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Topics - Fabio Gonzalez

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iRacing / The Ring it's coming to iRacing
« on: September 19, 2014, 17: 08 »

It's official: 
The Nürburgring is coming to iRacing.  Even as I write this, Tony Gardner, Steve Myers, Kevin Bobbitt and Otto Szebini are holding a press conference at the iRacing Nurburgring 1000 to announce this great news.

In a nutshell, the 20.8 km (12.9 mile) Nordschleife and the 5.15 km (3.2 mile) Grand Prix Strecke (along with a combination track linking the two circuits) will be added to the service in 2015.

For more information, see iRacingNews

Outros simuladores / Unboxing Geoff Crammond Titles
« on: August 31, 2014, 21: 15 »
Quem se lembra...?? ;) dos GP desde o 2 ainda os tenho todos incluindo os "livros de Instruções" ;), como o tempo passa... :victory:

Unboxing Geoff Crammond Titles

iRacing / 2014 - S4 \ DriverSwaps Info
« on: August 22, 2014, 13: 08 »

Quote from: Tony Gardner
You create a team if you want and invite anyone you want to join it. (We have a whole new team section on website sort of like the league section)  Then if you register that team in a race, any of your teammates can join, in hosted or official series (in which we designate as a team race).   You could also register your team for a race yet allow anyone to join it including outside your team

5 people can join a session at any one time for a team.  However 64 in total because people can come and go then even come back again.  So say a 24 hour race you might have 24 different drivers on your team or something.  Say it is a 30 car field and they all had 24 drivers than you could have 720 drivers participating in that one race! 

Thanks a lot Tony!
1st question, will it be possible to join as a spotter first and later as a driver or spectator? I'm not sure, but I don't think this is possible at the moment.
2nd question, setting up a grid for a league race would be the same principle as it is now, but then with teams?

Quote from: Tony Gardner
Yes to 1st question.  Correct on 2nd question.

Question If the team is doing the driver swap will there be time added to the actual pit stop?? Furthermore, will the pit stops have rules similar to what we see in the real world?? For instance like in GT3 racing no one is allowed to touch the car when a driver swap happens. No one is allowed to touch the car when fueling is being done either.
This feature is great but will we see a consequence for doing a driver swap which will allow for pit strategies??

Quote from: Tony Gardner
Yes will be realistic time required in pit stop for driver swap.

There will be a short gap when the replacement driver gets into the car, as the physics for your team's car is transferred from your computer to their computer. The pit crew will "catch up" for that little bit of lost time, and then continue the pit work.
If there are lengthy repairs, you and your teammates can all disconnect and go get some sleep. When you connect later, your pit crew will quickly catch-up for all the lost time. If there is still work to do, they will keep working, as if you had never disconnected. When the car is ready (enough), you can hop back in and continue racing.

In what we expect to be the "normal" situation, your co-drivers (crew chiefs, spotters, etc) will all be using their own accounts on their own computers. As it stands now, up to six of you and your teammates can all connect to the session at the same time (and over the course of the session up to around 60 of your teammates can connect). If the next driver to do a stint is connected, the current driver just brings the car into the pit stall, hits ESC to get out of the car, and the next driver hits the [Drive] button to get into it.

Question When it launches you will have the ability to do 24 hour races.?

Quote from: Tony Gardner
Actually going to have a 25 hour selection along with a 13 hour selection and some others ones , that way you will have time to join, warmup, qualify and all that if you want.

Jogos de Corridas (PC/Consolas) / F1 2014 by Codemasters
« on: July 31, 2014, 14: 15 »

Today’s the day we can finally talk F1!

First things first, we’re working on two new Formula 1 titles – one on old gen, the other on new gen.

Coming October 17th is F1 2014 on Xbox 360, PlayStation 3 and PC. Drawing upon all our experience in developing Formula 1 titles down the years, F1 2014 recreates this year’s incredibleseason featuring all the seismic changes to the sport, including new turbocharged cars, new circuits plus all the driver moves.

