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Saturday, August 28, 2010

Omnitel 1000km 1.20 - Circuito Temporário - Palanga, Lithuania


It's my first track for racing simulation and at the moment version 1.0.
Inaccuracy of length, width, camber of the track is approximately +/- 3 centimeters.

The track of Omnitel 1000km located in Palanga, Lithuania (close to Baltic Sea).
It's a temporary long distance race track (in closed public roads), where event is only once a year in a middle of July.
Race length: 1000km or no more than 10 hours.
Lap length: 2994 meters
At the same time in 2009 teams will compete in 8 different classes.

History:
First event in this track was on 2000, where was just 19 team. Year by year race event become very popular and on 2008 was 87 teams from Lithuania, Latvia, Germany, Russia and etc.

Thanks to:
Promosportas (Darius Jonusis), Omnitel (Antanas Zabulis), Topo Centras (Aurelijus Rusteika) - promotion.
Vytautas Juodagalvis, Darius Grinbergas - beta track testing.
Piddy - BTB
ISI - for rFactor
SimGarage UK team - 3DsimEd

___________________________________________________________________

First update.
Current version 1.2.0
!!!Before installing, remove previous version!!! from directory: ...rFactor/GameData/Locations/Palanga

link: http://www.megaupload.com/?d=82LR9QF5

in: http://www.rfactorcentral.com/detail.cfm?ID=Omnitel%201000km

Friday, August 27, 2010

Norisring 2.00 - Circuito Citadino - Nuremberg, Germany


I updated the old version from Com8 the past days. The result is a nearly complete new track. A lot of new objects, new textures, new pit, new stands, ambient sounds, and a lot more...

Special Thanks to Com8 for the basic track and for the help in improving this circuit.


Have fun on NorisringV2!

link: http://www.megaupload.com/?d=0D977L0B
link fix: http://rs83.rapidshare.com/files/36890886/NorisringV2_fewer_shadows.zip

in: http://www.rfactorcentral.com/detail.cfm?ID=Norisring

Thursday, August 26, 2010

Mountain Sprint Four Season 1.10 - Circuito Temporário - Fantasy


Soon on your rFactor installation this track that I made for netKar namie some years ago. For this release, I've created something special: seasons.
You can drive on track in every season of the year (spring, summer, autumn and winter) with different environment, grip on surfaces and illumination.


1.1 Update:

1. Fix for purple tree in winter season

2. Fix for tree walls mapping

3. Fir for writes too high respect the road

4. Fix for pitbug

5. Fix for fuel usage

6. Improved and new Pitline

7. Improved grip on winter

8. Improved shadows

9. Added sidewalks on left turns to avoid cheating

10. Textures are now in DDS format, improving loading and performances

link: http://www.rfactorcentral.com/dloader.cfm?dlID=2D4F921F-1321-B1C5-08D5A2F5749F13D7

in: http://www.rfactorcentral.com/detail.cfm?ID=Mountain%20Sprint%20Four%20Season

Moron Air Force Airport 3.00 - Circuito Temporário - Argentina


link: http://www.mediafire.com/?qn5g1mndxd2

in: http://www.rfactorcentral.com/detail.cfm?ID=Moron%20Air%20Force%20Airport

Monaco New Layout 1.10 - Circuito Citadino - Monaco, Monte Carlo


This is the Monaco track originally converted from GP4 by the GPC team, who included the 79 layout with the superb mod covering the same year. The permission has been granted from Motorfx to release this modified version.

link: http://www.rfactorcentral.com/dloader.cfm?dlID=B3C590BA-FA67-449A-BD29DD00B1C7BC46

in: http://www.rfactorcentral.com/detail.cfm?ID=Monaco%20New%20Layout

Miami Bayfront Park 1.01 - Circuito Citadino - Miami, USA


I am pleased to announce the update to Miami Bayfront Park.

Patch 1.01 13th January 07

Fixes:
- Racing Groove
- Small Camera Bug with Horizon draws
- Adjusted some camera fovs

- No wheels on Trucks

- Fixed some small texture mapping bugs

- Other small texture fixes

- AI Tweaks

- Some textures updated from SLN provided textures for Livet Glen


Please note this track still suffers from difficult fps. If you suffer from adversley poor fps at this track then please try adjusting your shadow and track detail settings

The Lonely.

Conversion of Zero-Gs F1C track, bringing it up to spec for rFactor.

+ Conversion by The Lonely

+ Original circuit by Zero-G

Features:

- Updated graphics and visuals for rFactor

- Visgroups enabled

- 42 Garage Spots

- Bumps!

