UFFICIALE PC rFactor 2

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eh si purtroppo per adesso si, tempo fa si parlava di una demo gratuita..però ancora nulla //content.invisioncic.com/a283374/emoticons/sad.png

 
la demo gratuita ci sara quando il gioco sara finito credo.. questa è una beta, e l'unico modo per accedervi è pre-acquistare il gioco..
E che mi sembra alquanto scandaloso:asd: falla chiusa o open con le key come fanno tutti no?:morristend:

 
E che mi sembra alquanto scandaloso:asd: falla chiusa o open con le key come fanno tutti no?:morristend:
bho non la vedo cosi scandalosa, c'è di peggio in giro.. cioe quei soldi tu li spendi per il gioco finale, non per la beta che è ora, e in piu ti danno 6 mesi in piu di online per un totale di 18 (eh si, magari lo scandalo sta piu qui.. poca roba, 11 euro piu o meno all'anno, se compri ora hai 18 mesi gratuiti anziche 12).. se non ne sei soddisfatto, entro un limite di tempo (forse 2 mesi, ma informati meglio su questo) puoi chiedere il rimborso..

 
bho non la vedo cosi scandalosa, c'è di peggio in giro.. cioe quei soldi tu li spendi per il gioco finale, non per la beta che è ora, e in piu ti danno 6 mesi in piu di online per un totale di 18 (eh si, magari lo scandalo sta piu qui.. poca roba, 11 euro piu o meno all'anno, se compri ora hai 18 mesi gratuiti anziche 12).. se non ne sei soddisfatto, entro un limite di tempo (forse 2 mesi, ma informati meglio su questo) puoi chiedere il rimborso..
Ferse è perchè avevo voglia di provarlo:) attendo la demo;)

 
Image Space Incorporated ha rilasciato una nuova build per rFactor 2, titolo attualmente in fase di open beta. Il nuovo aggiornamento contiene numerosi affinamenti sotto vari profili di gioco.Questo il log completo:

GRAPHICS:

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Fixed issue where suspension gets distorted wildly when a wheel breaks off.

Sun occlusion processing now properly restored after lost device.

Correct a problem where sometimes the visual tire contact equation wouldn’t be properly updated.

smooth out visual contact patch plane equation over time so tire doesn’t instantly deform

Fixed problem where skins would get applied inappropriately (to the windshield, for example).

Fix a bug with FXAA and multiview

Correct alignment of horizon haze.

tweaked pit director position so he’s less likely to be standing inside your vehicle

Added an HDR parameter

fixed HDR lum histogram from over-accumulation during pauses.

Ref mapper optimization

Fix occasional brightness pulsing in HDR mode.

Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.

Fixed alt-tab bug in MP mode.

GAMEPLAY:

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Added fix for safety car conflicts

unsportsmanlike conduct penalty should be working again

attempt to fix issue where drivers wouldn’t get appropriately blue-flagged if exiting the pits right in front of somebody

fixed the fallback case for determining the vehicle class

PHYSICS:

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New engine model can be damaged now, and can’t be run with the crankshaft rotating the wrong way!

Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.

‘Simple’ garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.

AI:

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fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.

fixed AI slowing down for cars in pits for some tracks (brianza)

fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.

fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties

fixed ai slow downs when only ai on a client (ie, when you’re connected to multiplayer game and turn control over to ai)

fixed ai drivers pulling out of pits and immediately slamming into the wall

improved ai handling of front-wheel drive cars

UI / HUD:

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added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner

made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)

made vehicle picking one gizmo instead of two.

removed all code for old vehicle selection gizmo and a team selection scroll box that wasn’t being used.

tried to autojoin the server after downloading and installing it’s mod.

tried to center loading bars.

building team list from veh parameter ‘category’ (fullteam tree path) rather than just team, since cars in wildly different series can share the team… thus some would be culled from the tree display.

decoupled options and HUD widescreen variable.

options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.

also removed WidescreenUI variable getting set to true when in a 4:3 res.

Now allow HUDs to be in resolutions other than 1280X960.

New support for options in resolutions other than 1280X960

mouselessscrollbox text scaling fix

Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.

BUG FIXES:

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a few memory leaks and some other cleanup

fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)

Some changes made to speed up selecting a different mod (hopefully this doesn’t break anything).

fixed possible thread-safety issue

MULTIPLAYER:

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changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.

Fixed “Available Opponents” listing on dedicated server, so now multiplayer vehicle filters work.

fixed multiplayer vehicle filter for list box selector

fixed multiplayer vehicle filter for scrolling select

Some multiplayer.ini housecleaning.

encode name & password

increased mp download limit.

added password verification for downloadable mods

check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles

CONTROLLER/FFB:

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setup FFB “effects driver” only once, and also stopped needlessly re-initialized the controllers

untested attempt to make LEDs work on modified Logitech DFP

REPLAYS:

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simplified and improved correction of wheel orientation in replays/multiplayer

improved replays of parts falling off vehicles

Replay format has changed slightly for various improvements, sorry it’s not backwards-compatible!

Current tread surface properties now recorded in replay and transmitted in multiplayer.

Recording tire carcass movement for player now.

Mostly fixed terrain feedback in replays.

Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.

A bit more precision for special effects in multiplayer/replays.

Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).

Improved replays of parts falling off vehicles.

Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren’t uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.

fixed jerking trackside cameras when rewinding in replay

fixed a couple things regarding wheel orientation in replay.

MODDING

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Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.

Several bug fixes in Modmgr.

RFACTOR.NET

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Begun infrastructure for Web portals. http://rfactor.net/rf2mm.php

Maggiori informazioni sono disponibile al link sottostante.
Fonte:Spaziogames

 
Mi potete dare il link per provare la versione free? //content.invisioncic.com/a283374/emoticons/smile.png

 
Mi potete dare il link per provare la versione free? //content.invisioncic.com/a283374/emoticons/smile.png
Non esiste nessuna versione free..//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
 
rFactor 2: info Mercedes Benz 300

mage Space Incorporated, nella persona di Tim Wheatley, ha rivelato che la Mercedes Benz 300 SLR sarà una delle prossime aggiunte al parco macchine di rFactor 2.L'auto nel gioco verrà chiamata Mercedes-Benz Sportscar or MB Historic Sportscar a causa di alcune motivazioni interne a Mercedes.

Lo sviluppo di questo nuovo elemento aggiuntivo, in ogni caso, sembra essere abbastanza lungo, visto che Wheatley ha confermato che la fase più intensa del lavoro non comincerà prima dell'anno prossimo.
Fonte: Spaziogames

 
ma questa "open beta disponibile"? gratuita..dove e come ...

 
ma questa "open beta disponibile"? gratuita..dove e come ...
non è gratuita.. o meglio, per poterla usare devi preacquistare il gioco.. comprandolo ora ti danno 6 mesi in piu di online gratuito (18 mesi gratuti in tutto dunque, se non ricordo male).. se non ti piace, entro un mese puoi chiedere il rimborso..

 
rFactor 2: screen cockpit misterioso

Image Space Incorporated ha rilasciato un'immagine relativa al cockpit di un misterioso veicolo a ruote scoperte che verrà aggiunto al parco macchine di rFactor 2 nei prossimi mesi.
Volendo azzardare un'ipotesi, la fisionomia del volante ricorda quella delle vetture della scuderia Marussia, squadra partecipante al mondiale di Formula 1.

Di seguito vi proponiamo lo screenshot in questione. Buona visione!

166098_1.jpg
Fonte: Spaziogames

 
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