Tuesday, November 30, 2010

RaceRoom.net - Promotional video

SimBin has released a new promotional video for the RaceRoom.net showing some features of the new portal.

RaceRoom Online is the ultimate racing platform for all racing fans, gamers and online users from all over the world. It is the perfect place to go in order to enjoy authentic virtual racing feeling and to meet the virtual racing community. On RaceRoom Online people will have the chance to compete in numerous racing games with the international community. The portal is launched in “public beta” and the development team will be very busy gathering data and comments from members already from the first day of operation.

Features of RaceRoom Online include:
- Free membership!
- Free access to authentic racing games on the highest level
- Exclusive news and media directly from SimBin
- Exclusive downloadable content
- Community hub supplying news, spotlights and events from fan sites around the globe.
- Discussion forum and member created portal content
- Fun and challenges for beginners, advanced, semi- and pro drivers
- Real cars, Real tracks, Real stars, Real Racing – REAL ENTERTAINMENT!

netKar PRO - New car preview

YouTube user markus72000 has posted a preview video showing the new car for netKar PRO simulation which will be available as a new patch in December 2010.

I am not sure what's the car, but I think it could be the AC Cobra or something similar. What do you think?

Monday, November 29, 2010

Test Drive Unlimited 2 - Pre-Order Trailer

Atari has released a new trailer of their upcoming racing game Test Drive Unlimited 2 showing some of the bonus content that players who pre-order the title will receive.

Test Drive Unlimited 2 is set on the island of Ibiza. The developers at Eden Studios used actual topographic information to design the environment and recreated a number of the island's towns in detail. All the road networks are designed to be as true to life as possible, so players will feel like they're really racing on Ibiza itself. The island has a full day/night cycle (and weather effects!) which spans approximately two hours, so players will be driving their cars of choice through rainy nights and brilliant sunsets.

Test Drive Unlimited 2 is scheduled for release in early 2011 for the PC, Xbox 360 and PlayStation 3.

Sunday, November 28, 2010

RaceRoom.net – Free Game available soon

Simbin has launched their new project - RaceRoom.net - new online portal for SimBin games. SimBin also announced a new game called “RaceRoom – The Game”. The game will be exclusively available free of charge at RaceRoom Online on December 1st.

The game contains three different variations of one of world’s most famous racing circuit - Hockenheim. Drivers will be able to race two exiting and very different cars. The Formula RaceRoom which is the fastest ever formula car from SimBin, and solid “American Muscle” in the form of the powerful Chevrolet Camaro.

Saturday, November 27, 2010

InsideSimRacing: Episode 90

InsideSimRacing.tv has released a new episode 90. In this episode, they attend the Need for Speed Hot Pursuit launch party in Los Angeles and then give the game a full review on the PS3. They also take a look at a new racing rig on the block for U.S based sim racers, by Sim-Seats.

Friday, November 26, 2010

iRacing.com - Get $30 in iRacing Credits!

Black Friday comes to iRacing this week. The day after the Thanksgiving holiday is the biggest shopping day of the year, when shoppers all over America line-up in the wee small hours of the morning to take advantage of all those great one day sales.

Renew your iRacing membership for a year and you’ll receive $30 iRacing credits as a bonus! Use them to purchase cars, tracks, hosted sessions or to extend your membership further. Think of the bonus credits as a little ‘thank you’ from all of us here at iRacing meant to kick off the holiday season.

With all that is new this season at iRacing – Williams FW31, Mazda Miata, ghost iRacing, GRAND-AM sanctioned racing, etc, now is the perfect time to renew your membership. Plus, the Street Stock car (FREE to all members) and Spa Franchorchamps will be available soon.

Whether you are currently racing or have taken a short break from iRacing you qualify for this offer.

To earn your bonus credits simply log in to your account and extend your membership by one year or more – we’ll do the rest. On Friday December 3rd we’ll email you a promo code which will add the bonus credits to your account. Act now by visiting http://members.iracing.com

Offer valid 11/25/10 - 11/29/10.

