gtsurgeons.com

Gaming Headquarters => Simulacije voznje => : sagitarius October 14, 2011, 12:46:18

: (PC) rFactor 2
: sagitarius October 14, 2011, 12:46:18
Danas je napokon pokazan prvi rFactor 2 Trailer.

http://youtu.be/_1i9DNScRTI


Kroz iduce dane cu napuniti temu, ovo se napokon pocelo ozbiljno zagrijavati.
: Re: (PC) rFactor 2
: nrgpower October 23, 2011, 16:00:20
kad bi ovo tribalo izac?
inace nikad nisan kuzia rfactor i sve te modove kako to sve funkcionira. vidia bi na yt neke lude modove pa bi se zainteresira i otisa na rfactor stranicu pa bi vidia da se moze kupit jos oni stari rfactor od prije 5 godina.
svidja mi se trailer, nebi bilo lose spojit laptop na lcd i zaigrat
: Re: (PC) rFactor 2
: Mr.Steady October 29, 2011, 03:12:53
ja sam isto si skinuo stari drndo malo po tome pa kad poceo skidat sa centrala modove mozes skinut neznam tipa par po danu i to reko zajebi neda mi se.

i ako ce imat stetu ko gt5 jaaaaao da cujem prituzbe.
inace ok izgleda, samo da ne bude puno potrebe za modanjem.
: Re: (PC) rFactor 2
: Ikral October 29, 2011, 07:24:18
Tko god ima imalo solidan komp, trebao bi zaigrati prvi rFactor. Jest da nije pristupacan kao GT, ali odlican vozni model i more raznih user created dodataka cine ga obaveznom lektirom svih ljubitelja simulacija. Lada Riva ili Wartburg cvajo na Nurbu ili Spa, to treba probati! Da ne spominjem razne F1 modove iz svih razdoblja, kao i sve druge trkace serije koje mozete zamisliti. rFactor je stvarno vrijedan paznje, a kakav ce biti nastavak mogu samo zamisliti. Da imam mogucnosti, uzeo bih jedan "high end" PC radi takvih stvari.
: Re: (PC) rFactor 2
: ZG2016RS October 29, 2011, 11:21:05
Tko god ima imalo solidan komp, trebao bi zaigrati prvi rFactor. Jest da nije pristupacan kao GT, ali odlican vozni model i more raznih user created dodataka cine ga obaveznom lektirom svih ljubitelja simulacija. Lada Riva ili Wartburg cvajo na Nurbu ili Spa, to treba probati! Da ne spominjem razne F1 modove iz svih razdoblja, kao i sve druge trkace serije koje mozete zamisliti. rFactor je stvarno vrijedan paznje, a kakav ce biti nastavak mogu samo zamisliti. Da imam mogucnosti, uzeo bih jedan "high end" PC radi takvih stvari.
Ja sam evo uzeo neki dan novi komp. gamerska edicija pa sad jedva čekam rfactor2, igrao sam jedninicu dosta davno a i neznam od kuda bi ju skinuo!!
: Re: (PC) rFactor 2
: Rockatansky November 01, 2011, 19:32:41
Lada Riva ili Wartburg cvajo na Nurbu ili Spa, to treba probati! Da ne spominjem razne F1 modove iz svih razdoblja, kao i sve druge trkace serije koje mozete zamisliti.

Nije Riva:P
Btw trkaći Yugo na Grobniku je tek prava šema ;)
: Re: (PC) rFactor 2
: Jadran73 November 01, 2011, 20:07:22
..... igrao sam jedninicu dosta davno a i neznam od kuda bi ju skinuo!!


Imas ovdje sve:
http://www.akknk.org.mk/vacademy/2011/fico/downloads.html

 ;D
: Re: (PC) rFactor 2
: ZG2016RS November 01, 2011, 20:25:38
..... igrao sam jedninicu dosta davno a i neznam od kuda bi ju skinuo!!


Imas ovdje sve:
[url]http://www.akknk.org.mk/vacademy/2011/fico/downloads.html[/url]

 ;D


Zakon skida se!!
: Re: (PC) rFactor 2
: Ikral November 01, 2011, 20:45:52
ENDŽOJ!!!  ;D
: Re: (PC) rFactor 2
: GTS_Klocna November 01, 2011, 21:07:02
..... igrao sam jedninicu dosta davno a i neznam od kuda bi ju skinuo!!


Imas ovdje sve:
[url]http://www.akknk.org.mk/vacademy/2011/fico/downloads.html[/url]

 ;D


Zakon skida se!!


Super izgleda , to bi trebalo probati. JAvi kak je za vozit!
: Re: (PC) rFactor 2
: ZG2016RS November 02, 2011, 02:05:41
2Jadran73: Imam G27 sve radi, skuzio kako kontrole narihtati ali ne kuzim zašto mi da da prebacim na H shifter kroz sve brzine bez da stisnem kvačilo tj. on će prebaciti bez obzira stisnuo ja kvačilo ili ne!??????
: Re: (PC) rFactor 2
: Jadran73 November 02, 2011, 02:57:06
Jel ti mozda automatsko kvacilo upaljeno?
: Re: (PC) rFactor 2
: ZG2016RS November 02, 2011, 03:24:13
Jel ti mozda automatsko kvacilo upaljeno?
Off je sve na toj strani. I kako da stavim aute? Skinuo sam 3 auta ali neznam kako i kamo unzipati? Prebacio sam Megana ali sam izgleda pobrisao sve ostale!! Pomozi!!
: Re: (PC) rFactor 2
: maliDjuro November 02, 2011, 08:31:45
Auti u GameData\Vehicles
Staze u GameData\Locations
: Re: (PC) rFactor 2
: Dzidza1978 November 02, 2011, 09:40:58
Jel ti mozda automatsko kvacilo upaljeno?
Off je sve na toj strani. I kako da stavim aute? Skinuo sam 3 auta ali neznam kako i kamo unzipati? Prebacio sam Megana ali sam izgleda pobrisao sve ostale!! Pomozi!!

To ti je problem s rFactorom, a ne volanom, to i meni radi od kad je igra izašla.
: Re: (PC) rFactor 2
: ZG2016RS November 02, 2011, 09:55:55
Jel ti mozda automatsko kvacilo upaljeno?
Off je sve na toj strani. I kako da stavim aute? Skinuo sam 3 auta ali neznam kako i kamo unzipati? Prebacio sam Megana ali sam izgleda pobrisao sve ostale!! Pomozi!!

To ti je problem s rFactorom, a ne volanom, to i meni radi od kad je igra izašla.

Znači nema pomoći? Kako to radi u LFSu??

I šta sa onim file-ovima koji su popratno kad se extracta?
: Re: (PC) rFactor 2
: Dzidza1978 November 02, 2011, 11:09:32
Jel ti mozda automatsko kvacilo upaljeno?
Off je sve na toj strani. I kako da stavim aute? Skinuo sam 3 auta ali neznam kako i kamo unzipati? Prebacio sam Megana ali sam izgleda pobrisao sve ostale!! Pomozi!!

To ti je problem s rFactorom, a ne volanom, to i meni radi od kad je igra izašla.


Znači nema pomoći? Kako to radi u LFSu??

I šta sa onim file-ovima koji su popratno kad se extracta?

Nema pomoći, Za LFS se ne sjećam. Za popratne faile neznam, odavna sam prestao s tim. Mislim da na rfactor centrali imaš nekakav manager za instaliravanje modova, pa on sve odradi umjesto tebe
: Re: (PC) rFactor 2
: Jadran73 November 02, 2011, 12:03:50
Na ovom linku imas sve!!!
http://www.bockbierbude.de/

treba se registrirat da bi mogao skidat modove aute...

"Automatic Download Script
Mittwoch, 24 Oktober 2007

We implemented the automatic updater. No more looking for files, no manual extracting, just one klick to have all the stuff installed correctly.

 Files and installing instructions here

preconditions (for script and online-racing):
DVD-users: update 1255-F-SD
DL&Buy-users: update 1250 AND
                       update 1255-F installed"

http://www.bockbierbude.de/component/option,com_remository/func,fileinfo/id,840/lang,en/

"
The Autoupdater controls the whole update process of the Bockbierbude. Please READ the installation instructions:

Preparation:

     Download Bierbuden Autoupdater and run the installation.
    step by step
    Doubleclick the script file bockbierbude_en.pyw. This will start the setup-wizard which asks for following informations:

        username and password (=registration on Bude)
        folder of game-installation (rFactor) for the Bockbierbude.
        "Archive-Folder" for downloaded .zip files (as mentioned on 3.)

Now the Autoupdate scans the given installation for installed cars and tracks. This process may take a few minutes depending on performance of your machine. The amount of files to be downloaded respectively files found local in "Archive" folder is listed at the end of the progress. Download AND AUTOMATIC UNPACKING will follow on confirmation. Go on track!
Please note: complete download may be time consuming according to internet connection - avoid other bandwith consuming tasks while downloading.

For future updates you'll only need to use the toolbar button "Update ".

If asked for the actual Download Ticket, you'll find the code on website (bottom-left) - but don't forget to login first.

Important: all downloaded files are stored in the "Archive" folder and should be left there. On completely re-installing the game these files needn't to be downloaded again but will be extracted automatically. So a complete install won't take longer than a few minutes! Amazing!

On the Script-Interface there are some menus available. For example "Command - Reinstallation" does a complete research for variations on the local installation. On eventual troubles try this option first to scan your drive again. In "Tweaks" you'll find some usual settings changeable directly in .PLR-file(player profile file). "Clean up" will delete redundant files from local archive-folder for saving diskspace.

Peer-To-Peer Download:
New users can download files from our Bierbuden peer-to-peer network only. The Autoupdater uses the TCP ports 8435 to 8439 (can be changed). These ports have to be forwared by your router to the corresponding computer. This setting can be found in the router menu as "Port Forwarding". Consult your router manual if you do not know how to do this - or ask Google. If the port forwarding is not configured a red (!) will appear and the the download speed becomes limited to 100kByte/s.

FTP Download:
Drivers of the Bierbude who have made a donation can request a direct, time limited access to our file server. This access does not need any router configurations and files are immediatley ready for download which is not guaranteed by peer-to-peer transfers.

Firewall:
Please set up your firewall right. 99% of all connection problems are caused by the firewall.

x64:
The program is compatible with 64-Bit Windows systems.
                                                                                    "

Nadam se da ce ti ovo gore pomoc  ;)
: Re: (PC) rFactor 2
: Sinisa November 02, 2011, 13:17:20
Da li se može na ovakvim serverima igrati sa "sigurnosnim kopijama" ?

: Re: (PC) rFactor 2
: Jadran73 November 02, 2011, 14:55:07
MOZE  ;D  barem ja do sad kad sam igrao nije bilo problema  ;)
: Re: (PC) rFactor 2
: Sinisa November 12, 2011, 02:17:41
Večeras vozio BMW 2002 tii na Kyalamiu
Odlična staza, mogla bi u DLC
: Re: (PC) rFactor 2
: Jadran73 November 12, 2011, 11:08:51
rFactor2 izlazi sljedece godine  ::)

Izvor Racedepartment:
http://www.racedepartment.com/content/1762-rfactor-2-your-questions-answered.html

The gaming scene isn’t what it used to be. Simulation gaming is now an endangered species. Call of Duty comes out every year. And graphics stay the same for 7 years, as developers aim to push out titles on the consoles in conjunction with the PC. As reality check comes closer, we jumped at the news of a new rFactor title coming exclusively to the PC.

rFactor 2 will come out next year and what we’ve seen so far is definitely on our starred list. Tim Wheatley, marketing relations for ISI, is happy to answer some questions from the community. Yes, that means you!

To ask a question to the rfactor team, simply leave a comment or ask your question in our dedicated thread. We’ll pit the most frequent and interesting questions to Tim Wheatley somewhere next week.


: Re: (PC) rFactor 2
: sagitarius November 12, 2011, 14:46:31
Dobra vijest, to mozda samo znaci da postoji ogromna sansa da ga docekamo i za novu generaciju konzola.

SlightlyMad je vec sluzbeno objavio kako CARS dolazi na konzole, ali uopce nema dvojbe da se radi o next-genu.

Sto se tice PC simulacija, covjek je u pravu kad ih naziva "endangered species" jer one to doista i jesu, ali iz posve drugih razloga. I ne samo az PC, vec i za konzole. Koliko pratim, sve je vise projekata open-MMO racinga u koje neki ljudi trpaju masu novaca, dva trenutno u zavrsetku su onaj sumanuti Simraceway i malo drugaciji Autocar Revolution, a sve je izvjesnije kako je i Simbin odustao od GTR3 i sve usmjerio na razvoj svog free-MMOR servisa RaceRoom.

Bit ce zanimljiva iduca godina kad se sve to poslozi, jedino sto mene osobno brine - ondosno ne sad bas "brine", vec vise fenomenloski zanima - je koliko njih ce uopce opstati. Novac koji svi oni satiru u to je ogroman, a nisam siguran koliko ce im se to isplatiti na kraju. Sve to ce imati neku svoju "subscription" varijantu, ali onaj broj koji meni stalno stoji pre docima je kako jedan iRacing ima tek oko 20.000 pretplatnika, uz stalno i konstantno blago opadanje.

Bas zbog toga se nadam da ce nova generacija konzola sa svojom snagom i mogucnostima napokon dostici PC i omoguciti svima njima da te svoje proizvode portaju na konzoe i na taj nacin zagrabe duboko u milijunsku vojsku korisnika konzola. Ako nastave sve to samo drljati za PC, seta truda i vremena, jer to je sve ples na rubu isplativosti.
: Re: (PC) rFactor 2
: Jadran73 November 12, 2011, 14:56:05
a sve je izvjesnije kako je i Simbin odustao od GTR3 i sve usmjerio na razvoj svog free-MMOR servisa RaceRoom.
Evo ti odgovor na ovo:

"Re: Digital GTR2 release date
« Reply #3 on: May 10, 2011, 08:42:33 PM »

...As for the digital release of GTR2.  I can say at this time is that it has been delayed.At the moment we have two development teams working on two projects. One is handling the last expansions and updates to the RACE 07 series,  and the second is working hard on the new title which has not yet been officially announced. "

Sto se rFactor-a tice ono next year moze bit i za koji mjesec  ;D ipak je sredina 11 mjeseca pa .....
: Re: (PC) rFactor 2
: GTS_Klocna November 25, 2011, 13:39:43
Odličan je ova stranica http://www.bockbierbude.de!

Pitanje za Jadrana:

ne mogu nikako izabrati pogled iz kokpita a da nema volana kao u GTR EVO-u.

A na onom linku što je stavio Renorino od kornetillaa on vozi kolko sam skužio rfactor i nema volana.

Kak se to da poštelat?

E da, ne prepoznaje mi ni kuplung, ni u igri a ni u control panelu. Piše g25, ali nema ponuđeno kuplung.
: Re: (PC) rFactor 2
: Jadran73 November 25, 2011, 17:59:10
Pozz
Evo ti upute za volan  ;)

(http://i47.servimg.com/u/f47/16/17/86/37/rfacto13.jpg) (http://www.servimg.com/image_preview.php?i=286&u=16178637)


Evo ti za kvacilo  ;)

(http://i47.servimg.com/u/f47/16/17/86/37/rfacto14.jpg) (http://www.servimg.com/image_preview.php?i=287&u=16178637)

kad sve to napravis nemoj zaboravit SNIMIT   ;D
: Re: (PC) rFactor 2
: sagitarius December 11, 2011, 00:45:41
http://youtu.be/V8rXhSZK7z8

Sto reci uopce.

+ rFactor 2 – Beta content revealed

The upcoming beta will give users the chance to sample three different cars and six tracks, including both historic and modern content > somewhere around Christmas

Historic
- 1966 Brabham BT20
- Spa, Monaco, and one mystery track

Modern
- Renault Megane
- Formula Renault 3.5
- Malaysia, Portugal, and Mills

(http://www.racedepartment.com/wp-content/uploads/rf2_003-600x61.png)

Za podsjetnik:

To participate, a full purchase of rFactor 2 is necessary, in return open-beta users will be given 18 months of online account access instead of the 12.
: Re: (PC) rFactor 2
: Tomivav December 11, 2011, 13:05:54
"Nemam riječi više."
: Re: (PC) rFactor 2
: STINGer December 11, 2011, 13:07:43
Mrak ;D  Još samo fali da možeš odletit u more ;D
: Re: (PC) rFactor 2
: Mr.Steady December 11, 2011, 16:06:14
drk drk ako ne dođe još puno content update i staza+još pokoji auto rfactor here i come.
: Re: (PC) rFactor 2
: GTS_Klocna December 22, 2011, 10:36:21
Malo bacite oko na članak, ovo će biti čudo.

