NEWS – rFactor2

  • rFactor2 Road Map Février 2019

    Le road map Février 2019 pour rFactor2: (sujet original ici, en anglais)

    « C’est le moment de l’année où le soleil commence à nous saluer plus souvent pendant la journée. Les premiers grondements et grondements des rares espèces de voitures de course peuvent être entendus près des hippodromes dans toute l’Europe alors que tout le monde se réveille de ses rêves d’hiver. Tous les acteurs du sport automobile attendent avec impatience que les pistes se dessèchent, que les moteurs s’allument et que le soleil brille sur leur carrière, encouragés par les premiers résultats des tests. It´s ne s’échauffe pas seulement en Europe ou dans le cœur des passionnés de sport automobile, mais aussi dans nos studios et nos bureaux, au fur et à mesure que les nouvelles fonctionnalités et le nouveau contenu de notre bien-aimé rFactor 2 se mettent en place. L’année dernière à Simracing Expo, beaucoup de gens ont déjà dit que 2019 serait une année passionnante pour cette simulation et oui, ce sera absolument le cas ! Au cours des derniers mois, nous avons annoncé beaucoup de choses cool, mais that´s pas tout pour 2019. Nous won´t révélons tout pour l’instant ! Néanmoins, attachez vos ceintures à vos sièges alors que le mois de février touche à sa fin. Et comme la neige fond sur l’hémisphère nord, la nouvelle carte routière apparaît !

    Mises à jour GFX

    Avec la mise en place du nouveau système basé sur les droits d’obtenteur pour les carrosseries automobiles, nous portons maintenant notre attention sur les postes de pilotage. Nous profitons de cette occasion non seulement pour créer des matériaux plus esthétiques, mais aussi pour améliorer le fonctionnement des reflets et des ombres dans le cockpit. On n’en est encore qu’au début, mais les premiers prototypes bruts semblent prometteurs. Nous sommes également en train de finaliser les lignes directrices pour les moddeurs, ce qui nous prend un peu plus de temps que prévu, mais nous nous engageons à les faire sortir bientôt. En parallèle, nous avons également travaillé sur d’autres correctifs à nos voitures GT, tel que rapporté par divers membres de la communauté, et nous avons optimisé les LOD de certaines voitures afin de les rendre plus esthétiques et plus performantes à des niveaux de détail inférieurs, vous permettant d’utiliser des voitures plus visibles sur des systèmes bas de gamme tout en obtenant une belle image.

    Concurrence

    Les travaux se poursuivent comme prévu, avec à la fois l’intégration du système de concurrence dans l’assurance-chômage et le travail en arrière-plan. Nous ajoutons des classements enfichables, ce qui permettra aux compétitions de choisir parmi une grande variété de façons d’évaluer les résultats. En même temps, comme nous organisons de plus en plus de compétitions à l’interne, nous apprenons beaucoup et ajoutons des fonctionnalités pour améliorer la stabilité et la robustesse de l’ensemble du système. Le 23 mars prochain aura lieu notre première véritable épreuve d’endurance, les 12 heures de Sebring. Cette course mettra en vedette plusieurs noms bien connus de la communauté des coureurs, tels que YouTuber Jimmy Broadbent, Team Redline, Fernando Alonso Racing by Logitech G, McLaren Shadow et Williams eSports. Ces équipes et d’autres courront également aux côtés de nos qualificatifs depuis le prélude du début février. Vous avez encore une chance de courir, assurez-vous d’entrer dans notre qualification pour cette ronde ! L’une des courses les plus prestigieuses de l’année, il y aura une gamme fantastique de prix totalisant plus de 5.000 euros ! Plus de détails sont disponibles sur notre forum.