Thursday, November 25, 2010

rFactor 2 - Progress Report


Scott Juliano from ISI has posted a new progress report about track development:

So, let’s see. We finished the second pass on the last of the tracks, which was historic Belgium. When you saw the video, static crowds hadn’t been added yet, which they are now. We’ve started making the last pass on these tracks, which involves up-sizing textures when and where we can–where it makes sense to do so–as well as adding little pieces of glitz art. Do remember, we are trying to simulate large grids at good frame rates across a variety of machines–even with graphic options there still has to be give and take. There really IS only so much GPU and CPU bandwidth to go around

I also just finished reworking all the car/terrain reaction VFX. If you recall in rF1 our particles were… well, you know (I mean, they weren’t BAD [well, the fire was]), but they weren’t great either). Well, I’m glad to say that they are no longer “well, you know”. The programmers added some elements so I can control the particles better. So now we can get gravel kicking up and falling back to the ground as you traverse over a sandtrap, or grass and chunks of dirt that get kicked up when you spin the tires while offroad. All the skids have had a make over, as well as dust and various car smoke. OH, and our fire now looks like fire

I’ve also created particles for new features that HOPEFULLY can be added before we release. If not, they are there for us to implement in post-release updates.

Um, let’s see…. I also just finished adding first pass, animated team members to the pit area on one of our tracks (as a test to see if it’s worth it). These include some guys standing around talking, as well as people sitting at the telemetry stations going about their business. These aren’t really meant to directly interact with the cars–they’re just there to give the pit lane some life. For a first pass, it actually does what I intended–the pit lane doesn’t look like a barren wasteland devoid of people any more. Obviously we can’t have hundreds of crew members walking around (well, not unless no one would mind the game running at 5 FPS), but it’s FAR better than none at all…

Luc has been doing some work on a rF1 track “update” that should be included with rF2 in what we’re calling the “mod” section (more on that later). The purpose of this track is to show you how any rF1 track might look with just enough work done to it to get it running in rF2. And he’s roughing out some documentation of the procedures involved (which we will expand on post-release for you modders out there). The idea is to show you all that it will take SOME work to get an rF1 track up and running, and a bit more work to get it running with the ability to use new features, but none of this work should be too difficult.

Our Post FX work is progressing and hopefully we’ll have some early shots to show of that when we think it’s okay to do so (see, even WE have standards when it comes to WIP screens)….

And finally, Gjon and I spoke today about adding another historic track to rF2, HOPEFULLY for release. It seems reasonable to do it in the time we think we have left, but it is a track NOT to be taken lightly from an artist’s point of view. No, I won’t tell you what it is–it’s a surprise (and I don’t want to get anyone’s hopes up in case it doesn’t make initial release). If it doesn’t make it then it’ll be a great addition to our first post-release update. I will tell you that I’m very excited to be working on it though…

I’ll see what I can do about getting some quickie screen shots of the new FX or something in the next few days for Tim to put up….

Anyway, that’s about it for this update–think I’ve used up my allotment of virtual ink for this one. OH, I will add one more thing. The AI programmer has been doing a good amount of work in that area lately. The AI is not quite where we want it yet, but I can honestly say I’m having FUN racing the AI now, and I could never say that about rF1 AI. They are challenging, and a lot smarter about who is around them on track. Again, there’s still work to be done, but even at this stage the difference is night and day, so kudos to him.

And that’s it from me for now. Oh, and for those that celebrate–have a safe and happy Thanksgiving!

Gran Turismo 5 - Launch Trailer

Polyphony Digital has released a lunch trailer of their Gran Turismo 5.

Gran Turismo 5 features more than 1000 licensed cars from the world's top manufacturers and more than 20 tracks with more than 70 variations, including famous world circuits, city courses, and other environments. Featuring exciting gameplay and modes to suit newcomers, automotive enthusiasts, and seasoned fans, Gran Turismo 5 raises the bar on the franchise's depth of content and unparalleled visuals including lifelike graphics that are difficult to distinguish from a live race. Further reflecting this realism, cars will feature real-time visual damage with adaptive and accurate car deformation based on point of impact and velocity.

Additionally for the first time, Gran Turismo 5 will feature an extremely deep online and community feature set. Players can progress and acquire credits through a variety of modes like GT Career Mode, Championship Races, License Tests and more, or they can explore different tracks and circuit variations in Arcade Mode. Additionally, players can race online with up to 16 players through PlayStation Network.