Ak ne bude trebalo neka zvijer od kompa tj. ak budem to mogao vrtit kupujem obavezno.

http://www.racedepartment.com/2011/12/qa-rfactor-2-talking-simulation-open-beta-and-release/
: Re: (PC) rFactor 2
: biker4lifeCRO December 22, 2011, 16:27:29
Vrloooo zanimljivo! :o ;)
: Re: (PC) rFactor 2
: toni_cro December 22, 2011, 17:52:48
jebenica ;)

ne vjerujem da ću kupiti, ali čini mi se super
pogotovo dio sa rikavanjem motora, mjenjača, kočnica i sl
jako bi volio kad bi bar dio toga implementirali u gt
: Re: (PC) rFactor 2
: GTS_Klocna December 28, 2011, 14:05:39
Pitanje za Jadrana:

Kad se skinu one datoteke sa torrenta, kaj onda? čeka se .exe file? Mora se prije platiti?
: Re: (PC) rFactor 2
: Jadran73 December 28, 2011, 17:13:03
Pozz
.exe file bi trebao izac za koji dan,barem tako na stranicama ISI-a pise  ;)
Vrijedi pricekat pa probat  ;D
: Re: (PC) rFactor 2
: GTS_Klocna December 29, 2011, 11:03:04
Evo mene sa još pitanja.

U Rfactoru prilikom vožnje F1 ili recimo nekog jačeg trkaćeg auta na volanu imam osjećaj kao da je klackalica( isključeni steering asisti u postavkama automobila, a i u settings), tj. moraš ga pridržavati da uopće stoji ravno.

Kao da su gume jako nakošene, neznam kak bi to drugačije objasnio.

Jel to normalno za tu igru ili mi neš ne štima u postavkama? Mislim da imam nekakav realfeel plugin ili neš tak.

Hvala.
: Re: (PC) rFactor 2
: Mr.Steady December 29, 2011, 20:48:50
kolko ja znam svaki kotac inace za stvarno ima svoj cmaber i toe tako da ide u koso, npr onaj punto cup što sam ga vozio na grobinku isto je ukoso malo volan vjerojatno zbog toga jer svaki kotač je za sebe..
: Re: (PC) rFactor 2
: Jadran73 December 30, 2011, 01:42:06
Da,to se i meni dogadja na jacim autima,kod fice nema tih problema  ;D
: Re: (PC) rFactor 2
: GTS_Klocna December 30, 2011, 08:54:39
Da,to se i meni dogadja na jacim autima,kod fice nema tih problema  ;D

Kad odabereš auto imaš opcije za izabrati kakav želiš ffb po information ili tak nešto, pa pogledaj i kod fićeka. Isto tak imaš izabrati kakvo staklo želiš na prednjoj šajbi ( zamazano ili prozirno).

Vjerojatno to sve znaš al eto za svaki slučaj.
: Re: (PC) rFactor 2
: sagitarius January 09, 2012, 23:39:03
Novi video - 3 kruga Monte Carla 1968. (http://www.youtube.com/watch?v=IvD_6-LZrFs)

Ogroman preview na SimHq (http://www.simhq.com/_motorsports6/motorsports_200a.html) svih detalja igre

(http://i.minus.com/ibsvg6O1gyUH8l.jpg)
: Re: (PC) rFactor 2
: Jadran73 January 10, 2012, 02:16:44
Mislim da je ovo sljedeca investicija   ;D
: Re: (PC) rFactor 2
: GTS_Klocna January 10, 2012, 08:49:48
Mislim da je ovo sljedeca investicija   ;D
+1
: Re: (PC) rFactor 2
: Jadran73 January 10, 2012, 23:42:05
BETA is OUT  ;D

http://isiforums.net/f/showthread.php/1396-Downloads (http://isiforums.net/f/showthread.php/1396-Downloads)

evo jos jedan link:
http://www.maximum-attack.com/rFactor2_Build49_Setup.ex (http://www.maximum-attack.com/rFactor2_Build49_Setup.exe)
: Re: (PC) rFactor 2
: CrnojevicSinisa January 11, 2012, 23:17:21
sorry, ali može li se beta igrati free ili ?
: Re: (PC) rFactor 2
: Jadran73 January 12, 2012, 02:32:25
NE,treba je ili kupit (lifetime membership at $85)  ili uplatit za 12 mjeseci ($45 with 12 months + 6 months beta)   ;D
: Re: (PC) rFactor 2
: Jadran73 January 28, 2012, 14:06:06
Evo jedan dobar screenshot  ;D

(http://i.minus.com/ibkcZQKT9uGaWC.jpg)
: Re: (PC) rFactor 2
: Tomivav January 28, 2012, 14:18:29
;D ;D zakon
: Re: (PC) rFactor 2
: biker4lifeCRO January 28, 2012, 20:37:30
odlično! :D
: Re: (PC) rFactor 2
: Jadran73 May 25, 2012, 12:06:54
Evo malo novosti:



Build 85 Discussion Mk II

    READ THIS:
    You must update all the ISI mods to their latest version for this build to function. The ISI mods will also not work correctly in the old build. EVERYTHING needs to be up-to-date.

    UPDATE 4 Changelog (MAY 18, 2012):
    ======================================


    GRAPHICS:
    ---------------------------
    Improved lighting math
    Improved HDR rearviews
    Fixed mirrors too dark when using HDR
    Improved post-processing in multi-view mode
    Fixed side-channel clearing in multi-view mode.
    Fixed HDR in multi-view mode
    Viewport fix for multi-view
    Improved dynamic road
    Changing shadow detail level now causes a shader re-compile
    Changed base turbidity to 1.8 to brighten sky a bit.
    Reduced minimum vertical FOV from 20 to 10 degrees.
    improved graphical steering pivot for non-player vehicles
    Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
    Fixed broken HDR lum histogram
    attempt to fix body parts disappearing in multiplayer


    GAMEPLAY:
    ----------------------------
    Added support for gear ratio sets.
    Added ability to have gear-specific ratios.
    Added DRS rules.
    Added some GDB-configurable atmospheric conditions.
    Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.


    SOUNDS:
    ----------------------------
    Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
    Defaulting ScrubIndividually to true


    AI:
    ----------------------------
    fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
    fixes for AI pit lane behavior when no dedicated pitlane exists.
    some minor tweaks to AI stalking behavior.
    AI more likely to stay on throttle when along side a car they are trying to pass.
    fixed a bug where cars would move towards rather than away from a car next to it going into a corner
    fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
    better handling of grip lose around fast corners
    AIs will turn on and off rear flaps as required.
    Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control


    PLUGINS:
    ----------------------------
    Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
    Now reporting to internals plugin whether blue flag being shown for each vehicle.


    UI:
    ----------------------------


    fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
    added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
    added download mod status bar & cancel button
    allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
    added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
    LED and HUD support for DRS status
    changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
    Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.


    BUG FIXES:
    ----------------------------
    Fixed some unresponsive keys when using soft vsync.
    Fixed problem with keyboard repeats in time acceleration.
    Fixed warmup time increasing by 1 each time a server is set up.
    Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
    Improved thread safety by using local file finder classes.
    Fixed a error message that was incorrectly saying missing RCD files.
    Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
    Fixed 'Temporary Boost' button.
    Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.


    FUNCTIONAL ADDITIONS:
    ----------------------------
    Added mod downloading to sim
    Added settings for HTTP Server and rfmod sharing.
    Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.


    MOD MODE/PACKAGING
    ----------------------------


    fixed not being able to switch UIs in mod mode.
    removed "no ai" restriction from public dev build
    added a scale value in HUD editor for flags & stat bar positions
    got digital gages working in the HUD. Can now expand in any of four directions.
    HUD editor stability fixes
    HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages



Izvor:

http://isiforums.net/f/showthread.php/5581-Build-85-Discussion-Mk-II
: Re: (PC) rFactor 2
: Jadran73 June 16, 2012, 11:45:02
Novi update:

From the readme.txt of Build 90.

UPDATE 5 Changelog (June 14, 2012):
======================================


GRAPHICS:
---------------------------


Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change


GAMEPLAY:
----------------------------
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.


AI:
----------------------------
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.


UI:
----------------------------
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.


BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).


MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.


FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.


MOD MODE/PACKAGING
----------------------------
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.


Izvor:

http://isiforums.net/f/showthread.php/6105-Build-90-Discussion (http://isiforums.net/f/showthread.php/6105-Build-90-Discussion)
: Re: (PC) rFactor 2
: iced16 June 16, 2012, 14:56:23
Ljudi da vas pitam, jel moguće kako besplatno skinuti? Ovo je još uvijek beta testiranje ili?
: Re: (PC) rFactor 2
: sagitarius July 16, 2012, 11:55:53
Kako predivno.

rFactor2 Beta: McLaren MP4/4 at Estoril (http://youtu.be/vuLs_27bBPk)
: Re: (PC) rFactor 2
: Ikral July 16, 2012, 14:41:13
E, TAJ osjećaj fali u GT5. Vožnja na rubu živaca, izdržljivosti, vidljivosti, kao da si tamo.
: Re: (PC) rFactor 2
: Safety-_-Car July 16, 2012, 15:55:34
E ovo više ne mogu ignorirati. Razmišljam da si kupim kompjuter. A ne znam koju konfiguraciju. Čim jeftinije al da radi...
: Re: (PC) rFactor 2
: sagitarius July 16, 2012, 16:02:46
Evo konfiguracije koju je meni Goran preporucio nedavno, cijena je oko 4000kn (+ kuciste i HDD bit ce oko 4500, trazio sam apsolutno najbolju konfiguraciju da mi slozi u toj klasi i ni kunu vise), to si planiram ubosti nakon ljeta odmah.

INTEL Core i5 2320 BOX, s. 1155, 3.00GHz, 7MB cache, GPU, QuadCore
PC-10666, 8 GB, G.SKILL Ares series, F3-1333C9D-8GAO, DDR3 1333MHz, kit 2x4GB
GeForce GTX 560 256-bit GDDR5 PCI Express, 1GB DDR5, HDMI, DVI, D-SUB
ASROCK P67 PRO, iP67 Rev B3, DDR3, zvuk, S-ATA, RAID, G-LAN, PCI-E, ATX, s. 1155
500W, CHIEFTEC A-80 Series, CTG-500-80P, ATX v2.3, 120mm vent., PFC

Navodno mi nista bolje od toga ne treba - ja ne znam nista o kantama trenutno, posve sam van stosa, ali Racicu sve vjerujem na rijec - i da bi sve ove voznje koje dolaze (pCARS, rFactor 2, Asseto Corsa..) trebale bez ikakvih problema raditi na tome u 720/1080p (planiram igrati sve na plazmi izravno).
: Re: (PC) rFactor 2
: STINGer July 16, 2012, 16:13:34
Nisam baš siguran koliko će tvoja plazma moći prikazati od tih rezolucija... moj tv koji je 1360x720 (ili tako nešto), bez obzira što u postavkama igru naguram na najveću rezoluciju (1920x1080) samo mi napiše 1080i. Tvoja plazma ima još manju rezoluciju tako da nisam baš siguran da ćeš imati tih 1080p.
: Re: (PC) rFactor 2
: sagitarius July 16, 2012, 16:15:02
Na ovoj necu imati 1080p naravno, samo 720. Ali trazio sam ga konfiguraciju (karticu + RAM) koji ce moci gurati i u 1080p da bude future-proof (akoBogda, iduce godine na zimu kad izadju nove konzole planiram uzimati i novu plazmu).
: Re: (PC) rFactor 2
: Safety-_-Car July 16, 2012, 16:18:24
Evo konfiguracije koju je meni Goran preporucio nedavno, cijena je oko 4000kn (+ kuciste i istnice bit ce oko 4500, trazio sam apsolutno najbolju konfiguraciju da mi slozi u toj klasi i ni kunu vise), to si planiram ubosti nakon ljeta odmah.

INTEL Core i5 2320 BOX, s. 1155, 3.00GHz, 7MB cache, GPU, QuadCore
PC-10666, 8 GB, G.SKILL Ares series, F3-1333C9D-8GAO, DDR3 1333MHz, kit 2x4GB
GeForce GTX 560 256-bit GDDR5 PCI Express, 1GB DDR5, HDMI, DVI, D-SUB
ASROCK P67 PRO, iP67 Rev B3, DDR3, zvuk, S-ATA, RAID, G-LAN, PCI-E, ATX, s. 1155
500W, CHIEFTEC A-80 Series, CTG-500-80P, ATX v2.3, 120mm vent., PFC

Navodno mi nista bolje od toga ne treba - ja ne znam nista o kantama trenutno, posve sam van stosa, ali Racicu sve vjerujem na rijec - i da bi sve ove voznje koje dolaze (pCARS, rFactor 2, Asseto Corsa..) trebale bez ikakvih problema raditi na tome u 720/1080p (planiram igrati sve na plazmi izravno).

Odlična konfiguracija za tu cijenu.

Nego, ja sam razmišljao o laptopu. Samo ne znam kolko će on te igre izdržati, valjda se neće pregrijavati.

http://www.acer.hr/ac/hr/HR/content/model/NX.RZPEX.007
: Re: (PC) rFactor 2
: maliDjuro July 16, 2012, 16:23:14
Pa ak spojiš u grafulju na HDMi (ili s onim DVI->HDMI kablom ko ja), imaš 1080p
Osim ako je telka jako stara  :P
: Re: (PC) rFactor 2
: sagitarius July 16, 2012, 16:24:33
Ja namjerno zelim izbjeci laptop da zadrzim kakvu-takvu modularnost kroz vrijeme, da mogu nadogradjivati jednostavno.

Ideja je rig samo za voznje + capture, mislio sam isto laptop, ali za klasu 4500kn nema nista vrijedno spomena, a da bi dobio dobru performansu - a problem je sto ce i pCARS i rFactor 2 biti ogromni zderaci resursa cak i ne na max postavkama - odlucio sam ipak ici na toranj.

Nadam se da ce iza ljeta jos malo cijene pasti za sve ovo gore, a onda fino Steam client, povucem sve GTR dodatke za 300 kuna, pCARS, rFactor 2 beta, RDR 2012 (vec sam kupio igru za 3 funte sa Zavvija, doslovnu zadnji disk su mi poslali) i GT Legends (jedva cekam provozati Targa Florio mod). Milina.

Jer ovaj rFactor i Asseto Corsa me najvise zanimaju, pCARS me uopce ne zanima u ovoj alpha-fazi dok ne srede upravljanje i podrsku za volane, dakle negdje pocetkom iduce godine kad im to valjda dodje na red u finalizaciji.

@Bruno > da, moja plazma ne ide iznad 720p, to je Stinger mislio. Ali ja sam trazio konf i za potencijalni 1080p, za novu telku jednog dana dajBoze.
: Re: (PC) rFactor 2
: STINGer July 16, 2012, 16:35:07
Mislim da bi moj lap mogao ovo pokrenuti bez problema, ali nekako nemam srca pregrijavati ga ovim čudima.

Isto tako, radije ću prvo kod nekoga probati fiziku, ali čisto sumnjam da će mi leći...



@Amar - ja se tebi divim kad ćeš naći vremena za sve to igrati :)
: Re: (PC) rFactor 2
: sagitarius July 16, 2012, 16:39:09
Pa GT mi se vise uopce ne da igrati osim pokupiti novce kad dodje novi Seasonal, tako da nije bed za vrijeme.

A osim Forze Horizon me u jesen nista ne zanima, pa sam i tu miran.

