Author Topic: (PC) rFactor 2  (Read 118987 times)

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Offline ribafish

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Re: (PC) rFactor 2
« Reply #180 on: December 26, 2013, 13:06:10 »

Offline ribafish

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Re: (PC) rFactor 2
« Reply #181 on: January 28, 2014, 22:18:03 »
rFactor 2 - NEW Mercedes-Benz SLS AMG GT3 @ Loch Drummond


rFactor 2 - NEW Honda Civic BTCC Released @ Lime Rock Park

Offline Jadran73

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Re: (PC) rFactor 2
« Reply #182 on: 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




Offline Jadran73

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Re: (PC) rFactor 2
« Reply #183 on: 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.




Offline ribafish

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Re: (PC) rFactor 2
« Reply #184 on: 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

Offline sagitarius

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Re: (PC) rFactor 2
« Reply #185 on: April 16, 2014, 14:15:22 »
A za kad oni uopce predvidjaju pravi release?

Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #186 on: 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

Offline ZG2016RS

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Re: (PC) rFactor 2
« Reply #187 on: 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

Di si ga kupio??
FEDRO:Moram dodati da je ZG apsolutni kralj pretjecanja, instinkt i sposobnost kojom si on postavi idealnu situaciju je vanzemaljski :)
"Understeer" is when you hit the rival with the front of the car.
"Oversteer" is when you hit the rival with the rear of the car.
"Horsepower" is how fast you hit t

Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #188 on: 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

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


Di si ga kupio??


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

Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #189 on: 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

Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #190 on: 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)

Offline Jadran73

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Re: (PC) rFactor 2
« Reply #191 on: 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.




Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #192 on: 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

Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #193 on: November 17, 2014, 02:17:35 »
Event gotov  ;D

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



Offline Mrav1337

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Re: (PC) rFactor 2
« Reply #194 on: 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