CroSimRacing Forum

Virtual Racing => Ekskluzive => Autor teme: doktor1 - Prosinac 15, 2011, 21:10:07

Naslov: rFactor 2
Autor: doktor1 - Prosinac 15, 2011, 21:10:07
(http://rfactor.net/web/wp-content/uploads/2011/06/rFactor-2-Monaco-Chicane-01-480x263.jpg)
_________________________________________________________________________________


Monaco - F2 vs F3 (http://www.youtube.com/watch?v=V8rXhSZK7z8#ws)

rFactor 2 - Grand Prix (http://www.youtube.com/watch?v=O_bq51EDmWc#ws)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Prosinac 24, 2011, 09:36:28
Evo izasla BETA verzija rFactor 2 pa tko hoce probat .....    ::)

ISI1044-v10-FormulaRenault35s.rfmod (280.91 MB) http://www.multiupload.com/ZTS9X9ZNKG (http://www.multiupload.com/ZTS9X9ZNKG)

ISI1044-v10-v11-FormulaRenault35s.rfmod (525.85 MB) http://www.multiupload.com/U0V19TN6R2 (http://www.multiupload.com/U0V19TN6R2)

ISI1045-v10-1960sWorldClassRacing.rfmod (716.63 MB) http://www.multiupload.com/M2RZHIIK7F (http://www.multiupload.com/M2RZHIIK7F)

ISI1032-v10-RenaultMeganeTrophy.rfmod (822.31 MB) http://www.multiupload.com/K4LK1OSEC0 (http://www.multiupload.com/K4LK1OSEC0)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Prosinac 25, 2011, 01:38:07
rFactor 2 Beta - '68 F1 car - Spa Francorchamps Historic. (http://www.youtube.com/watch?v=qkOBFKbc4hs#)

rFactor 2 - Slo-motion (http://www.youtube.com/watch?v=PG0lscEUqBk#ws)
Naslov: Odg: rFactor 2
Autor: Cole™ - Prosinac 25, 2011, 08:30:16
Prvi video jebote.  :P
Naslov: Odg: rFactor 2
Autor: ManTheRamparts - Prosinac 25, 2011, 10:49:24
Dobar osjećaj brzine na prvom videu.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 07, 2012, 17:33:30
Evo malo obavjesti u vezi naslova  ::)
Neda mi se skidat slike i stavljat ovdje pa bacite oko na link:
http://rfactor.net/web/rf2/first-time-install/ (http://rfactor.net/web/rf2/first-time-install/)
 ;D
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 10, 2012, 00:49:41
Novosti  thumbs1 malo veci preview svih detalja igre

(http://i.minus.com/ibsvg6O1gyUH8l.jpg)

http://www.simhq.com/_motorsports6/motorsports_200a.html (http://www.simhq.com/_motorsports6/motorsports_200a.html)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 10, 2012, 22:33:10
BETA is OUT  ;D

http://isiforums.net/f/showthread.php/1396-Downloads (http://isiforums.net/f/showthread.php/1396-Downloads)

evo jos jedan link:
http://www.maximum-attack.com/rFactor2_Build49_Setup.exe (http://www.maximum-attack.com/rFactor2_Build49_Setup.exe)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 11, 2012, 17:10:50
Jel netko probao ?
Ja jesam   ;D
Naslov: Odg: rFactor 2
Autor: CROKiXi - Siječanj 11, 2012, 19:45:27
ak sam dobro skužio igru treba sad kupiti da bi mogao igrati betu?
Naslov: Odg: rFactor 2
Autor: igzyy - Siječanj 11, 2012, 20:57:54
Da...

Samo kaj mi nije jasno tko je brijat na to, mislim ima publike ali sigurno nekih 20 ili 30% otpada....
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 12, 2012, 01:23:04
ak sam dobro skužio igru treba sad kupiti da bi mogao igrati betu?

Da,treba je ili kupit (lifetime membership at $85)  ili uplatit za 12 mjeseci ($45 with 12 months + 6 months beta)   kuul


Da...

Samo kaj mi nije jasno tko je brijat na to, mislim ima publike ali sigurno nekih 20 ili 30% otpada....

A slusaj mozda se odmah u pocetku hoce rijesit onih sto "drkaju" po stazi i nedaju drugima vozit   dsmoker
Naslov: Odg: rFactor 2
Autor: doktor1 - Siječanj 12, 2012, 09:37:47
Jel netko probao ?
Ja jesam   ;D

Da.....

Jedva čekam.... Ovo će biti dobra godina za PC racing još i GTR2, a koliko će živit  rFactor2 sa modovima... brum brum
Naslov: Odg: rFactor 2
Autor: doktor1 - Siječanj 12, 2012, 19:32:19
(http://h11.abload.de/img/4rxj8c.jpg)

 šofe1

Kupuje se ova igra
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 13, 2012, 11:33:38
All Cars All Tracks Online   ;D

Source: http://www.nogripracing.com/forum/showthread.php?t=279099 (http://www.nogripracing.com/forum/showthread.php?t=279099)

Also:
Meganes - all tracks
1960s F1 - all tracks

To follow:
Formula Renault - all tracks
rFtrainer & Joesville.