The game also includes refined handling on a pad and a new driver evaluation system that tunes game settings to your skill level to increase accessibility – we want all of our players to race competitively, more quickly. Of course, all the veterans of the series will be able to experience the true challenge of racing this year’s stunning generation of cars, featuring more explosive power delivery but less downforce, by customising your options and turning off all the assists.


Scenario mode has been expanded, we’ve refined career mode options and there’s more info to come, but for now we’ll let Stephen Hood, our creative director on F1, introduce you to some of the headline changes in the sport and the game..

“There’s been a dramatic shift in the sport; the largest shake up in the rules and regulations for a very long time and the new power units provide a very different kind of challenge, for both driver and team. By delivering all of these changes, F1 2014 will make for an exciting and refreshingly different experience. Additionally, with the new driver evaluation system analysing each player’s skill level and suggesting appropriate game settings, plus re-graded difficulty levels including a brand new Very Easy setting, we aim to deliver a thoroughly rewarding F1 experience for players of all abilities, from the novice to the seasoned pro.”

Now onto new-gen. 2015 will see us release our first title on new-generation platforms. The game will launch earlier in the Formula One season and then go onto receive live digital updates. These updates will deliver 2015 content into the game as the season unfolds, ensuring you’ll be competing against the same drivers and teams you watch week in and week out!

We’re incredibly excited about new-gen F1 and we know you are too. We’re not yet ready to reveal everything about it yet, but we’ll have a lot more info to share once F1 2014 launches this October.

To See the article at their website

iRacing / iRacing - Sound Update
« on: July 19, 2014, 13: 55 »
Back ik 2011 a dev blog post was released about devolping the sounds, in that reverb was mentioned. Could you tells us more about the current status of that?

Quote from: David Tucker

Sure, first off reverb is a fancy word for echo.  When talking about an echo sound engineers split echos into two parts, a long echo is the kind you get from a canyon or cave where the return sound is distinct from the generated sound (where you hear yourself twice) while reverb is when the echo comes back so fast that it blends together with the original sound causing distortion.  In terms of physics there is no difference between the two, it is just a matter of how far away from a reflecting surface you are when making a noise.

You can create both reverb and proper echos by simply computing the distance from your sound source to a reflective surface and playing a second copy of the sound delayed by 2x the distance times the speed of sound. If you are close to the reflective surface then the sounds will blend together to create a reverb and if you are far away they will not and you get an echo..   You also have to lower the volume of the echo based on the distance, this is why we don't hear echos everywhere, most of them are much too quiet to hear.  And if you are really fancy you take the surface type into account because some surfaces reflect different frequencies better than others (glass will echo most anything but dirt only echos the low sounds, I think anyway).  The problem with this is you end up with a huge number of sounds, just to get a first order echo (not counting tunnels where sounds reflect back and forth off the walls). because every sound is reflected off every surface creating a new sound.  You can cut out a good number of these echos by doing a little math and rejecting anything that is too quiet but it is still a lot of work just to support say 10 reflective surfaces.

But we rarely hear real echos in real life (except in auto racing!) so sound card developers created the 'reverb' effect as a simpler alternative.  This just plays the sound sample multiple times with a delay to create that loud noise you often hear when going through a tunnel.  Consider it a cheap version of a true echo.  Direct Sound has limited support for reverb in hardware, but it is not that good and eats up a lot of resources.  You can also do a software reverb effect, and there are some older sound API's like EAX audio that bring better reverb to the sound card, however they are not well supported anymore.  Finally XAudio2 came up with a generic solution to the problem by using a DSP (digital signal processor).  Just like a shader gives you a way to tweak the graphics in an arbitrary way inside the graphics card, the DSP provides a way to let you tweak the sound sample in an arbitrary way.  This lets you create a reverb, or echo, or any other environmental map effect like an EQ.