- Some night lighting

- Ambient Sounds

- Fully working etc, can't remember everything


Notes:

Track has lots of detail and is FPS intensive by nature. No racing groove, dont know how to fix this or what causes it - AIW obviously. Please play around with Track Detail settings to give you best performance

link: http://www.rfactorcentral.com/dloader.cfm?dlID=1F09769E-1321-B1C5-0817D843906C72DF

in: http://www.rfactorcentral.com/detail.cfm?ID=Miami%20Bayfront%20Park

Wednesday, August 25, 2010

Longford 1967 0.90 - Circuito Temporário - Longford, Tasmania, Australia


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
v0.9 IS AVAILABLE FOR DOWNLOAD NOW (see below)
while still not v1.0, it's also not much of a wip anymore.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
A scratch built Longford 1967-ish. Public roads around Longford, Tasmania, used for the Tasman Series, touring cars and bikes in the 50's and 60's. Some top line drivers raced there in the day.

Made with Bob's Track Builder. Using some grass textures from VLM Rouen with permission, thanks VLM, Elwood and Madhorse.

check http://tasman-series.com (not affiliated) for more info on the track and on an existing gpl wip not made by me, though Gustaf from the team has allowed me to use some of the models. thanks Gustaf!

These days the track has changed. Some bits of road have been torn up for the sake of a highway. both bridges have been pulled down. a big levee wall has raised a section of road. isolated bits of road have been neglected and in one area there is a power substation right in the middle of the track. fortunatly the pub is still there and features a museum dedicated to the track.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
preview videos:
01 - http://www.youtube.com/watch?v=-KuiqYqWHdY
02 - http://www.youtube.com/watch?v=U7sk-AR2D3M
04 - http://www.youtube.com/watch?v=ZvVN2dvFq_E
05 - http://www.youtube.com/watch?v=jEzYii0oTLk
06 - http://www.youtube.com/watch?v=BxnfF9yfyKM
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
links for Longford Revival (new real-life revival event):
http://www.media.tas.gov.au/release.php?id=29742
http://www.longfordrevival.com.au/LongfordFestival/longfordfestival.html
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
some forums where the track has been discussed:
http://www.racedepartment.com/bobs-track-builder-wip-tracks/23475-longford-1967-a.html
http://www.nogripracing.com/forum/showthread.php?t=176065
http://forums.autosport.com/index.php?showtopic=17388 (an old thread starting with the original GPL project, with the rF project later)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

link: http://www.filefront.com/17027865/Longford-1967-v0.9.rar/

in: http://www.rfactorcentral.com/detail.cfm?ID=Longford%201967

Long Beach 2007 2.10 - Circuito Citadino - California, United States


2007 Long Beach Circuit for rFactor
(c) 2008-2009 Doug Lynch/iDT Racing Simulations

Credits:
Made from over 300 Actual photographs taken at the 2007 Long Beach Grand Prix.
Track and objects: Doug Lynch except for the following:

Garage, posts and cherry picker - Ryan Field
Skies - Mike Peters
Many Long Beach Photos - Chris Valle
Pit Lane Tent model - Paquito

Convention Center and ground image thanks goes to Google.

Installation:
Extract the contents into your Locations folder. If you have an existing iDT long beach, it will share the same menu slot but DO NOT move the folder into the older version's folder.

All logos and images are copyright of their respective entities and are used with photographers rights based on photos taken within the racing circuit.

Conversion to any other gaming format is prohibited without permission.

This track uses very basic textures so do not hesitate to lower your DX level to get better FPS. Lowering shadows and detail levels will also help.

You must enter pit lane at the far opening. Watch the AI if you wonder which way to go.
The winners podium is drivable so feel free to enjoy your win.

COMMERCIAL OR PROMOTIONAL USE OF THIS TRACK WITHOUT PERMISSION IN WRITING IS PROHIBITED.

v1.1: added omni light to track for night/dusk racing. Fixed mapping on some track sections.
v1.2 fixed omni in parking lot
v1.5 fixed flickering on many billboards and tarps near fencing and removed a tree with a bad map. fixed cautionglow.
v2.0 improved shoreline drive camber, fixes some cams, adds 2nd set of cams, fixes some missing files. DELETE YOUR OLD HAT FILE!
v2.1 adds aiw fix for racing groove. 2.0 + aiw file = 2.1

AIW fix on our forum, until I can package up a complete build.

link: http://www.megaupload.com/?d=WAQL1W43

in: http://www.rfactorcentral.com/detail.cfm?ID=Long%20Beach%202007

Leeds and Bradford Airport 1.00 - Circuito Temporário - Fantasy


"Well if Leeds and Bradford Airport owners ever feel the need to be motor racing fans for one day of the year they might consider this layout."

link: http://mcr.rscsites.org/leedsbrad.rar

in: http://www.rfactorcentral.com/detail.cfm?ID=Leeds%20and%20Bradford%20Airport

Las Vegas GP 2007 1.60 - Circuito Citadino - Las Vegas, United States


2007 Las Vegas Grand Prix v1.6
(c) Doug Lynch - iDT Racing Simulations
PROMOTIONAL OR COMMERCIAL USE WITHOUT LICENSE IS PROHIBITED.
Please contact doug@idtsimulations.com for license information.