Note that its not a pure 'all tracks' update, its a specific list that just so happens to be all the publicly released tracks. (If you see the subtle difference)

Anyway, keep an eye on that link above as that's where updates will go.

http://www.f1elites.com/forums/index.php?showtopic=3619 (http://www.f1elites.com/forums/index.php?showtopic=3619)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 15, 2012, 10:46:41
Evo i filmic prvog moda za rF2 koji tek treba izac  thumbs1

WSGT2 rFactor2 First ingame footage (http://www.youtube.com/watch?v=g02bQaepKVo#ws)

WSGT2 rFactor2 ShakeDown (http://www.youtube.com/watch?v=T3VUBRfhP44#ws)
Naslov: Odg: rFactor 2
Autor: Montoya - Siječanj 15, 2012, 11:22:12
Udarna PC godina, moglo bi se reći, napokon.
Upravo ova igra i GTR 3 glavni su razlog zakaj bi opet htel neki komp kaj ih more vrteti, no teško da bude kaj od toga, nažalost.

Taj WSGT2 mod rade valjda duže nego ISI igru, trebal bi rulati  sm1jeh
Naslov: Odg: rFactor 2
Autor: igzyy - Siječanj 16, 2012, 12:10:05
Ma super je sve to...

Ja nedam ni lipe za game, nema šanse...ili ću prekinut karijeru ili jednostavno nastavljam na rf1, možda se prešaltam na GTR3, ja se nadam da će GTR3 sad uzet prednost ako uzme u obzir "free", ja mislim da bi to bilo to, meni oduvjek GTR bio daleko bolji od rF
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 17, 2012, 22:30:47
Zanimljiv linkic  kadt1kažem

WSGT2 for rFactor2 – Development

http://www.bsimracing.com/wsgt2-for-rfactor2-development/ (http://www.bsimracing.com/wsgt2-for-rfactor2-development/)
Naslov: Odg: rFactor 2
Autor: Cole™ - Siječanj 17, 2012, 22:35:51
Jadran molio bi te ako ti nije teško kada linkaš nešto kopiraj sve tu i slike možeš, pa na dnu posta linkaš izvor. Uvijek je lijepo sve to pročitati tu na forumu, a da bi bilo legalno stavi se izvor kao link, tj. obrnuto ali sam suviše lijen editirat ovo.  cer1njo
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 21, 2012, 16:47:00
WSGT2 for rFactor2 – Development

Novi filmic  kadt1kažem

WSGT2 The Game Main Menu car selection(Unity3D) (http://www.youtube.com/watch?v=SwpZ3K8mpjU#ws)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 28, 2012, 12:49:48
Evo jedan dobar screenshot  sm1jeh

(http://i.minus.com/ibkcZQKT9uGaWC.jpg)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Veljača 04, 2012, 20:33:08
TrackMap 0.9beta Plugin for rFactor2

(http://isiforums.net/f/attachment.php?attachmentid=1019&d=1328382942)


TrackMap Plugin for rFactor2
Version: V0.9 Beta
Author: fazerbox@gmail.com


TrackMap 0.9beta Plugin for rFactor2 (http://forum.virtualracinggroup.net/fazerbox-f55/trackmap-0-9beta-for-rfactor2-t4564.html)

INSTALLATION
============
1) Locate <rFactor2 folder> that contains "rFactor2 launcher.exe"
2) Explode Zip file <rFactor2 folder>
3) Run rFactor2 and enjoy!


HOW TO REMOVE TRACKMAP PLUGIN
=============================
1) Delete file <rFactor2 folder>\TrackMap_install.txt
2) Delete file <rFactor2 folder>\TrackMapPlugin.ini
3) Delete file <rFactor2 folder>\Core\d3d9.dll
4) Delete file <rFactor2 folder>\Plugins\TrackMapPlugin.dll
3) Delete folder <rFactor2 folder>\Plugins\TrackMap


HOW TO INSTALL A NEW TRACK MAP
==============================
After having installed a new Track in rFactor2, you need to extract relative AIW and GDB files into
<rFactor2 installation folder>\Plugins\TrackMap\Tracks

1) Locate <rFactor2 folder>\Installed\Locations\<New Installed Track>

2) Open each MAS file using MAS2.exe utility (see <rFactor2 folder>\Support\Tools).
Once MAS file is loaded, order grid rows by "Type" object. in this way AIW and GDB files will be first in list

3) Extract (Right click in selected file) all AIWs and GDBs into <rFactor2 folder>\Plugins\TrackMap\Tracks



BUGS NOTE
========

1) StartingLights not properly working
2) PitLane StartingLights not properly working



Preneseno s :
http://isiforums.net/f/showthread.php/3609-TrackMap-0.9beta-Plugin-for-rFactor2 (http://isiforums.net/f/showthread.php/3609-TrackMap-0.9beta-Plugin-for-rFactor2)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Veljača 24, 2012, 23:56:13
Malo novosti   ;D
(http://isiforums.net/f/attachment.php?attachmentid=1041&d=1328526376)

WSGT2 - [WIP] NISSAN IMSA GTS - quick and dirty test. (http://www.youtube.com/watch?v=M-9HR22RckQ#ws)
Naslov: Odg: rFactor 2
Autor: Cole™ - Veljača 25, 2012, 00:07:35
Užasno izgleda.  cry1
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Veljača 25, 2012, 00:32:05
Polako to je jos sve u izradi i to neradi ISI nego WSGT Team koji je napravio dosta dobrih modova  ;D
Naslov: Odg: rFactor 2
Autor: doktor1 - Veljača 25, 2012, 08:20:37
Polako to je jos sve u izradi i to neradi ISI nego WSGT Team koji je napravio dosta dobrih modova  ;D

To radi RMT - Racers Modding Team, poznati po WSGT modu za GTR2....  kava1 ;D
Naslov: Odg: rFactor 2
Autor: Montoya - Veljača 26, 2012, 09:49:52
Mislim da WSGT2 mod lagano zaslužuje i vlastitu temu, imal ju je već prije...
Naslov: Odg: rFactor 2
Autor: Cole™ - Veljača 26, 2012, 10:27:06
Onda šta se čeka  :P
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Ožujak 15, 2012, 21:13:48
Malo novosti  kadt1kažem

Build 68 on remote update available


Changelog: Thanks Max:

UPDATE 2 Changelog (March 14, 2012):
======================================

GRAPHICS:
---------------------------
Some fixes to overlay/gauge rendering to make it more SLI friendly.
Fixed HDR problem for frame times greater than adapt ET.
Avoid flashing one frame of the options while driving in realtime (could happen if server went to next track).
Fixed up various HDR issues.

