Automobilista 2 simu en platine qui brille plus que l'or

Automobilista 2 simu en platine qui brille plus que l'or - PC - Jeux Video

Marsh Posté le 30-09-2012 à 21:41:16    

Un pack de circuits de qualité et incontournables :
 
https://www.racedepartment.com/down [...] uts.11779/
 
Below is the changelog for v1.5.16 -> v1.5.24:
 
 
Added Donington Park DLC (GP and National layouts)
 
 
Added Snetterton DLC (300 and 200 layouts)
 
 
Updated to latest Fanatec SDK, adding: support for Podium DD; rumble support on wheels and pedals; configurable flag LEDs (when applicable); improved 3-digit display and shift LEDs turned off if ignition is off, blinking if pit limiter is on; LED brightness configurable (when applicable) - all configurable from in game menu. Wheel rotation on game exit is now reset to maximum of wheelbase (can be configured to different value from controller.ini).
 
 
Updated to latest Logitech SDK - no more need for separate branch for Logitech G29 / G920 on Steam; Logitech G29 / G920 now resets to 900° on game exit (can be configured to different value from controller.ini)
 
 
Fixed a bug with Thrustmaster rotation detection, now game won´t change Profiler rotation from what it was before launching game
 
 
AMS Config now defaults to Windowed mode on Windows 10 systems due to Antialiasing failing to apply on NVIDIA cards in full screen mode (in case of problems run AMS Config and disable)
 
 
AMS Config app no longer crashes on exit
 
 
Multiplayer: Halved empty autochat message send time (to 15s) to keep connection alive and increased message priority to aid inactivity disconnects
 
 
Fixed occasional audio artifacts
 
 
Drift mode CTD possibly fixed
 
 
Slightly reduced default steering ratio for all vehicles
 
 
Several skin updates for various series
 
 
GENERAL NOTES:
 
 
This release includes several controller support updates for all 3 major manufacturers so please check the changelog for expected changes.
 
 
One such change means Logitech G29 / G920 users no longer have to use separate branches from main release for automatically configuring rotation lock per vehicle.
 
 
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.
 
 
The previous v1.5.16 release remains available as a Beta branch in case you experience any issues with this new build or have an upcoming league race with the old version. Further instructions as to how to switch to a beta branch here.
 
Changelog for v1.4.93 -> v1.5.0:
 
New Content
Added Buskerud Kart track (2 layouts)
Added Mendig Langschliefe layout
 
General
Added support for Ranked Servers: Lobby shows Ranked Servers average entrants ranking. Added player’s server rank in monitor view (Only Reiza Official Servers will be ranked at this stage)
Added “TIRE SETS” option to limit number of available tire sets over the race weekend (range 1-10 or unlimited as before)
Added “RETURN TO PITS” option to RULES settings (options are Instant, Car must be stopped and Car towed to garage with semi-realistic or realistic timings)
Fixed various issues with Steam Achievements
Disabled Pause While Zero Players server setting, as it is required for servers to announce on Steam
Added Game tag to results file with property “Automobilista”
Added Steam ID and Race Rank to player entries in Results files
Added Game Version and Profile in use to title bar on Dedicated Server
Increased frequency to smooth player´s steering wheel animation during replays (should no longer look jerky)
Fixed Spotter announcing last lap one lap too early if you were a leader in a timed race
Fixed Steam info not being parsed correctly when dedi is hosting without steam client logged in
 
User Interface
Redesigned Monitor UI screen
Added Escape Menu Confirmation option to Display settings
Fixed multi-join screen sometimes showing wrong track map
Added RaceRank leaderboard to Profile page
Auto select users time on TT Leaderboards
Refactored internet connection type settings
Garage UI now shows fuel by decimal point when step is less than 1.0
Optimized UI files, removing unused files and entries
 
AI
Tweaked AI suspension rates to smooth ride over curbs a bit
New AI code which uses actual car width to calculate road width
 
Audio
Enhanced surface sounds positioning
Fixed various little sound replay bugs
Lowered spotter default volume to 75%
Replay surface sounds are now positioned (both pre 1.49 and new replays)
Remote vehicles now also have tire sounds (although highly approximated)
Tweaked dirt residue sound calculation (should hear it more often)
Audio now is smoothly faded in / out when pausing/resuming game
Added additional audio output configurations: Surround Headphones 5.1, Surround Headphones 7.1, Surround Speakers 7.1
Added “Trackside Camera Audio Directionality” into PLR file for stereo configurations (with it non-zero, sounds in the back will be less loud then ones in front of camera)
Fixed RPM limiter sound not being played
Added new crowd samples (club, national in addition to old Grand Prix type)
 
Content fixes & Updates
New TV helicopter camera sample
Removed helicopter sound from ambient audio sample
Added audio environment settings to all circuits
Updated TV cameras for F-Ultimate, F-Extreme, F-Reiza
Updated Headlight textures in various cars
Fixed rear view mirror resolution inconsistencies
Granja: Revised AI paths in all layouts
Boxer: Increased brake torque & adjusted front tire load sensitivity; Updated series skin set
F-Trainer: Updated series skin set
Karts: Adjusted fuel scale to allow 0.1L increments (needs Garage UI code tweak); Further adjusted AI, adjusted front tire load sensitivity; Removed redundant / inaccurate feeler values; Reduced tire wear for all compounds; tweaked AI to reduce issues with rolling over curbs; Added more suitable standard tire management / start skill multipliers
AJR: Adjusted AJR RealFeel setting to reduce default FFB clipping; Fixed loop on high rpm in Honda Turbo
F3: Fixed double arms in F309; Updated external sounds & fixed missing onboard pit limiter sound
Caterham: Fixed double arms in various models
F-Reiza: Updated LCD display
Ultima: Fixed unbalance front brake torque in road versions
TC: Classics: Corrected some pitch errors in external sounds
 
General Notes
Logitech G29 / G920 users: Support for auto rotation is on a dedicated Beta Branch labeled LogitechG29. Further instructions as to how to switch to a beta branch here. 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.
 