Even in XAudio2 adding in a reverb effect is very expensive, and there are limited places where it would be handy.  The big ones that come to mind are tunnels (of course!) and when you are driving close to a wall.  But even more important than reverb is 'reflected sound'.  You see the sound coming out of your tail pipe is almost all driven away from the cockpit and the body of the car muffles most of the remaining sound, so we hear very different sounds when in the cockpit vs when behind the car.  But when driving through a tunnel or next to a wall some of those tail pipe sounds get reflected off the wall(s) and back into the window of your car allowing you to hear some (but not all) of the external car sound.  It turns out that 90% of the excitement you get from going into a tunnel is this fact (that and the fact that the sound volume falloff changes when in a confined space so the volume is 4x louder!).  So, someday (hopefully sooner than later) we will get around to tagging objects in the world as being reflective and when you drive close to those objects we will increase the sound volumes, and mix more of the external engine sounds into the mix and hopefully add in a little reverb as well to give you that 'big' sound everyone loves.

There is also an inverse to echo called occlusion, this is where an object absorbs part or all of a sound.  You can hear this in real life when sitting in the garage area while facing the garage entry lane.  Every time a car goes by on the track the garage walls block the sound until the car appears in the gap caused by the entry lane and suddenly the noise gets much louder and more detailed.  You can add this effect in the same way you add in echo, by going over every sound and seeing if it is intercepted by an 'occluding' area (concrete wall, hill, etc) and attenuating the sound (that is to cut the base or treble and/or sound volume).  Again this is very expensive because an EQ effect requires some tricky DSP work and you have to apply it to every sample. 

Air can even occlude the sound, so you get an effect called distance attenuation where high frequency sounds are cut out the farther away you are.  That is why thunder rumbles and lightning crashes, and it is also why a track rumbles in the distance while making your ears bleed when up close.  This attenuation is heavily dependent on the amount of moisture in the air, and on air pressure and temperature as well. 

The bottom line is that all these effects are technically possible to implement right now in iRacing, but they require a large jump in CPU usage.  If we can manage to find a way to mix a lot more samples at once, or if someone comes out with a new hardware accelerator, then we can add them in and our sound will become a lot more dynamic and take on that track specific sound.  Going to XAudio2 will improve our ability to mix more sounds, and gives us access to a decent DSP engine without much effort, and if we do it right we may even find a way to move the sound mixing to its own thread.  If everything works just right, then we will have the ability to run 2-3x the number of sounds we currently do, at a higher bitrate, and with some DSP's in place as well.

As you can guess, sound is light years behind graphics right now.  If we could generate 500 sounds at once with each one running a full DSP and all without eating more than 10% of our CPU then we could make a true 3D sound environment that was really close to the real thing.  Maybe someday soon someone will get smart and make a 'Sound GPU' for gaming that does not stink (better than EAX) and then we will hear really awesome sounds.


XAudio2 on the other-hand is a new low level sound library that replaces direct sound.  Its big advantage is that it is 2x faster at mixing than Direct sound.  In addition you can directly mix sounds for any speaker instead of relying on the surround sound engine on the sound card to do the work.  So we could use our physics engine to place the surround sounds instead of letting some buggy sound card do the work.  Finally they have a very fast floating point mixer that would let us support much louder sounds without clipping.  The end result would sound about the same as Direct Sound but it would be cleaner to deal with on our end, and hopefully it would open up things so that we could support more sounds.  Right now we are pushing most sound cards to there limit with the number of sounds we generate right now (several hundred in a full race).

We are working on XAudio2 but it is not a very high priority

Conversa da Treta / Quem adivinha
« on: June 17, 2014, 00: 39 »
o que se passou aqui...??lol omg  :hunter:

de outra perspectiva

Pistas / Circuit de la Sarthe 1.0.0
« on: June 15, 2014, 16: 21 »
Original Creator :zolee145
Corverted to Assetto Corsa by: Tiago Lima

28 Pit boxes
Hotlap working
sectors working

Download Circuit de la Sarthe 1.0.0 : RaceDepartment

Informações Gerais e Notícias / Origin Could be Hacked
« on: June 14, 2014, 13: 58 »
Origin Could be Hacked

There's a bit of controversy on the web at the moment as a group that is called UGLegion claims to have hacked Origin. To back that up they posted a snippet of info with their results on pastebin and then uploaded a downloadable text file containing close to 1.2 million user accounts including email address and passwords.

The list contains email accounts from Google, Microsoft (Hotmail and Live) and Yahoo! and other webmail services. It appears that every user in the list had registered an origin account using all four main services and in some cases variations of the same username are visible.