GAMEPLAY:
----------------------------
More complete tire heat from damping (currently optional but won't be forever).
Improved tire damping heat application and made more configurable.
Improved thread stability.
Prevent display and system sleeping (ded servers will only prevent system sleeping).
Added new finish criteria "% Track Laps" and "% Track Time" in case you don't want the percentage of both which is what "% Track Defaults" does.

SOUNDS:
----------------------------
Doubled the maximum number of sounds.

AI:
----------------------------
Added fix for AI not to avoid other cars in private session (since they're invisible).
Improved terrain sampling so that AI physics handles painted lines correctly.

PLUGINS:
----------------------------
Added track IR plugin.
Fixed logical error that would have prevented some plugins from running properly.
Tweaked plugin message interface to allow chat commands.
Added chat commands to results stream.
Some other plugin additions.

UI:
----------------------------
Added new filters to mp lobby.
Fixed bug where one frame of mis-sized vehicle or track selection shows up on main menu coming back from switching RFMs.
Added a button action to force reload of car spinner. (so modders can update the loose skin dds and see it in game immediately.)
Increased camera mobility around ôReflected Floorö showroom.
Tracking power loss in tire tool.
Naslov: Odg: rFactor 2
Autor: doktor1 - Svibanj 01, 2012, 08:41:03
Kako ovo LOŠE izgleda!!! Mislim ono kao da vozim GT Legends, GTR2 ili rFactor... WTF?

rFactor2.Nissan 370Z at Mugello. (http://www.youtube.com/watch?v=3DCM07qE-Ts#ws)
Naslov: Odg: rFactor 2
Autor: Cole™ - Svibanj 01, 2012, 23:39:34
Jesi siguran da je to baš rF2? Nije da je ovo službeni kanal il nešto.  kadt1kažem
Naslov: Odg: rFactor 2
Autor: ManTheRamparts - Svibanj 02, 2012, 16:54:06
Ak se ne varam to nije, kak da velim, ofišl staza. Znam da sam videl na VirtualR nedavno da je Mugello mod došel, pa je to vjerojatno to. I da - izgleda katastrofalno.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Svibanj 25, 2012, 11:03:44
Evo malo ovosti:




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:

Build 85 Discussion Mk II (http://isiforums.net/f/showthread.php/5581-Build-85-Discussion-Mk-II)

Naslov: Odg: rFactor 2
Autor: Jadran 73 - Lipanj 16, 2012, 10:43:47
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:

Build 90 Discussion (http://isiforums.net/f/showthread.php/6105-Build-90-Discussion)
Naslov: Odg: rFactor 2
Autor: Cole™ - Lipanj 16, 2012, 13:28:12
Malo su retardirani s igrom, pa ne rade Diablo 4  cry1
Naslov: Odg: rFactor 2
Autor: Cole™ - Kolovoz 30, 2012, 15:40:04
rFactor 2: Luciano Bacheta Testing The Formula Two (Video) | RaceDepartment (http://www.racedepartment.com/2012/08/rfactor-2-luciano-bacheta-testing-the-formula-two-video/)

http://www.youtube.com/watch?feature=player_embedded&v=UZyljEMyI74#! (http://www.youtube.com/watch?feature=player_embedded&v=UZyljEMyI74#!)
Naslov: Odg: rFactor 2
Autor: Cole™ - Rujan 20, 2012, 01:26:44
rFactor2: IMMERSION 2 (http://www.youtube.com/watch?v=dmeq70hWLXY#ws)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Rujan 20, 2012, 01:54:26
Stara vijest ali neznam jeli vec postano...
Kad se vozi formula i kad malo jace stanes na kocnicu na gumama se vidi flat spot  ;D

rFactor 2 Tire Wear and Flatspotting - YouTube (http://youtu.be/0ZWeEoOxKKw?hd=1)
Naslov: Odg: rFactor 2
Autor: hendrix - Rujan 20, 2012, 02:25:51
volio bih probat taj rFactor 2 ali nisam baš upućen.Pa ako mi neko može objasnit..kako funkcionira? se mora kupiti igrica ili se može i skinut? i dal mi treba neka bolesna mašina od kompa ili će radit i na nekom normalnijem?
Naslov: Odg: rFactor 2
Autor: Angela53 - Listopad 04, 2012, 10:23:20
I ja bi voljela biti dio ekipe rFactora2 sjajno mi izgleda!
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Listopad 23, 2012, 09:31:20
Novi update je vani  sm1jeh

 Build 118 Released*This build is available on:*
- Auto updater
- Torrent for update.
- Torrent for full installer.
- http for update.
- http for full installer.
(see downloads thread for links).

To use the auto updater: Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. It's also VERY possible you will crash the auto update server. That's sort of what we want. 