Ovaj put se necu zeznuti kao prijasnjih godina, pa F12012 uzimam iskljucivo i samo za PC, 30fps vise ne mogu gledati, jedva cekam zaigrati to kako Bog zapovijeda u 60fps.
: Re: (PC) rFactor 2
: ribafish July 16, 2012, 17:10:38
Kako predivno.

rFactor2 Beta: McLaren MP4/4 at Estoril ([url]http://youtu.be/vuLs_27bBPk[/url])


Zvuk covjece, zvuk je ono sto odvaja ovaj video od slicnih, strasan je :D Head movement mi se apsolutno ne svidja, nadam se da se efekt moze ublazit.
: Re: (PC) rFactor 2
: Safety-_-Car July 16, 2012, 17:28:36
http://www.youtube.com/watch?feature=endscreen&NR=1&v=i0zJp6jBEeo

ista staza, slabiji bolid. isti dojam. predobro  :)
: Re: (PC) rFactor 2
: Ikral July 16, 2012, 17:33:47
Iako mi je komp na izdisaju, te vec razmisljam o novom, velika je vjerojatnost da necu ulagati u gamerski stroj. Kod mene (citaj zena+dijete) je PC uvijek u radnoj ulozi, tako da bih onda morao kupovati dva komada, a to ne dolazi u obzir. Izdrzat cu (nadam se) jos neko vrijeme  na PS3, a dolaskom nove generacije konzola tko zna kako ce se stvari posloziti. Vjerojatno sve ovisi (opet) o ekskluzivama, a ja se nadam kako cemo za godinu dvije poslat tih 30 fpsa u vrazju mater, bilo bi vrijeme.
: Re: (PC) rFactor 2
: Dzidza1978 July 16, 2012, 21:25:30
Iako mi je komp na izdisaju, te vec razmisljam o novom, velika je vjerojatnost da necu ulagati u gamerski stroj. Kod mene (citaj zena+dijete) je PC uvijek u radnoj ulozi, tako da bih onda morao kupovati dva komada, a to ne dolazi u obzir. Izdrzat cu (nadam se) jos neko vrijeme  na PS3, a dolaskom nove generacije konzola tko zna kako ce se stvari posloziti. Vjerojatno sve ovisi (opet) o ekskluzivama, a ja se nadam kako cemo za godinu dvije poslat tih 30 fpsa u vrazju mater, bilo bi vrijeme.
Prika dok ti ove sim igre izadju imas jos puno vremena, a I komponemte ce pojeftinit.
: Re: (PC) rFactor 2
: Ikral July 16, 2012, 21:47:04
A do tad ce i nove konzole...
: Re: (PC) rFactor 2
: GTS_Klocna July 17, 2012, 00:38:57
Evo konfiguracije koju je meni Goran preporucio nedavno, cijena je oko 4000kn (+ kuciste i istnice bit ce oko 4500, trazio sam apsolutno najbolju konfiguraciju da mi slozi u toj klasi i ni kunu vise), to si planiram ubosti nakon ljeta odmah.

INTEL Core i5 2320 BOX, s. 1155, 3.00GHz, 7MB cache, GPU, QuadCore
PC-10666, 8 GB, G.SKILL Ares series, F3-1333C9D-8GAO, DDR3 1333MHz, kit 2x4GB
GeForce GTX 560 256-bit GDDR5 PCI Express, 1GB DDR5, HDMI, DVI, D-SUB
ASROCK P67 PRO, iP67 Rev B3, DDR3, zvuk, S-ATA, RAID, G-LAN, PCI-E, ATX, s. 1155
500W, CHIEFTEC A-80 Series, CTG-500-80P, ATX v2.3, 120mm vent., PFC

Navodno mi nista bolje od toga ne treba - ja ne znam nista o kantama trenutno, posve sam van stosa, ali Racicu sve vjerujem na rijec - i da bi sve ove voznje koje dolaze (pCARS, rFactor 2, Asseto Corsa..) trebale bez ikakvih problema raditi na tome u 720/1080p (planiram igrati sve na plazmi izravno).

Odlična konfiguracija za tu cijenu.

Nego, ja sam razmišljao o laptopu. Samo ne znam kolko će on te igre izdržati, valjda se neće pregrijavati.

[url]http://www.acer.hr/ac/hr/HR/content/model/NX.RZPEX.007[/url]

Kolko se ja kužim, a i kaj sam čitao nemoj uzimat laptop ak misliš igrat navedene igre. Jednostavno grafička nije dovoljno dobra.
: Re: (PC) rFactor 2
: GTS_Klocna July 17, 2012, 11:35:32
Gledam jučer neke filmiće Rfactora i nekak mi čudno kak je relativno dobra grafika i mislim si pa kod mene nije takva.

I onda skužim da telac igram na minimalnoj rezoluciji od kad sam skinuo igru!  :'(

: Re: (PC) rFactor 2
: STINGer July 17, 2012, 11:59:28
Telac
: Re: (PC) rFactor 2
: crorastafa July 17, 2012, 12:05:20
Kod mene se PS4 vrti, javim vam prve dojmove..
: Re: (PC) rFactor 2
: Zoky July 17, 2012, 16:06:23
Evo konfiguracije koju je meni Goran preporucio nedavno, cijena je oko 4000kn (+ kuciste i istnice bit ce oko 4500, trazio sam apsolutno najbolju konfiguraciju da mi slozi u toj klasi i ni kunu vise), to si planiram ubosti nakon ljeta odmah.

INTEL Core i5 2320 BOX, s. 1155, 3.00GHz, 7MB cache, GPU, QuadCore
PC-10666, 8 GB, G.SKILL Ares series, F3-1333C9D-8GAO, DDR3 1333MHz, kit 2x4GB
GeForce GTX 560 256-bit GDDR5 PCI Express, 1GB DDR5, HDMI, DVI, D-SUB
ASROCK P67 PRO, iP67 Rev B3, DDR3, zvuk, S-ATA, RAID, G-LAN, PCI-E, ATX, s. 1155
500W, CHIEFTEC A-80 Series, CTG-500-80P, ATX v2.3, 120mm vent., PFC

Navodno mi nista bolje od toga ne treba - ja ne znam nista o kantama trenutno, posve sam van stosa, ali Racicu sve vjerujem na rijec - i da bi sve ove voznje koje dolaze (pCARS, rFactor 2, Asseto Corsa..) trebale bez ikakvih problema raditi na tome u 720/1080p (planiram igrati sve na plazmi izravno).

Odlična konfiguracija za tu cijenu.

Nego, ja sam razmišljao o laptopu. Samo ne znam kolko će on te igre izdržati, valjda se neće pregrijavati.

[url]http://www.acer.hr/ac/hr/HR/content/model/NX.RZPEX.007[/url]

Kolko se ja kužim, a i kaj sam čitao nemoj uzimat laptop ak misliš igrat navedene igre. Jednostavno grafička nije dovoljno dobra.

Ta graficka je sranje, ja sam se tu isto zeznuo sa svojim toshibinim laptopom...ako mislis igrat na laptopu najvaznija i najbitnija ti je graficka pa to obavezno uzmi u obzir ako budes kupovao!
: Re: (PC) rFactor 2
: Safety-_-Car July 17, 2012, 17:02:21
Vidio sam da ima čak 2gb ram-a, pa sam pretpostavio da bi bila dovoljna. Znači, nije sve u ram-u. Bilo bi lijepo kad bi netko mogao objasniti na što gledati kod kupovine grafičke. Đuro možda  ;)?
: Re: (PC) rFactor 2
: Skvikki July 17, 2012, 22:47:53
Evo konfiguracije koju je meni Goran preporucio nedavno, cijena je oko 4000kn (+ kuciste i HDD bit ce oko 4500, trazio sam apsolutno najbolju konfiguraciju da mi slozi u toj klasi i ni kunu vise), to si planiram ubosti nakon ljeta odmah.

INTEL Core i5 2320 BOX, s. 1155, 3.00GHz, 7MB cache, GPU, QuadCore
PC-10666, 8 GB, G.SKILL Ares series, F3-1333C9D-8GAO, DDR3 1333MHz, kit 2x4GB
GeForce GTX 560 256-bit GDDR5 PCI Express, 1GB DDR5, HDMI, DVI, D-SUB
ASROCK P67 PRO, iP67 Rev B3, DDR3, zvuk, S-ATA, RAID, G-LAN, PCI-E, ATX, s. 1155
500W, CHIEFTEC A-80 Series, CTG-500-80P, ATX v2.3, 120mm vent., PFC

Navodno mi nista bolje od toga ne treba - ja ne znam nista o kantama trenutno, posve sam van stosa, ali Racicu sve vjerujem na rijec - i da bi sve ove voznje koje dolaze (pCARS, rFactor 2, Asseto Corsa..) trebale bez ikakvih problema raditi na tome u 720/1080p (planiram igrati sve na plazmi izravno).

Samo mojih par opservacija. :) i3 će jednako dobro služiti za igre (ako su igre prioritet), bez straha. P67 ploča možda nije potrebna jer se CPU neće overclockati, a ima dva nedostatka u odnosu na srodne H61, B75 i H77 ploče; cijenu i nemogućnost korištenja integrirane grafike. 8GB rama je ok s obzirom da je jeftin, ali zbilja nisu potrebna neka bijesna hlađenja. Najjeftiniji će jednako dobro služiti kao i onaj najskuplji jednakih specifikacija. I ovaj Chiftec nije najsretnije rješenje, ok je, ali ima boljih. S tim da bi ova konfiguracija trošila maks nekih 250W pa nema ni potrebe ići na nešto jako. Uštedu bih uložio u grafu jer je ona i najbitnija da igre rade glatko.
: Re: (PC) rFactor 2
: sagitarius July 18, 2012, 01:35:55
Super Skvikki, bas si sad pomogao ;D

Ajde ti sad onda za sve nas napisi najbolju mogucu konfu do 4500 kn, uz pretpostavku da treba biti DX11, da moze goniti pCARS/rFactor 2 na preko 60 fps na 1080p na visokim detaljima (recommended ofrlji ima negdje po netu ili gledaj jednostavno da mora biti brutala od grafike i multicore processinga ukratko) i da bude future-proof bar do 2014 :)

Nas bar 5 cemo ti biti prezahvalni :)
: Re: (PC) rFactor 2
: toni_cro July 18, 2012, 09:22:07
ja ne vjerujem da je moguće future proof do 2014 za 4500kn
al ja sam i ovako nebitan ;D ;D
: Re: (PC) rFactor 2
: Dzidza1978 July 18, 2012, 10:07:37
ja ne vjerujem da je moguće future proof do 2014 za 4500kn
al ja sam i ovako nebitan ;D ;D

Taj iznos nije ni do kraja godine dovoljan, a kamo li za rfactor ili pcars.
Amare, uzmi komp kad igre izadju, sad nije isplativo, odnosno sad ćeš puno potrošiti a nećeš za iste novce dobiti kao i da si uzeo komp kad igre izadju.
: Re: (PC) rFactor 2
: sagitarius July 18, 2012, 10:17:36
Ne znam, meni je Racic rekao da je konfiguracija koju sam napisao (koju mi je slozio) - a za koju je onda Skviki rekao da ima mjesta za poboljsanja u stavkama - apsolutno dovoljna za to sto mi (nama) treba za iducih par godina - uz eventualno promjenu samo graficke u nekom casu.

E sad, tko laze ne znam, ali ja komp kupujem cim se provratim s mora (citaj: rujan akobogda, najkasnije listopad) i ne cekam vise nista - cekao sam na PC za voznje 10 godina i cekanju je dosao kraj :)

pCARS ne izlazi prije iduceg ljeta, rFactor 2 vjerovatno i nesto kasnije, Asseto Corsa takodjer. Toliko mi se ne da cekati, a ovu karticu koju sada kupim pretostavljam da uvijek mogu prodati u pola cijene nakon godinu dana i kupiti novu (valjda, tako su mi rekli).

Evo koje su sluzbene spec trenutno za rFactor 2, a sad ako netko zna koliko je to losije/bolje od one konfiguracije koju sam postavio, hvala lijepo na objasnjenju:
http://isiforums.net/f/showthread.php/5304
: Re: (PC) rFactor 2
: GTS_Klocna July 18, 2012, 11:01:25
Za ove igre više nego dovoljno, možda nebu sve na max (čitao sam da i ljudi sa kanatama od 15k kuna imaju problema, ali to je zbog nedovoljne optimizacije te problema sa driverima).

Ja na svojoj kanti (core2quad q8200, ati4850 1gb, 4gb rama ali koristi samo 2 zbog 32bitnih windowsa) vrtim pcars na 1680*1200 ako se ne varam na sve max osim shaders i reflections na oko 55 fps-a. A kupio ga polovnog prije 2 godine (dosta stara konfa).

Kolko vidim slična konfiguracija je preporučena i za Rfactor 2 tak da mislim da ni tu neće bit problema.

@Amar: jesi razmišljao složit triple screen setup?
: Re: (PC) rFactor 2
: sagitarius July 18, 2012, 11:03:58
Nisam, komplicirano.
: Re: (PC) rFactor 2
: Dzidza1978 July 18, 2012, 11:11:37
rfactor2 ti nije benchmark, već pcars. Rfactor nije po grafici niti blizu pCarsu, a neće ni biti. AC će isto biti zahtjevna.
: Re: (PC) rFactor 2
: sagitarius July 18, 2012, 11:19:12
Znam Dzizda, Racicu sam i bio slao pCars recomm, eno sve u pcars temi.

: Re: (PC) rFactor 2
: Dzidza1978 July 18, 2012, 11:30:39
Znam Dzizda, Racicu sam i bio slao pCars recomm, eno sve u pcars temi.



Pitao sam Kunos Stefana koje su spec za AC, evo njegov odgovor :
Stefano Casillo ‏@KunosStefano
@Dzidza1978 A DX10 video card and Win7/Vista is the only clear requirement at the moment...everything else is marketing nonsense :D

Ludi Talijan he,he,h,eh,eh,
: Re: (PC) rFactor 2
: STINGer July 18, 2012, 13:04:37
Ne znam, meni je Racic rekao da je konfiguracija koju sam napisao (koju mi je slozio) - a za koju je onda Skviki rekao da ima mjesta za poboljsanja u stavkama - apsolutno dovoljna za to sto mi (nama) treba za iducih par godina - uz eventualno promjenu samo graficke u nekom casu.

E sad, tko laze ne znam....

Sad još pitaj Maravića i Đurovića pa ćeš znati još manje 8)
: Re: (PC) rFactor 2
: Skvikki July 18, 2012, 13:47:48
Super Skvikki, bas si sad pomogao ;D

Ajde ti sad onda za sve nas napisi najbolju mogucu konfu do 4500 kn, uz pretpostavku da treba biti DX11, da moze goniti pCARS/rFactor 2 na preko 60 fps na 1080p na visokim detaljima (recommended ofrlji ima negdje po netu ili gledaj jednostavno da mora biti brutala od grafike i multicore processinga ukratko) i da bude future-proof bar do 2014 :)

Nas bar 5 cemo ti biti prezahvalni :)


Sad kad pogledam, nije ti on to loše složio ako ispada 4000kn. ;D Najviše mrzim kada trebam sve složiti u jednom dućanu i uvijek ispadne da im nešto fali ili je dosta skuplje nego u drugom dućanu koji nema nešto treće itd. >:(

Ostani za sada pri ovoj njegovoj preporučenoj, ali kada budeš namjeravao kupovati u listopadu neka ti ponovno pogleda jer bi se mogle neke stvari promijeniti, a pogotovo cijene spustiti pa se možda ugura i Radeon 7850 u budžet.

I da, trebalo bi ta konfa trajati dosta dugo, bez obzira na relativno nisku cijenu.

[img=http://www2.picturepush.com/photo/a/8757585/220/8757585.jpg] (http://picturepush.com/public/8757585)
Jedna iz Portia.
: Re: (PC) rFactor 2
: Safety-_-Car July 18, 2012, 19:37:13
http://www.nvidia.com/object/notebooks.html

http://www.youtube.com/watch?v=v-nzNpdJBEA

GeForce GT 640M je u tom laptopu (http://www.manor.hr/index.php?page=shop.product_details&flypage=flypage.tpl&product_id=528&category_id=5&option=com_virtuemart&Itemid=64) što planiram kupiti. I velite, to je preslabo da vozim rfactor2 i slično?  ???
: Re: (PC) rFactor 2
: Skvikki July 18, 2012, 23:53:37
Ja mislim da bi ti trebalo biti dovoljno.

http://www.techpowerup.com/162357/GeForce-GT-640M-Benchmarked.html
: Re: (PC) rFactor 2
: Safety-_-Car July 28, 2012, 02:23:27
http://www.youtube.com/watch?v=qkOBFKbc4hs&feature=g-vrec

impresivno. pogotovo zvuk i dojam brzine :o
: Re: (PC) rFactor 2
: Jadran73 September 08, 2012, 18:58:21
Neznam jel ovo postano vec negdje ali ako i je glava ne boli  ;D

Deformacija gume....