Changelog V1.48
 
CONTENT
Added Brazilian Touring Car Classic series: Copa Classic, Copa Fusca, Copa Uno & Hot Cars (requires ownership of DLC or Season Pass)  
 
UPDATES & FIXES
Fixed DynHUD on Win10 & re-enabled it by default as a config option  
Fixed bug that could cause game to crash loading old setups with notes  
Added support to latest Fanatec SDK  
AI blue flag logic improved: AI cars now move offline to let leaders by, lift proportionally to the amount of throttle they should be doing,and to the speed difference relative to the car approaching  
Increased rate AI assesses situations by 4x which should result in more appropriate behavior in several racing situations and less off-track excursions  
Tweaked AI calculations when thinking about passing to reduce the swerving from one side of another car to the other (added AISuddenMoveScalar parameter to car physics, makes cars change lane, react to incidents more gradually)  
Changed AI Start Behaviour to keep drivers running in a straight line from their grid slot more (added AIStartOffset and AIStartMerge values to car physics - these are how long to stay on the line and how long to merge in seconds)  
Adjusted default talent values so that AI is better when there is no RCD file or values are missing  
Rescaled AI aggression levels for latest code changes  
Fixed possible crash with Season Tool  
Added Season Tool option for double points in final race of the championship  
Added regular silent messages by clients in multiplayer (as a possible fix for TCP connection lost issues with client inactivity)  
Changed logic for "Finish Session" / "Skip Session" logic" - the first now accelerates time to finish the session with properly generated times from the AI, the second advances the session with the current standings (with player put in the back of the grid if not having set a time)  
Adjusted tire smoke threshold so tires don´t generate smoke on smaller slides or in lock-ups of lightly loaded wheels  
Added garage pitstop schedule menu to all cars when refuelling is allowed (hidden when it´s not)  
Velopark: Fixed minor graphics glitches  
F-Vintage: Fixed collision bug with wheels  
Ultima GTR: Revised road car physics  
 
GENERAL NOTES:
 
Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.8_G29. Further instructions as to how to switch to a beta branch here.  
 
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.  
 
Changelog V1.47
 
CONTENT

  • Added Ibarra track (two layouts: normal & reverse)


FEATURES & FIXES

  • Added surround sound support (please run AMS Config to set up your audio output properly)
  • Multiplayer lobby improvements: General UI Tweaks; Pinned Reiza Servers; Improved Server Sorting; Added Series to Lobby; Added Bookmarks to list and ability to add / remove bookmarks; Fixed Beta in game Lobby; Added classification to server details; Fixed General Steam plugin issues, including reporting of Series, Players vs AI count and more
  • Added Upper Deadzone for Axis Settings
  • Fixed loading of FFB levels when game was set to 360hz, and the loaded level had 180hz
  • Updated Xbox One and 360 controller presets to XInput. Fixed clutch assignment on G25 Preset
  • Added XInput support (no FFB yet but will be added in the next release)
  • Improved info when creating a new profile about auto loaded preset on controller page.
  • Added button on Controller setting to detect the best preset for your controller.
  • Added Auto Loading for Xbox One controller.
  • Forced default controller profiles to resync to users game folder at every game load
  • Added global Cockpit Preference Option (for driver arms, LHD, RHD etc) to Display screen (no longer needs to be set for each car Configuration)
  • Added "Driver Arm Rotation Lock" option to PLR file for users who wish to disable the 90º rotation lock when arms are enabled (please note this may cause severe clipping at larger angles)
  • Several minor UI Adjustments
  • Fixed bug to display current Opponent Tire Compound color in multiplayer
  • Fixed Inconsistencies with Start Grid Position when changing AI Numbers on Single Race
  • Fixed Pit Box objects showing when there are always cars visible
  • Fixed a couple of bugs that could cause the game to crash in Championship mode
  • Fixed bug with in-game multiplayer game creation settings not working
  • Fixed bug where tire compound in replay would overwrite current setup
  • Fixed bug in AI pit strategy that could cause the AI to come repeatedly into the pits needlessly
  • Upscaled all vehicle body LOD Out values from 600 to 750m to address cars lodding in and out on long visible track segments
  • Updated road & terrain textures for Floripa, Jacarepagua, Johannesburg, Ribeirao, Ortona, Velopark to latest standards
  • Several minor shader improvements: a bit of AO to Ambient Lighting on Terrains; diffuse scroll shaders with and with out fog; Adjusted tree shader so it acts more naturally at dusk
  • Adjusted AI draft values so it remains in draft a little longer
  • Adjusted pit tire thresholds, making AI stay out longer into tire life for series where tire stops are not regular
  • Enabled pit menu refuelling on physics level (so now refuelling is determined fully by SRS setting - allowed in all cars / tracks, follows series actual regulations in their respective SRS)
  • Added / corrected aid weight penalties for cars that were missing them
  • Updated Push-to-pass boost values in Stock Car, Montana
  • Jaca Historic: Fixed crash when loading
  • VIR: Fixed flickering on paddock buildings
  • Kansai: Improved AO on main grandstand and pit building
  • Cadwell & Spielberg Historic: Fixed flickering on overhead signs/bridges at T1
  • Ortona: Fixed flickering on pit building at a distance
  • F-Ultimate: updated HALO model
  • F-V12: Fixed ID error for Time Trial mode
  • F3: Fixed F309 cockpit mirrors
  • Marcas: Updated onboard sounds