    Contenu

    Le Nürburgring est évidemment un projet de grande envergure et les premiers mois, nous n’avons pas beaucoup de progrès visibles dans de tels projets, car nous transformons toutes les données en un maillage routier détaillé et précis et nous nous dirigeons vers l’extérieur, vers les bordures, l’herbe, les barrières et le terrain avec des objets sur la voie. Nous sommes maintenant en train de modéliser les bordures et nous pouvons partager certaines des premières images filaires de certaines parties de la piste. Je suis sûr que la plupart d’entre vous reconnaîtront instantanément ces zones de la piste.

     

    Le pack Reiza est un autre élément de contenu dont nous parlons depuis un certain temps déjà. C’est très proche maintenant, c’est promis, et vous avez peut-être vu Reiza Studios annoncer qu’Imola fera partie de ce pack. Nous avons d’autres nouvelles excitantes ! Virginia International Raceway sera également inclus et pour vous mettre en appétit, nous avons inclus de très belles captures d’écran du circuit.

     

    Et pour faire bonne mesure, ajoutons quelques images supplémentaires d’IMOLA!

     

    Les voitures Tatuus et la Formule E Gen 2 sont presque prêtes à sortir. Pour ces derniers, nous mettons actuellement en œuvre un système de freinage par câble plus perfectionné qui correspond au système du véhicule réel, ce qui permet d’obtenir des températures de régénération et de freinage arrière plus précises. Nous testons également la dernière grande mise à jour de Zandvoort, où nous nous concentrons sur les optimisations ainsi que l’ajout des derniers bâtiments sur et autour de la piste. Les Néerlandais espèrent toujours que la F1 reviendra sur la piste à l’avenir, et en attendant, notre version virtuelle a l’avantage d’accueillir de nombreuses voitures de course bruyantes tous les jours !

    Voilà qui conclut la feuille de route pour le mois le plus court de l’année. Nous espérons vous voir tous sur la bonne voie bientôt !

    Traduit avec www.DeepL.com/Translator

     

  • New Material Editor

    One more step futher for STUDIO-397 and rFactor 2 with a new material editor for the « car paints » section. Here is the « how to » by Christopher Elliotts

    « Full guide can be found here:
    How to paint a car with the new material system

    From the January Roadmap
    To get the best possible results when designing your own livery, we decided to create a guide on painting your own car, to accompany the new templates and material system. We tried to make this a guide for beginners and advanced painters, covering all aspects. The first version of this guide can be found on our documentation site. Please take a look and let us know what you think, and what we can still improve! We will be adding new materials over time, so do please leave feedback. Do make sure you post your creations, we will be featuring a paint every fortnight – so get creative! « 

    An ORECA LMP2 livery pack have been updated by HIGHLANDER and available on RACEDEPARTMENT

     

  • TheOtherTeam

    TheOtherTeam has released their PAUL RICARD VERSION for rFactor2. The track is available on steam workshop. You can follow the development on the official studio397 FORUM.

    The track is a convertion from ASSETTO CORSA

  • Sandevoerde By Sergio Loro

    ENG: -Sergio loro  released his track named « Sandevoerde » in a classic version 65 & 67 .

    You can find this track by buying him a beer at

    https://www.f3classictracks.com/

    Sergio Loro is knowned for his release on ASSETTO CORSA with the MIKER FJ 60

    And many classic tracks like:

    • ANVENISTO
    • HOCKENHEIM GP Circuit
    • HOCKENHEIM Short Circuit
    • ELAINTARHARATA
    • ARDENNES (WIP)
    • SANDEVOERDE
    • EIFEL South Circuit (WIP)
    • MONACO (WIP)
  • Studio-397 Interview

    ENG: -A late publish interview of Marcell Offermans (Managing Director at Studio 397)  from the SIM RACING EXPO 2018 By PADDOCK TV

    FR; -Une interview de Marcell Offermans (Directeur Manager chez Studio-397) durant la SIM RACING EXPO qui s´est déroulé en Septembre 2018, publiée le 10 Janvier dernier .