(http://i.minus.com/ibkcZQKT9uGaWC.jpg)
: Re: (PC) rFactor 2
: iced16 September 08, 2012, 21:01:10
Mislim da je več postano, ali zamisli... Nema bolje ''reklame'' za igru od te slike.  :)
: Re: (PC) rFactor 2
: ribafish September 08, 2012, 21:16:18
Pogle stranicu 4 ovog topica, Jadran ti si vec postao ovu sliku u 1mj  ;) S tim da je ova slika iz jako ranog builda, sama igra i fizika su daleko dogurali od tada, stvarno odlicno :)
: Re: (PC) rFactor 2
: GTS_Klocna October 20, 2012, 17:10:06
Ne znam di bi stavio, najlogičnije ovdje.

Evo probao snimiti vožnju u Rfactoru, kvaliteta je loša, star mobitel. To je tek tolko da dobijete predstavu kak to kod mene izgleda.

DRM Revival mod 2.0b, Porsche 935, staza je Zolder, all assist of,sklepao 2 kruga na brzinu, na kraju rasturio motor...lol.

Nadam se da nije preloše.

Zolder , Porsche 935, Drm Revival 2.0 (http://www.youtube.com/watch?v=3AmBjY1-2ZA#)

Edit: vozim sa kvačilom, jebiga nemam h mjenjač pa šaltam na flapsove. Zeznuti dio nije kod šaltanja u višu brzinu nego u nižu.  Mora se prakticirati kočenje sa pikanje gasa pri šaltanju zbog usklađivanja okretaja motora sa nečim...iskoristio bi joker zovi - Crnojević javi se pa nam to lijepo stručno objasni!
: Re: (PC) rFactor 2
: Safety-_-Car October 20, 2012, 18:03:33
Bravo klocna!

Uskoro ti se i ja pridružujem. Na PS3 nemam više što za voziti, osim trenutno F1 2012.
: Re: (PC) rFactor 2
: DogZy October 20, 2012, 18:10:21
Lijepo klocna 8)

@Safety
GT5 nula bodova?
: Re: (PC) rFactor 2
: Safety-_-Car October 20, 2012, 18:19:02
Lijepo klocna 8)

@Safety
GT5 nula bodova?

Ne trebam govoriti koliko je GT5 dobra simulacija, jedino što mi se ne da voziti offline sa glupim AI.
A online, koliko vidim, više ne vozimo. Tako da se prebacujem na PC (rFactor, iRacing). Za te dvije igre nije potrebno imati jak comp. Našao sam rabljeni za 1500 kn, i spojit ću ga sa 1080p plasmom i uživat. A kad drugu godinu dođu ovi novi naslovi, prodat ću ovaj za 1000 kn i kupit mašinu.
: Re: (PC) rFactor 2
: ribafish October 20, 2012, 18:26:31
Novi build stigao danas> http://www.racedepartment.com/2012/10/rfactor-2-build-118-available/ (http://www.racedepartment.com/2012/10/rfactor-2-build-118-available/)
: Re: (PC) rFactor 2
: GTS_Klocna October 21, 2012, 19:09:43
Evo malo bolja snimka,  sve isto što se postavki tiče.

DRM Revival 2.0 Zolder (http://www.youtube.com/watch?v=iVEof05rBoE#ws)
: Re: (PC) rFactor 2
: Zoky October 21, 2012, 20:26:01
Ovo mi izgleda jako dobro, fizika mi se cini puno bolja nego u pcars....sve je izglednije da cu se i ja prebacit na pc simulacije, ove godine ne sigurno ali sljedece svakako moguce. Do tada cekam i gledam da vidim koju igru cu uzet....gt je za mene otisao u krivom smjeru i trebao sam to odavno napravit al nema veze!

Klocna vidim da si probao pcars,rfactor i iracing? Koji ti najvise odgovara od tih 3 i zasto?
: Re: (PC) rFactor 2
: iced16 October 21, 2012, 20:26:29
ovo na 2:47 je sjajno izvedeno... :)
: Re: (PC) rFactor 2
: Safety-_-Car October 21, 2012, 21:49:39
Zvuuuuk, to je ono što srce ubrzava  :D. I sviđa mi se što nema volana...

Jedva čekam  :P

Jedan lik mi ovo daje za 2200 kn. Mislim da je ok ponuda:
CPU INTEL CORE i3 540 3.06GHz,Memorija KingMax 2x2GB DDR3 1333,MB ASROCK H55M LE,VGA GT440 2GB DDR3,HDD Seagate 1TB SATA 2,DVD RW LG GH22NS50,Kuciste EVC6031,Napajanje EVC500W,Kabel Stero 3.5MM 2xRCA,5M.

Monitor je AOC F22 1080p.
: Re: (PC) rFactor 2
: DogZy October 21, 2012, 21:56:32
Zvuuuuk, to je ono što srce ubrzava  :D. I sviđa mi se što nema volana...


Je, zvuk je odličan i slažem se sa ovime što si rekao. Lijepa vožnja Klocna.
: Re: (PC) rFactor 2
: Tomivav October 21, 2012, 22:20:32
Lijepa vožnja... :)
: Re: (PC) rFactor 2
: Ljubusak October 22, 2012, 00:33:33
Jesi iz prve odvozio?    ;D
: Re: (PC) rFactor 2
: Ikral October 22, 2012, 08:40:57
Ovo mi izgleda jako dobro, fizika mi se cini puno bolja nego u pcars....sve je izglednije da cu se i ja prebacit na pc simulacije, ove godine ne sigurno ali sljedece svakako moguce. Do tada cekam i gledam da vidim koju igru cu uzet....gt je za mene otisao u krivom smjeru i trebao sam to odavno napravit al nema veze!

Klocna vidim da si probao pcars,rfactor i iracing? Koji ti najvise odgovara od tih 3 i zasto?
Zoki, GT je samo nastavio putem kojim je išao oduvijek, ali da, trebali su krenuti u hardcore smjeru ako se mene pita, vjerujem da prodaja ne bi patila jer ljubitelja simulacija ima Što se nadolazećimih naslova tiče, nekako mislim da iRacing i rFactor zvuče najozbiljnije, dok će project cars ići na pomirbu totalne simulacije i user friendly vožnje. Izlazi na konzole, pa je meni jedini izbor, a ako imaš ikakav komp, možeš skinuti prvi rFactor i isprobati hrpu modova što se nude na netu. Ima stvarno odličnih stvari, i siguran sam da će te zabaviti dosta dugo.
: Re: (PC) rFactor 2
: GTS_Klocna October 22, 2012, 09:17:58
Ovo mi izgleda jako dobro, fizika mi se cini puno bolja nego u pcars....sve je izglednije da cu se i ja prebacit na pc simulacije, ove godine ne sigurno ali sljedece svakako moguce. Do tada cekam i gledam da vidim koju igru cu uzet....gt je za mene otisao u krivom smjeru i trebao sam to odavno napravit al nema veze!

Klocna vidim da si probao pcars,rfactor i iracing? Koji ti najvise odgovara od tih 3 i zasto?
Najbolji online sistem - Iracing
Najbolji osjećaj vožnje - Rfactor ( DRM Revival - općenito nešto najbolje što sam doživio vezano za simulacije vožnje)
PCars - Ikral je najbliže opisao kak će to izgledat (moje mišljenje s tim da trenutačno po fizici i ffb-u nije ni blizu prethodno navedenima).

Trenutačno vozim Rfactor i Iracing ( iskoristio 6 mjeseci besplatnu promo akciju, preskup sport za mene), definitivno bi ti preporučio Rfactor jer se može skinuti besplatno, ako ima zainteresiranih član sam stranice koja ima program sličan Bittorrentu sa koje se mogu skinuti svi mogući modovi te staze koje možete zamisliti.To tvoj laptop vrti bez ikakvih problema na max postavkama, samo spoji telku s kompom.

Samo da spomenem vezano za Rfactor - postoji taj real feel plugin, opcija kod određenih modova. Kad izabereš auto biraš ffb postavke - piše real feel (ffb=0). Nešto fenomenalno, kad ulaziš u brzi zavoj kad je opterećenje na gume volan se stegne, sve je nekako jako prirodno, kao da si tam. Neznam kak bi opisao, predobro.
: Re: (PC) rFactor 2
: GTS_Klocna October 22, 2012, 09:31:56
Jesi iz prve odvozio?    ;D
Iskreno nisam :)

Dosta je teško kontrolirat auto, kočenje je zeznuto , kad si pri manjim brzinama kod kočenja moraš pumpat, treba odradit i šaltanje te piknut gas (uz držanje kočnice) kod svakog šaltanja u nižu , auto se dosta otima. Sve u svemu pune ruke posla.

Imao sam kameru samo na sat vremena a, malo je i trema imala ulogu  ;D

Evo kak je to znalo završit:

Potjera.mp4 (http://www.youtube.com/watch?v=CMKSX7fwEWs#ws)

Evo još i ovaj i obećavam da vas više neću tlačiti  ;D

DRM Revival Zolder.mp4 (http://www.youtube.com/watch?v=mia1Eg5NjvQ#ws)
: Re: (PC) rFactor 2
: Jadran73 October 23, 2012, 10:23:18
Novi update je vani  :)

 Build 118 Released*This build is available on:*
- Auto updater
- Torrent for update.
- Torrent for full installer.
- http for update.
- http for full installer.
(see downloads thread for links).

To use the auto updater: Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. It's also VERY possible you will crash the auto update server. That's sort of what we want. 

*Post-release notes:
- Your readme says 117, don't worry, you have 118.
- People have reported issues with the track surfaces. You have a wet looking track when it should be dry, and 'zebra' markings, etc. Info on how to workaround is here:
*http://isiforums.net/f/showthread.ph...l=1#post108127

*- ALT skins are not working, as we are mid way through development of another way to distribute them.*

UPDATE 8 (Build 118) Changelog (October 19, 2012):
======================================


GRAPHICS:
—————————
Fixed a bug with inconsistent shadow detail between channels in multiview
Added 3 levels of shadow filtering speed vs quality
Enhanced autodetail framerate processing to better maintain minimum FPS
Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
Fixed a quadgrid culling bug
Fixed bug with pendulum texture animations
Bloom is now working properly with multiview
Different texture detail levels between player and opponents now (almost) works
FPS counter now shows yellow when frame rate is being regulated
Attempt to fix 'left-behind-shadows' problem
Separated auto detail processing from visible vehicles processing
Limit auto-detail FPS option to the current refresh rate
Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
Sync shadow groups between views in multiview
Added code to visible vehicles calculation to maintain minimum framerate.
Improved multiGPU awareness of HDR processing


GAMEPLAY:
—————————-
Corrected code to always use track GDB SettingsFolder override
Setting session starting times default to 9am
Changed default steering help from low to off because it confused a lot of people
Re-enabled transparent trainer and added some options for it.


PHYSICS:
—————————-
Added code to allow RealRoad to be pre-conditioned in a number of ways
Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
Improved turbo dump
Added minor effect of turbo spool friction
Fixed a small problem with auto reverse


AI:
—————————-
Attempts to get the fuel-less AI to slowly pull off the road.


UI / HUD:
—————————-
Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
Fixed statbar car position map to correctly scale with screen/hud resolution.
Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found.
Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
More UI stuff for RealRoad loading/saving
Minor fix to info display on Video Res page
Scaled text on mouseless spinners to correct value based on screen res and res of options.
Added ability to add boost gauges to cockpit and HUD.


BUG FIXES:
—————————-
Fixed crash in multiplayer
Fixed some memory/resource leaks
Fixed crash when changing tire compounds in pitstop
Small optimization with regards to buffering data between simulation & multimedia threads


MULTIPLAYER:
—————————-
Added dedi server RealRoad options
Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window


CONTROLLER/FFB:
----------------------------
Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working).
"Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.


PLUGINS:
----------------------------
Completed custom plugin control (this invalidates old Version05 plugins)
A little bit more robustness with respect to saving and restoring custom plugin control mappings


REPLAYS:
----------------------------
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format


MODDING / PUBLIC DEV
----------------------------
Fixed bug with render target selection for all 3DS Max plugin versions
Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
Added _v25 to the names of all plugin dlls
First release of scene viewer, located in ModMgr directory
Fixed some problem with component Install/Uninstall in mas2 packaging tool
Updated modmaker doc to sync with latest tools
Added CG visualizer to Ctrl-U dev tool
Added support for RealRoad file reading in viewer
: Re: (PC) rFactor 2
: CrnojevicSinisa October 23, 2012, 12:22:13
Jel treba i dalje objasniti za međugas ili si/ste shvatili?
: Re: (PC) rFactor 2
: GTS_Klocna October 23, 2012, 14:36:30
Jel treba i dalje objasniti za međugas ili si/ste shvatili?
Daj pojasni mi to malo ma da okvirno razumijem o čemu se radi.

Hvala
: Re: (PC) rFactor 2
: Ikral October 23, 2012, 17:32:01
Dok većina ljudi koji poput mene imaju C kategoriju iz HV-a znaju da se na TAM-u međugas koristi da bi se uopće moglo ubaciti u nižu brzinu, kod sportskih auta o kojima je ovdje riječ pretpostavljam da se apliciranjem istog smanjuje mogućnost blokiranja pogonskih kotača te možebitno proklizavanje ili čak izlet sa staze. Znači smanjuje se efekt kočenja motorom. Alfa 165 kad je izašla sa poluautomatskim mjenjačem (flopserima iza volana) imala je automatsko dodavanje međugasa kod šaltanja u nižu. Kako god, meni je navika u mojoj zvijeri od 1.3 litre uvijek piknuti gas u toj situaciji. Nadam se da sam pomogao, a Siniša će svakako još bolje objasniti čemu to stvarno služi. Cheers!
: Re: (PC) rFactor 2
: CrnojevicSinisa October 23, 2012, 18:23:46
Dobro, ja to zovem međugas ( prije se koristio međugas, tj. stisneš kuplung; staviš mjenjač u ler; pustiš kuplung; dodaš gas; stisneš ponovo kuplung; ubaciš u nižu brzinu. Nije bilo sinhrona na brzinama, i to je bio jedini način da normalno promijeniš brzinu) Inače na taj način možeš mijenjati i gore i dolje kroz brzine bez stiskanja kuplunga u vožnji, što ja na svom autu normalno radim.

Bit davanja gasa prilikom prebacivanja mjenjača u nižu, je zbog efekta kočenja motorom prilikom puštanja kuplunga i kočenja ili dok je auto u zavoju, vrlo lako dođe do destabiliziranja vozila te se možeš izvrtiti,tj. zablokirati kotače.
Kada daš malo gasa i pustiš kuplung onda se smanji kočenje motorom, i auto je stabilniji. U praksi se osjeti razlika kao da netko cuka auto, ili neujednačeno koči, a ako sve dobro odradiš onda nema nikakvih trzaja.
Opet to se sve radi kada se vozi ektremno, tj. utrke, jer to nema nikakve veze ako se voziš polako. Gume trebaju biti blizu granice proklizavanja da bi te efekt kočenja motorom destabilizirao.
Neki drifteri namjerno postavljaju auto u klizanje koristeći taj efekt.

Jel jasno?
: Re: (PC) rFactor 2
: Troma October 23, 2012, 19:51:01
Oprostite mi unaprijed ako cu izvaliti glupost, ali je li to heel-and-toe tehnika? Rezultat ovoga sto ste gore opisali je isti kao kod heel-and-toe-a, zar ne?
: Re: (PC) rFactor 2
: CrnojevicSinisa October 23, 2012, 20:05:29
Da, samo to isto se može raditi i sa lijevom i desnom stranom stopala. Heel-and-toe se prije koristilo jer su papučice na starijim autima bile udaljenije, pa je i bilo mjesta za to.