CONVERSIONS OF THIS TRACK TO ANY OTHER GAME OR GAMING ENGINE ARE PROHIBITED WITHOUT PERMISSION. BY INSTALLING THIS TRACK YOU AGREE TO ABIDE BY THE TERMS OF THIS NON-COMMERCIAL/NON-PROMOTIONAL LICENSE. USE ON PAY SERVERS OR FOR PAY RACES OR LEAGUES IS PROHIBITED WITHOUT PERMISSION.

Credits:
Track Mesh, walls and fences: James Mabe, Doug Lynch
Some 3D models by Ryan Field and Richard Chmielewski (tents, poles)
Tunnel and old fashioned street lights, pit suites: Doug Lynch
Research Photos: Doug Lynch, Justin Petschauer
Testing: Vincent Ceballos, Richard Chmielewski, Grant Bradley
Google earth for ground imaging.

-----------
Instructions:
Decompress folder into your locations folder.

Paddock/Garage: Head towards your LEFT in the garage area. The real race had the big white tents house all the cars but its easier if I used as much of the outside as possible to avoid confusion as to where pit lane is. The top 30 garage spots are outdoors, the remaining 20 spots are inside the tent.

Blue/white cones/lines denote pit lane entry and exit points, as in real life.

Pit lane entry wall has a "chicken exit". Its a gap in the left wall just before the actual pit-in where a car might be able to re-enter the track. This was there in real life as well but not for the same purpose (allowing ground traffic). Leagues using this track should decide beforehand to allow this or not. Obviously theres no benefit to using it but it might lend to cars colliding as they re-enter the main circuit.

------------
Versions:
Normal: This is the 2007 race configuration of the circuit. The 85MPH speed limit sign is only there for realism. rFactor does not have the capability to enforce 2 pit lane speed limits so the 2nd pit-in light is where the 50mph limit is enforced.

No chicanes: This version is the track with the chicane removed before pit-in.

Both versions can have erratic AI behavior due to the S curve through the city's narrow streets. Adjust your AI strength accordingly.
-------------
Thanks to Justin for taking photos on demand.

v1.5 packages all 3 versions together and fixes the pit lane lap bug.
V1.6 fixes firetruck bug. Optimizes shadows and some maps.
link: http://rapidshare.com/files/286449848/LasVegasGP07_1.6.rar

in: http://www.rfactorcentral.com/detail.cfm?ID=Las%20Vegas%20GP%202007

Sunday, August 22, 2010

Gold Coast Indy 0.90 - Circuito Citadino - Queensland, Australia


Surfers Paradise - Gold Coast - Queensland

One of those tracks we all love at FVR. Having spent the last 18 or 19 years visiting the track each year it was something we wanted to give some life.

Okay we have the latest upgrade to Surfers Paradise WIP3 or rFC v0.9.

We have tried desperately to get the AI as fast as possible but unfortunately you freaks will have to turn the AI up. If you have ever edited AI - you'd understand the trials and tribulations that we experience, especially Doug.

We have changed several things as follows.

The ripple strips we have removed the bumps.
The esses we have changed the shapes slightly - closer to the real thing.
The fences are similar but minor changes.
The bump - the bump has been changed but its still there.

The tyre bales, unfortunately we either make them solid or we do what we have done. They are a drive thru bale but inside the bale is a mound, you hit that mound sideways and your car may flip. That mound slightly protrudes the tyre bale on purpose. Hit the mound dead on and you may stop or do some damage. Hit the edge it may lift your car on two wheels, it may smack you into the wall. It will damage your car. Don't drive thru them and you'll survive. They will cause damage. Unfortunately there is no other way we can make them solid and moveable and create the realism. Don't drive thru them, don't drive thru them. Shortcut the track and you will get a penalty unless you slow down.

The grip level of the track is standard 1.0 effect, nothing special there.
We've added more trees, more 3D buildings and stands.

We've still got mountains out in the ocean. But in theory you won't see them.

Extract the track to your Locations folder, preferably deleting your old FVRGoldCoast folder.