 
Changelog V1.43
 

  • 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/customized when starting the season in game)
  • Radio Spotter: Audio files now cached in memory to try to 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 the softest compound default for F-Extreme. Formula-Reiza, F-Ultimate
  • DynHUD: Added option to switch Track Map state from static, 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
  • Finetuned 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 the 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 being 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 pit groups & 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
 
 
 
 
 
Automobilista v1.40 is released, along with a new DLC: Hockenheimring is also available for purchase here.
 
If you are interested in other current & 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 (which includes the base game).
 
Below is the Changelog for v1.3.7 -> v1.4.0:
 
CONTENT
Added Hockenheimring (1977, 1988, 2001 and 2016, along with extra modern layouts - the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS OWNERS)
Added F-Ultimate series
 
FEATURES
Added Custom Season Tool (available as a launch option on Steam) *
 
GENERAL
Fixed bug with AA setting not saving in AMS Config
Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8;  
Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series
Various minor UI fixes & adjustments
Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon
Updated all helmet shaders to be same as the one used for car paint
Fixed bug in roadnoise replay saving (fixing potential CTD)
Added new driver model & new customized suits & gloves to all vehicles
Added configuration option to all vehicles for visible driver arms in cockpit view **
Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races
Fixed error in fog logic which could cause fog to appear in cockpit
Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap
Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event
Globally increased lowest LOD from 500 meters to 600m
 
AUDIO
All audio files resampled to 44.1kHz (decreasing files size / cpu / memory usage)
increased max simultaneous sounds from 32 to 64
polished loops and pops in several audio files
Introduced advanced audio filters for external cameras
Added cockpit muffling for closed cockpit cars
Opponents volume setting is no longer effective for trackside cameras (all cars same volume)
Enhanced replay of surface sounds (roadnoise, dirt, curbs)
Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings
Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer
Reset volume multipliers on all cameras to address volume inconsistencies
 
AI
Added function to stop AI from refuelling during pitstops in all series where that is forbidden - only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks
Added function for AI to partially lift off the throttle when receiving a blue flag - their cooperation is now a function of "Courtesy" value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / quali, in races they will be more cooperative in high profile series compared to smaller / historical ones
Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed)
Added function for AI to slightly lift during in and out laps in practice / quali
Added function for AI to lift back to the pits when car has substantial aerodynamic damage
Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner
Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects)
Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimise issues with AI needlessly stopping for tires
Added AI function to stop them from pitting for tires in last 10 minutes of a race - even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop
Customized AI throttle functions at race start to a realistic behavior for each series
Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s
Added new TireManagement & AIStartSkill to driver RCD files - the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start  
Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files
Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file)
Adjusted base Safety Car speeds for various series to more compatible levels
Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order)
Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result) ***
Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit)
Various AI physics adjustments to improve their racing ability and line adherence
Generally increased AI reaction to front tire slip
Adjusted AI brake performance for all cars
Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range
Updated AI performance ranges for several tracks
Adjusted AI spring / damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs
 
PHYSICS
Revised tire wear functions for several cars
Revised fuel consumption & estimates for several cars
Globally raised undertray friction to minimise advantages of unrealistically low setups in some cars
Adjusted default setups for low downforce configs in Formula cars
Reduced default suspension packer settings in several cars
Added speed limiter to MCR2000, Ultima GTR Race
Adjusted engine wear / reliability ranges on soem cars
 
CONTENT UPDATES & FIXES
Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones
Roughened up flat curbs at Taruma, Londrina
Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI
Oulton: Adjusted AI line through chicane so AI don´t clip high curb
Brasilia: Fixed cars going into the pits in rolling starts
StockV8: Corrected max opponents; Corrected & added missing talent files: fixed LCD laptime info
Montana: Fixed max opponents
F-V12: Adjusted ride height ranges, increased rake in default setup
Mini: Fixed auto-shifting bug; minor adjustment to external sound loops
Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display
Karts: Updated skin alphas to suit latest car shader
F-Vee: Adjusted AI performance
ARC Camaro: Fixed reflection bug in cockpit gauges
F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance
F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds
F-V10: Adjusted TC sound
F3: Reduced aero loss in draft
SuperV8: Fixed pit timings to realistic values
 
* The Custom Season Tool should be fairly intuitive to use - run the tool, select a series you wish to create a custom championship for, customize the calendar from all available track layouts, set up the scoring system (including option for separate points for multiple heat results, pole position, laps led), some basic rules and then save when you´re satisfied - your custom championship will then be listed in Championship mode for the series it was based on, and you can further customize it with the usual championship options in-game (opponent cars, opponent strength, race distance, number of heats, quali, tire / wear multipliers etc).
 