*Post-release notes:
- Your readme says 117, don't worry, you have 118.
- People have reported issues with the track surfaces. You have a wet looking track when it should be dry, and 'zebra' markings, etc. Info on how to workaround is here:
*http://isiforums.net/f/showthread.ph...l=1#post108127

*- ALT skins are not working, as we are mid way through development of another way to distribute them.*

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


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


UI / HUD:
—————————-
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:
—————————-
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:
----------------------------
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:
----------------------------
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:
----------------------------
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format


MODDING / PUBLIC DEV
----------------------------
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
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Prosinac 01, 2012, 02:18:18
rFactor 2: Build 125 Released


This version features 3 major additions:

    Skip Barber Formula 2000 (2 configurations, National and Regional).
    Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).
    Resume from Replay (saving in the middle of a race and resuming from any given point within the replay)

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\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

    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

    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.

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

    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
    We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.
    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
Naslov: Odg: rFactor 2
Autor: the_prodigy - Siječanj 10, 2013, 14:50:52
Build 134 je izašao u međuvremenu.

    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.

    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>

    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
Naslov: Odg: rFactor 2
Autor: the_prodigy - Siječanj 10, 2013, 15:13:37
U zadnje vrijeme imam pravih problema ufurati se u rFactor 2, najviše zbog grafičkih nedostataka koji me sve više živciraju.
Kad usporedim CARS i rF2, rF2 izgleda kao da kasni 5 godina sa enginom. Crossfire mi u svakom buildu daje drugačije performanse, u jednom je dobro, u sljedećem šteka, a od ovog zadnjeg builda 134 mi ni ne radi, imam neke flasheve po ekranu i moram gasiti SLI prije pokretanja igre. Plus, ubacio sam SweetFX injector da barem koliko toliko sredim neke detalje oko grafike jer na MAX postavkama sa svim živim uključenim izgleda stvarno loše naprema drugim igrama. RaceRoom izgleda par puta bolje, a CARS nebi ni uspoređivao, a zavrtio sam i rF1 sa par dobrih modova i iskreno jako mali pomak vidim. Mislim, znam da je rF2 beta i to sve, ali to ne može biti odgovor na sve.

Fizika, force feedback, road rubber, osjećaj težine auta na cesti, sve to stoji, tu igra rula za sada, ali grafički izgleda loše za ono kako bi trebala izgledati u današnje vrijeme, za takvu grafiku bi rekao da je "wow" prije 5 godina. I to me najviše odvlači od igranja rf2, kad ugasim CARS i pokrenem rfactor izgleda mi smiješno i tu gubim volju, ne znam kako da to objasnim. A najviše me brine što neznam ni koliko će uspjeti sa grafikom napredovati do izlaska igre, sigurno neće raditi novi engine i mislim da neće biti puno pomaka u grafičkom aspektu. Zasad nema DX11, ali ni to nije problem, ne mora ga ni biti jer igra i u DX9 može izgledati par puta bolje nego što je sada.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Siječanj 10, 2013, 17:55:27
Fizika, force feedback, road rubber, osjećaj težine auta na cesti, sve to stoji, tu igra rula za sada, ali grafički izgleda loše za ono kako bi trebala izgledati u današnje vrijeme, za takvu grafiku bi rekao da je "wow" prije 5 godina. I to me najviše odvlači od igranja rf2, kad ugasim CARS i pokrenem rfactor izgleda mi smiješno i tu gubim volju, ne znam kako da to objasnim. A najviše me brine što neznam ni koliko će uspjeti sa grafikom napredovati do izlaska igre, sigurno neće raditi novi engine i mislim da neće biti puno pomaka u grafičkom aspektu. Zasad nema DX11, ali ni to nije problem, ne mora ga ni biti jer igra i u DX9 može izgledati par puta bolje nego što je sada.

U ovome se slazem 100% s tobom  thumbs1
Naslov: Odg: rFactor 2
Autor: Cole™ - Siječanj 11, 2013, 00:40:50
Nabaci screenshot!  :P
Naslov: Odg: rFactor 2
Autor: the_prodigy - Siječanj 13, 2013, 00:29:42
Nemam ništa svojih screenshotova, ali evo npr. zadnji video sa RF foruma

Rfactor 2 Lola T280 @ Canyelles54 (http://www.youtube.com/watch?v=9ySeMo9uM2Q#ws)
Naslov: Odg: rFactor 2
Autor: Cole™ - Siječanj 13, 2013, 01:11:09
Izgleda ko govno.  cry1
Naslov: Odg: rFactor 2
Autor: Jack-Darkman - Siječanj 13, 2013, 11:22:51
Izgleda ko govno.  cry1

.. iz devedesetih.
Naslov: Odg: rFactor 2
Autor: ManTheRamparts - Siječanj 13, 2013, 11:23:19
Baš sam jučer htel napisati, al reko ne bum.  cer1njo
Naslov: Odg: rFactor 2
Autor: doktor1 - Siječanj 13, 2013, 11:31:00
Izgleda ko govno.  cry1

Izgleda masterdizaster, (trademark tako pisano).....

Ali da, znam, "nikome nije bitna grafika već igrivost bla bla bla"

A to obožavam......................... Recimo često na BUG forumu čovjek sa grafičkom karticom od kakvih 2000+kn kaže da mu grafika niej bitna...........  kava1

Momentalno -> "ne seri!"
Naslov: Odg: rFactor 2
Autor: Punisher - Siječanj 13, 2013, 11:34:02
Ne mora grafika biti nešto wow, al pobogu ovo  je stvarno ružno za igru koja se radi u 2013.
Naslov: Odg: rFactor 2
Autor: ManTheRamparts - Siječanj 13, 2013, 11:35:50
Potpis na sve dottore.

Kak god bilo, kak god igra bila dobra - sramota je da nam u 2012.-2013. serviraju igru koja bi trebala biti najbolji primjer vrhunske PC, takoreći next-gen simulacije s praktički 5-6 godina starom grafikom... Još dok se vidi kakav je SimBinov engine, kak izgleda Asetto Corsa i C.A.R.S. - to je najbolja riječ - sramota.