Ja osobno nisam uspio nikada heel-and-toe, nego sa lijevom i desnom stranom stopala istovremeno kočiti i davati gas.
: Re: (PC) rFactor 2
: Safety-_-Car October 24, 2012, 14:33:53
Danas ću instalirati rFactor. Kupio sam si comp. Rabljeni. Star 1 godinu. Za 1900 kn i dao mi jednu PS3 igru (neke transformerse) koju ću prodati za nekih 100-150kn. Tako da me koštao oko 1800 kn (još uvijek se može kupiti svaka ova komponenta, i sve skupa novo sa monitorom košta oko 4100 kn). Dobro sam prošao. Čovjeku je trebala lova (nanjušio sam ga ;D).

Konfiguracija:
1. CPU INTEL CORE i3 540 3.06GHz
2. Memorija KingMax 2x2GB DDR3 1333
3. MB ASROCK H55M LE
4. VGA GT440 2GB DDR5
5. HDD Seagate 1TB SATA2
6. DVD RW LG GH22NS50
7. Kuciste EVC6031, Napajanje EVC500W
8. Monitor AOC 22" F22 1080p
9. Miš i tipkovnica
10. Prijenosni/vanski DVD pržilica (ovo ne trebam, ako netko želi ili mu je pokvaren DVD na laptopu može se javiti PM)
11. Web kamera
Garancija još 1 godina.

S kompresorom sam ga kod frenda ispuhao. Prašine bilo ko u prići. Sada ću procesoru i grafičkoj još novu pastu staviti i to bude to.

Monitor neću trebati, jer ću PC spojiti HDMI-om na 1080p plazmu. Tako da i grafička neće imati najteži posao, jer neće trebati vrtjeti na 1200p. A kad dođe vrijeme, zamjenit ću je za bržu.

Zahvaljujem se Klocni na savjetima oko rFactora i iRacinga, a MalomDjuri za pomoć oko odabira grafičke (mada sam sad na kraju kupio cijelo računalo).

(http://i.imgur.com/hxjkR.jpg) (http://imgur.com/hxjkR)

(http://i.imgur.com/sINGT.jpg) (http://imgur.com/sINGT)

(http://i.imgur.com/CaYE2.jpg) (http://imgur.com/CaYE2)

(http://i.imgur.com/vHVaj.jpg) (http://imgur.com/vHVaj)

(http://i.imgur.com/aUUBw.jpg) (http://imgur.com/aUUBw)

(http://i.imgur.com/hVRZr.jpg) (http://imgur.com/hVRZr)

(http://i.imgur.com/zbNWf.jpg) (http://imgur.com/zbNWf)
: Re: (PC) rFactor 2
: CrnojevicSinisa October 24, 2012, 15:18:24
čini mi se kao odlična kombinacija. Gdje si našao tog lika?
: Re: (PC) rFactor 2
: Safety-_-Car October 24, 2012, 15:53:51
čini mi se kao odlična kombinacija. Gdje si našao tog lika?

Slučajno. Radim u dućanu elektronike i došao se raspitivat za PS3.
: Re: (PC) rFactor 2
: maliDjuro October 24, 2012, 16:35:08
Dućan elektronike, mMmmMmMMMmmmm....
: Re: (PC) rFactor 2
: Safety-_-Car October 24, 2012, 17:08:30
Dućan elektronike, mMmmMmMMMmmmm....

Ma da, ima taj posao nekih prednosti  :)
: Re: (PC) rFactor 2
: Ficho750 October 24, 2012, 17:11:31
Danas ću instalirati rFactor.

malo sam se pogubio u ovoj temi
šta ćeš instalirati?
r factor ili r factor 2?
: Re: (PC) rFactor 2
: Safety-_-Car October 24, 2012, 17:40:24
Danas ću instalirati rFactor.

malo sam se pogubio u ovoj temi
šta ćeš instalirati?
r factor ili r factor 2?

prvi za sad. mislim da se 2 plaća. ne znam još točno...
: Re: (PC) rFactor 2
: ribafish October 24, 2012, 17:47:54
I prvi se placa ;D ;D

Uglavnom rF 2 je 44 baksa s tim da svaku god moras dodatno placat 12 $ godisnje pretplate.. Ako zelis lifetime onda je 85$..
: Re: (PC) rFactor 2
: Safety-_-Car October 24, 2012, 17:54:14
I prvi se placa ;D ;D

Uglavnom rF 2 je 44 baksa s tim da svaku god moras dodatno placat 12 $ godisnje pretplate.. Ako zelis lifetime onda je 85$..


prvi me trenutno interesira, i navodno može bez $$  ;D
: Re: (PC) rFactor 2
: GTS_Klocna October 25, 2012, 10:41:05
Dobro, ja to zovem međugas ( prije se koristio međugas, tj. stisneš kuplung; staviš mjenjač u ler; pustiš kuplung; dodaš gas; stisneš ponovo kuplung; ubaciš u nižu brzinu. Nije bilo sinhrona na brzinama, i to je bio jedini način da normalno promijeniš brzinu) Inače na taj način možeš mijenjati i gore i dolje kroz brzine bez stiskanja kuplunga u vožnji, što ja na svom autu normalno radim.

Bit davanja gasa prilikom prebacivanja mjenjača u nižu, je zbog efekta kočenja motorom prilikom puštanja kuplunga i kočenja ili dok je auto u zavoju, vrlo lako dođe do destabiliziranja vozila te se možeš izvrtiti,tj. zablokirati kotače.
Kada daš malo gasa i pustiš kuplung onda se smanji kočenje motorom, i auto je stabilniji. U praksi se osjeti razlika kao da netko cuka auto, ili neujednačeno koči, a ako sve dobro odradiš onda nema nikakvih trzaja.
Opet to se sve radi kada se vozi ektremno, tj. utrke, jer to nema nikakve veze ako se voziš polako. Gume trebaju biti blizu granice proklizavanja da bi te efekt kočenja motorom destabilizirao.
Neki drifteri namjerno postavljaju auto u klizanje koristeći taj efekt.

Jel jasno?
Lijepo objašnjeno. To i je to što sam mislio , tj. zašto sam to prakticirao dok vozim simulacije. Kada bih prebacivao iz 3 u 2 i krenuo skretati događao se taj efekt, tj. kao da sam zakočio a da koče samo zadnje gume i normalno zanijelo bi me.

Hvala.
: Re: (PC) rFactor 2
: Safety-_-Car October 25, 2012, 12:47:21
Jučer sam vozio jedinicu. Na Grobniku sa nekim autom, ne znam kak se zove. Atmosferac, limuzina, 8000 okr, 166kw. Fizika je odlična. Meni bolja nego u GT5. Nekako prirodnija. U biti, fizika guma se najviše ističe. Vozio sam besciljno krug za krugom. Jednostavno me tjeralo da kružim. Zvuk je fenomenalan na visokim okretajima. Kod svake promjene u višu, jedva sam čekao da okretomjer dođe do 7000, pa da se vrti do 8000. Tu je zvuk jednostavno perfektan (od promjene brzina do zviždanja diferencijala, i zvuk guma je prirodan).

Oduševilo me između ostalog podešavanje sjedala (to ja još nisam vidio u igrama). Gore dole naprijed nazad (naravno, vozim iz kokpita). I još nešto, kad sam po noći vozio, auto iza mene mi je osvjetljavao unutrašnjost, efekt kao u RL (ni to još nisam vidio na nijednoj simulaciji).

I nevjerojatno je koliko ima podešavanja. Ne samo setup, neko i sve ostalo. To isto još nisam imo prilike vidjeti. Treba dosta vremena da se sve pregleda i isproba. Izgleda da PC simulacije imaju dosta prednosti u odnosu na konzole...


: Re: (PC) rFactor 2
: Dzidza1978 October 25, 2012, 12:57:36
Jučer sam vozio jedinicu. Na Grobniku sa nekim autom, ne znam kak se zove. Atmosferac, limuzina, 8000 okr, 166kw. Fizika je odlična. Meni bolja nego u GT5. Nekako prirodnija. U biti, fizika guma se najviše ističe. Vozio sam besciljno krug za krugom. Jednostavno me tjeralo da kružim. Zvuk je fenomenalan na visokim okretajima. Kod svake promjene u višu, jedva sam čekao da okretomjer dođe do 7000, pa da se vrti do 8000. Tu je zvuk jednostavno perfektan (od promjene brzina do zviždanja diferencijala, i zvuk guma je prirodan).

Oduševilo me između ostalog podešavanje sjedala (to ja još nisam vidio u igricama). Gore dole naprijed nazad (naravno, vozim iz kokpita). I još nešto, kad sam po noći vozio, auto iza mene mi je osvjetljavao unutrašnjost, efekt kao u RL (ni to još nisam vidio na nijednoj simulaciji).

I nevjerojatno je koliko ima podešavanja. Ne samo setup, neko i sve ostalo. To isto još nisam imo prilike vidjeti. Treba dosta vremena da se sve pregleda i isproba. Izgleda da PC simulacije imaju dosta prednosti u odnosu na konzole...

Ukoliko stisneš Shift i (komande za promjenu sjedenja), onda namještaš kutove retrovizora :-)
I da, naravno da je fizika bolja od GT5, ali u rfactoru ona jako ovisi o modding teamu, tko je radio mod, pa fizika može ići od arkade do simulacije. Sjećam se da su se vodile velike diskusije oko Porsche moda, gdje se točno treba nalaziti spremnik za gorivo, koliko cm lijevo ili desno, gore ili dolje,naprijed ili nazad. Na kraju su im stvarni vozači dali točno gdje se mora nalaziti tank za gorivo.
: Re: (PC) rFactor 2
: Safety-_-Car October 25, 2012, 13:02:35
Tnx na savjetu. Probat ću retrovizore. Baš sam mislio, pa kako su ih to modelirali, jer se ništa ne vidi  ::)

A ovo za Porše LOL. Ali samo nek oni idu u savršenstvo, bolje za nas vozače.

I da, grafiku nisam ni komentirao, jer mi nije važno kako izgleda igra. Najbitniji mi je osjećaj vožnje (dobar FF, fizika i zvuk).
: Re: (PC) rFactor 2
: Tomivav October 25, 2012, 13:47:43
I još nešto, kad sam po noći vozio, auto iza mene mi je osvjetljavao unutrašnjost, efekt kao u RL (ni to još nisam vidio na nijednoj simulaciji).

Pa ima ovo u GT5. Čak se primjeti i kad je iza tebe tvoj duh (što naravno ne bi trebalo biti tako).

A kad čujem ovakve pohvale, žalim što nemam neki normalan stol na kojem mi je komp na koji mogu postavit volan. Šteta... :-\
: Re: (PC) rFactor 2
: Safety-_-Car October 25, 2012, 14:04:36
I još nešto, kad sam po noći vozio, auto iza mene mi je osvjetljavao unutrašnjost, efekt kao u RL (ni to još nisam vidio na nijednoj simulaciji).

Pa ima ovo u GT5. Čak se primjeti i kad je iza tebe tvoj duh (što naravno ne bi trebalo biti tako).


Primjeti se jedva.

U rFactoru je jako naglašeno. Retrovizori zablješte, i čak se instrumentna ploča jako zasvijetli. Baš je dobro napravljeno. I da, prednja svijetla lijepo osvjetljavaju cestu.  :)
: Re: (PC) rFactor 2
: Ikral October 25, 2012, 14:19:26
rFactor može biti idealan, ili kako Dzidza veli, smeće, sve ovisi koji mod si instalirao. Grafički isto ima jako lijepih staza, dorađenih do savršenstva, samo treba tražiti u moru modova na community forumima. Kod prijatelja koji ima dobar komp to izgleda odlično, i lijepo klizi, dok kod mene ne vrti na najvišim postavkama, pa mi se ne da vozit. Ostala mi u sjećanju jedna Lada Riva, odlično pogođen vozni model, i staza Le Mans iz 60-tih.
: Re: (PC) rFactor 2
: Dzidza1978 October 25, 2012, 14:51:44
Tnx na savjetu. Probat ću retrovizore. Baš sam mislio, pa kako su ih to modelirali, jer se ništa ne vidi  ::)

A ovo za Porše LOL. Ali samo nek oni idu u savršenstvo, bolje za nas vozače.

I da, grafiku nisam ni komentirao, jer mi nije važno kako izgleda igra. Najbitniji mi je osjećaj vožnje (dobar FF, fizika i zvuk).


Trebao bi skinuti realfeel plugin za ffb, jer je on puno bolji od postojećeg u rfactoru, samo ga treba štimati dosta, možeš ga štimati za svaki auto. Ako imaš smart phone onda možeš skinuti plugin da ti na njemu pokazuje RPM, krugove potošnja guma i sl.
Takodjer imaš super program koji ti omogućava da glasovnim naredbama mjenjaš stvari u igri, npr. naštimaš da kad kažeš box, da ti pozove box, ili kažem temp pa ti odvori prozor za temp ulja motora, vode. Jako koristan program jer nemoraš uopće tipkovnicu imati.
Mi smo išli u krajnosti s tim programom da sam si kad bi išao u boks, glasovno odredjivao koliko goriva, šetao se po meniju, koliko puta ću u boks ići itd.

ZG Racing (http://www.youtube.com/watch?v=lj5ILWs2T6I#) --> ovako smo svi imali promo filmiće za predstavljanje timova :-)

: Re: (PC) rFactor 2
: STINGer October 25, 2012, 14:54:45
(http://www.premiershiphr.comoj.com/Smileys/smajlici/rofl.gif)  (http://www.premiershiphr.comoj.com/Smileys/smajlici/naklon.gif)  Predobro!
: Re: (PC) rFactor 2
: Dzidza1978 October 25, 2012, 15:25:41
NKvsMGR2a (http://www.dailymotion.com/video/x4tz8y)

30 nas na startu, Forum protiv Foruma. Dodovaranje i isprobavanje taktike tjedan dana, svaki dan po min 2 sata. Na kraju smo odlučili ne otić u boks, nego voziti sa istim gumama i krenuti sa full rezervoarom goriva. Zadnjih 10 krugova smo gubili oko 1,5 po krugu, ali smo dobro izračunali i uspjeli smo pobjediti.

Moj BMW je narančati sa bijelim točkama, a od kolege Pembe sivi.
: Re: (PC) rFactor 2
: sagitarius October 25, 2012, 15:33:09
.., a od kolege Pembe sivi.

Dado, najveca legenda voznje otkad je virtualne voznje  8)
: Re: (PC) rFactor 2
: Dzidza1978 October 25, 2012, 15:34:43
FLYER Racing (http://www.youtube.com/watch?v=ZGe9Tx0cBkw#)

Video mog tima, inače bubnjar i ja smo vozili u timu :). Bilo je još tih filmića ali tko će to naći
: Re: (PC) rFactor 2
: FEDROwhatISgood October 25, 2012, 17:50:39
Ovo je zbilja genijalno. Svaka cast i Dzidza i ekipa 8)

...eh, treba priznati, vidi se da i u smislu communitija konzole debelo kaskaju za pravim pc entuzijastima :)
: Re: (PC) rFactor 2
: sagitarius October 25, 2012, 20:26:15
...eh, treba priznati, vidi se da i u smislu communitija konzole debelo kaskaju za pravim pc entuzijastima :)

U svakom smislu vezanom za simulacije voznji konzole kaskaju za PC-jem minimalno 10 godina.

Da nema Gran Turisma i Forze (ali tek vezano za modele koje su radili za FM4, dakle u 2011 i 2012) konzole se ne bi imale cime hvaliti uopce. Ovako se samo mogu hvaliti nevjerovatno tocnim modelima samih automobila, sto je podrucje koje na PCju stize tek recentno pCARS. Tu se moze kapa do poda skinuti Polyphonyju, no za sve ostalo PC je bio i ostao majka.

Ja jos uvijek pamtim kada sam prvi puta vidio setup ekran za Grand Prix 2 i ostavio ladicu do poda. Da se razumijemo, ljudi su vec tada vozili online na tipkovnicu (volani prakitcno nisu ni postojali) i provodili sate u podesavanju -0.2 cambera zbog potrosnje guma za utrke od 70 krugova. A to je bilo valjda 1997/98. godine. Prije 15 godina dakle, taman je izasao prvi Gran Turismo.