  • rFactor2 Road Map January 2019

    ENG: -Road map January 2019 for rFactor2 published. So what´s the news for this month:

    • GT3 Challengers Pack
    • Car Paint Editor
    • Formula E Gen 2
    • Competition

    Get acces to the official ROAD MAP page at the bottom of the age or read below:

    « One month into the start of a new year saw a lot of changes at Studio 397. First of all we welcomed a handful of new colleagues, most of which with long track records in content production, to further extend the Studio’s capabilities to create content. Then, halfway through January, we could finally tell the world about the project we had been secretly working on for the last year and a half. We have licensed our physics engine and provided a helping hand to Amazon Game Studios in creating The Grand Tour Game to accompany the third season of the series that airs on Amazon Prime. Released on consoles, like the show, this is a fun game you can easily pick up with your friends. As far as we know it’s the first time a game releases in sync with a television series, adding weekly content as new episodes air and closely following the antics of the show.

    Let’s also look at some of the work in progress, just to give you an update on how things are going. Our competition system and new UI are the highest priority things our developers are working on right now. Step by step we will be expanding the competition system and testing more parts of it in public, and we’re currently integrating it into our new UI to ensure it is both easy to find and join competitions. Expect us to reveal more towards the end of the first quarter of this year.

    Then let’s look at some of the content that is in progress, starting with the Tatuus cars. Physics wise the cars are mostly done, but we are still doing some fine-tuning of the 3D models and making sure the materials are all using our new system. We will release this pack with an extensive set of real-life liveries, which also means we’re busy making sure we get approvals from all the teams involved. We don’t have a fixed release date yet, but these cars will be shipping soon. Then there’s the Reiza Pack, which is still being finalised and the cars in it are upgraded to the new material system. Nordschleife is obviously also still in the works and it looks like its release date will slip based on the first predictions we made, mostly because we got the right scan roughly two months later than expected. In the mean time we will also keep upgrading more cars to the new material system, releasing updated templates and upgrading the existing liveries. We are also working hard on adding more new PBR based shaders to the material system for tracks and other parts of our cars. Not only that, we are working on a number of features to enhance your experience.

    GT3 Challengers Pack

    Many have been racing our new GT3 cars on tracks all over the world while anxiously waiting for more liveries as well as templates and information on how to paint these cars with the new material system. For each of the new cars we’ve added a couple of liveries to brighten up the field. Some from real teams running these cars, in other cases fantasy liveries, partially because some of these cars were so new that not many teams were racing them already. Those are all included in the update, alongside the new templates.

    « At the same time, we spent a bit of extra time to make sure the new liveries worked well on-line. As the new material system really requires you to build a livery from multiple textures, we made some improvements to ensure that these textures automatically get packaged in a so called MAS file to ensure all parts get transferred to a server (and other clients) if the server has skin transfers enabled. All of this, and more, is explained in the guide we made for making your own liveries, which is the next thing we will discuss in this roadmap update. »

    Car Paint Editor

    « To get the best possible results when designing your own livery, we decided to create a guide on painting your own car, to accompany the new templates and material system. We tried to make this a guide for beginners and advanced painters, covering all aspects. The first version of this guide can be found on our documentation site. Please take a look and let us know what you think, and what we can still improve! We will be adding new materials over time, so do please leave feedback.  Do make sure you post your creations, we will be featuring a paint every fortnight – so get creative!

    Formula E Gen 2

    You might have guessed it already, but we are bringing you the new Gen 2 car from Formula E soon, with all the current team liveries and helmets. On top of that we are bringing you a new track that was adapted specifically for fast and fun racing with these new cars. The track is called Lester Formula E Edition, it’s a fantasy track that has been adapted with a few chicanes, despite that, it is still fast and flowing, great for Gen 2 action!

    Competition

    « The Prelude – 3 hours of Sebring qualifiers are going into the final stages, with almost 100 drivers lapping around the bumpy track, the top 40 will be secured for a spot in the all GT3 powered field. On February the 16th the race will be broadcast live on our YouTube, Twitch and Facebook accounts so make sure you tune in!

