UFFICIALE PC rFactor 2

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rFactor 2: build 118 disponibile

Image Space Incorporated ha rilasciato una nuova build per rFactor 2, simulatore di guida in fase di open beta.Il nuovo aggiornamento non apporta nessuna nuova aggiunta in termini di auto o tracciati, ma si indirizza bensì alla risoluzione di varie problematiche in tutti i vari comparti di gioco.

Questo il log completo:

Changelog

UPDATE 8 (Build 118) Changelog (October 19, 2012):

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

GRAPHICS:

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Fixed a bug with inconsistent shadow detail between channels in multiview

Added 3 levels of shadow filtering speed vs quality

Enhanced autodetail framerate processing to better maintain minimum FPS

Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU

Fixed a quadgrid culling bug

Fixed bug with pendulum texture animations

Bloom is now working properly with multiview

Different texture detail levels between player and opponents now (almost) works

FPS counter now shows yellow when frame rate is being regulated

Attempt to fix ‘left-behind-shadows’ problem

Separated auto detail processing from visible vehicles processing

Limit auto-detail FPS option to the current refresh rate

Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.

Sync shadow groups between views in multiview

Added code to visible vehicles calculation to maintain minimum framerate.

Improved multiGPU awareness of HDR processing

GAMEPLAY:

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Corrected code to always use track GDB SettingsFolder override

Setting session starting times default to 9am

Changed default steering help from low to off because it confused a lot of people

Re-enabled transparent trainer and added some options for it.

PHYSICS:

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Added code to allow RealRoad to be pre-conditioned in a number of ways

Moved some real road computations into road shader

Fixed typo that prevented the middle turbo dump sample from playing

Improved turbo dump

Added minor effect of turbo spool friction

Fixed a small problem with auto reverse

AI:

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Attempts to get the fuel-less AI to slowly pull off the road.

UI / HUD:

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Fixed bug on skin spinner where sometimes the skin listed wouldn’t match the skin displayed in showroom

Fixed statbar car position map to correctly scale with screen/hud resolution.

Now checking livery availability on vehicle change to make sure it’s valid….clearing out the playerfile value if it is not found.

Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.

More UI stuff for RealRoad loading/saving

Minor fix to info display on Video Res page

Scaled text on mouseless spinners to correct value based on screen res and res of options.

Added ability to add boost gauges to cockpit and HUD.

BUG FIXES:

—————————-

Fixed crash in multiplayer

Fixed some memory/resource leaks

Fixed crash when changing tire compounds in pitstop

Small optimization with regards to buffering data between simulation & multimedia threads

MULTIPLAYER:

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Added dedi server RealRoad options

Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races

Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window

CONTROLLER/FFB:

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Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn’t using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.

Removed double initialization of controllers. It’s still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn’t help much (this applies to all manufacturers … please return error codes if the force feedback isn’t working).

“Reset FFB” control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.

Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as “Hold Clutch On Start” and “Hold Brake” in the controller.ini file.

PLUGINS:

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Completed custom plugin control (this invalidates old Version05 plugins)

A little bit more robustness with respect to saving and restoring custom plugin control mappings

REPLAYS:

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Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format

MODDING / PUBLIC DEV

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Fixed bug with render target selection for all 3DS Max plugin versions

Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.

Added _v25 to the names of all plugin dlls

First release of scene viewer, located in ModMgr directory

Fixed some problem with component Install/Uninstall in mas2 packaging tool

Updated modmaker doc to sync with latest tools

Added CG visualizer to Ctrl-U dev tool

Added support for RealRoad file reading in viewer
Fonte: Spaziogames

 
rFactor 2: rilasciata la build 125

Image Space Incorporated ha rilasciato la build 125 di rFactor 2, titolo attualmente in fase di open beta.Il nuovo aggiornamento apporta, tra le altre cose, il circuito di Lime Rock Park, la vettura Skip Barber, e la nuova funzionalità Resume from Replay.

Questo il log:

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

GRAPHICS:

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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\track_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:

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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:

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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:

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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:

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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:

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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:

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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:

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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:

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

REPLAYS:

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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

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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.
Fonte: Spaziogames

 
rFactor 2: rilasciata la Marussia MR01

Image Space Incorporated ha rilasciato una nuova vettura per rFactor 2: si tratta dalla Marussia MR01, ovvero la versione 2012 della monoposto di F1 guidata nello scorso mondiale da Timo Glock e Charles Pic.La nuova aggiunta farà parte, secondo i piani dello sviluppatore, di una nuova serie che includerà anche il circuito di Silverstone e altre vetture di F1 fittizie.

