Released Nürburgring (2018) is now available!

Discussion in 'News & Notifications' started by Christopher Elliott, Sep 26, 2019.

  1. bwana

    bwana Registered

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    not sure if its just NOS, but lm getting no damage at all now. invulnerability off as usual. multiplier at zero . getting flats spots and tire deg but can slam walls and no damage ??
     
  2. davehenrie

    davehenrie Registered

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    lol You can have some of my Damage, I have plenty to spare. (Nords without any GP)
     
  3. Comante

    Comante Registered

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    Multiply by 0 get you zero , is like invulnerability
     
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  4. Comante

    Comante Registered

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    The road surface of the track is amazing. Incredibly alive, there is not a single boring part , keep you engaged for the whole lap.
     
  5. bwana

    bwana Registered

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    Ok ,can’t remember ever changing that , what’s default ? Multiplying by 100% couldn’t be right ?.
     
  6. DrivingFast

    DrivingFast Registered

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    100% is realistic damage for AI + you if you deactivate invulnerability.
     
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  7. tuki

    tuki Registered

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    l'm sorry. Finally l can't understand what "dictionary file"is.
    Almost Japanese using Windows 10 use character codes called"shift_JIS".
    lt can't indicate umlaut like "Ü".
    Thank you.
     
  8. xerofer

    xerofer Registered

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    Just fyi: I have my settings on english, but the online browser can’t display the ü in Nürburgring. It’s displayed by a square.
    Can you try to fix this please?
     
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  9. GeraArg

    GeraArg Registered

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    With the McLaren M23, March and BT44 I have this problem with the mirrors in this beauty of track
     

    Attached Files:

  10. xerofer

    xerofer Registered

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    What’s your PP value set and what rF2 version your on?

    Looks like the contend is not up to recent build.
     
  11. GeraArg

    GeraArg Registered

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    Where I find that in Steam?
     
  12. davehenrie

    davehenrie Registered

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  13. lbird

    lbird Registered

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    Just found the time to drive a couple of laps on this Nordschleife: Kudos to s397, you guys nailed it! Especially the elevation changes are perfectly captured and demanding like in real life.... Worth every penny, simracing heaven.
    My favourite ringtool so far: Dazzers Datsun 510 is loads of fun here, at first it seems a little underpowered, but like all vintage cars and especially tintops the fun is to squeeze it out like a lemon on this track. Thanks to everyone involved in making this and lets not forget the guys who worked hard to get us the former unofficial Nordschleife: You paved the way, and now we have a perfect one...
     
    Last edited: Sep 29, 2019
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  14. juanchioooo

    juanchioooo Registered

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    @GeraArg last compilation, also in betas "leave all the betas"

    propiedades.jpg
     
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  15. Balazs Magyar

    Balazs Magyar Registered

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    This track kicks ass! Especially with my buttkicker :) No, really! It's incredibly immersive with that level of road detail.
     
  16. GeraArg

    GeraArg Registered

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    Attached Files:

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  17. juanchioooo

    juanchioooo Registered

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    so you are updated:);)
     
  18. UGM 133A

    UGM 133A Registered

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    I'm having an issue with the shadow draw distance. I'm using max graphical settings. When I'm watching a replay, the shadow draw distance seems very far, but when I'm in a cockpit or onboard view, the draw distance is very close on the grass and guardrails, to the point where you easily see it drawing right in front of you. It seems to be fine on the road surface, but everything else doesn't render at a reasonable distance. Attached are pictures of what I mean:

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  19. davehenrie

    davehenrie Registered

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    It is a problem at many tracks. Most noticeable as a black streak behind armco. You can watch it fill in in front of you. And then, if you are looking closely, you can see the line across the track as the shadow stays in front of you.
     
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  20. UGM 133A

    UGM 133A Registered

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    Exactly! I don't get how it can be fine on the TV camera views, but not in the onboards. I could understand if it was done for performance reasons, but if it works in one view, yet not in another, then that just sounds like a bug.
     

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