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Эта тема в настоящий момент находится в архиве и закрыта для публикации сообщений.

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Официальный сайт: http://rfactor.net/web/rf2/

Официальные тема загрузок контента: http://isiforums.net.../1396-Downloads

Раздел rFactor 2 на форуме ISI: http://isiforums.net...-Mod-Beta-Forum

Стоимость игры: 43.99$ (1 год) и 84.99$ (пожизненная лицензия)

Технические требования:

МИНИМАЛЬНЫЕ:

СPU: 2.4 GHz Intel Core 2 or 2.4 GHz AMD Athlon x2

Memory: 2 GB

Video Card: nVidia 8600 GT or ATI/AMD 3850

Video Memory: 256MB

Operating System: Microsoft Windows XP, Windows Vista, Windows 7

DirectX: 9.0c

Storage: 4 GB

Internet connection required.

РЕКОМЕНДОВАННЫЕ:

CPU: 3.0 GHz Intel Core 2 Duo or 3.0 GHz AMD Athlon II x2 or better

Memory: 4 GB+

Video Card: nVidia 250 GTS or ATI/AMD 4870 or better

Video Memory: 512MB+

Operating System: Microsoft Windows Vista 64bit, Windows 7 64bit

Storage: 4 GB+

Notes:

1 – 2008 C++ Runtimes SP1 required (included with installer).

2 – rFactor 2 executable is 32bit. 64bit OS recommended above to allow more than 4GB RAM.

Вопросы и ответы по rF2: http://xn--l1adgmc.x...hp?topic=2634.0

Тема rF2 на Симрейс.рф: http://xn--l1adgmc.x...hp?topic=5357.0

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Вчера появилась сборка 125. Вот что пишет Simracing.su:

http://www.youtube.com/watch?v=UhxoQtbqnDo

Компания Image Space Incorporated выпустила очередное обновление для своего симулятора rFactor 2, находящегося на стадии открытого бета-тестирования.

В новой версии помимо большого количества изменений и улучшений присутствует новый дополнительный контент в виде автомобиля Skip Barber и трассы Lime Rock Park, а так же новый функционал “Resume from Replay”, позволяющий сохранять игровой процесс во время гонки и затем возобновлять игру с места сохранения. Более подробно об этом вы можете узнать из интервью разработчиков.

Список изменений:

UPDATE 9 (Build 124) Changelog (November 30, 2012):

================================================== ===

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 rack_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/FFB:

----------------------------

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.

PLUGINS:

----------------------------

We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.

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 / PUBLIC DEV

----------------------------

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

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

Чтобы получить доступ к бета-версии необходимо приобрести лицензионный ключ для rFactor 2 за полную стоимость, которая составляет $44 и включает в себя 18 месяцев он-лайн сервиса.

Скачать rFactor 2 Build 125

Скачать rFactor 2 Lime Rock Park & Skip Barber 2000

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http://www.youtube.com/watch?v=7lIp2pK_pew

Вышло последнее обновление в этом году для rFactor 2 в сборке 134.

Список изменений:

Notes (will add to these as things come in, if needed):

- Skin transfer is DISABLED. It didn't make this build.

================================================== ===

Update 10 (Build 134) Changelog (December 19, 2012):

================================================== ===

GRAPHICS:

—————————

Fixed problem on some AMD video cards where black squares would appear if bloom was used.

Fixed problem with reflections offsets for mesh hierarchies.

Fixed flashing shadows.

Now allowing users to run the sim even if below minimum video mem requirements.

Fix in usage of.hdp files for viewer.

Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.

Add some better defaults for LDR rendering.

Potential fix for graphics corruption after screen shot.

Re-disabled transparency AA until all mods can be properly updated.

GAMEPLAY:

—————————-

PHYSICS:

—————————-

Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.

AI:

—————————-

Fixed "resume from replay" issue where safety car would drive off despite not being active.

UI / HUD:

—————————-

Fixed a potential crash in a spinner.

Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.

Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).

BUG FIXES / OPTIMIZATIONS:

—————————-

Skip recomputation of AIW parameters if nothing changed.

No longer rebuilding collision every single time, which should reduce load times a bit.

Make "none" HDR profile stick between track loads.

Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.

MULTIPLAYER:

—————————-

Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.

Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.

Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.

Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.

The following command have been added to rFactor2 Dedicated.exe's console user interface.

:restart_race

:restart_event

:next_session

:next_event

:add_ai

:shutdown

:boot <number>

:ban <number>

:move_up <number>

:move_down <number>

CONTROLLER/FFB:

----------------------------

PLUGINS:

----------------------------

REPLAYS:

----------------------------

Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!

MODDING / PUBLIC DEV

----------------------------

Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.

Fixed a problem with Mas2 stalling when losing focus on Windows XP.

Tidied up some UI bugs in Mas2.