Vjerujem da ima super vozni model i fiziku, al nagledal sam se i GTR2 i rFactora i idu mi van na uha, nemrem to više podnesti tak da je ovo đenja za mene samo zbog vizualne strane.
Naslov: Odg: rFactor 2
Autor: Thergothon - Siječanj 13, 2013, 11:59:20
Vazniji mi je vozni model od grafike, ali dok vizualno zaostaje 6 godina za nekim danasnjim standardom - onda grafika postaje bitna i to jako...
Naslov: Odg: rFactor 2
Autor: ManTheRamparts - Siječanj 13, 2013, 12:02:03
Ajde da bar prosječno izgleda za današnje standarde, al niti to. Samo izgleda - jaaaako zastarelo.
Naslov: Odg: rFactor 2
Autor: Punisher - Siječanj 13, 2013, 12:10:44
Pa baš to, kao što rekoh, ne mora izgledat sad nešto preodlično, ali bar neka izgleda dostojno godine u kojoj izlazi, a ne zastarjelo ovako. Ovo je preružno meni :(
Naslov: Odg: rFactor 2
Autor: doktor1 - Siječanj 13, 2013, 12:11:54
Pa Game Stock Cars (http://www.game-stockcar.com.br/en/index.html) rađen na engineu od rFactora, (više kao mod za rfactor ako se mene pita) izgleda bolje od ovoga....... fpalm1
Naslov: Odg: rFactor 2
Autor: the_prodigy - Siječanj 18, 2013, 14:27:39
Izašli su novi AMD driveri, popravio mi se Crossfire sa rFactorom, nemam više onih bijelih bliceva i sad mogu opet igrati  p1va

AMD Catalyst™ Display Driver for Windows Vista/Windows 7 64-bit (http://support.amd.com/us/gpudownload/windows/Pages/radeonaiw_vista64.aspx)
Naslov: Odg: rFactor 2
Autor: the_prodigy - Siječanj 22, 2013, 00:44:43
Jedan video uradak BSNisma, odlično slaže montaže, također i za druge racing igre.

rFactor2 : Fan Edit (http://www.youtube.com/watch?v=rCBwTfJftpg#ws)
Naslov: Odg: rFactor 2
Autor: the_prodigy - Veljača 01, 2013, 20:47:47
Danas je ISI izbacio novi auto za download - Corvetta C6.R

rF2's Corvette C6.R (http://www.youtube.com/watch?v=oOcviAkLo7A#ws)
rFactor2 Corvette C6 - Don't be afraid, you are at home baby! (http://www.youtube.com/watch?v=yoV_j2Ya0m8#ws)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Veljača 06, 2013, 11:09:51
Novi update  sm1jeh

=====================================================
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
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Ožujak 01, 2013, 00:46:57
rFactor2 Build 156 Released

================================================== ===
Update 12 (Build 156) Changelog (Febuary 28, 2013):
================================================== ===
GRAPHICS:
————————
Fixed shaders bug with vertex color adjustments
Fixed headlight bug where headligths would lag one frame behind
Fixed broken tire temp indicator on HUD MFD
Attempt to fix occasional smoke problem with transparent trainer
PHYSICS:
————————
Fixed some issues that happen when upgrades make a change in the number of tire compounds
Added “hard” anti-stall.
Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1″, default is 0)
Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though)
“RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only
Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules.
Added new optional algorithms for engine brake map.
UI / HUD:
————————
Fixed bug on main menu vehicle button if there are no cars installed
In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel)
Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options.
Removed useless HUD parameters
REPLAYS:
————————
Fixed the situation where replays of races would crash right after track load
MODDING / PUBLIC DEV
————————
Updated ModMgr UI
AI:
————————
Prevent AI cars from fueling if race parameters disallow it.
MULTIPLAYER:
————————
Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.


LINK  (http://rfactor.net/web/rf2/rf2dl/)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Travanj 04, 2013, 18:21:39
Novi update  sm1jeh

=====================================================
Update 13 (Build 198) Changelog (March 28, 2013):
=====================================================

GRAPHICS:
————————
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:
————————
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:
————————
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:
————————
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
————————
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:
————————
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:
————————
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.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Svibanj 21, 2013, 22:09:00
rF2 Build 218 Released. Release notes: http://rfactor.net/web/rf2/devscorne...ild-notes/#218 (http://rfactor.net/web/rf2/devscorne...ild-notes/#218)
(Torrents are up, http is up, auto update will be up asap).
Links: rFactor 2 Downloads | rFactor (http://rfactor.net/web/rf2/rf2dl/)


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


GRAPHICS:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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”.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Svibanj 21, 2013, 22:12:23
rFactor2 201305-21 16-56-52-04 - YouTube (http://youtu.be/nQaZlO2fZ7w)
Naslov: Odg: rFactor 2
Autor: Iceman. - Svibanj 27, 2013, 09:49:57
ima li ko "krek" necu da napisem pravilno....  ?
Naslov: Odg: rFactor 2
Autor: the_prodigy - Svibanj 27, 2013, 10:31:23
ima li ko "krek" necu da napisem pravilno....  ?
Koliko znam kreka još nema za RF2.
Naslov: Odg: rFactor 2
Autor: Thergothon - Svibanj 28, 2013, 01:11:44
Ima za prastari build 49, al ne znam zbog čega se zajebavati s takvim stvarima ako imaš dovoljno jak PC  kava1
Naslov: Odg: rFactor 2
Autor: Nico_Zd - Svibanj 30, 2013, 19:34:03
Trazim danima taj build 49 za skinuti ali nigdje ga nema vise  jaad
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Lipanj 11, 2013, 10:32:46
We would like everyone to try auto update feature first to update. We'd essentially like you to crash it by overloading it. If it does and you end up stuck, then download 228 Lite and install it over your current installation.