** Since arms are added as objects rather than 3D animation, they´re not articulated nor do they have gear shifting animations; for the same reason steering wheel rotation animation is limited to 90º in each direction when driver arms are installed; in some cars, driver arms configuration is merged with seat position and / or cockpit type; Most cars have visible driver arms from external view irrespective of whether cockpit configuration is used or not - exception being vehicles where this solution was not considered to look acceptable - specifically karts and Formula Truck do not feature driver arms.
 
*** In case of series with drivers featuring in multiple categories (ex Barrichello who is a driver in V10, StockV8, Kart) in order to get the series-correct team / driver performance, tire wear and start skill, user is advised to select the specific series rather than All Cars / Tracks.
 
 
GENERAL NOTES:
 
If you have an online race tonight, you may stick to or revert to the previous v1.3.7 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.
 
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 inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).
 
 
 
Build v1.3.7 is now up:
 

  • Added support for auto-rotation with Fanatec CSL-E, Fanatec LEDs native support & a command mapping option to toggle LED to display Gear, Speed or Off
  • Fixed logic exporting Setups in Time Trial mode which could allow setup from a slower lap time replacing one from a previous faster lap
  • Adjusted qualifying lap limit (20 laps for most series, 12 for modern formula series)
  • DynHUD: set trackmap in Original / Telemetry overlays to fixed (can be be switched back to rotating via DynHUD Editor); added missing race widgets to Telemetry overlay
  • Adjusted AI performance in various kart tracks
  • Karts: Revised tire model, adjusted weight distribution in all karts; Adjusted default steering lock. Adjusted AI performance
  • Boxer: Fixed brakelight graphical glitch
  • F-V12: Fixed LCD display rev range
  • F-Trainer: Minor tire model adjustments; fixed differential settings mistakenly left adjustable
  • Mini: Corrected engine description
  • Caterham: Corrected 360R gearbox as H Shifter


Automobilista v1.3.5 is now out!
 
Here is the main changelog:

  • Added feature to automatically export setups from player´s fastest lap in Time Trial Mode - other users can then fetch this setup by clicking the time on the timing stands and clicking the button to download it
  • Refactored SweetFX profiles & split them into categories, including new default
  • Fixed Config tool bug that would allow native anti-aliasing setting to remain on even when SweetFX is enabled (user should set AA via graphics card control panel when a SFX preset enabled)
  • Added function to automatically disable mid-race full course yellow in tracks that don´t have a Safety Car (such as historical tracks)
  • Fixed bug that would limit opponents to a single car in championship mode irrespective of the actual setting if "randomize" function was on
  • Added UI tooltip to all screens (WIP, not all options have tips and it´s not localized)
  • Added UI option to switch off big screen movies (may help some users´ stuttering issues)
  • Vehicle configuration & install buttons are now hidden when car does not feature configuration options
  • Slightly relaxed track violation detection (except for Time Trial mode)
  • Added volume multiplier to swingman cameras in all cars
  • Adjusted fuel consumption / estimates in various cars
  • Fixed dark mirrors in shadows in some Caterham models, Metalmoro, F309, Ultima GTR Race
  • Adjusted AI corner reduction base for all cars
  • Changed TimedRaceNonLeaderLaps value from 1 to 2 for all series (should address some inconsistencies as to when checkered flag is displayed at the end of timed races)
  • Reduced AI minimum passes per tick (fixing issue that could cause AI to bounce when running over sawtooth curbs)
  • Adjusted Min / Mid / Max AI performance range for several tracks
  • Adjusted default engine rev limit in F-V10, F-Reiza, added F-V12 adjustable rev limit range for a safer default setup on these cars to help prevent engine failures
  • Corrected error from previous build adjusting downshift protection for modern formula cars (increasing rather than decreasing to avoid overreving)
  • Sta Cruz: Improved AI line through chicane
  • F-Truck: Improved diesel smoke logic
  • ARC Camaro: Rim LODs distance correction; Fixed tires UV mapping; Tire now is skinnable; Adjusted engine heating equations
  • SuperV8: Further adjusted AI performance
  • Marcas: Slightly adjusted tire load stiffness & center of gravity height; Adjusted AI weight distribution for better stability & callibrated AI performance; Reduced default rear anti-roll bar stiffness
  • Montana: Minor tire model adjustments; Adjusted chassis yaw inertia (should improve handling over curbs)
  • Mini: Minor tire model adjustments; Adjusted AI weight distribution for better stability
  • Lancer: Minor tire model adjustments; Adjusted AI weight distribution for better stability
  • Ultima: Adjusted weight distribution in all models; Adjusted race tire grip on race tires and load sensitivity on road models; Adjusted engine heating equations
  • Supertruck: Slightly increased tire grip
  • Metalmoro MR18: Reduced default tire pressures; calibrated AI
  • F-Vintage: Adjusted default diff setup; Slightly reduced tires LOD A for better performance; calibrated AI; Corrected right rear wheel LOD error in HIGH detal setting
  • Boxer: Fixed bug with brake lights causing performance loss when clsoe to another car


 
Added v1.3.1 hotfix:
 