    Top 3 teams will get a special invite for the 12 hours of Sebring that will be hosted in March. The hotlap competition to enter the 3 hour event ends on Sunday the 3rd of February at 23:59, so buckle up and head on over to our competition page: https://rfactor2.studio-397.com/« 

    The 12 hour event will be a diverse field of invites, qualifiers (top 3 from the 3 hour race) and teams that have qualfied into the competition. We will be hosting this race with the LMP2, GTE and GT3 packs, more info about this in the next couple of weeks. Follow us on Facebook, Twitter and Discord where news will be shared as well on our forum. In other news our competition system is taking real good shape and will be used for daily races within in short period of time.

    The ESL MAPFRE competition has also kicked off with, featuring well-known names across sim racing, tomorrow round 2 begins so make sure you tune in.

    Check out round 1 at Atlanta Motorsports Park Karting highlights here!

  • Sergio Loro Sandevoerde

    ENG: -The release is scheduled for the 8th of Febrary. Sandevoerde By Sergio Loro, for rFactor2 will be release this day

    Sergio has been focused on different release for Assetto Corsa.

    • AHVENSITO
    • ARDENNES (WIP)
    • EIFEL South circuit (WIP)
    • ELAINTARHARATA
    • HOCKENHEIM GP Circuit
    • HOCKENHEIM Short circuit
    • MONACO (WIP)
    • SANDEVOERDE

    Read our article `posted in September HERE

    Now it´s time to focus on rFactor2

     

    We hope to see more classic tracks coming out for rFactor2

  • ASR Formula F2004 W.I.P

    ENG: -Some more W.I.P image, for the ASR Formula team regarding their mod F2004 for rFactor2

     

    FR: -Ecore du « work in progress » du coté de chez ASR Formula avec quelque screenshoots de l´avancé du travail pour la mise à jour de leur mod F2004 pour rFactor2

     

  • ASR Formula Jordan 191

    FR: – ASR Formula vienne de mettre à disposition leur modèle F1 JORDAN 191. Le mod est disponible sur leur site ASRFORMULA.COM ou bien depuis peu vous pouvez accéder au téléchargement via leur STEAM WORKSHOP

    ENG: -ASR Formula just released a myhtix model from the 90´s .The Jordan 191. The car is available on their website and now you can get access to it through the STEAM WORKSHOP

    From Alessandro Micali on FACEBOOK:

    « (thanks kazama85 the author of 3D Model, thanks mati.sala90 and all VRC Modding Team guys for permission to use this model).😍

    « Original Jordan Model (Assetto Corsa) Credits:
    kazama85 3d model creation
    mati.sala90 2d artwork creation, mapping, 3d update
    sam_alonso93 2d artwork creation, mapping, 3d update
    misterbeam general collaborator
    ferrari64 general collaborator
    imrimike beta tester, general collaborator
    domi physics general collaborator
    burrito general collaborator
    salamandersoldier general collaborator
    btk150 2d artwork creation
    realitychecked 2d artwork creation
    vitesse 2d artwork creation »
    « 

  • rFactor2 Planet

    FR: -Les choses bougent en ce début d´année du coté de notre favorite plate forme de sim racing rFactor2.

    On a vu sur Twitter une belle image de la Formule E au logo NISSAN, posté par rFactor2

    ASR Formula commence la mise à disposition de ces modèles F1 Classic sur le STEAM WORKSHOP

    L´équipe italienne a annoncé également il y a quelques jours qu´ils ne poursuivraient pas le développement de leur mods sur la PLATEFORME ASSETTO CORSA, mais uniquement resteraient concentré sur rFcator2

    Du coté rFactor2 toujours et de STUDIO-397 la communauté  fan du nom, attend avec impatience la disponibilité des templates pour la réalisation des plus belles livrées sur le pack CHALLENGERS, ou on retrouvera l´ASTON MARTIN VANTAGE 2019, l´AUDI R8 GT3, la BMW M6 GT3, la McLaren 720S GT3 et enfin la PORSCHE 911 R.