Download links for Content and Lite installers are here:

rFactor 2 Downloads | rFactor (http://rfactor.net/web/rf2/rf2dl/)
No free demo with build 228.

NOTES:
Build 198 had a bug which stops is updating. Download 218 or 228 Lite and install that over your current installation. 218 and 228 should update fine to future versions.



Update 15 (Build 228) Changelog (June 10, 2013):
================================================== ===

GRAPHICS:
————————
Fixed an error with frame buffer textures in a few cases
Fixed a problem with HDR bloom when running multiview
Did some adjustment of multiview HDR processing
Added detail levels to env and road reflection options

SOUNDS:
————————
Fixed bug where the audio mixer treats the player as an opponent when going under AI control.
For onboard cams, setting Flags2 to 1 will make them use external rather than internal sounds.

FEATURES:
————————
Attempt to correct controller IDs if they get switched around when plugging in other input devices like joysticks.

GAMEPLAY:
————————
More tidying up of multiview replay

UI / HUD / Options:
————————
Clearing sidebars from replay gizmo when bouncing back to main monitor from large replay window in multiplayer


MODDING / PUBLIC DEV
————————
Fixed a crash in ModMgr when switching from detailed to simple view
Fix up some minor UI problems in MAS2
Added ability to place listeners for ambient sounds using the editor.
Added ability to see the path the AI last took in AIW editor show/hide menu
Fixed an issue in ModMgr where an install to a new directory would use last known working and packages folders - new installs will now use new working and packages folders until modified by user.
Added menu option to cancel recording paths in AIW editor and to trigger path recording with "External Signal Left" mappable input.


BUG FIXES / OPTIMIZATIONS:
————————
Fixed a bug when toggling FXAA from in game where the shaders were not being recompiled properly
Fixed alt-tab crash in MP caused by multiple rearview inits
Demo set as PREFERRED_RFM
Fixed recently introduced bug where clients would sometimes halt when another client exited the race.
Fix skins on dedicated server replays, not yet sure if this helps with skins on client replays.
Fixed "Get Mod" password entry box to send player to the right screen when "Enter" key is used to progress forward
Fixed a bug with incorrect billboard rotation when wind/crown motion deactivated
When mapping controls to a controller axis, fixed a minor problem where the axis settings could get stuck in a bad configuration (more specifically, while we tried to detect whether you were trying to use a half axis or a full axis).


AI:
————————
Fixed bug where sometimes AI would get stuck in an extremely slow state.
Closed potential slowdown loop when yellow flag is thrown and freezing running order for AIs.


MULTIPLAYER:
————————
Fixed an alt-tab crash specific to MP only
Added send rate control to built in HTTP server
Added server & admin commands "/dq" and "/undq" to disqualify and re-qualify drivers.
Remove exited clients' cars if restarting weekend.
Added basic race rejoin after disconnect, which must be enabled on the server to work (with the multiplayer.ini setting "Allow Race Rejoin"). Currently you just get a new car in the garage.
Naslov: Odg: rFactor 2
Autor: the_prodigy - Lipanj 11, 2013, 12:18:54
Meni ovi zadnji updejtovi gotovo nista ne znace, a zadnja nova staza koju su izbacili bila je u 12. mjesecu, Lime Rock. Stvarno su spori sa tim contentom i to me ubija, sad ce izbaciti Silverstone, ali ako nastave tim ritmom - jedna staza svakih 6 mjeseci, igra ce biti kompletna za 2 godine kad ce se mozda koristiti i DX12 a oni ce jos uvijek biti na DX9.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Lipanj 28, 2013, 21:12:44
rFactor2 Build 240 Released

    ================================================== ===
    Update 16 (Build 240) Changelog (June 27, 2013):
    ================================================== ===
    FEATURES:
    ————————
    Doubled the number of upgrades a vehicle can possibly have.
    Added some dynamic adjustments to weather-based road params
    GRAPHICS:
    ————————
    Fixed lagging road reflections.
    Set HDR on by default
    UI / HUD / Options:
    ————————
    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
    ————————
    Fixed RFM spinner in mod mode exe to work correctly even without and “All Tracks & Cars” mod button.
    BUG FIXES / OPTIMIZATIONS:
    ————————
    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:
    ————————
    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:
    ————————
    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.


DEMO DOSTUPAN:
rFactor 2 Downloads | rFactor (http://rfactor.net/web/rf2/rf2dl/)

Naslov: Odg: rFactor 2
Autor: Duvorynn - Lipanj 29, 2013, 13:30:50
Za sad ne izgleda preobećavajuće, ali treba joj dati vremena

Sent from my HTC Sensation using Tapatalk 2

Naslov: Odg: rFactor 2
Autor: the_prodigy - Lipanj 29, 2013, 19:36:00
Drago mi je da su izbacili taj demo pa da ljudi mogu probati. Zanimaju me komentari ovdje od ekipe s foruma..
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Veljača 27, 2014, 01:05:50
Novi update rFactor 2 Build 494



Update 21 (Build 494) Changelog (February 26, 2014):
=====================================================

GRAPHICS:
————————
Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.
Fixed calculation and tweaked numbers to reduce cloud pop-in.
There’s a few items missing from this changelog, shadow draw, etc.

