UFFICIALE PC rFactor 2

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quindi non saranno 18 mesi da quando uscirà quello completo? //content.invisioncic.com/a283374/emoticons/uhm.gif
penso di si, altrimenti sarebbe un po una bast4rdata.. anche perche non credo che rf2 uscira a 6 mesi dalla beta, han molto su cui lavorare..

pero meglio informarsi, mi hai messo il dubbio..

 
penso di si, altrimenti sarebbe un po una bast4rdata.. anche perche non credo che rf2 uscira a 6 mesi dalla beta, han molto su cui lavorare..pero meglio informarsi, mi hai messo il dubbio..
Infatti, è una bastardata bella e buona...//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 


---------- Post added at 14:58:33 ---------- Previous post was at 14:51:39 ----------

 


Piccolo update per rFactor 2

 
Gli ISI continuano con la loro filosofia, piccoli passi senza grandi proclami. A me va benissimo così, preferisco aspettare il 2013 per un prodotto completo che trovarmi nel 2012 un prodotto buggato.

 
Aggiornamento importante in arrivo la settimana prossima,aggiungerei finalmente io,con nuovi contenuti,lo ha confermato lo stesso Gjon intervenendo in una discussione frequentatissima ed caldissima dove gli appassionati chiedevano notezie sul prossima aggiornamento che tardava ad arrivare!ecco in calce il post di Gjon:

There is an update that is ready, going to do some more testing early next week. I should be able to give it to Tim to release after that. Some new content should be ready for release at the same time or shortly after. There will be some updates to already released content as well as internals continue to be enhanced
 
Image Space Incorporated ha annunciato di aver preso accordi con la FIA per utilizzare le vetture di Formula Two della stagione 2012 in rFactor 2. Vi rilasciamo con alcune immagini relative all'accordo raggiunto dalla società e l'associazione nella gallery sottostante.
Fonte:Spaziogames

 
No, hanno solo preso accordi per utilizzare quei modelli //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
LA BUILD 85 è DISPONIBILE:


Eccola la lista delle megliorie secondo ISI:


New Build is out:
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
Link torrent link:

http://www.imagespaceinc.com/downloads/rFactor2_Build85_Setup.exe.torrent

Domani sara disponibile l'auto uptade!

 
 
 
Image Space Incorporated ha annunciato che il circuito di Monza ("Brianza" nel gioco) andrà ad aggiungersi a quelli disponibili al momento per rFactor 2: in un primo momento verrà resa disponibile la sola versione storica disponibile in due layout differenti. 


Il circuito verrà rilasciato a breve: nel frattempo, è possibile visionare le prime immagini disponibili in cui è possibile scorgere la Brabham BT20 Formula 1, prossima aggiunta al roster delle auto. Buona visione!
Fonte:Spaziogames

 
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
Fonte:Spaziogames

 
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