kart C – 0.27 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb and swing left onto the connecting link to the backstretch. Flat out towards the final turn, where the ideal line is on the outside.

Published in Sim Racing News