FEATURES:
————————
Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
Created some options for the suspension deformation code that allows more generic connections like brake lines.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem recovering from ctrl-alt-delete in Win 7/8.
Fixed some missing translations in rFConfig.
Fixed plugin callbacks PreReset() and PostReset().
Fixed a crash from the RFM spinner in strange cases.
Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)
Fixed problem reading older RealRoad files.
Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
Fixed a couple problems with Resume From Replay, including one potential crash.
Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
Fixed potential crash in transparent trainer code – probably only happened in multiplayer.

MODDING / PUBLIC DEV
————————
Fixed bug in ModMgr when displaying large (> 2GB) mod files.
Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
Fixed rcd values write out from realtime editor.
Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.

UI / HUD / Options:
————————
Fixed ‘enter’ key moving between min and max replay mode for other languages.
When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.
Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode.
Fixed issue with true type fonts sometimes (usually after UI switch) not loading.

MULTIPLAYER:
————————
Official ISI server now show on top of mp lobby list (until user manually sorts).
If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.
Detecting & reloading livery changes in multiplayer quick vehicle change.
Disabled new prediction algorithm by default, until issues are worked out.

CONTROLLERS / FFB
————————
Added profile for the Thrustmaster TX Racing Wheel.
Added an optional minimum FFB torque to the controller.ini file. Disabled by default.

AI
————————
AIs now attempt to restart engine when toggling AI on with a stalled engine.
Fixed some cases where RCD files were not loading.

Silverstone Circuit v1.01 -> v1.14 Changelog
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data

- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras

- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone

- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials

- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures

Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.

Loch Drummond 1.1
- Fixed upside-down crowd in some grandstands
- Fixed several objects intersecting fences
- Added invisible colliders to in/outfields
- Added canvas in front of tyre walls
- Optimized tyre wall LOD distances
- Optimized tyre wall reflections
- Optimized tyre wall shadows
- Optimized Radio Towers: separated into multiple VisGroups
- Optimized GrassVerges
- Optimized some textures
- Removed tyre stack in chicane
- Removed tyre wall collision objects
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Ožujak 22, 2014, 19:10:09
Build 590 Released

GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map


FEATURES:
————————
Added "+memstats" cmdline option to output memory usage file


BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin


MODDING / PUBLIC DEV
————————
Added "Copy To Clipboard" button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode


UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.


MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.


CONTROLLERS / FFB
————————


AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
Naslov: Odg: rFactor 2
Autor: the_prodigy - Veljača 16, 2015, 14:59:20
Vidim dugo nije bilo nikakvih vijesti..

Uglavnom, jucerasnji updejt - build 930 donosi par znacajnih stvari od kojih je sigurno prva novi dizajn UI-a koji se dugo cekao, posto je onaj stari poprilicno zastario. Druga veca znacajka je poboljsana fizika guma i contact patch model.

http://rfactor.net/web/2015/02/15/rfactor-2-build-930-now-available/
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Travanj 04, 2015, 12:23:12

rFactor 2 Build 946 Now Available!


rFactor 2 Build 946 includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options.

While many will focus on the overwhelming change to how lighting and colors are handled with the new tonemapper (fixing a bunch of lighting issues in the process), there are also a vast amount of smaller changes that make rFactor 2 a more complete product as a whole.


Full Changelog:

    FEATURES:
    ————-
    – Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
    – Added local content management to Launcher.
    – Added support for batch downloads in Launcher’s remote content tab.
    – Added ring stiffness multipliers to TGM files.
    – Added third party content publishing to Launcher.

    FIXES:
    ————-
    – By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
    – Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
    – Made unlimited laps in qualifying truly unlimited.
    – Fix for aspect ratio problems in monitor.
    – Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
    – Added HTTP Basic Authentication to dedicated server mod downloads.
    – Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
    – Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
    – Fixed unnecessary reloads of matchmaker list.
    – Lined up vehicle labels in monitor.
    – Made vehicle labels more legible under different conditions.
    – Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
    – Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
    – Fixed a crash that could happen while resuming a replay of a non-race session.

    MODDING / PUBLIC DEV:
    ————-
    – Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
    – Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
    – simplified grid, pit, & garage spot marking.
    – Allowed AIW editor to set number of garages per pit spot for ease of editing.
    – Fixed Camera FOV editing.

    MULTIPLAYER
    ————-
    – Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
    – In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
    – Improved multiplayer skin transfers so there is less chance of name mix up.

    GRAPHICS:
    ————-
    – New tonemapper
    – Optimized single-pass HDR for multiview.
    – Adjusted some hdr/sky params to work with new tonemapper

Naslov: Odg: rFactor 2
Autor: the_prodigy - Rujan 26, 2015, 19:54:52
Jučerašnji dan je bio bogat iznenađenjima za RF2 igrače.
Prvo vijest da ce RF2 doci na Steam, pa izađe onda novi build (1008), pa nova staza, pa updejtana druga staza i napokon izbacuju Stock Cars-e, ono što se dugo čekalo, mada osobno nisam bio toliko zagrijan za to, ali definitvno ce se probati.

rFactor 2 - Coming to STEAM! - YouTube (http://youtu.be/7OvC_MdYsQM)

Citat:
The 'Stock Car Build' has finally arrived! This build introduces a number of supportive code elements for this type of racing, but is also a testbed for some future advancements we have coming for this, and racing of all kinds.

We plan to release some more tracks (eagle-eyed forum users already spotted this), and with the help of some leagues, we hope to get the rules nailed down.

