Author Topic: (PC) rFactor 2  (Read 88547 times)

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Offline Jadran73

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Re: (PC) rFactor 2
« Reply #45 on: January 28, 2012, 14:06:06 »
Evo jedan dobar screenshot  ;D





Offline Tomivav

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Re: (PC) rFactor 2
« Reply #46 on: January 28, 2012, 14:18:29 »
;D ;D zakon
“While racing the 24 hours of Nurburgring, you can smell people’s barbecues — we couldn’t recreate that.” — Kazunori Yamauchi

Offline biker4lifeCRO

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Re: (PC) rFactor 2
« Reply #47 on: January 28, 2012, 20:37:30 »
odlično! :D

Offline Jadran73

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Re: (PC) rFactor 2
« Reply #48 on: 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




Offline Jadran73

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Re: (PC) rFactor 2
« Reply #49 on: 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




Offline iced16

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Re: (PC) rFactor 2
« Reply #50 on: June 16, 2012, 14:56:23 »
Ljudi da vas pitam, jel moguće kako besplatno skinuti? Ovo je još uvijek beta testiranje ili?
"Racing, competing, it's in my blood. It's part of me, it's part of my life; I have been doing it all my life and it stands out above everything else."

Ayrton Senna

Offline sagitarius

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Re: (PC) rFactor 2
« Reply #51 on: July 16, 2012, 11:55:53 »
Kako predivno.

rFactor2 Beta: McLaren MP4/4 at Estoril

Offline Ikral

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Re: (PC) rFactor 2
« Reply #52 on: July 16, 2012, 14:41:13 »
E, TAJ osjećaj fali u GT5. Vožnja na rubu živaca, izdržljivosti, vidljivosti, kao da si tamo.

Offline Safety-_-Car

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Re: (PC) rFactor 2
« Reply #53 on: 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...

Offline sagitarius

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Re: (PC) rFactor 2
« Reply #54 on: 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).

Offline STINGer

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Re: (PC) rFactor 2
« Reply #55 on: 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.

Offline sagitarius

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Re: (PC) rFactor 2
« Reply #56 on: 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).

Offline Safety-_-Car

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Re: (PC) rFactor 2
« Reply #57 on: 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

Offline maliDjuro

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Re: (PC) rFactor 2
« Reply #58 on: 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
Nikad nije kasno za sretno djetinjstvo, samo, što si stariji, igračke su skuplje.

Offline sagitarius

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Re: (PC) rFactor 2
« Reply #59 on: 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.