Cosi come nel caso dell'ultimo contenuto reso disponibile dallo sviluppatore, ovvero il circuito di Lime Rock Park, questa release segna un cambio di strategia da parte del team di sviluppo, che da ora in poi rilascerà nuovo materiale senza accompagnarlo forzatamente con nuove build, cosi come è invece successo negli scorsi mesi.

Links consigliati: link
Fonte: Spaziogames

 
rFactor 2: disponibile la build 198

Image Space Incorporated ha rilasciato una nuova build per il simulatore di guida PC rFactor 2; il nuovo aggiornamento vede un cambiamento nella modalità di diffusione dei nuovi contenuti, visto che la build è disponibile in versione Lite (senza circuiti e auto, come ogni aggiornamento rilasciato fino a ora) e Sampler (contenente una selezione di contenuti tra i quali i circuiti di Malaysia e Lime Rock, e le auto Corvette, Marussia, Clio)
Tra le novità maggiori della build, si segnala l'introduzione del nuovo effetto grafico relativo alla pioggia, visionabile anche nell'immagine disponibile alla fine di questa news.

Questo il changelog completo della build:

GRAPHICS:

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Adjusted reflection parameter

Re-enabled rain spray

Tweaked rain spray algorithm so that light spray doesn’t last as long as heavy spray

Adjusted minimum water depth to create rainspray

Narrow the rainspray slightly if car is only partly over wet track.

Fix for misaligned sun in reflection map

Fixed minor math problem in “Moving Rearview” algorithm that caused mirrors to reflect forwards if you moved your seat halfway towards them.

Added a color space transform to HDR processing

Now using a more accurate gamma conversion after HDR processing

PHYSICS:

————————

Small tire tool improvements

GAMEPLAY:

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Changed default Cut* GDB variables to match the ones at LRP.

Found some problems with driver swap.

Convert drive-thru’s to stop-go’s if there’s effectively no pitlane speed limit (like in historic mods).

CONTROLLER/FFB:

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Added controls to increase/decrease FOV (find the mappings under the ‘SEAT’ tab, not the ‘CAMERA’ tab).

New Controller.ini variable “Reset Steering Wheel Range Time” feature to fix the steering wheel range (to fix issue with Logitech wheels losing track randomly.)

Doubled the default value for controller.ini variable “Off-road multiplier” to counteract reduced off-road terrain bumpiness values and also because tire parameters have been refined over time.

UI / HUD:

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Fixed bug where ATAC selection was not displayed upon entering mod picker page.

Added some HUD variables to position tire/damage overlays seperate from the background car map image

Added in-between steps for custom HUD digital tachometers for better precision. Remaining backwards-compatible, the available settings changed from (SDID_RPM1, SDID_RPM2 … SDID_RPM23) to (SDID_RPM0H, SDID_RPM1, SDID_RPM1H … SDID_RPM23, SDID_RPM23H). Note that the RPM range used for these come from the cockpitinfo.ini value TachometerRange which is also used for analog tach’s.

Added HUD values “RearFlapDetected” and “RearFlapActivated” in addition to the existing “RearFlapStatus” which appears to mean it is allowed but not currently activated.

MODDING / PUBLIC DEV

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Fixed a problem when using a full path in the plrfile Packages dir

Fixed some bugs in ModMgr

Added component filtering option to ModMgr in Options menu

MAS2 now starts up from last location, also multimonitor mode startup is improved

Fixed waypoint selection/deselection bug in dev mode

BUG FIXES / OPTIMIZATIONS:

————————

Fixed problem with g-force meter that caused it to pause briefly but repeatedly.

Fixed crash when upgrades change number of possible values for a garage setting and that garage setting is using special values.

AI:

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Allowing ai driver’s “start skill” an upper limit of 150 from 100 to allow them to react to the starting gun as fast as a human can.

Fixed AIs blowing up on grid in timed races

MULTIPLAYER:

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Addressed one part of issue where sometimes a client gets delayed significantly when the server changes session

Changed default minimum voters from 2 to 1.

Fixed tire wear multiplier for player vehicle.

Fix for broken default temp car

Implimented a way to propagate multiple *.dds for loose skins in multiplayer games. Easiest way was to allow *.mas files containing all the loose dds files as player livery so only 1 file needs to be transfered. So if you have a loose skin with multiple DDS’s, put them all in a mas file (with the same base name as your base dds) in the loose skin directory and the game should correctly load them and transfer them in multiplayer games.

L'aggiornamento è disponibile al link segnalato nella sezione sottostante.