VX: Added function to feed main leaderboard & split TToW leaderboards, along with an in-game tab in TT mode to see both timing screens
Fixed max number of opponents on various series to the correct total
Switched back incorrect "Ethanol" references in UI to "Fuel"
Further global improvements to AI brake usage & re-callibrated AI performance for SuperV8, F-V10, F-Reiza, Boxer Cup, ARC Camaro, Mini, Ultima Race
Updated engine wear parameters in several cars, addressing some reported issues
Slightly adjusted default brake bias in several cars (won´t affect saved
Adelaide: Added remaining trackside buildings; Generally improved AI paths in all versions; Corrected speed limits; Corrected AI entering Pitlane; Improved cut detection on 1st chicane
Oulton: Updated terrain textures, using new method
Brands: Updated terrain textures, using new method
Caruaru: Fixed invisble wall on infield
F-Vintage: Adjusted wheel LODs for better performance
Mini: Fixed sound issue with reverb from previous version
Boxer Cup: Adjusted default tire pressures
ARC Camaro: Fixed body lighting issue at night; improved cockpit textures; improved sounds
Caterham: Updated 620R suspension rates
Opalas: Corrected small sound errors in 86 version; Corrected fuel consumption & estimate; Small tire revision in 86 version
 
 
Below is the Changelog for v1.3.0:
 
Content
 
Cars
Added ARC Camaro Series
Tracks
Added Adelaide street circuit (historic 1988, modern & Supertruck layouts) (AVAILABLE ONLY FOR ADELAIDE OR SEASON PASS OWNERS)
 
Features & Fixes
Added option to customize number of AI opponents per class in race weekend
Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
Added new sound effect filters & altered doppler effect
Expanded audio options & reprofiled volume sliders
Added diesel exhaust smoke emission to Formula Trucks
Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
Race menu tweaks & other minor UI adjustments
DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
Added (AI) label to AI cars in multiplayer
Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
updated engine wear / reliability values in various cars
Adjusted yellow flag / parc ferme / start procedure rules for several series
Raised AI speed behind safety car
Fixed bug with track state not resetting correctly when race or weekend is restarted
Added new engine wear / blow-up functions **
Adjusted marbles spacing offline to reduce FFB rattling
Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
Interlagos: Eased off cut detection at T11 exit and inside S/F straight
Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
Slightly increased downshift protection in cars with semi-automatic boxes
Adjusted AI brake power / grip usage for all cars
Removed incorrectly enabled launch control from engines in several series
Fixed overdone dynamic tire wear texture
Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
Boxer Cup: Completely revised physics with addition of helper springs
SuperV8: fixed uv mapping issue on carbody
F-Trainer: Minor tire model adjustments
F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
F-V12: Minor tire model adjustments; Softened front suspension range & default settings
F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
Karts: Further AI performance tuning
 
* The mid-race full course yellow is a rule from F-Truck - it triggers a 2-lap safety car period after the leader completes half race distance (provided the total distance is equal or more than 10 laps / 15 minutes).
 
** The new engine reliability functions will demand extra care during gear shifts, specially for older engines. Upshifting without lifting in cars without powershift and bouncing off the rev limiter will accelerate engine wear and may eventually lead to failures if practiced over a longer race distance; a very aggressive downshift may lead to an instant blow-up.
 
Main changelog for v1.2.1:
Fixed various sound effect issues introduced in last build & fine tuned volume balancing of several effects in various cars
Development of fog in shaders - fog density and distance now varies based on if user is looking at the sun or not
Adjusted surface properties for all dirt tracks to minimize issues with FFB rattling
Goiania: Fixed Short FTruck crash; minor texture updates
Cadwell Park: Fixed terrain issue in upper park
Removed exhaust smoke entries from FC Truck which had been accidentaly left in (will be added back when effects are finalized)
Combined all F-Truck into the same class for VX classifications & split F-Dirt from Lancer X for the same purpose
Karts: Added auto-clutch for direct drive karts; Adjusted tire slip curves; Callibrated AI for all kart series for better performance & hopefully fixed issue with karts occasionally tumbling over curbs
Ultima GTR: Revised undertray aero for all versions & minor tire tweaks
F-3: Minor tire adjustments
F-Dirt: Revised tire model; Added community drivers; Fixed TV cameras
 
Changelog v1.20:
 
Content:
 
Cars
 
Added Formula Truck Series (AVAILABLE ONLY FOR OWNERS OF FORMULA TRUCK AND / OR SEASON PASS):
Modified & incremented Caterham series structure & associated customizations – now includes 270R Road, Academy (previously 270R), Supersport, 360R Road, Superlight Standard, Superlight Sequential (previously 360R), 620R Road (previously 620R) (AVAILABLE ONLY FOR OWNERS OF BRIT PACK AND / OR SEASON PASS)
Added Formula Dirt Series
 
Tracks:
 