Updated ModMode.exe UI disaply page to match retail exe

Fixed a bug in Max plugins which caused a crash in Win XP

LAUNCHER

----------------------------

Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab

Автоматическое обновление

Скачать rF2 Build 134 (зеркало, торрент) - 500 Мб

Для самостоятельного обновления:

Обновление 125-134 (зеркало, торрент) - 51.7 Мб

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BSNismo выпустил новое видео из rFactor 2, где мелькает новый контент от ISI - Корветт C6.R. :clap: Смотрим:

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09099683920a.jpg

Вышла альфа версия мода GP 1979, конвертированная из первого рфака

Пожалуй первая по настоящему хорошая конверсия для рфактор 2

Все команды имеют разную физику!

Гонять на старых трассах одно удовольствие! :good:

Всем рекомендую попробовать!

http://205.196.122.1...a F Build.rfmod

Топик разработчика http://isiforums.net...ith-permissions

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Ну хоть кто-то кроме меня посещает эту тему. Уже на душе стало спокойней. :-)

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Блуждая по лобби rFactor 2, увидел Альберт-Парк. Самое интересное, что сервер был не запаролен. Удача! Нажал на кнопку Get MOD. Стал ждать.

Где-то через час или два, в мою папку загрузилась трасса. Боже, какая она была ужасная по качеству! Листая сервера в лобби, увидел Бахрейн http://www.virtualr....ee-new-previews Не нужно было говорить, что я начал поиски.

Через пару дней, я нашёл и автора и место откуда можно было всё скачать. :)Автор не публикует мод и трассу в свободном доступе, так как могут возникнуть проблемы с авторами.

В любом случае, F1 2011 вместе с трассами лежат уже здесь:

Ссылка на скачивание.
Адрес ссылки будет доступен только по запросу через приватное сообщение! Пожалуйста, не публикуйте ссылки на своих ресурсах! - 1.07 Гб

Трекпак не полный, потому что конвертация трасс занимает много времени! Пожалуйста, внимательно прочтите инструкцию в архиве!

Физика от ISI Formula Masters (адаптированная под колёсную базу Ф1 2011) + работающий DRS. Пробуйте! :)

Бонус видео со СПА 2011, которое было сконвертировано из F1 2011 Codemasters.

Вопросы, в этой теме. :)

P.S. Гоняю на любимом Williams по СПА!

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А кто автор Спа, если не секрет? Не Tuttle случайно?

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А кто автор Спа, если не секрет? Не Tuttle случайно?

Codemasters. :)

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Codemasters. :)

ОК :) Кто автор конверсии?

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ОК :) Кто автор конверсии?

Инструкцию в архиве почитай. :)

P.S. Ссылки убрал. Буду выдавать только по запросу через приватное сообщение! Пожалуйста, не публикуйте ссылки в открытом доступе. Мод и трассы не имеют разрешений на конверт. :(

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Новое видео от BSNismo, раскрывающая всё великолепие rFactor 2! :good:

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Только что вышла новая 146 сборка rFactor 2!

Скачать здесь: http://rfactor.net/web/rf2/rf2dl/

Изменения в сборке:

=====================================================

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

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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).

Мне интересно, не касается ли это исправление резких скачков температуры шин при разворотах, когда их температура поднималась до 200 и более градусов?

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Всё ещё beta или уже полная версия?

Что-то среднее, как было с rF1

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Да,скорее нечто среднее.Хотя физика просто шикарна!Плюс резина пирелли реально предаставляет выбор,ехать быстро,и так же быстро убить резину,или ехать чуть медленнее,аккуратнее,и реально проехать больше кругов,а в итоге и быстрее.Блочить резину вообще нельзя,резина умирает мнгновенно.Если улетишь с блокировкой колес,от 20 до 40% со всех колес сбривает,пит тебя ждет :)Хотя в младших сериях френо 3.5,Ф2 пару раз можно подымить,но резина тоже умирает от блокировок будь здоров.Про мод 1979г вообще не слышал о релизе,надо поюзать будет!

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хммм...,затрудняюсь сказать,не ездил с ними. :)

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rFactor2 Build 218 released

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

\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

http://downloads.imagespaceinc.com/rf2/rFactor2_SDK_218.exe lite installer

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

————————

- 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:

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- 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:

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- 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:

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- 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”.

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АИ такие же тупые как в rFactor 1?

Такие же, как в rFactor 1. :)

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Билд 218 очень хорош!

Много исправлений,много улучшений!

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Билд 218 очень хорош!

Много исправлений,много улучшений!

Мне понравилось что машины стали вести себя стабильнее

Раньше постоянно мучался с разворотами при интенсивном торможении, а также с дрифтом в поворотах на Марусе

Теперь она едет даже лучше, чем Лотус из беты RFT 2013

Формула Рено 3,5 и Корвет также стали намного адекватнее и приятнее в управлении

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