Meanwhile Origin claims that it is a fake list with artificially generated user-name accounts. However in a forum thread here on some users already have indicated that some of their email accounts are in the list. Now of course the posted email addresses could be artificially generated by using recycled email addresses, and I tend to agree with EA on that but still. Regardless of what ends up being the truth, a password change might not be a bad idea we say.

Mais info aqui

Ps: o meu estava na lista...

Hardware & Software / Thrustmaster - T300 RS
« on: June 10, 2014, 16: 08 »

The very latest technologies available

Thrustmaster accompanies virtual racers through their learning curve in terms of experience with the T300 RS, as this simulator lets gamers really take the plunge into the world of racing, and hone their driving skills for better performance. To achieve this, under the hood there’s nothing less than a genuine brushless industrial Force Feedback motor (with frictionless action), combined with a new 1080° dual-belt system to deliver super-smooth and quiet Force Feedback with incredibly responsive, realistic Force effects. Thrustmaster’s development teams have added precision to the motor’s impressive capabilities by incorporating H.E.A.R.T HallEffect AccuRate Technology®, featuring a contactless magnetic sensor: this provides 16-bit resolution, for 65,536 values on the wheel’s steering. The T300 RS also features an internal memory, upgradable firmware so that users will always have access to the latest improvements via the wheel’s PC compatibility, and a PS4/PS3 sliding switch on its base for optimal compatibility with both systems.

Detachable wheel, adjustable pedal set and modular product ecosystem

The T300 RS includes a detachable wheel, featuring the Thrustmaster Quick Release system: the wheel measures 28 cm / 11 inches in diameter, with brushed metal central spokes. Its official PS4 buttons (PS, SHARE, OPTIONS) let users access the system’s new social functions at any time. The T300 RS weighs in at approximately 1.2 kg / 2.6 lbs, for ultra-realistic inertia and Force Feedback. The wheel’s entire circumference features reinforced textured rubber cladding, for the ultimate in comfort. 2 large sequential paddle shifters are attached to the wheel: they’re 13 cm / 5 inches in height for easy access, and 100% metal. The wheel’s angle of rotation can be adjusted from 270° to 1080°, depending on the type of vehicle being driven in the game! What’s more, the wheel is interchangable with other Thrustmaster wheels (the Ferrari F1 Wheel Add-on*, Ferrari GTE Wheel Add-on* and T500 RS* GT Wheel). The T300 RS’s pedal set features metal pedals with a long range of travel, which are fully adjustable in both height and spacing – with 6 different possible positions per pedal. The brake pedal even features progressive resistance.

The T300 RS is also compatible with the Base Fixed Paddle Shifters kit* (allowing users to install stationary paddle shifters on the wheel’s base), Thrustmaster’s 3-pedal pedal sets (T3PA* and T500 RS*), and the TH8A* and TH8RS* shifters.

•    The T300 RS will be available from August 15, 2014, at a suggested retail price of €369.99 (taxes included).

Battlefield Series / Battlefield: Hardline + Beta
« on: June 10, 2014, 01: 55 »
Durante a conferência da EA na E3 hoje, foi anunciado que a beta pode ser descarregada a partir de agora.
Registem -se para o acesso a BETA

O jogo chegará a 21 de Outubro.

MultiPlayer Gameplay E3

Jogos de Tiros / FPS (PC/Consolas) / Rainbow Six Siege
« on: June 10, 2014, 01: 23 »
No final da conferência E3 da Ubisoft, a editora confirmou oficialmente que o shooter na primeira pessoa que estava já há muito tempo em produção, e era conhecido pelo público como Rainbow Six Patriots, foi transformado, e agora mostrado como Rainbow Six Siege.

Siege vai ser lançado na PlayStation 4, Xbox One e PC em 2015, e de acordo com o director criativo Xavier Marquis, não resta nada de Patriots no actual jogo, tudo foi desenhado de raiz.

O gameplay funciona com duas equipas, os contra-terroristas e os inimigos, cada equipa com direito a uma fase de planeamento antes da partida começar, mantendo-se fiel às origens da série.