Added Ascurra Dirt Track
Added Extra custom Formula Truck track layouts
 
Features & Fixes
 
Fixed bug causing AI cars to take on full fuel tanks in timed races rather than properly estimating the right amount
Added a function to prevent AI cars from taking fuel in pitstops when the series does not allow refueling
Adjusted points system for F3, Super V8, Boxer Cup, Supertruck, F-Trainer series
Added option to customize number of warnings (range 0-100) for track limit violations before penalty is triggered (options both in-game & Dedi tool)
Added support for Formula Truck Speed Trap rules (switch on and off from rules menu)
Tripled range for in-car seat adjustment
Fixed bug which could cause disappearing UI elements in Multiplayer screen
Disabled option to turn Hardware plugins on/off from in-game
Further adjustments to AI to reduce their aggression & improve awareness in close racing conditions
Tweaked chassis ground scraping sound in Formula cars
New samples & code developments for several sound effects – traction control, tire rolling/scrubbing/skidding, wind & chassis floor scraping
Fixed issues with sound effect from hitting suspension bump stops
Adjustments to session UI & showroom to better suit F-Trucks
Globally reduced tolerance for rev mismatch in manual gear shifts (should allow less clutchless shifts in manual boxes)
Adjusted drag coefficients from various aero elements in formula cars
F-V12: Slightly revised internal engine sounds
F-3: Added configuration option for LCD and steering wheel type/ Fixed mirrors light exposure; adjusted mirror position; Added rev lights on steering wheel & mirrors for Tcam view; Adjusted fuel consumption
Opala: Revised starter & external engine sounds
Boxer Cup: Adjusted tire physics
F-V10: Slightly improved AI performance
Ultima GTR: Adjusted rear damper rates & AI performance for road versions
Stock V8: Slightly tweaked tire lateral/longitudinal force combining
Montana: Slightly tweaked tire lateral/longitudinal force combining
Caterham: AI performance callibration; adjusted fuel consumption
Metalmoro: AI performance calibration
SuperV8: tire material correction
Lancer Rallycross: Added new Russia Team skin; Adjusted AI performance
Karting: Adjusted kart tires & AI performance
F-Vintage: fixed wheel collision detection; Adjusted front tire load sensitivity
OBS 1: Brief explanation of Formula Truck Speed Trap rule: every Formula Truck layout has a Speed Trap in a section of the track (usually the fastest, its location being indicated by the icon on its track map, by the flashing icon on top left corner as you approach it while driving, and by a line of cones trackside) through which drivers are supposed to cross going no faster than 160 km/h. Exceeding 160 km/h through the Speed Trap will result in the lap being invalidated in practice/qual, or an instant drive-through penalty in races. Players may opt to switch the rule off from the Rules menu.
 
OBS 2: Formula Trucks chop off their 1st gear so it skips straight to 2nd; if you are using an H-Shifter you start from 2nd, which is also very short. Typically on track, you´ll only use 3rd-6th.
 
OBS 3: F-Truck diesel smoke from the exhaust is still being worked on and has not been implemented in this build
 
OBS 4: For those who are used to running short times races, you may have to adjust your AI settings as with fuel estimation fix they will be appropriately competitive now – consistent in fact with their practice / qualify performance, as they were in lap-based races.
 
 
Une petite vidéo pour vous mettre l'eau à la bouche :
https://www.youtube.com/watch?v=N-1oDPciQD0
 
et un test de la dernière version :
https://www.youtube.com/watch?v=RSvv7yBUUpg


Message édité par oliviermdvy le 15-09-2024 à 20:17:35
Reply

Marsh Posté le 30-09-2012 à 21:41:16   

Reply

Marsh Posté le 01-10-2012 à 20:24:09    

Une petite vidéo d'un test sur cette simulation :
 
http://youtu.be/-X6hfGn_xZU?hd=1


Message édité par oliviermdvy le 01-10-2012 à 20:25:46
Reply

Marsh Posté le 02-10-2012 à 18:59:37    

Une autre de nos amis de chez InsideSimRacing :
 
http://www.insidesimracing.tv/vide [...] e-Stockcar

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Marsh Posté le 03-10-2012 à 22:46:47    

1:57:644 en Mini sur le circuit d'Interlagos, qui dit mieux ?

Reply

Marsh Posté le 05-10-2012 à 14:24:38    

Une vidéo sympa du Mini Challenge
 
http://youtu.be/KLtuJll6W2Y


Message édité par oliviermdvy le 05-10-2012 à 14:25:46
Reply

Marsh Posté le 05-10-2012 à 15:16:13    

Info réglage volant concernant le mode Mini Challenge et un volant à 900 degrés :  régler le steering lock à 28.

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Marsh Posté le 06-10-2012 à 18:53:52    

Encore une vidéo on-board de la Mini
 
http://youtu.be/XzSP6o8Kcyg

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Marsh Posté le 06-10-2012 à 21:36:12    

J'ai acheté le jeu pendant les vacances, et pas rejouer depuis.
 
Je viens de faire la mise à jour, avec la Mini et j'ai pris beaucoup de plaisir à conduire, le plus dure pour moi c'est la gestion des pneus !
 
Je ne suis pas pilote irl, mais le comportement de la voiture me semble "saint" lorsqu'elle décroche ou que je vais trop vite pour le virage qui arrive !!
 
Il y a une tonne de réglages, et j'ai vu que l'on pouvait choisir sa vue, il me semble qu'avant la maj c'était uniquement vue intérieur.
 
On retrouve bien l'interface de Rfactor, il me semble aussi que l'AA est bien efficace, bref c'est clair que c'est un jeu qui mérite d'être connu.

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Marsh Posté le 07-10-2012 à 01:09:15    

l'IA est excellente dans ce jeu, jamais de rentre dedans ou de comportement débile.
On sent que les gars ont passé du temps dessus.

