Friday, February 20, 2015

Zakspeed Ford Turbo Capri Coming to RaceRoom!



RaceRoom is on a role. Continuing to bring us fans more and more Sector 3 is soon to bring us another Group 5 update.

I’m probably showing my age, but I love the classics. They have so much heart and raw untamed power that the newer cars don’t have. With 500hp and no traction control this will be fun! I’m looking forward to the new addition to race around with.


Check out some cool pics of the upcoming addition.










Steam Broadcasting Now Available


Check out Steam Broadcasting. Watch friends play or learn about a game you thought about buying.

RIDE Unveiling the Lighting LS-218








Thursday, February 19, 2015

Project Cars- In Depth Look at Career Mode




Project CARS is starting a series of videos about the upcoming sim.
First up is career mode and how it is structured. Next episode will look at Qualifying, the Pit Box, pit strategies, and gameplay from your first career race.

Check out some cool Project Car Pics.









Monday, February 16, 2015

Running a Racing in the new RFactor2 Build 930




I must admit I hadn't picked up RFactor2 since the release of the Honda NSX. I always loved the physics of the game, but had issues with the graphics not looking all that to me. Plus somehow I gained a issue where my screen wouldn't go full screen anymore and didn't feel like re-installing RFactor2 just to play what was becoming a buggy sim for me. So I picked up other Sim games to play.

Well Build 930 changed that for me. It peaked my interest with its host of new features like new UI menu, tire models and a ton of bug fixes. Somehow the graphics look even better to me as well especially the rain. Maybe I finally got my graphics settings down. The new menu system is refreshing and has allot easier navigation. Especially love they ditched of the rotary style when selecting cars. Drove me insane! (No pun intended) I also like the bigger replay window when you back out to the menu while in game play.

I noticed the cars seem so much more stable to handle that I could easily identify what was going on with the car. Really makes drifting the Corvette ZR1 a blast! I also love the wheel lock up feeling under heavy breaking that I get thru my Fanatec CSW. That's nothing totally new, but I forgot how good the Physics where and they feel even better now with the new tire model.

There is loads of new features in build 930 that will keep me busy for awhile relearning the cars limits. Check out some game play below showing off the rain and notice how nicely the track drys out on the race line and puddles on the curbing. BTW get off the dryer race line and you notice quickly. ;)




THE CREW - Speed Live Update - Trailer DLC #2 [UK]


The Crew got some new wheels! Check it out

New Cars, Tuning Specs, PvP mode, Missions and stickers are now available!

Rfactor 2 Massively Updated! Build 930 is Released


If it's been awhile since you played RFactor 2 then you might want to give it a look again. ISI just released there Build 930 making it the 30th update with a host of major improvements including a new UI Menu system (see pics) and improved tire model

Rfactor2 Build 930

Check out the channel log.

Release notes (changes from Build 910):

FEATURES:
————-
– Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
– Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
– Added new option to select stretch UI width.
– Implemented “Change Password” button and added option to login dialog.
– Enabled virtual vehicle selection (and propagation) in multiplayer.

BUG FIXES / OPTIMIZATIONS:
————-
– Fix issue where clouds sometimes don’t show up in replays.
– Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
– Fix broken multihead.
– Fixed issue where car class was reported incorrectly.
– Fixed Launcher crash when exiting Mod Manager.
– Added auto-focus to login dialog input.
– Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
– Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
– Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
– Fixed multiplayer sort game list by series.
– Fixed bug where 1st line of credits is potentially a random font
– Fixed multiplayer game list gizmo text colors.
– Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
– Fixed monitor window FOV issues
– Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
– Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
– Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
– Fix for aspect ratio problems in monitor

GRAPHICS
————-
– Fade clouds in and out rather than popping.
– Fixed monitor window FOV issues

MODDING / PUBLIC DEV:
————-
– No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
– Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
– Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
– Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
– Updating SDK with latest content and same UI as the main game.

TIRES:
————
– Minor update to CPM invalidates previously-generated CPM data.
– Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
– Mass imbalance from flatspotting is now correctly modeled.
– Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).
– Added some control for tires in the wet (cooling, EARLY version of aquaplaning). Uses WetConductance=(,,,) … Dampness is non-standing water. Wetness is standing water. As the track gets wet, dampness goes from 0.0-1.0 and then wetness goes from 0.0-1.0.

UI / HUD / OPTIONS:
————-
– New UI with resolution 1920X1080.
– Removing hard-coded HUD elements shading and alpha.
– Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
– Download mode textbox gizmo now only displays name of mod file, not full path.

PLUGINS:
————
– Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.

Notes:
– If you had HDR legacy enabled, you will get a misalignment in UI after auto updating. You can fix this with a .json file edit to set.
– You need multiview enabled if using multiple / triple screens.









Rides New Gameplay Video at Sportslang Sugo


This has got to be the best gameplay video I've seen so far from Ride. It shows of the Yamaha R6 and handling physics along with the great looking track rendering. Hurry up March 20th!
Coming out on all platforms.



Sunday, February 15, 2015

Game Stock Car Extreme Karts 125cc Beast Gameplay


You want a challenge? Try racing these bad a$$ 125cc shifter karts! Depending on the track you will reach speeds of 75+ and up to triple digits. O-O

Its's a lot of fun and I suggest trying out a Championship with them. What a hoot!
 

Saturday, February 14, 2015

GSCE Received Updates. Now at v1.252



Check out the Channel log of the updates to Game Stock Car Extreme.


Update v1.252 added
14. HELMIKUU - REIZA STUDIOS
Changelog:

*Further optimization for F-Vee, F-V12, F-Retro (hopefully addressing stuttering issues);
*Optimization to offline dust effects;
*Increased resistance of gravel traps;
*Tuned F-Extreme rear wing aero performance;
*Minor Metalmoro MR18 physics adjustments;
*Fixed Metalmoro MR18 parc ferme rules being mistakenly enabled;
*Corrected kart rental crash with vehicle detail under high setting.

Minor Update v1.251
12. HELMIKUU - ALEX_SAWCZUK
Small update (v1.251) going in now for both Steam & GSC Sync, with some small updates / fixes:

* Fixed pit entry / exit at Johannesburg Historic where the AI could have some difficulties;
* Adjusted idle speed & low range torque on the Metalmoro MR18 engine so it doesn´t stall as easily;
* Minor tyre update to Metalmoro MR18;
* Updated crowd, starting lights sound effects.