A Ubisoft afirmou que o funcionamento exacto das partidas ainda está em desenvolvimento, mas que se tratará de um jogo vendido de forma completa, não será um free-to-play.

Outros simuladores / The SIMPIT
« on: May 05, 2014, 15: 59 »

The SIMPIT with Shaun Cole
Canal Youtube

1ºs Episodios

Sim Racing in a League or Series - Week 1

Conversa da Treta / E os Airbag's....???
« on: April 01, 2014, 01: 33 »

áahh ok está explicado loira á pendura..... :dirol:  :lol:

O Lambo pelo que consta vinha em picardia com o Maserati que seguia atrás.....
Compram o Carro e esquecem se do cérebro,

Hardware & Software / AMD Catalyst 14.1 (Mantle)
« on: February 02, 2014, 20: 40 »
Feature Highlights of The AMD Catalyst™ 14.1 Beta Driver for Windows

Support for the following new AMD Desktop APU (Accelerated Processors) products:

AMD A10-7850K
AMD A10-7700K
Mantle Beta driver

AMD's Mantle is a groundbreaking graphics API that promises to transform the world of game development to help bring better, faster games to the PC
Performance gain of up to 45%(versus the DirectX version) for Battlefield 4 on the R9 290 Series
Performance gain of up to 200% (versus the DirectX version) for Star Swarm on the R9 290 Series
AMD Catalyst 14.1 Beta must be used in conjunction with versions of these applications that support Mantle
It is expected that these applications will have future updates to support additional AMD Mantle features
AMD Mantle Beta driver is currently supported on:
AMD Radeon™ R9 Series GPUs
AMD Radeon™ R7 Series GPUs
AMD Radeon™ HD 7000 Series GPUs
AMD Radeon™ HD 8000 Series GPUs
AMD A10-7000 Series and AMD A8-7000 Series APUs
For additional details please see the AMD Mantle Technology FAQ on
Enhanced AMD CrossFire frame pacing – Support for 4K panel and Eyefinity non-XDMA CrossFire solutions (including the AMD Radeon R9 280, 270 Series, 7900 Series,  7800 Series) and Dual Graphics configurations
Frame pacing ensures that frames rendered across multiple GPUs in an AMD CrossFire configuration will be displayed at an even and regular pace
Supported on 4K panels and Eyefinity configurations
Supported on AMD Dual Graphics configurations
Supported on DirectX® 10 and DirectX 11 applications
Resolved issue highlights of AMD Catalyst 14.1 Beta

Resolves ground texture flickering seen in Total War: Rome 2 with high settings (and below) set in game
Resolves flickering texture corruption when playing Call of Duty: Ghosts (multi-player) in the space station level.

Resolved Issues

Ground texture flickering seen in Total War: Rome 2 with high settings (and below) set in game
Flickering texture corruption when playing Call of Duty: Ghosts (multi-player) in the space station level
Blu-ray playback using PowerDVD black screen on extended mode
Streaming VUDU HD/HDX content on Sharp PN-K321 (DP) causes the right-side half to flicker in and out
Black screen happened after wake up the monitor
Full screen issue at rotation in DX9 mode
Video window black screen when using Samsung Kies to play video
Crysis2 negative scaling in outdoor scene
Crysis2 has insufficient CrossFire scaling in some scene
Red Faction: The game has no or negative crossfire scaling with DX9 and DX11
Age of Conan has corruption and performance issues with crossfire enabled
Company of Heroes shadows are corrupted when using crossfire
Resident Evil5 's performance is unstable when display mode set to Window mode
Total War: Shogun 2 flickering menu/text
Frame rate drop when disabling post-processing in 3DMark06
Negative Crossfire scaling with game "The Secret World" in DX11 mode
F1 2012 Crashes to desktop
Tomb Raider Hair Simulation Stutters on CFX
Negative CrossFire scaling experienced in Call of Duty
Battlefield 3 performance drop on Haswell systems
Choppy video playback on 4k Video
VSync ON Tearing with 2x1 Eyefinity SLS CrossFire
Far Cry 3 - Game flickering while changing resolutions
Display corruption and BSOD occurs when extending a display after disabling Multiple GPU SLS array
Flickering seen when enable three 4kx2k panels at the same time
No Video, just a black screen when setting Chrome to run in "High Performance" when playing certain video clips
Image crashed on Starcraft game
Known Issues