Druga publika, drugi fokus, drugi zahtjevi. Kazem ti fino Fedro ponovo, za tebe je PC, okani se konzola ;D
: Re: (PC) rFactor 2
: Safety-_-Car October 26, 2012, 10:51:38
Jučer kad sam skinuo ovaj mod, iskreno nisam očekivao ništa posebno. Ali ono, ajde skinem. Ipak je DLC zabadava.
(http://i.imgur.com/mdxZf.jpg) (http://imgur.com/mdxZf)

Pa sam i nekvi Porsche cup skinuo. Koji je btw toliko dobar da je to nevjerojatno. Od fizike, kokpita i zvuka. Frend kad je sjeo za upravljač i kad je stisnuo gas, poslije izlaska iz boksa, počeo se smijati ko lud. Gledam ga..., totalno se iznenadio kako je nevjerojatno dobro modelirana brutalnost auta kod ubrzanja (kokpit, osjećaj FF-a, staza, zvuk). Stvarno, kao da sjediš u autu (osjećaj je još povećao 117 tv-a i 5.1 zvuk). Nakon krug i pol, auto mu je stao i ugasio se. Mislio sam da je G25 nešto zaštekao. Nije. Kad sam ugledao u retrovizoru gusti dim, mislio sam pa nije valjda LOL. Odem na vanjsku kameru, i stvarno auto je crko. Uništio je mašinu  :o :).

Nego, da se vratim formuli 1990.
Očekivao ništa, dobio nevjerojatno puno. Već dok se i bolid upali u garaži, osmjeh od uha do uha je neizostavan. Svaki bolid ima svoj autentičan zvuk. Svaka čast. Osjećaj za upravlječem je lijep. Sve off imam. Najjaće mi je kad točno pogodim točku kočenja, oprezno s gasem kroz zavoj, pa na izlasku iz zavoja malo ranije pritisnem papučicu do pola i kroz kontrolirano proklizavanje uspijem odvoziti zavoj i jurim prema sljedećem uz pratnju prekrasne dernjave V12 motora....  :D

Neću vas više daviti mojim impresijama, ali ako netko razmišlja instalirati rFactor na comp, neka ne razmišlja. Just do it   ;)


Evo nekoliko filmića (slobodno pojačajte zvuk):

Mclaren
rFactor - F1 1990 Suzuka (http://www.youtube.com/watch?v=3FVUa8Q72EQ#ws)

Ferrari (staviti na 1:50)
F1 1990 rFactor SRM mod - Suzuka hotlap (http://www.youtube.com/watch?v=sRcd_1AfjRw#ws)

Benetton
[rFactor] Benetton B190 (F1-1990 Mod) (http://www.youtube.com/watch?v=wVfkWiizOpE#ws)
: Re: (PC) rFactor 2
: Sinisa October 26, 2012, 12:38:05
Evo ovdje imaš na jednom mjestu hrpu modova , pa možeš birati :

http://39data.web.fc2.com/rFm.html#other (http://39data.web.fc2.com/rFm.html#other)

ovdje su samo f1 modovi i staze za njih :

http://www.rfactorf1.com/ (http://www.rfactorf1.com/)


nažalost dosta linkova je na megauploadu  >:(
: Re: (PC) rFactor 2
: Safety-_-Car October 26, 2012, 12:48:50
Ok, super  :)

Tnx
: Re: (PC) rFactor 2
: iced16 October 26, 2012, 15:33:06
ako se dobro sjećam, imaš stranicu ''bockbierbude''. Uglavnom, isto ima masu,masu staza i modova pa bac oko. čak imaš neki fajl koji ti automatski sve skine. Ima tu poprilično gigabajta. Javi mišljenje o stranici.
: Re: (PC) rFactor 2
: Ljubusak October 26, 2012, 20:11:24
Da se osvrnem na Amarov post, zar nije nama ljepo najavljivano kako ćemo u GT5 imati ta online prvenstva, lige, natjecanja....

To se ostavilo za GT6 ili za sljedeću generaciju?!
: Re: (PC) rFactor 2
: buby0706 October 26, 2012, 23:07:14
Evo baš gledam i čitam mnoge forume za rfactor 2 i svi se slažu da je rfactor Bog racing simulacija...čistokrvni hardcore racing
Istina ili !!

: Re: (PC) rFactor 2
: ribafish November 30, 2012, 00:36:55
Prvi dio, al posto nemamo zasebnu temu evo ovdje >

rFactor a few great mods (http://www.youtube.com/watch?v=3XE772onWnU#ws)
: Re: (PC) rFactor 2
: GTS_Klocna November 30, 2012, 09:20:20
Evo baš gledam i čitam mnoge forume za rfactor 2 i svi se slažu da je rfactor Bog racing simulacija...čistokrvni hardcore racing
Istina ili !!

U zadnje vrijeme većinu vremena koje provodim u vožnji se odnosi na rfactor. Definitivno najbolji izbor za svakog ko želi pravu simulaciju, modova ko u priči, staza isto. A još je uz malo truda i besplatan. Pa šta čovjek više da traži!  ;D

@ribafish: Od modova iz clipa probao Drm Revival 2.0b za koji sam stavio i filmić dok sam vozikao. Odličan mod, sirova snaga, turbo era, zvuk :o.

Endurance series - sinoć vozikao na stazi elkhart lake, ekipa me ubila, jebiga neznam stazu. Staza je jako slična monzi sa dodatnim uzbrdicama i nizbrdicama. Mod odličan, uloženo puno truda. Porsche, corvette, astoni, le mans auti, saleeni.

Corvette by Niels - probao prije mjesec beta verziju, prije koji dan izašla 1.0v, ima besplatno skinut na virtualr.com, praktički cijela igra ide uz mod, samo treba  crack i vozi. Odličan mod, frajer zna posao(mislim da surađuje sa Reiza studios, ima nekakav ludi diy volan, strašno jak, vrti kao blender  ;D, kažu da se i frex može sakriti!)
: Re: (PC) rFactor 2
: Safety-_-Car November 30, 2012, 10:41:24
Svaki dan kad sjednem za volan, prvo potražim neki "novi" mod/dlc. Evo, jučer navečer otkrio ovo: http://www.virtualr.net/nlc-vln-2005-10-released. (http://www.virtualr.net/nlc-vln-2005-10-released.)

Naravno, 2 i po sata su prošla ko da su 5 minuta. Nisam isprobao ni pola automobila (vozikao sam se na Montrealu) i već sam morao ugasiti i na spavanje.

Online, još nisam ni probao. Klocna, daj me uključi u neku utrku  :).


Za opuštanje. Uzmem auto po želji i vozim lagano kroz ovu nevjerojatnu stazu. 72 km je krug. Kroz gradove, naselja, otvorena cesta.
Targa Florio.
Targa Florio Full Round Alfa Romeo 2000 GTA 100.000 Viewer Special!! [rFactor] (http://www.youtube.com/watch?v=FXf4_OrRe7E#ws)

: Re: (PC) rFactor 2
: GTS_Klocna November 30, 2012, 12:50:21
Što se tiče servera, treba vidjeti od ponuđenih šta ima, koji bi nam odgovarao pa se nađemo. Ima ih i dosta praznih samo treba imati mod i stazu.
: Re: (PC) rFactor 2
: Safety-_-Car November 30, 2012, 12:54:51
Ok. Daj nešto iskemijaj. Ja vozim skoro svaki dan od 21h.
: Re: (PC) rFactor 2
: Jadran73 November 30, 2012, 14:56:52
Na ovoj stranici Bockbierbude (http://www.bockbierbude.de/) imas skoro sve sto se rFactora 1 tice usput imas i program koji ti automatski provjerava sto imas od auta i modova instalirano i ono sto fali sam skine i instalira  ;)
: Re: (PC) rFactor 2
: Safety-_-Car November 30, 2012, 15:00:58
Ok tnx i tebi i icedu  ;).

sad sam se sjetio da mi je iced vec prije rekao za tu stranicu, a zaboravio sam je pogledati...
: Re: (PC) rFactor 2
: GTS_Klocna November 30, 2012, 15:28:20
Na ovoj stranici Bockbierbude ([url]http://www.bockbierbude.de/[/url]) imas skoro sve sto se rFactora 1 tice usput imas i program koji ti automatski provjerava sto imas od auta i modova instalirano i ono sto fali sam skine i instalira  ;)
Voziš šta Jadrane? Rfactor 2?
: Re: (PC) rFactor 2
: Jadran73 November 30, 2012, 16:31:52
A vozkam svasta pomalo  ;D dok ne pocnu neke lige pa cu se odlucit sto i kako  ;)
: Re: (PC) rFactor 2
: Safety-_-Car November 30, 2012, 23:45:29
Na ovoj stranici Bockbierbude ([url]http://www.bockbierbude.de/[/url]) imas skoro sve sto se rFactora 1 tice usput imas i program koji ti automatski provjerava sto imas od auta i modova instalirano i ono sto fali sam skine i instalira  ;)


Sad sam pogledao tu stranicu i skužio da sa nje već skidam naveliko  ::). Nisam obraćao pozornost na ime stranice. Poslao mi ju je Klocna na dan kad sam instalirao rFactor, i odmah sam je ubacio u favorite. Inače, stranica je odlična.
: Re: (PC) rFactor 2
: Jadran73 December 01, 2012, 03:18:57
rFactor 2: Build 125 Released


This version features 3 major additions:

    Skip Barber Formula 2000 (2 configurations, National and Regional).
    Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).
    Resume from Replay (saving in the middle of a race and resuming from any given point within the replay)

Graphics

    Improved lighting in car paint shaders
    Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
    Leaf wind now working again in shaders
    HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from Player\Settings\track_layout dir
    HDR profiles can be loaded from the Settings menu in the real-time monitor
    prevent ‘Auto Detail FPS’ from LOD’ing the currently viewed vehicle
    Added support for loading user shaders
    Attempt to improve LOD level flashing while regulating frame rate
    Re-enabled transparency AA setting
    Fixed issue with visual tire wear on AI vehicles

Gameplay

    Fixed/changed behavior where we wouldn’t use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
    Made track-cutting thresholds configurable in the GDB.

Physics

    Fixed some RealRoad setting issue and uninitialized data if file couldn’t be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.

AI

    fixed a bug where AI ignored pit strategy needs while out on track.
    fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
    added two new variables for AI to the RCD files “UnderSteerEffectOnThrottleMulti” which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & “UnderSteerEffectOnLineMulti” which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
    hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter “UnderSteerEffectOnLineMulti” is.

UI / HUD

    added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
    fixed event picking bug when a MOD with multiple updates has multiple versions of some events
    fixed bug in HUD editor that had mismatched global parameters.
    Made RFM picker scroll in when ARAC button is selected.
    fixed extra character being drawn for newlines in the garage notes
    Add selectable HDR profiles to settings page
    Added a new Options Button to select “All Tracks & Cars”. Also removed “All Track & Cars” mod from the spinner.
    Added version numbers to RFM, VEH, & track selection gizmos.
    Fix for showroom not loading first time through
    added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
    made the “leave track” gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
    changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)

Bug Fixes

    Fixed problem where upgrades didn’t work first time after installation
    fixed potential deadlock when adding or booting AI in single-player mode
    Fixed a bug to allow mas’d sounds to be loaded in moddev mode

Multiplayer

    Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.

Controller

    Now also resetting steering wheel range whenever ‘Reset FFB’ is pressed.
    Bumped up maximum number of controllers from 4 to 6.
    Added logging and potential fix for problem where people sometimes lose keyboard input.

Replays

    Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a “perfect” save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.

Modding

    Fixed a bug in Mas2 with crashing during mod install
    Fix for viewer to support no dyn vbuf
    Removed confirm dialogs from Mas2 for mas’ing and packaging components and mods
    Changed multi-cmp file extension to .rfcmp
    We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.
    Minor changes made to improve meshmender tangent basis generation
    Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won’t be
    gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
    gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
    gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
    gMaterial plugin has a “Reset Shader Location” button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
    Added fix for loading mas’d sounds in mod mode
    RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
    Fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
    Made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.
    Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
: Re: (PC) rFactor 2
: buby0706 December 02, 2012, 22:19:50
Mnogo bolje mi rFactor 2 izgleda i zvuči od iRacinga...

iRacing vs rFactor 2 Beta - Skip Barber at Lime Rock Park (http://www.youtube.com/watch?v=68PVffmKjVs#ws)
: Re: (PC) rFactor 2
: Sinisa December 04, 2012, 23:27:09
Izašao je F1RFT 2012 MOD za rFactor 1

Linkovi i upute za postavke su ovdje :

http://maszosz.hu/page.php?3841 (http://maszosz.hu/page.php?3841)
: Re: (PC) rFactor 2
: hendrix December 10, 2012, 17:37:20
da li je tko zainteresirat za vozit grobnik večeras? :)
: Re: (PC) rFactor 2
: ribafish December 22, 2012, 17:06:20
Nova licenca > Corvette C6.R
(http://i.imgur.com/bfSmm.jpg)+

Novi trailer >
rFactor2 : Give me a Beat! (http://www.youtube.com/watch?v=3P1SXNF7BFQ#ws)
: Re: (PC) rFactor 2
: ribafish February 04, 2013, 12:58:40
c6R GT2 Corvetta dostupna za download od prije par dana..

Evo i gameplay >

rFactor 2 | Corvette C6.R Test | Croft (http://www.youtube.com/watch?v=YOo673zf_jY#ws)

Bacit cu ovdje jos dva filmica za usporedbu, iRacing i RaceRoom:

R3E - First laps with Chevrolet Corvette C6.R GT2 @Portimao (http://www.youtube.com/watch?v=19W6udBQivg#ws)

Interlagos - Corvette C6R - 1min29sec351 (http://www.youtube.com/watch?v=z1GVSvPwkYA#ws)
: Re: (PC) rFactor 2
: Jadran73 February 06, 2013, 12:10:48
Novi update :)

=====================================================
Update 11 (Build 146) Changelog (Febuary 4, 2013):
=====================================================

GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.

GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.

PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.

AI:
————————
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.

UI / HUD:
————————
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed occasional crash-on-exit bug

MULTIPLAYER:
————————
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.

PLUGINS:
————————
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier

REPLAYS:
————————
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.

MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr
: Re: (PC) rFactor 2
: Jadran73 March 01, 2013, 01:47:35
rFactor2 Build 156 Released

================================================== ===
Update 12 (Build 156) Changelog (Febuary 28, 2013):
================================================== ===
GRAPHICS:
————————
Fixed shaders bug with vertex color adjustments
Fixed headlight bug where headligths would lag one frame behind
Fixed broken tire temp indicator on HUD MFD
Attempt to fix occasional smoke problem with transparent trainer
PHYSICS:
————————
Fixed some issues that happen when upgrades make a change in the number of tire compounds
Added “hard” anti-stall.
Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1″, default is 0)
Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though)
“RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only
Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules.
Added new optional algorithms for engine brake map.
UI / HUD:
————————
Fixed bug on main menu vehicle button if there are no cars installed
In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel)
Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options.
Removed useless HUD parameters
REPLAYS:
————————
Fixed the situation where replays of races would crash right after track load
MODDING / PUBLIC DEV
————————
Updated ModMgr UI
AI:
————————
Prevent AI cars from fueling if race parameters disallow it.
MULTIPLAYER:
————————
Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.

LINK  (http://rfactor.net/web/rf2/rf2dl/)
: Re: (PC) rFactor 2
: sagitarius March 01, 2013, 09:44:39
A i njima ce biti bolje da to krenu portati na nove konzole, ili ce svi skupa propasti zbog troskova produkcije.
: Re: (PC) rFactor 2
: Ikral March 08, 2013, 09:09:49
A i njima ce biti bolje da to krenu portati na nove konzole, ili ce svi skupa propasti zbog troskova produkcije.
Samo neka zadrže sve opcije s PC-a, bez podilaženja konzolaškoj klijenteli. Sad, modove teško da će dozvoliti, ali tko zna, možda neki track kreator unutar enginea igre, aute mogu i sami prodavati.
: Re: (PC) rFactor 2
: Dzidza1978 March 08, 2013, 11:04:53
A i njima ce biti bolje da to krenu portati na nove konzole, ili ce svi skupa propasti zbog troskova produkcije.