Reply

Marsh Posté le 09-10-2012 à 17:42:30    

La Nordschleife est disponible ici : http://www.racedepartment.com/foru [...] sed.57586/

Reply

Marsh Posté le 09-10-2012 à 17:42:30   

Reply

Marsh Posté le 09-10-2012 à 18:31:54    

drapal  [:raph0ux:3]


---------------
L'homme qui marche sur les mains n'a pas besoin de tongs  -  À vaincre sans péril, on triomphe sans gloire
Reply

Marsh Posté le 09-10-2012 à 18:55:21    

À mon avis ce jeu n'a pas la cote car malgré la qualité du boulot réalisée, pourquoi payer 17€ pour le moteur de rfactor et un mod, alors que pour deux fois ce prix on a un nombre énorme de mods sur le même moteur, avec surtout une poignée d'entre eux très largement dignes d'un travail de pros :/

 

En tout cas c'est mon avis à moi :o

 

Donc en fait ma question principale : qu'est-ce que ça vaut par rapport aux mods vraiment top de rF ?
(je m'y suis pas intéressé depuis longtemps, mais à un moment c'était GP79, PCC, CTDP, Enduracers ou Megane Trophy, et la qualité était vraiment là)


Message édité par lapattefolle le 09-10-2012 à 20:07:18

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A/V
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Marsh Posté le 09-10-2012 à 21:11:45    

Disons que c'est un mod++ clés en main, réglé aux petits oignons, pistes créées pour les séries représentées, physique des voitures paufinée. Realfeel réglé pour chaque voiture, etc... mais bon oui cela a un prix, tant qu'il n'est pas excessif cela ne me choque pas plus que ça.

 

Sinon au niveau des conseils pour améliorer la qualité du jeu, essayez de réduire vos options graphiques et de retirer la synchro verticale afin d'atteindre le saint graal des 120fps. Hé bien la physique est encore meilleure, le realfeel renvoie plus d'infos dans le volant, j'y croyais pas trop au début mais après avoir essayé je suis convaincu.


Message édité par oliviermdvy le 09-10-2012 à 21:12:36
Reply

Marsh Posté le 09-10-2012 à 23:16:06    

Tu mets un peu le doigt sur la raison pour laquelle je ne joue plus à rFactor :D
 
J'en avais marre de m'assurer que j'avais le même mod que tt le monde, de configurer le realfeel, etc.
Et là j'ai tout simplement plus le temps.
 
Je viens d'aller faire un tour sur le site, le contenu est quand même intéressant.
 
 


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A/V
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Marsh Posté le 10-10-2012 à 11:06:04    

Oui le contenu est sympa, malgré que je reste scotché sur le Mini Challenge ;)

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Marsh Posté le 10-11-2012 à 20:27:43    

Allez un petit up pour annoncer avec du retard la nouvelle mise à jour v1.20 dispo gratuitement avec un nouveau circuit qui est plutôt sympa à pratiquer en Mini ;)

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Marsh Posté le 10-11-2012 à 21:43:49    

[:drap]
Les premières vidéo me rende optimiste sur le modèle physique.

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Marsh Posté le 14-11-2012 à 22:10:07    

As tu essayé cette simu ? Moi quand je reviens dessus j'ai toujours grand plaisir à ressentir un ffb digne de ce nom :)

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Marsh Posté le 14-11-2012 à 23:20:22    

Pas encore, j'ai plus accès à mon playseat et tout le bordel, dès que j'aurai emménagé dans ma nouvelle baraque, j'essaierai :o

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Marsh Posté le 19-11-2012 à 22:44:06    

Formula Truck de Reiza Studios vient d'entrer en beta test.
 
Il sera peut être dispo pour cette fin d'année.
 
En attendant régalez vous de ces quelques vidéos qui vous mettront l'eau à la bouche (et n'oubliez pas de monter le son  :D )
 
http://www.youtube.com/watch?v=oM89g8e7CZo
 
http://www.youtube.com/watch?v=uWrXxGyQ10U
 

Reply

Marsh Posté le 19-11-2012 à 22:53:26    

Ça me rappelle le mod truck de rfactor, mon préféré :love:. Celui aussi qui m'a fait stop rfactor car il m'a fait comprendre la limite du système.
Tout le monde joue sur 2-3 mods populaire, du genre megane trophy. Dès qu'un nouveau bon mod sort, on trouve pas mal de joueurs et serveur pendant 2-3 semaines, puis plus rien, on passe à un autre et ainsi de suite. J'étais tellement dégouté de plus trouver de serveur sur le mod truck que j'ai viré rfactor. J'espère en tout cas qu'ils vont pas faire la même chose avec GSC, qu'ils mettent des véhicules et des circuits, mais qu'ils ne laissent pas la communauté s'étaler sur plein de mods. Déjà que les jeux de simu attirent pas grand monde.
Edit: j'ai trouvé une petite vidéo de ce mod rfactor justement:
http://www.youtube.com/watch?v=QwKccUaGhrU


Message édité par pharmajo le 19-11-2012 à 22:57:16
Reply

Marsh Posté le 20-11-2012 à 07:10:22    

Si tu veux trouvers des serveurs GSC il faut aller chez RaceDepartment ou RacingFR. Concernant le Formula Truck, cela ne sera pas un mod mais un jeu à part.

Reply

Marsh Posté le 20-11-2012 à 21:16:53    

Un très bon article du très sérieux site SimHQ
http://www.simhq.com/_motorsports5 [...] _166a.html

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Marsh Posté le 02-12-2012 à 16:24:26    

Je viens de finir mon championnat en Mini avec IA à 95% et agressivité à 25% (7tours/course) et ABS "Bas" j'ai pris beaucoup de plaisir à rouler !
 