Data di uscita: TBA 2013/ Open Beta 11 Gennaio 2012

Links consigliati: build rfactor 2
Fonte: Spaziogames

 
rFactor 2: aggiornamento per alcuni circuiti e vetture in versione storica

Image Space Incorporated ha rilasciato una nuova versione di alcuni contenuti storici presenti in rFactor 2: si tratta, nello specifico, di alcuni aggiornamenti relativi ai circuiti in versione storica di Spa, Monaco e Monza, oltre che di vari update delle vetture Gp del 1960.
Questo il changelog:

April 22 – Monaco:

– Corrected transparent/invisible building just before entering Casino Square.

– AIW work to help AI negotiate the harbor chicane better

– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*

– Refined HDR/Bloom profile*

– Texture refinements to work better with HDR*

– Clean-up of various minor visual items*

April 22 – Belgium:

– AIW work to prevent AI from crashing out as much at various locations around the track

– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*

– Refined HDR/Bloom profile*

– Texture refinements to work better with HDR*

– Clean-up of various minor visual items*

April 22 – Brianza:

– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*

– Refined HDR/Bloom profile*

– Texture refinements to work better with HDR*

– Clean-up of various minor visual items*

* = Done to all three tracks.

April 22 – Historics (1960′s GP) cars:

- Added and adjusted new wear (abrasion and degradation) parameters.

- Added and adjusted to suit new engine model.

- Minor adjustments to tyre heating and cooling properties.

- Minor suspension tweaks.

- Various adjustments to AI.

- Cam and mirror pos tweaks to all cars.

- Mirrors now working properly.

- Fixed many graphical seams.

- Fixed some texture mapping and material settings.

- And many other small tweaks.

Maggiori informazioni sono disponibili al link sottostante.

Data di uscita: TBA 2013

Links consigliati: link
Fonte: Spaziogames

 
rFactor 2: prima immagine per il circuito di Silverstone
Image Space Incorporated ha diffuso la prima immagine relativa al circuito di Silverstone, che entrerà a far parte del simulatore di guida PC rFactor 2. Lo screenshot, in verità, non mostra alcun particolare del tracciato vero e proprio, ma si concentra su un elemento di contorno alla pista.

In ogni caso, l'aggiunta di Silverstone va ad aggiungersi agli ultimi aggiornamenti riguardanti il parco macchine, tra le quali si segnalano la Corvette C6.R GT2, la Nissan 370Z, la Nissan GT-R, la Chevrolet Camaro GT, la Marussia MR01, oltre che la AC Cobra 427, sport car costruita tra il 1962 e il 1968.

Non resta che augurarvi, dunque, una buona visione!

Visualizza allegato 116130
Spaziogames

 
ma scusate ragazzi ce modo di scaricare una demo per provarlo prima di un eventuale acquisto? grazie

 
sarebbe quella che costa 34.99 euro??
la beta è il gioco allo stato attuale.. tu stai comprando il gioco finito, e hai 2 modi: uno è comprare a 34,99 euro, ti ritrovi il gioco e 12 o 18 mesi di online gratuito (purtroppo bisognera pagare anche l'online non appena scade, mi sa 11 o 12 euro all'anno), l'altro, che costa di piu, compri gioco e online a vita..

 
rFactor 2: disponibile la build 218

Image Space Incorporated ha rilasciato una nuova build per il simulatore di guida PC rFactor 2; l' aggiornamento 218 si presenta come di consueto in versione Lite (senza circuiti e auto, come ogni aggiornamento rilasciato fino a ora) e Sampler (contenente una selezione di contenuti tra i quali i circuiti di Malaysia e Lime Rock, e le auto Corvette, Marussia, Clio).
Questo il changelog dell'update, che apporta numerosi cambiamenti in molti aspetti del titolo, attualmente in fase di open beta:

Changelog

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

Update 14 (Build 218) Changelog (May 20, 2013):

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

KNOWN ISSUES ON RELEASE:

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- 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

GRAPHICS:

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- 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:

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- 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:

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- 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:

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- 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:

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- 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:

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- Increased component/mod verify level from None to Normal

- Using additional criterion to differentiate between cmps with same name/version

UI / HUD / Options:

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- 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

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- 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:

————————

- 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”.

La beta,infine, è disponibile al link sottostante.