Neće oni propasti, njima je rfactor za PC sekundaran, bitniji im je rfactor pro, što prodaju raznim momčadima.
: Re: (PC) rFactor 2
: ribafish April 02, 2013, 21:37:29
Ferrari 250 GTO Touge (http://www.youtube.com/watch?v=E7cHDIdwTt8#ws)
: Re: (PC) rFactor 2
: Jadran73 April 04, 2013, 19:24:01
Novi update   :)

=====================================================
Update 13 (Build 198) Changelog (March 28, 2013):
=====================================================

GRAPHICS:
————————
Adjusted reflection parameter
Re-enabled rain spray
Tweaked rain spray algorithm so that light spray doesn’t last as long as heavy spray
Adjusted minimum water depth to create rainspray
Narrow the rainspray slightly if car is only partly over wet track.
Fix for misaligned sun in reflection map
Fixed minor math problem in “Moving Rearview” algorithm that caused mirrors to reflect forwards if you moved your seat halfway towards them.
Added a color space transform to HDR processing
Now using a more accurate gamma conversion after HDR processing

PHYSICS:
————————
Small tire tool improvements

GAMEPLAY:
————————
Changed default Cut* GDB variables to match the ones at LRP.
Found some problems with driver swap.
Convert drive-thru’s to stop-go’s if there’s effectively no pitlane speed limit (like in historic mods).

CONTROLLER/FFB:
————————
Added controls to increase/decrease FOV (find the mappings under the ‘SEAT’ tab, not the ‘CAMERA’ tab).
New Controller.ini variable “Reset Steering Wheel Range Time” feature to fix the steering wheel range (to fix issue with Logitech wheels losing track randomly.)
Doubled the default value for controller.ini variable “Off-road multiplier” to counteract reduced off-road terrain bumpiness values and also because tire parameters have been refined over time.

UI / HUD:
————————
Fixed bug where ATAC selection was not displayed upon entering mod picker page.
Added some HUD variables to position tire/damage overlays seperate from the background car map image
Added in-between steps for custom HUD digital tachometers for better precision. Remaining backwards-compatible, the available settings changed from (SDID_RPM1, SDID_RPM2 … SDID_RPM23) to (SDID_RPM0H, SDID_RPM1, SDID_RPM1H … SDID_RPM23, SDID_RPM23H). Note that the RPM range used for these come from the cockpitinfo.ini value TachometerRange which is also used for analog tach’s.
Added HUD values “RearFlapDetected” and “RearFlapActivated” in addition to the existing “RearFlapStatus” which appears to mean it is allowed but not currently activated.

MODDING / PUBLIC DEV
————————
Fixed a problem when using a full path in the plrfile Packages dir
Fixed some bugs in ModMgr
Added component filtering option to ModMgr in Options menu
MAS2 now starts up from last location, also multimonitor mode startup is improved
Fixed waypoint selection/deselection bug in dev mode

BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem with g-force meter that caused it to pause briefly but repeatedly.
Fixed crash when upgrades change number of possible values for a garage setting and that garage setting is using special values.

AI:
————————
Allowing ai driver’s “start skill” an upper limit of 150 from 100 to allow them to react to the starting gun as fast as a human can.
Fixed AIs blowing up on grid in timed races

MULTIPLAYER:
————————
Addressed one part of issue where sometimes a client gets delayed significantly when the server changes session
Changed default minimum voters from 2 to 1.
Fixed tire wear multiplier for player vehicle.
Fix for broken default temp car
Implimented a way to propagate multiple *.dds for loose skins in multiplayer games. Easiest way was to allow *.mas files containing all the loose dds files as player livery so only 1 file needs to be transfered. So if you have a loose skin with multiple DDS’s, put them all in a mas file (with the same base name as your base dds) in the loose skin directory and the game should correctly load them and transfer them in multiplayer games.
: Re: (PC) rFactor 2
: Jadran73 May 21, 2013, 23:09:59
rF2 Build 218 Released. Release notes: http://rfactor.net/web/rf2/devscorne...ild-notes/#218 (http://rfactor.net/web/rf2/devscorne...ild-notes/#218)
(Torrents are up, http is up, auto update will be up asap).
Links: http://rfactor.net/web/rf2/rf2dl/ (http://rfactor.net/web/rf2/rf2dl/)


http://youtu.be/nQaZlO2fZ7w (http://youtu.be/nQaZlO2fZ7w)


=====================================================
Update 14 (Build 218) Changelog (May 20, 2013):
=====================================================

KNOWN ISSUES ON RELEASE:
————————

- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
- Possible MP lag/stutter when player disconnects
- Possible alt-tab crash (we have not been able to recreate yet)
- Wet Weather transparency issues, fixed in upcoming (short timeframe) build
See knownissues.txt for more

GRAPHICS:
————————
- Fixed problem where particles were mis-aligned across viewports in multiview
- Fixed a problem where side views could become un-synced with center view in multiview
- Fixed a shadow-related bug if shaders were initially compiled by showroom
- Fixed several issues with showroom when used with non-HDR mode
- Improved monitor replay view in multiview
- Fixed some overlay bugs in instant replay in multiview
- Changed render order of side views in multiview to fix lagging problem
- Improved rain look
- Re-enabled wet skids
- Fixed a bug causing inconsistent fog among channels in multiview
- Fixed a bug loading default HDR profile
- Fixed uncoordinated rain drops in multiview mode
- Improvements to fullscreen showroom display in widescreen and multiview modes
- Fix for multiview shadow error when tree wind is 0
- Fixed a bug with re-initializing letterbox manager
- Improved instant replay overlays in multiview mode
- Fixed a bug when switching to a non-multiview res, where multiview was still being used
- Fixed replays in multiview mode
- Restrict mem bar display to realtime only
- Fix location of reflection map display in multiview mode
- Fixed a bug with fire being non-alpha

PLUGINS:
————————
- Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
- Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
- Added ignition/starter state to plugin telemetry data.
- Made changes to allow plugins to draw in the options.
- Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.

PHYSICS:
————————
- Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
- Improved the automatic collision hull generation for front and rear wings.
- If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
- Small improvement in collision response.

SOUNDS:
————————
- Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
- Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
- Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
- Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
- Ambient sound effects can now use exponential attenuation like the vehicles do.

FEATURES:
————————
- Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
- In replay, space key now toggles between play and stop.

GAMEPLAY:
————————
- Increased component/mod verify level from None to Normal
- Using additional criterion to differentiate between cmps with same name/version

UI / HUD / Options:
————————
- Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
- Added plrfile option for transparency AA (defaulted to On)
- Fixes for various showroom problems.
- Added a “download in progress” button that only appears when we have a component download in progress.
- Added PLR file option “Start Engine” for whether you want it automatically started
- Fixed vehicle labels in monitor
- Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
- Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
- Corner damage states in HUD now represent body and/or suspension damage.
- Turn off time acceleration when moving to another session.
- When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)

MODDING / PUBLIC DEV
————————
- Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
- Fixed a ModMgr bug reporting MAS file sizes of upated cmps
- Fixed a ModMgr bug with availability of updated mods/cmps
- Component/Mod names now limited to 32 bytes
- Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
- Added justification info to text items that can be added to HUD.
- fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
- Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
- Added ability to remove yellow flag to puppet master mode.

BUG FIXES / OPTIMIZATIONS:
————————
- Fix for broken replay display in triple head mode.
- Also fixed a possible deadlock when trying to resume a race from replay.
- Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
- Fixed an intermittent crash if you were a pending driver and the weekend was restarted.

AI:
————————
- Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
- Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
- Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
- Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
- Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.

MULTIPLAYER:
————————
- Fixed Mod download that failed to complete would prevent future successful attempt to install
- Offer only actual mods, not multicmps, as choices to start a dedicated server.
- Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
- Attempt fix for driver swap “name confusion”.


May 10 – Mills Metro Park:
- Fixed a couple pop-up’s.
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Portugal:
- Fixed pit official
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Palm Beach:
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 9 – Renault Megane:
- Updated spec TGM
- Minor aero balance tweaks.
- Minor suspension tweaks.
- Minor braking tweaks.
- Minor tweaks to AI
- Minor camera tweaks
- updated several shaders
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Formula Renault 3.5:
- Minor tyre tweaks.
- Minor AI tweaks to make relative performance slightly more human-like.
- Minor camera tweaks
- Fix for hole in the nose visible when driving in cockpit view without a driver present
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Nissan GTR GT1:
- Updated tyre TGM to be more in-line with the C6R New engine model with improved engine braking and throttle maps (must use build 156 or higher).
- Minor suspension and steering tweaks.
- AI tweaks attempt to create a more even correlation between humans and their AI counterparts through all parts of the track.
- Minor Camera tweaks.
- All new engine sound samples.
- Low angles showing underneath the bonnet were touched up.
- Updated shaders.
- Fixed a couple seams.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Nissan 370Z:
- Partial redesign of the tyres.
- Minor engine cooling increase.
- Minor suspension tweak.
- Minor AI tweaks.
- Minor Camera tweaks.
- New cockpit gauges
- Fixed position / lap counter display
- Fixed some pop-out’s due to a couple LOD distance errors.
- Updated shaders.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


April 22 – Monaco:
– Corrected transparent/invisible building just before entering Casino Square.
– AIW work to help AI negotiate the harbor chicane better
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Belgium:
– AIW work to prevent AI from crashing out as much at various locations around the track
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Brianza:
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*
* = Done to all three tracks.


April 22 – Historics (1960′s GP) cars:
- Added and adjusted new wear (abrasion and degradation) parameters.
- Added and adjusted to suit new engine model.
- Minor adjustments to tyre heating and cooling properties.
- Minor suspension tweaks.
- Various adjustments to AI.
- Cam and mirror pos tweaks to all cars.
- Mirrors now working properly.
- Fixed many graphical seams.
- Fixed some texture mapping and material settings.
- And many other small tweaks.


March 28 – Chevrolet Corvette C6.R v1.41
(These notes were compiled from memory, might be missing a couple of things here and there).

- Lowered tyre degradation slightly
- Some small tweaks to improve vehicle stability
- Reduced transmission sound from internal view slightly
- added windshield reflection layer
- Fixed a couple of seams in the 3d model
- new engine braking


March 28 – Marussia-Cosworth MR01 v1.42
(These notes were compiled from memory, might be missing a couple of things here and there).

- New hi-res sponsor maps
- Small tweak to rear flap influence
- Tweaks to engine reliability
- Int/Wet tire tweaks for durability (may not have made 1.42)
: Re: (PC) rFactor 2
: iced16 May 22, 2013, 00:24:55
Jel to kiša ili koji vrag? Ne izgleda mi dobro :/
: Re: (PC) rFactor 2
: ribafish May 22, 2013, 01:11:31
Jel to kiša ili koji vrag? Ne izgleda mi dobro :/

Kiša je, radi se na tome, na kraju ce izgledat odlicno siguran sam..
: Re: (PC) rFactor 2
: iced16 May 22, 2013, 01:57:07
Jel to kiša ili koji vrag? Ne izgleda mi dobro :/

Kiša je, radi se na tome, na kraju ce izgledat odlicno siguran sam..

Aha super onda... :D

Btw ovo sam davno pogleda, ful mi fobro izgleda al kolko se može vidjeti sa ovakvom kamerom,  ne znam. Ćini mi se jako malo XD

https://www.youtube.com/watch?v=O5tdIdcxeDo (https://www.youtube.com/watch?v=O5tdIdcxeDo)
: Re: (PC) rFactor 2
: ribafish June 09, 2013, 11:12:04
(http://i.imgur.com/fPmBgyg.jpg)

(http://i.imgur.com/XZ8a1mu.jpg)

(http://i.imgur.com/VBZqNY5.jpg)

(http://i.imgur.com/r9VLIsT.jpg)

(http://i.imgur.com/eSeE23k.jpg)

(http://i.imgur.com/cZSPQRL.jpg)

http://rfactor.net/web/2013/05/31/postcards-from-silverstone/ (http://rfactor.net/web/2013/05/31/postcards-from-silverstone/)

: Re: (PC) rFactor 2
: Jadran73 June 10, 2013, 03:43:55
 ;D

(http://isiforums.net/f/attachment.php?attachmentid=6418&d=1361704481)
: Re: (PC) rFactor 2
: STINGer June 10, 2013, 12:41:36
To je neka umjetna staza?
: Re: (PC) rFactor 2
: iced16 June 10, 2013, 14:51:02
Ček u rFactor stavili Blackwood? hehehe, jel to mod ili?

To je neka umjetna staza?

Da, iz LFS-a.
: Re: (PC) rFactor 2
: Jadran73 June 11, 2013, 11:36:02
Novi update  ;D

We would like everyone to try auto update feature first to update. We'd essentially like you to crash it by overloading it. If it does and you end up stuck, then download 228 Lite and install it over your current installation.

Download links for Content and Lite installers are here:

http://rfactor.net/web/rf2/rf2dl/ (http://rfactor.net/web/rf2/rf2dl/)
No free demo with build 228.

NOTES:
Build 198 had a bug which stops is updating. Download 218 or 228 Lite and install that over your current installation. 218 and 228 should update fine to future versions.



    ================================================== ===
    Update 15 (Build 228) Changelog (June 10, 2013):
    ================================================== ===

    GRAPHICS:
    ————————
    Fixed an error with frame buffer textures in a few cases
    Fixed a problem with HDR bloom when running multiview
    Did some adjustment of multiview HDR processing
    Added detail levels to env and road reflection options

    SOUNDS:
    ————————
    Fixed bug where the audio mixer treats the player as an opponent when going under AI control.
    For onboard cams, setting Flags2 to 1 will make them use external rather than internal sounds.

    FEATURES:
    ————————
    Attempt to correct controller IDs if they get switched around when plugging in other input devices like joysticks.

    GAMEPLAY:
    ————————
    More tidying up of multiview replay

    UI / HUD / Options:
    ————————
    Clearing sidebars from replay gizmo when bouncing back to main monitor from large replay window in multiplayer


    MODDING / PUBLIC DEV
    ————————
    Fixed a crash in ModMgr when switching from detailed to simple view
    Fix up some minor UI problems in MAS2
    Added ability to place listeners for ambient sounds using the editor.
    Added ability to see the path the AI last took in AIW editor show/hide menu
    Fixed an issue in ModMgr where an install to a new directory would use last known working and packages folders - new installs will now use new working and packages folders until modified by user.
    Added menu option to cancel recording paths in AIW editor and to trigger path recording with "External Signal Left" mappable input.


    BUG FIXES / OPTIMIZATIONS:
    ————————
    Fixed a bug when toggling FXAA from in game where the shaders were not being recompiled properly
    Fixed alt-tab crash in MP caused by multiple rearview inits
    Demo set as PREFERRED_RFM
    Fixed recently introduced bug where clients would sometimes halt when another client exited the race.
    Fix skins on dedicated server replays, not yet sure if this helps with skins on client replays.
    Fixed "Get Mod" password entry box to send player to the right screen when "Enter" key is used to progress forward
    Fixed a bug with incorrect billboard rotation when wind/crown motion deactivated
    When mapping controls to a controller axis, fixed a minor problem where the axis settings could get stuck in a bad configuration (more specifically, while we tried to detect whether you were trying to use a half axis or a full axis).


    AI:
    ————————
    Fixed bug where sometimes AI would get stuck in an extremely slow state.
    Closed potential slowdown loop when yellow flag is thrown and freezing running order for AIs.


    MULTIPLAYER:
    ————————
    Fixed an alt-tab crash specific to MP only
    Added send rate control to built in HTTP server
    Added server & admin commands "/dq" and "/undq" to disqualify and re-qualify drivers.
    Remove exited clients' cars if restarting weekend.
    Added basic race rejoin after disconnect, which must be enabled on the server to work (with the multiplayer.ini setting "Allow Race Rejoin"). Currently you just get a new car in the garage.