On va tenter d'augmenter un poil, maintenant que je connais un peu mieux le comportement et les circuit !
 
 

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Marsh Posté le 02-12-2012 à 20:07:31    

vraiment sympa oliv se jeu, mais c'est vraiment du RF1 pur jus!!
j'ai l'impression d'avoir jouer sur un mod de RF1 fait par des pro donc très bien détaillé, bonne physique, son bref, un genre de mod irréprochable!
 
tu pense qu'ils vont le suivre encore longtemps? autres circuit, voitures?

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Marsh Posté le 02-12-2012 à 20:48:11    

Oui, récemment il y a eu un update et un nouveau circuit... et tiens y'a Formula Truck qui va sortir d'ici la fin de l'année je pense, ça va être du lourd :
 
http://www.youtube.com/watch?v=oM89g8e7CZo  
 
http://www.youtube.com/watch?v=uWrXxGyQ10U

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Marsh Posté le 01-01-2013 à 08:44:30    

Bonne année, meilleurs voeux.

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Marsh Posté le 18-03-2013 à 07:40:03    

Il est dipo pour ceux qui l'on précommandé !
 
Formula Truck
 
http://www.gameformulatruck.com/en/

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Marsh Posté le 26-03-2013 à 09:48:35    

Venez l'essayer sur les serveurs de Racing-FR ou SRE, c'est du lourd (sans jeu de mot).
Les courses sont viriles  [:paco fpg:1]


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i5 13600K|32Go GSkill DDR4 3600Mhz|RTX 3080Ti FE|Meta Quest 3
Reply

Marsh Posté le 27-04-2013 à 14:32:55    


Vous pouvez essayer le jeu pendant 60 min, pour vous faire votre opinion !
 
http://hfr-rehost.net/preview/self/fc1f22949505adba15457f2c5dd9346f3792cca9.jpg
 
Download par ici.

Reply

Marsh Posté le 13-10-2013 à 20:08:20    

Formula Truck 2013 & Game Stock Car 2013 que du bon :)


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i5 13600K|32Go GSkill DDR4 3600Mhz|RTX 3080Ti FE|Meta Quest 3
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Marsh Posté le 25-11-2013 à 00:31:44    

Quelqu'un joue-t-il à GSC 2013 ici ? Je l'ai acheté pendant la pré-sortie et je dois dire que ça me fait un peu de peine que sa sortie ait été complètement éclipsée par celle d'Assetto Corsa :(

 

En tous cas c'est vraiment du très lourd, les modèles et circuits sont magnifiques, le travail sur la physique est impeccable et realfeel est toujours aussi bon malgré les années.

 

C'est vraiment une réussite, néanmoins je pense que l'interface encore héritée du premier rfactor est complètement désuète et au final l'expérience avant d'arriver sur le circuit est vraiment pénible.
Je sais pas dans quelle mesure les devs sont libres de la modifier, mais qu'en 2013 on doive encore aller dans les fichiers .ini pour régler la rotation du volant ça me paraît complètement aberrant, surtout quand c'est inconsistant d'une voiture à l'autre dans le jeu...

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Marsh Posté le 25-11-2013 à 14:35:50    

En tous cas je pense faire le championnat Virtual Stock Car Championship sur Racedepartment, si quelqu'un veut se joindre à moi ça serait avec grand plaisir ! Par contre c'est assez strict au niveau des règles de disponibilité donc quand on s'inscrit c'est pour de bon.

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Marsh Posté le 01-12-2013 à 17:08:12    

Drap :o  
 
Je viens de le prendre, j'avais envie d'avoir ces qq très bons mods,
et ca fait du bien de jouer à 80+fps sur une config laptop  :whistle:

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Marsh Posté le 01-12-2013 à 17:37:11    

[:lamite:2]  
Ce soir première course VSCC (racedepartment), malheureusement pas inscrit à temps au championnat principal donc je ferai la course des réservistes  :o

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Marsh Posté le 01-12-2013 à 17:46:53    

Tu as Formula Truck 2013 ?


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i5 13600K|32Go GSkill DDR4 3600Mhz|RTX 3080Ti FE|Meta Quest 3
Reply

Marsh Posté le 01-12-2013 à 23:29:06    

[:bien]


---------------
#MarcheFort
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Marsh Posté le 01-12-2013 à 23:53:07    

http://www.youtube.com/watch?v=PNS [...] tube_gdata
 
Remarquez le fail avant même d'avoir le feu vert  [:fail] Je relâche la pédale de frein pour me préparer à accélérer, et vla ti pas que la caisse se met à avancer, en roue libre  [:protect_me:3]  
 
Puis fail en entrant dans les pits, j'ai dû être à 2-3 km/h au dessus de la limite pendant 10 mètres  [:haha fail]  

oliviermdvy a écrit :

Tu as Formula Truck 2013 ?


moi non, les camions c'est pas trop mon truck  :D

Reply

Marsh Posté le 18-12-2013 à 21:39:45    

Course au ring ce soir 22h30 sur RD, je livestream si vous voulez regarder
 
http://www.twitch.tv/miniwintz

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Marsh Posté le 05-03-2014 à 19:58:28    

Ce soir je serai sur le foot mais j'ai très envie de faire qq races entre hfriens, donc prévenez pour le prochain event  :hello:

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Marsh Posté le    

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