  • InterClassics Maastricht 2019

    FR: -De 14h00 à 16h00 aujourd’hui, trois courtes courses d’exposition auront lieu pendant la foire InterClassics à Maastricht. Pas moins de douze simulateurs de mouvement sont prêts, dont deux à la foire et dix à Adrenaline Xperience. Dix participants affronteront Bono Huis, cinq fois champion de Formule SimRacing, et Xavier Maassen, pilote professionnel, champion Porsche GT3 Cup Challenge Benelux 2017 !

    ENG: -From 14:00 to 16:00 today, three short exhibition races will take place during the InterClassics fair in Maastricht. No less than twelve motion simulators are ready, including two at the fair and ten at Adrenaline Xperience. Ten participants will face Bono Huis, five-time Formula SimRacing champion, and Xavier Maassen, professional driver, Porsche GT3 Cup Challenge Benelux 2017 champion!

  • Aston Martin released !

    FR: -Studio 397 vient de sortir l’ ASTON MARTIN VANTAGE GT3 2019 qui vous attend sur le site. Si vous avez raté son annonce officielle sur TWITTER, courez acheter le CHALLENGER PACK sur STEAM ! !

    ENG: -Studio 397 has just released the waiting ASTON MARTIN VANTAGE GT3 2019.So don´t wait for it any more if you have missed their official news on TWITTER, and run to buy the CHALLENGER PACK !!

     

  • RF2 Last News from FACEBOOK

    FR: -Petite info de dernière minute, posté sur la page officielle FACEBOOK rFactor2. Je cite: « Our latest DLC pack #rFchallengers features the PBR update that we will also bring to other content in early 2019. We will also supply our community with more liveries for each of the 5 cars of said pack in January. »

    « Notre dernier pack DLC #rFchallengers présente la mise à jour PBR que nous apporterons également à d’autres contenus début 2019. Nous fournirons également à notre communauté plus de livrées pour chacune des 5 voitures de la meute en janvier. »

    PRB: »Shaders/materials, la mise à jour que nous avons apportée aux voitures du nouveau pack (et plus tard aux autres et pistes) pour que tout ait l’air plus appétissant »


    ENG: -Seen on RF2 FACEBOOK page, announcing the PRB update coming along early 2019.

    « Our latest DLC pack #rFchallengers features the PBR update that we will also bring to other content in early 2019. We will also supply our community with more liveries for each of the 5 cars of said pack in January. »

    PRB: « Shaders/materials, the update we brought to the cars of the new pack (and later to others and tracks) to let everything look more yummy »

  • 1991 Group C v1.0 Released

    FR: -MAK-Corp vient d´annoncer sur le forum STUDIO-397 la sortie de la version 1.0 de son mod GROUP-C. Dispo sur le STEAMWORK. On retrouve la MAZDA 787B, la PORSCHE 962C et la légendaire MERCEDES C9

    ENG: -MAK-Corp post on the forum STUDIO-397 the release of the version 1.0 of its GROUP-C mod. Available on the STEAMWORK. We find the MAZDA 787B, the PORSCHE 962C and the legendary MERCEDES C9

    From the official post on the forum:

    « Changelog
    MAK-Corp Group C Mod v1.0
    ————————-
    – DX9 car now retired by new version.
    – All cars fully rebuilt, reworked and running to DX11 standard.
    – All physics brought up to current standard and optimisations as well, more detail below for the guys.
    – Motec display redone for the Mazda 787B to real car layout and new low fuel warning, thanks Damian.
    – Oil Temp added in to the secondary display area in the Porsche cockpit.
    – All materials have been fixed and adjusted and mesh quality increased in places to enhance the experience.
    – All little things like external cameras clipping for example, looked into and corrected.
    – We are optimised for night racing as well, but bear in mind that environment at night is not complete there yet .
    – Complete re-balance on all items visually.
    – A lot of real life balancing visually on all cars.
    – New corrected tyre sidewall for the Sauber, before was unbelievably, inverted.
    – Mazda now correctly has centre of origin for spinner and external cameras.
    – More Sauber Cars added to balance car skin ratios better, thanks Alavaro.
    – All custom skins improved for DX11 build – thanks to all the skin guys Damian, Daniel and Arturo.
    – Only functionality missing is fully working wiper functionality currently, but rain support is included already.

    ——-
    Physics
    ——-
    Mazda 787B
    ———-
    – Engines now have three mixture positions.
    – New Ultrachassis added with revised suspensions geometries/chassis flex.
    – New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks.
    – Reworked diffuser and relocated.
    – Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet.
    – Front and rear downforce from the bodywork revised.
    – Clutch torque revised for shifter and pad options.
    – Added engine power detail on garage.
    – Damage revised.

    Porsche 962
    ———–
    – WSC engine have a new turbo flow.
    – Rear Goodyear tyres now uses 18 inch rims instead 19 inches.
    – New Ultrachassis added with revised suspensions geometries/chassis flex.
    – New CPM tyres with the latest options. Compounds have different grip and warming levels to match the different tracks.
    – Reworked diffuser and relocated.
    – Revised AI to match real driver behaviour as much as possible (variable from track to track) and improved performance in wet.
    – Front and rear downforce from the bodywork revised.
    – Clutch torque revised for shifter and pad options.
    – Added engine power detail on garage.
    – Damage revised.

    Sauber C11
    ———-
    – Improved performance (less drag, more grip, etc).
    – Updated engine brake torque, throttle maps, mixtures and softened turbo pressure build up.
    – Reduced drag caused by rake.
    – Added undertray points and improved collision detection and aerodynamics while flipping in the air.
    – Updated tire construction materials and resolution (more flexible and detailed).
    – Improved all tires thermodynamics, wear and grip for wet weather.
    – Reduced rubbered path effect on tire grip.
    – Reduced grass, dirt, and other terrain types effects on tire temperature.
    ——
    Sounds
    ——
    – Mazda 787B: Improved low rpm power range and high rpm coast sample.
    – Porsche 962C: Added high rpm variants for exterior engine.
    – Sauber C11: Increased turbo intensity.
    – All cars updated to cockpit damping feature.

    Credits

    – Mod Production Manager: Petros Mak
    – Mazda 787B 3D Vehicle by: Ionut Nicolaescu
    – Mazda 787B 3D Vehicle Updates by: Dmitriy Barishev
    – Porsche 962C 3D Vehicle by: Dmitriy Barishev
    – UV Mapping Mazda 787B by: 1st set by: Bernd Boehm. Re-Mapped by: Lukasz Kacprzykowski
    – UV Mapping Porsche 962C by: Juandi Sanchez
    – 2D Textures by: Doug Parker, Nigel Phelan
    – New Skins from v0.95 by: Arturo Pereira, Damian Baldi, Daniel Gomez
    – In-Game Specialist: Liquid4653
    – rFactor 2 Physics 787B, 962C by: Damian Baldi
    – rFactor 2 Physics C11 by: Alvaro Perez
    – Sounds by: Alvaro Perez

  • STUDIO397 Interclassics Promo Video

    More infos at : INTERCLASSICSMAASTRICHT

     

  • HeliCorsa On rF2

    The well knowed  HELICORSA plugin for ASSETTO CORSA is now available for all SIMRACING GAMES on RACEDEPARTMENT

  • McLaren Shadow Project: Explained

    All you need to know about our new esports programme

    Welcome to the McLaren Shadow Project, our newly-launched pioneering esports programme. Bigger than ever before, McLaren Shadow is our search for the brightest and the best racing talent in esports.