Data di uscita: TBA 2013/ Open Beta 11 Gennaio 2012

Links consigliati: link
Fonte: Spaziogames

 
rFactor 2: arriva la licenza per l'Indianapolis Motor Speedway

Giusto in tempo per il weekend della 500 miglia di Indianapolis: Image Space Incorporated ha infatti annunciato una nuova licenza per rFactor 2, simulatore di guida PC. L'accordo in oggetto include la riproduzione dell'Indianapolis Motor Speedway (in versione ovale e GP), della Dallara DW21, oltre che di alcune storiche auto del secolo scorso. L'elenco delle verie auto comprende la Reynard 95i di Jacques Villeneuve, la March 86C del 1986, la Eagle Mk4, la Cooper T54, la Watson Roadster.
Di seguito vi proponiamo, infine, un'immagine che mostra l'attuale stato di sviluppo della riproduzione dello storico tracciato di Indianapolis. Buona visione!

Data di uscita: TBA 2013

Visualizza allegato 118021
Fonte: Spaziogames

 
rFactor 2: nuove immagini di Silverstone

Image Space Incorporated ha diffuso nuove immagini del circuito di Silverstone, prossimo tracciato che entrerà a far parte delle location disponibili in rFactor 2, simulatore di guida PC.Le immagini, nello specifico, non si concentrano sulla realizzazione del tracciato vero e proprio, ma bensì su alcuni noti elementi di contorno della famosa pista inglese, che verrà resa disponibile tra poco.

Rimandandovi alla visione di questo link per la visione del changelog dell'ultima build del titolo, non resta altro che augurarvi una buona visione!

Data di uscita: TBA 2013

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Fonte: Spaziogames

 
rFactor 2: nuove immagini e informazioni per il circuito di Silverstone

Image Space Incorporated ha rilasciato un secondo gruppo di immagini relative al circuito inglese di Silverstone, il quale andrà ad aggiungersi all'elenco di tracciati già disponibili nel simulatore di guida PC rFactor 2.Il team di sviluppo, inoltre, ha ufficializzato che la nuova location in oggetto verrà resa disponibile in corrispondenza dell'annuale edizione del British Grand Prix di Formula 1 che si correrà proprio a Silverstone durante l'ultimo weekend di giugno.

Le immagini, disponibili nella gallery sottostante, si concentrano ancora su elementi presenti a bordo pista, piuttosto che sul tracciato vero e proprio. Buona visione!

Data di uscita: TBA 2013

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Fonte: Spaziogames

 
rFactor 2: la build 240 aggiunge il circuito di Silverstone

Nel weekend del gran premio di Formula 1 di Silverstone, anche rFactor 2, cosi come Assetto Corsa, vuole omaggiare la leggendaria corsa che si tiene sul tracciato situato nella contea del Northamptonshire.Nelle scorse ore infatti Image Space Incorporated ha diffuso la build 240 del suo simulatore di guida PC, che oltre alla già anticipata aggiunta di Silverstone contiene anche numerosi bugfix e affinamenti dei vari comparti tecnici del titolo.

Questo il changelog:

Attention: Silverstone requires Build 240 to be installed!

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Update 16 (Build 240) Changelog (June 27, 2013):

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FEATURES:

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Doubled the number of upgrades a vehicle can possibly have.

Added some dynamic adjustments to weather-based road params

GRAPHICS:

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Fixed lagging road reflections.

Set HDR on by default

UI / HUD / Options:

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Computed rake in spinner so that both front and rear tires would be on ground.

Added progress bar to component download page

MODDING / PUBLIC DEV

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Fixed RFM spinner in mod mode exe to work correctly even without and “All Tracks & Cars” mod button.

BUG FIXES / OPTIMIZATIONS:

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Fixed auto-detection of controller on first startup (i.e. no player file exists).

Made parking box work when swapping drivers.

Added track signature variable to playerfile so that 2 different versions of a track can be selected and displayed.

Fixed launcher verify issue that was related to data.path being placed in the update.

Fixed one issue that could accidentally change the vehicle setup during a driver swap.

Removed some DX API calls which were interfering with desktop color calibrations – these should now work in full screen mode.

Quick fix for new lag problems when someone leaves a race.

AI:

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Fixed an AI slowdown bug that could prevent pace car from entering the track when called upon.

Fixed half second throttle lift when car detects a tire bounced off road (usually from a rumble strip) but otherwise no grip issue.

Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.

Roughly halved the cornering radius that can (among other things) trigger throttle lifts when sliding out.

REPLAY:

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Made replay monitor’s lap and sector info a little more useful when viewing in realtime (or near realtime)

Change to max # of upgrades changed the replay format, but in this case it was easy to make the replay code be backwards-compatible

Maggiori informazioni sono disponibili al link sottostante.

Data di uscita: TBA 2013

Links consigliati: link
Fonte: Spaziogames

 
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