: Re: (PC) rFactor 2
: ribafish June 28, 2013, 18:36:12
Evo i besplatan demo >

C6r @ LimeRock

http://rfactor.net/web/rf2/rf2dl/ (http://rfactor.net/web/rf2/rf2dl/)
: Re: (PC) rFactor 2
: Safety-_-Car June 28, 2013, 19:20:15
To Riba, hvala na informaciji! Dojdem s posla i odmah instaliram  :D :D

LimeRock, odlična staza   :)
: Re: (PC) rFactor 2
: ribafish June 28, 2013, 19:55:35
Ja sam probao zadnji build prije nekih mj dana, znam da sam bio odusevljen s kokpitom posebno, refleksije/prljavstina na šajbi su vrh vrh.. O fizici i FFB naravno sve najbolje.. Demo skinut, instalirat cu kasnije..
: Re: (PC) rFactor 2
: Safety-_-Car June 28, 2013, 20:45:16
Iskreno, meni je jedinica toliko dobra da uopće ne trebam dvojku. Ali zašto ne... Da vidimo što su ipak poboljšali  :)
: Re: (PC) rFactor 2
: ribafish October 02, 2013, 03:52:47
(http://i.imgur.com/BSRVvRw.jpg)
: Re: (PC) rFactor 2
: ribafish December 20, 2013, 12:01:54
Sve vaznije PC simulacije su dobile update danas ;) pC, AC, iR, R3E i evo rF2.

http://www.virtualr.net/rfactor-2-new-build-out-honda-coming (http://www.virtualr.net/rfactor-2-new-build-out-honda-coming)

Evo i novi demo za probat, sadrzaj je kao u zadnjem c6r @ limerock, al naravno s poboljsanom fizikom, ffb, grafikom, zvukom itd, probajte..

http://rfactor.net/web/rf2/rf2dl/ (http://rfactor.net/web/rf2/rf2dl/)

(http://i.imgur.com/YE665Jg.jpg)

^ ovo se ceka ;D nadam se uskoro..

: Re: (PC) rFactor 2
: ribafish December 26, 2013, 13:06:10
(http://i.imgur.com/ghz6tZz.jpg)

(http://i.imgur.com/XZdkJ8x.jpg)

(http://i.imgur.com/1886BTz.jpg)

Uskoro (vjerovatno za vikend) ;D

http://www.bsimracing.com/rfactor-2-btcc-honda-civic-previews-and-release-announcement/ (http://www.bsimracing.com/rfactor-2-btcc-honda-civic-previews-and-release-announcement/)
: Re: (PC) rFactor 2
: ribafish January 28, 2014, 22:18:03
rFactor 2 - NEW Mercedes-Benz SLS AMG GT3 @ Loch Drummond (http://www.youtube.com/watch?v=shLlP99Hwyg#ws)

rFactor 2 - NEW Honda Civic BTCC Released @ Lime Rock Park (http://www.youtube.com/watch?v=cBdDF644ilA#ws)
: Re: (PC) rFactor 2
: Jadran73 February 27, 2014, 02:06:19
Novi update rFactor 2 Build 494



Update 21 (Build 494) Changelog (February 26, 2014):
=====================================================

GRAPHICS:
————————
Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.
Fixed calculation and tweaked numbers to reduce cloud pop-in.
There’s a few items missing from this changelog, shadow draw, etc.

FEATURES:
————————
Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
Created some options for the suspension deformation code that allows more generic connections like brake lines.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem recovering from ctrl-alt-delete in Win 7/8.
Fixed some missing translations in rFConfig.
Fixed plugin callbacks PreReset() and PostReset().
Fixed a crash from the RFM spinner in strange cases.
Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)
Fixed problem reading older RealRoad files.
Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
Fixed a couple problems with Resume From Replay, including one potential crash.
Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
Fixed potential crash in transparent trainer code – probably only happened in multiplayer.

MODDING / PUBLIC DEV
————————
Fixed bug in ModMgr when displaying large (> 2GB) mod files.
Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
Fixed rcd values write out from realtime editor.
Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.

UI / HUD / Options:
————————
Fixed ‘enter’ key moving between min and max replay mode for other languages.
When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.
Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode.
Fixed issue with true type fonts sometimes (usually after UI switch) not loading.

MULTIPLAYER:
————————
Official ISI server now show on top of mp lobby list (until user manually sorts).
If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.
Detecting & reloading livery changes in multiplayer quick vehicle change.
Disabled new prediction algorithm by default, until issues are worked out.

CONTROLLERS / FFB
————————
Added profile for the Thrustmaster TX Racing Wheel.
Added an optional minimum FFB torque to the controller.ini file. Disabled by default.

AI
————————
AIs now attempt to restart engine when toggling AI on with a stalled engine.
Fixed some cases where RCD files were not loading.

Silverstone Circuit v1.01 -> v1.14 Changelog
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data

- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras

- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone

- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials

- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures

Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.

Loch Drummond 1.1
- Fixed upside-down crowd in some grandstands
- Fixed several objects intersecting fences
- Added invisible colliders to in/outfields
- Added canvas in front of tyre walls
- Optimized tyre wall LOD distances
- Optimized tyre wall reflections
- Optimized tyre wall shadows
- Optimized Radio Towers: separated into multiple VisGroups
- Optimized GrassVerges
- Optimized some textures
- Removed tyre stack in chicane
- Removed tyre wall collision objects
: Re: (PC) rFactor 2
: Jadran73 March 22, 2014, 20:10:31
Build 590 Released

GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map


FEATURES:
————————
Added "+memstats" cmdline option to output memory usage file


BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin


MODDING / PUBLIC DEV
————————
Added "Copy To Clipboard" button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode


UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.


MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.


CONTROLLERS / FFB
————————


AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
: Re: (PC) rFactor 2
: ribafish April 16, 2014, 02:03:56
Novi build je vani, al i vaznije - demo Civic BTCC @ Silverstone 770MB

http://www.virtualr.net/rfactor-2-build-660-new-demo-available (http://www.virtualr.net/rfactor-2-build-660-new-demo-available)
: Re: (PC) rFactor 2
: sagitarius April 16, 2014, 14:15:22
A za kad oni uopce predvidjaju pravi release?
: Re: (PC) rFactor 2
: Mrav1337 May 27, 2014, 13:27:36
Kupio sam rFactor 2 ima par dana i mogu reć da sam prezadovoljan fizikom,force feedbackom i sitnicama što druge simulacije nemaju. Odličan.

Evo video kvala od jučer sa utrke gdje sam odnio prvo mjesto u kvalama, track record i pobjedu  :D ;D
Prvi hat trick ;D

https://www.youtube.com/watch?v=6jeSCVuuO7Q (https://www.youtube.com/watch?v=6jeSCVuuO7Q)
: Re: (PC) rFactor 2
: ZG2016RS May 27, 2014, 16:14:24
Kupio sam rFactor 2 ima par dana i mogu reć da sam prezadovoljan fizikom,force feedbackom i sitnicama što druge simulacije nemaju. Odličan.

Evo video kvala od jučer sa utrke gdje sam odnio prvo mjesto u kvalama, track record i pobjedu  :D ;D
Prvi hat trick ;D

https://www.youtube.com/watch?v=6jeSCVuuO7Q (https://www.youtube.com/watch?v=6jeSCVuuO7Q)

Di si ga kupio??
: Re: (PC) rFactor 2
: Mrav1337 May 27, 2014, 16:36:53
Kupio sam rFactor 2 ima par dana i mogu reć da sam prezadovoljan fizikom,force feedbackom i sitnicama što druge simulacije nemaju. Odličan.

Evo video kvala od jučer sa utrke gdje sam odnio prvo mjesto u kvalama, track record i pobjedu  :D ;D
Prvi hat trick ;D

[url]https://www.youtube.com/watch?v=6jeSCVuuO7Q[/url] ([url]https://www.youtube.com/watch?v=6jeSCVuuO7Q[/url])


Di si ga kupio??


http://rfactor.net/web/rf2/rfactor2-purchase/ (http://rfactor.net/web/rf2/rfactor2-purchase/) kad instaliraš igru preko launchera kupuješ.
Provjeri demo dali će ti raditi dobro jer igra još nije dobro optimizirana.
Čak najjače pile znaju imati problema
: Re: (PC) rFactor 2
: Mrav1337 July 02, 2014, 20:24:01
Build 770 Released

GRAPHICS:
————————
Fixed sun block bug which caused inconsistent occluder values.
Fixed a bug where HUD textures refuse to load.

FEATURES:
————————
Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables.
Upgraded to latest version (9.3k) of Miles Sound System.
Updated projects to latest OpenSSL (1.0.1h)
Support added for gear-specific rev limit offsets.
Added additional Flag Rules option “Full w/o DQ”.
Eliminated race condition that could cause race rejoin to fail.
Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions.
Added the ability to control vehicle- and tire-specific effects on RealRoad.

BUG FIXES / OPTIMIZATIONS:
————————
Optimized memory usage.
Fixed thread safety issue that could produce crash when crossing finish line while recording a best path.
Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor.
Fixed issue where leftover RealRoad events could be applied in the wrong session.
Fixed inconsistent writing of config.ini if installed to write-restricted path.
Improved collision with temp cars.
Fix reporting of anti-stall to plugins.
Potential fix for exiting game while skin transfer is unfinished.
Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters.
Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads.
Fixed issue if server was password protected it would not verify server content was installed on client.

MODDING / PUBLIC DEV
————————
Added OpenMP to Mod Mode and Dev builds (improves speed of TTool).
Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind).
Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK.
Attempt to use AVX (if available) in 64-bit TTool.
Fixed double screenshots in TTool.
Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup.
Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page.

UI / HUD / Options:
————————
Added new gizmo action to clear multiplayer password.
Possible fix for HUDs picking up & using unrelated but identically named assets.

MULTIPLAYER:
————————
Sync up RealRoad on new clients at an accelerated pace.
Changed upload/download speed variable so that higher rates could be set in the dedicated server.
Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients.
Fixed multiple players in dedicated server startup dialog.

CONTROLLERS / FFB
————————
Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this.
Output FFB value to plugins even if no FFB devices are detected.

AI
————————
Added checks to be sure only real AIs can talk and request pits.
Improvements to superspeedway AI.
Added AI control to PhysicsOptionsV01 in plugin interface.
Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without.
Fixed AI cars swerving on formation lap skip and transition from formation lap to race.
Removed unnecessary AI braking prediction that had them tapping the brakes needlessly.
Reset “add AI” menu when leaving page
: Re: (PC) rFactor 2
: Mrav1337 July 10, 2014, 12:24:39
URD EGT Mod po mnogima možda i najbolji dosad za rf2
rFactor 2 - URD EGT Ferrari 458 GT2 @ Sebring (Ferruccio) (http://www.youtube.com/watch?v=bIvWxTXK3_o#ws)
: Re: (PC) rFactor 2
: Jadran73 July 22, 2014, 14:33:09

    Update 25 (Build 798-release) Changelog July 21, 2014):

    FEATURES:
    ————-
    Moved plugins dir to Bin32 and Bin64 for 32 and 64 bit plugins.
    Launcher now runs 64 bit executables if possible.
    Updates no longer require login.

    BUG FIXES / OPTIMIZATIONS:
    ————-
    Fixed crash on exit.
    Fixed inability to scroll mp lobby after server item in list was selected.
    Fix problem where players rejoining a race would lose any laps over 63.
    Fixed a typo where the Real Road Time Scale setting for qualifying was used for race and vice versa.
    Fixed dedicated server memory leak.
    Reverted a change made to window style which broke some windowed modes

    MODDING / PUBLIC DEV
    ————-
    Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
: Re: (PC) rFactor 2
: Mrav1337 November 16, 2014, 13:25:22
Novi video. Nordschleife Days event sa ISI foruma. Zadani su automobili te se prate vremena. Kao neki trackday.
Trenutno sa Cliom držim prvo mjesto oko 3sek ispred drugog. Inače ovo mi je prvi video u 60fps ali radi nekih gluposti sa codecom ima trzuckanja tu i tamo. Tako da se nadam u idućim to sve sredit.

rFactor 2 - Clio Cup @ Nordschleife Hotlap (http://www.youtube.com/watch?v=y-OJD9pPK6w#ws)
: Re: (PC) rFactor 2
: Mrav1337 November 17, 2014, 02:17:35
Event gotov  ;D

After 1 month, thousands of laps, hundreds of drivers, this are the fastest ones in all ISI cars around "Green Hell".
Congratulations to all.


(http://i1353.photobucket.com/albums/q678/CPSAutomovel/FINAL_zps34f33205.jpg)
: Re: (PC) rFactor 2
: Mrav1337 March 01, 2015, 23:07:56
Nakon dugo vremena novi video. Malo sam se bio selio i tako dalje. Uglavnom napokon slozio triple monitor setup i mogu rec da je ovo nova dimenzija voznje. Video nije bas najznamiljiviji al eto snimio cisto radi testa da vidim kakva ce slika bit. Iako sjedim oko 60cm od ekrana na kameri izgleda kao da sam metar ipol radi velikog kuta snimanja ;D

rFactor 2 - Silverstone GP EGT Race2Play Triple Monitor Test (http://www.youtube.com/watch?v=An-NXiYqXaQ#ws)
: Re: (PC) rFactor 2
: cold March 02, 2015, 08:01:21
Odlicna reklama za coca-colu ;)
Super, odlicno. Sto ti je ovo na krajnjim monitorima, zvucnici?
Koje su dijagonale monitora?
: Re: (PC) rFactor 2
: sagitarius March 02, 2015, 08:37:29
Bravo Mrav, sjajno sve zajedno, bas sjajno!
: Re: (PC) rFactor 2
: Mrav1337 March 02, 2015, 09:15:50
Monitori su asus 19" zato jer imam manjka mjesta u novom stanu. Tri 19ke su oko 1m 20cm u širinu. Plan je bio 24" al nema mjesta. Cura bi me upucala ;D E da to su gore zvučnici logitech x230 2.1, ubrzo namontiram x530 5.1 koji su u ormaru.
Jedino malo kvaliteta snimke zeza, skoro sam u mraku snimao. Morat cu neku rasvjetu nabavit bolju jer kamera je bezveze
: Re: (PC) rFactor 2
: GTS_Klocna March 02, 2015, 11:39:38
Mrav gadiš mi se!!!

Šala naravno.

To je to! To je ono što sam ja imao u planu, al eto ništa izgleda od toga. Prava igra, prava oprema.

Bravo, uživaj u svakoj minuti, u svakoj utrci.  ;D
: Re: (PC) rFactor 2
: Rockatansky March 02, 2015, 16:25:14
Drug vidimo se mi ovih  dana ;)
: Re: (PC) rFactor 2
: kizo_uzi_1 March 02, 2015, 19:22:38
a jebote tko će te sad vratiti na konzolu ps4 i pCars  :( ,tko če nas snimati?

Neka ,supr si složio ! uživaj!
: Re: (PC) rFactor 2
: Mrav1337 March 03, 2015, 00:02:57
a jebote tko će te sad vratiti na konzolu ps4 i pCars  :( ,tko če nas snimati?

Neka ,supr si složio ! uživaj!

Kizo zaglavio sam ja duboko nema mi pomoći  :( Teško da ću ikad konzolu kupit. Sljedeće je neki bolji volan  ;D
: Re: (PC) rFactor 2
: Voss March 03, 2015, 00:59:38
Bravo Mrav! :)

Kad jednom probas tripple s pravilno namjestenim FOV-om kao sto izgleda da ti jesi, nemozes se vratit na single monitor ili konzole, osim ako nesjedis ispred direktno ispred 50" ili veceg TVa.

A tek da probas VR 8)
: Re: (PC) rFactor 2
: Mrav1337 March 03, 2015, 15:52:23
Bravo Mrav! :)

Kad jednom probas tripple s pravilno namjestenim FOV-om kao sto izgleda da ti jesi, nemozes se vratit na single monitor ili konzole, osim ako nesjedis ispred direktno ispred 50" ili veceg TVa.

A tek da probas VR 8)

Istina, totalno druga dimenzija voznje. Frend mi ima DK2 inace arhitekt, pa projekte koje napravi prezentira pomocu oculus rifta. Tako da potencijalni kupci doslovno mogu prošetat kroz sve prostorije buduce kuce/stana. Bas sam mu rekao cim uhvati slobodne dane da dolazim po headset i mijenjam adresu i broj mobitela  ;D