In your UserdatsyournameSettingsFVRGoldcoast folder, place your standard setup and call it FVRGoldCoast.svm this will make the AI cars use that setup and fuel levels.

Now hopefully you have read all of this and now you agree to download the track - oh yeah blah blah blah don't rip it apart and post anywhere - big thanks to Ferret40 and dBens1 for their hard work and everyone that commented on the or donated to the last version. We appreciate it.

FlashQld

link: http://www.mediafire.com/?dyzdttjfhn2

in: http://www.rfactorcentral.com/detail.cfm?ID=Gold%20Coast%20Indy

Edmonton 1.20 - Circuito Temporário - Edmonton, Canada


link: http://www.zeromusic.de/files/Edmonton_v1.2.rar

in: http://www.rfactorcentral.com/detail.cfm?ID=Edmonton

Friday, August 20, 2010

Denver GP 1.20 - Circuito Citadino - Colorado, United States


**** Denver Grand Prix v1.2 **** ...for rFactor

This is the Conversion of my Scratch made F1 Challenge track.
Found a bit of time and updated the track a bit...
Hope we will have a little bit more fun on it now!

Credits:

Track - zero-g
Textures - Grant


New in v1.2

- added Night Lighting
- some new and some remodeled objects
- AIW with 48 cars
- Start/Finish Line as used in 2002
- new shader settingson whole track

New in v1.01

- added Tires & walls collision

link: http://www.zeromusic.de/files/Denver_v1.2.rar

in: http://www.rfactorcentral.com/detail.cfm?ID=Denver%20GP

Thursday, August 19, 2010

Canberra 400 1.40 - Circuito Citadino - Canberra, Australia


The Canberra 400 only had a short life, running from 2000 – 2002 over the Queen's Birthday holiday weekend in June. The inaugural race, titled the GMC 400, was staged in Canberra, for the first time in 2000 as part of V8 Supercars calender.

The Canberra 400 was run over 3 days, from Friday to Sunday. Friday started out with two 45mins practice sessions for the V8 Supercars to be able to create a set-up that suited both the cars and the track. Later, the cars took to the track for Qualifying, which consisted of two sessions, the lower 50% and the upper 50%.

Saturday saw the Top 15 Shootout in which the top 15 cars from Qualifying would do one ‘Hot lap’ of the circuit. The 15th placed car would go out first, with the 1st placed car going out last. Later in the day, cars would grid up for the 25 lap (100km) Race 1.

Sunday morning saw the 25 lap (100km) Race 2 and the first ‘Reverse Grid’ ever to be used in V8 Supercar racing.

Sunday afternoon saw the 50 lap (200km) Race 3 and the grid for Race 3 was decided by adding the points awarded in Race 1 with the points awarded in Race 2.

link: http://www.mediafire.com/?cnqgzzony3z
link patch 1.40: http://www.megaupload.com/?d=LM3OWDMX

link: http://www.rfactorcentral.com/detail.cfm?ID=Canberra%20400

Tuesday, August 17, 2010

Albert Park GP4 2.50 - Circuito Citadino - Melbourne, Australia


link: http://www.mediafire.com/?xieg1twydzy

in: http://www.rfactorcentral.com/detail.cfm?ID=Albert%20Park%20GP4

Adelaide 2.00 - Circuito Citadino - South Australia, Australia


link: http://www.rfactorcentral.com/dloader.cfm?dlID=5A1BD021-1321-B1C5-08E0757D66B93384

in: http://www.rfactorcentral.com/detail.cfm?ID=Adelaide

Airport Race 1.00 - Circuito - Belgium


This circuit takes place at an airport that is located in Belgium.

The trajectory has been amended to make the race faster, because time is around an F1 car with under one minute.

-----------------------------------------------------------------

Tracking changed considerably, even for the direction and length.
Now it is 2,200 meters long, with widths that are between 20 and 14 meters to do this you get the fastest lap in one minute.

The first shot would be the old configuration of the circuit, and from there I thought was slow and had the idea to extend it, but it is possible that it could be a next update to a slow track.


------------------------------------------------------------------------------

Additions to a new piece of circuit, now the track is 3,100 meters long, with the main straight lengthened to 1,300 meters, also has a sharp bend. The time is just under a minute with the F1 mod, and even the entry box has been moved.

Extract the two files: ............. rFactor / gamedata / location / airport race


attention must already have the folder for the first circuit Airport Race.

link: http://www.4shared.com/file/JwOdAUJH/AirportRace.htmllink long version: http://www.4shared.com/file/pDuRw0Aa/AirportRaceLong.html


in: http://www.rfactorcentral.com/detail.cfm?ID=Airport%20Race

1970 World Sports Car Championship 1.00




In: rfactorcentral.com

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