![]() If you would like to, I would appreciate it if you could ask for permission, explain what you plan to do with the track, and dm the file to me so I can post it on this thread. I'm open to people improving or editing this track. I'm mainly focusing on modding vehicles though. However, I'm currently learning how to mod vehicles for Beamng. I may try to improve the quality someday. I asked Tiago (again) if I could convert the map to beamng. How? By cleaning up the mess of files that I had on my computer, which was running out of space, and accidentally deleting my whole screenshots folder. However, my stupid self, being stupid, accidentally deleted the screenshot. I took a screenshot so I could post it here as proof. ![]() He said I could as long as I gave credit to the original authors of the map. Here is the download link that Tiago posted: I sent Tiago a dm asking for permission to convert the map to Beamng. ![]() Then it was converted be Tiago from rFactor2 to Assetto Corsa. We would like to invite you to drop by for an informal chat.This track was originally from rFactor2. Last, but not least, on the community side we are proud to announce that we now have a formally verified Discord server. More info about that can be found on their site. Did you miss that? How could you, it was for 20.000 Euro?! But don´t worry, ESL just announced their second season and it will soon be underway with the qualifier. Awesome offline final, close racing action, and great broadcasts. We started the journey with ESL and their first rFactor 2 Championship a while ago and what a journey it was. Wondering what you need to do for that or where to sign up? Just use this link. On top of that, you also get invited to the Offline Final in Vienna, racing on a stage. If you live in one of these regions, the 7.000 Euro prize pool is surely something worth going for. This esports championship is open to all drivers that live in a German-speaking region (Germany, Switzerland, Austria, Lichtenstein, and Luxembourg). A firm fan favourite amongst rFactor 2 players, and a track that benefitted from a significant PBR update refresh as recently as May last year, Lime Rock Park in the USA again comes under the microscope of the track team here at Studio 397 for this latest update release. It´s already the third season, but new to this esports event, which features an offline final in Vienna, is rFactor 2 now. We are more than happy to welcome A1 Telekom as one of our new partners with their A1 esports series. We want to make sure that you can find not just the best competitions in our Sim, but also the best drivers, while also giving people the chance to move their way up the leader-board and put their name on the map for drivers to look out for. Community and CompetitionsĪs promised on last years Simracing expo already, we continue our efforts to bring more activations and competitions to rFactor 2, enabling our drivers to enjoy racing in different championships around the globe. They’re all drivable, the models and sounds are mostly done and we’re now tweaking and bug fixing them. On the side of cars, now that the Formula E Gen 2 car has been released, we’re shifting our focus again to the Tatuus cars. Last month we reported we were pretty much on schedule, and that is still the case. With the announcement of the second of three iconic tracks in progress, it’s time to take a look at the progress on the Nürburgring. One important one is the matchmaker, which will make a triumphant return back in-game! For now, it’s the bare minimum to assure it’s working, but we intend to use the flexibility the new UI allows us, to add more features.Īnd just something gadgety-cool and nouveau to look forward to, a live trackmap/loading screen drawn from the actual track data – because what’s more useful than a track map before you blast out on track, and look it even has the pitlane (click on the image below to see it in motion)! In our ongoing UI previews, we share with you some of the things that are in right now and being actively tested. ![]() For our modding community, we have now documented the new IBL/PBR based car shader, detailing how to use it when creating your own car. First of all, we have a guide on how to create your own car pack. There are several bits of documentation we’re currently adding. Doing so will save us time building and testing code, which we can then spend on improving the simulation as a whole. All the hardware you can buy for many years now is 64 bit, so it’s time to move forward. This move was triggered by the fact that Steam hardware surveys show us that only 0.5% of our users are still on a 32 bit build, whilst within the global Steam community, this number is less than 2% too. Later this year we are going to go 64 bit only with our rFactor 2 builds. ![]()
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