Mantle performance for the AMD Radeon™ HD 7000/HD 8000 Series GPUs and AMD Radeon™ R9 280X and R9 270X GPUs will be optimized for BattleField 4™ in future AMD Catalyst™ releases. These products will see limited gains in BattleField 4™ and AMD is currently investigating optimizations for them.
Multi-GPU support under DirectX® and Mantle will be added to StarSwarm in a future application patch
Intermittent stuttering or stability issues may occur when utilizing Mantle with AMD CrossFire™ technology in BattleField 4™ - AMD recommends using the DirectX code path when playing Battlefield 4 with multiple GPUs.   A future AMD Catalyst release will resolve these issues
Notebooks based on AMD Enduro or PowerXpress™ technologies are currently not supported by the Mantle codepath in Battlefield 4™
AMD Eyefinity configurations utilizing portrait display orientations are currently not supported by the Mantle codepath in Battlefield 4™
AMD Eyefinity technology is not currently supported in the Star Swarm application
AMD testing for the AMD Catalyst™ 14.1 Beta Mantle driver has been concentrated on the following products: AMD Radeon™ R9 290X, R9 290, R9 280, R9 270, R7 260X, R7 260, HD 7000 Series, HD 8000 Series, A10-7850K and A10-7700K. Future AMD Catalyst™ releases will include full test coverage for all AMD products supported by Mantle.
Graphics hardware in the AMD A10-7850K and A10-7700K may override the presence of a discrete GPU under the Mantle code path in Battlefield 4™
Frame Pacing for Dual Graphics and non-XDMA configurations above 2560x1600 do not currently work with Battlefield 3 and Battlefield 4.   An upcoming release will enable support
DX9 Dual graphics is not supported in AMD Catalyst 14.1 Beta.   An upcoming release will enable support


iRacing / iRacing - Road Warrior Series
« on: January 07, 2014, 12: 18 »

Road Warrior Series

Description of Series: This official iRacing series will feature road racing from all around the world. The series will utilize a variety of cars with almost half the races being multi-class.  It includes 20 races spanning all 12 months of the calendar with points being tracked all year long.  Race in all of them or just the ones you want.

Purpose:  To have an exciting year-long event style series for road racing (similar to the NASCAR iRacing Series on the oval side) utilizing a variety of cars and tracks that will feature full fields and multiple race splits.

Race Times:

Saturday 1:00 GMT (Friday 8:00 PM est)
Saturday 20:00 GMT (Saturday 3:00 PM est)
Sunday 1:00 GMT (Saturday 8:00 PM est)
Sunday 12:00 GMT (Sunday 7:00AM est)

*Note that we will not be adjusting times for daylight savings. GMT start time will always remain the same. You will need to convert to local time and allow for DST if your location observes it.

Race Distance: This will vary week to week. Some races will be timed others will be laps but generally speaking a lot of variety in the race distances.

iRacing member eligibility: All members in good standing with at least a Road D 4.0 are eligible to participate in this series. You do not have to compete in all races.

Server Farms: US servers only

Resets: None

Race car setup: Open car sets so you can build your own, use a shared set from another member or use the iRacing setup that will be provided for each car participating in the series.

Race warm up: 10 minutes

Number of races and drop weeks: 20 races with 2 drop weeks

Field size: Will vary by race

Cautions: local only

Qualifying: 20 minute open qualifying session throughout the race week. Your fastest qualifying time will carry to all race session you join. You do not need to qualify in order to race.

Divisions: Standard 10 divisions

Splits: Splits will be set by iRating

Gridding: Grids will be set first by qualifying time, then by iRating.

Points: Standard point system will be used. Note that for multi-class races only the class where you score the most points will be used. However you can race in all classes if you like but again only the car class in which you score the most points in a given week will be used for series scoring.  That said, it is a moot point because standard iRacing scoring takes your top 25% race performances and with only 4 races per week, it is simply going to take your highest scored race regardless of car class in a given week.

Schedule \ Calendario

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