    What is McLaren Shadow Project?

    Shadow Project is the next phase in McLaren’s esports strategy, following the success of its World’s Fastest Gamer competition last year, won by Rudy van Buren.

    The scope and scale of the competition

    As before, our program is a champion of champions approach. You can enter McLaren Shadow project via a variety of gaming formats including PC, Xbox One, and mobile (iOS and Android). This is via the best racing games on the planet, including Forza Motorsport, Real Racing 3, iRacing and rFactor 2.

    The introduction of these new platforms and games opens up the competition to all racing gamers (not just sim racers). The competition is structured to bring the most diverse pool of racers into the semi-finals, allowing us to identify raw talent from anywhere in the world on any platform.

    The prize

    The winner of the McLaren Shadow Project championship will get a seat in our new F1 esports team and join our esports development programme, to hone their skills and work with the McLaren F1 team.

    They will also win a truly unique motorsport experience, including attendance to F1 races, exclusive behind the scenes access to McLaren and a host of physical prizes such as gaming and race kit.

    The name change

    World’s Fastest Gamer was the name of our esports programme in year one (in partnership with Ideas+Cars). Shadow Project is a brand new programme for Season 2 entirely owned by McLaren. Our new esports programme will shadow our real-world racing equivalent.

    Our 2018 programme

    This year’s competition will be the most open and inclusive esports competition on the planet. The online heats are open worldwide to all racing gamers over the age of 18+ and we are running on-the-ground events in China, Latin America and the Middle East with our partners. The broad range of games and platforms mean this competition is open to anyone, whether they game on mobile, console, PC or VR. All you need is a passion for racing and, of course, skill.

    Unlike any other sport or gaming genre, the transference of skills between virtual and real racing are both direct and profound. Our programme in 2018 will shadow the on-track activity in that our winner will win a seat in our new esports team that will go on to race against the best race teams around the world online, which will shadow our on-track efforts.

    How to enter

    As before, our program is a champion of champions approach. You can enter McLaren Shadow Project via a variety of gaming formats including PC, Xbox One and mobile (iOS and Android). This is via the best racing games on the planet, including Real Racing 3, Forza Motorsport 7, iRacing and Rfactor 2.

    Qualifiers start in August and run through to the end of October.

    August: iRacing, Real Racing 3
    September: iRacing, rFactor2, Real Racing 3
    October: iRacing, rFactor2, Forza, Real Racing 3
    November: Semi-finals/Amateur finals
    January: 2019 Finals

    More details on these qualifiers will be released in the coming weeks, including race format, scoring mechanic, which McLaren car you’ll be driving and which track you’ll be competing on. Keep your eyes glued to mclaren.com/esports for all the information.

    The winners of those qualifiers on mobile and home console will make it through to our live semi-final at the McLaren Technology Centre in November.

    The winners of the semi-finals will come back to McLaren in January to compete against the best sim-racers to win the ultimate prize in racing esports.

    Sign up here to find out more about our esports programme and to be notified when our qualifiers are open for entry.

    McLaren Shadow Project Partners

    We are delighted that last year’s partners Logitech G and Sparco are with us again this year. We also have new partners HTC Vive and Alienware.

    Virtual racing vs real world racing, what’s the deal?

    With every new game or upgrade, console games and PC platforms become more realistic. Gamers must be able to engineer their cars to compete at the highest levels online. Which means they have great driving skills and are learning about car set-up, use of data and engineering – something that is very much the basis of a successful simulator driver.

    The new generation of drivers coming through have driven more virtual laps than real ones. Lando Norris races for an online team and spends a huge amount of time in various simulators, including those at McLaren. F1 drivers enjoy gaming too.

    We are very excited to be part of the F1 esports competition. The winner of McLaren Shadow Project will be part of our esports team and race for McLaren in this competition in 2019.

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