Working Stock Car rules:

Lucky Dog
No Lucky Dog to Driver who causes the caution
Speeding penalty during caution EOLL
Speeding penalty during green Drive Thru
Entering Closed pits EOLL penalty
Green White Checker finish
In-Car Track Bar Adjustment
Frozen Field when caution comes out

Partialy Working Stock Car Rules:

Double File Restarts - Leader Chooses which lane he starts
Double File Restarts - Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds - Need feedback from Stock Car Leagues
Double File Restarts - Wave Around Cars - Do not get penalized yet for pitting before green flag is thrown
Qualifying Rules - 3 Round format works
Qualifying Rules - Forcing the use of 1 set of tires for all 3 rounds not working

Rules not implemented Yet:

Commitment cone violation for entering the pits
AI still race back to line when caution is thrown
All car(s) must maintain their respective track position for the restart, until they cross the start/finish line.
Blending rule when re-entering the track during green flag conditions
No passing under double yellow line at Superspeedways

Known issues (A.I.):

We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the 'dynamic superspeedway' code that causes this by changing playerfile value "AI Logic Override" to 2 (as mentioned in the notes below).

Build 1008 Changelog:

STOCK CARS:
-------------
In order to take full advantage of the stock car features, it is recommended that users do the following:
1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set " Enabled" to 1 for both of these plugins.
2) Download and install the "National Stock Car Racing 2015" mod. This contains many rules settings geared towards stock car racing.

FEATURES:
-------------
Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance.
Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn.
Added a tiny bit of configurability to the new 'Low Speed Info' message box. PLR file value "LSI Top" lets you set its vertical position or disable it altogether.
Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit.
Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter "STOCKCARGAUGE"), and turn them on or off depending on how close the player's speed is to the pitlane speed.
Added .tbc variable "RoadGrooveSqrdGripEffect" so AIs will experience the same grip curve vs. groove as the human driver does.
Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don't necessarily follow the recorded driving lines) Can be disabled by setting playerfile option "AI Logic Override" to 2.
Added a gizmo to the UI in order to turn plugins on and off. In the future, you'll also be able to edit custom plugin variables here.

MULTIPLAYER:
-------------
There exists a new multiplayer.json variable "Plugin Heartbeat Rate" which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning "paused".

FIXES:
-------------
Fixed slow car cycling
Fix for missing update cmps
Fix a problem with admin commands /pitby*
Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode.
Fixed some problems where vehicles were moved or re-initialized at unexpected times.

MODDING / PUBLIC DEV:
-------------
Fixed bug with updates not showing in game UI select list.
Fixed bug when creating vmod with updated components.
Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors).
Added # of waypoints selected to the AIW waypoint selection menu header.
Raised line drawning to be 0.1 meters above the track.
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Listopad 15, 2015, 21:44:07
40% off rFactor 2 Standard or Lifetime

Promo Codes will expire 23:59 EDT on 10/18/2015   

Sa 85$ na 51$  nije za bacit  ;D

Vise ovdje: rFactor 2 (http://us11.campaign-archive1.com/?u=dbba55b7ad7e6c91360821937&id=eba1cd04a2)
Naslov: Odg: rFactor 2
Autor: zackoj - Listopad 18, 2015, 10:22:39
Da li se isplati uzimati zbog multiplayera?
Jel vozi tko?
Naslov: Odg: rFactor 2
Autor: Boss302 - Listopad 18, 2015, 10:45:14
Nikako...public racing je katastrofa a naci dobar pub server je omjer 1:milijardu. Jedino ti ostaje leauge racing.

Sent from my NOA C25 using Tapatalk

Naslov: Odg: rFactor 2
Autor: zackoj - Listopad 18, 2015, 18:14:57
Jel ima kakva liga na balkanu. Koliko vidim uglavnom rfactor 1?
Dobro da nisam uzeo. Offline verziju imam (ako netko treba PM).
Naslov: Odg: rFactor 2
Autor: Boss302 - Listopad 18, 2015, 20:58:10
http://www.race2play.com/
Tu naprimjer, mozes naci utrke sa dobrom ekipom i dobrim utrkivanjem. Svega i svacega ima tako da za vozikat ovdje  šofe1
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Listopad 18, 2015, 21:15:46
Ima i ovdje dobre ekipe...  InternationalSimRacing - Index (http://www.internationalsimracing.com/forum/index.php?action=forum)
Naslov: Odg: rFactor 2
Autor: the_prodigy - Listopad 18, 2015, 21:29:20
Jesi ti member tamo Jadrane?

Jednom sam sa frendom uletio na njihov prazan server, malo smo se zajebavali i pisali nešto na našem, sami smo bili, i pojavi se neki admin isto po naški priča, sav sretan kao mi domaći ovo ono, on je jedan od admina, ajde registrirajte se i sad se sjetim da se nikad nisam registrirao. A neznam više ni kako se taj lik zvao..

Naslov: Odg: rFactor 2
Autor: Jadran 73 - Listopad 18, 2015, 21:41:29
Da regan sam...ima jedno 2-3 godine ali sam slabo tamo na forumu... a i ekipa je super i dobro se vozi  thumbs1
Naslov: Odg: rFactor 2
Autor: zackoj - Listopad 18, 2015, 21:53:39
A uzet cu onda za 350kn necu propasti.
Valjda ce biti kakvig liga..
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Studeni 12, 2015, 01:08:48
Build Notes (Update 35, Build 1028):

FEATURES:
– Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices).
– Removed a couple unused PLR variables.
– Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road.
– Re-enabled some gizmos for brake wear and temps.
– Defaulting camera zoom in and out to number pad 3 and 1, respectively.
– Now sorting opponent filters alphabetically.
– Added tire wear info to results file. Also, resume-from-replay now restores general tire wear.
– Added HDV variable AIBumpstop in order to control some occasional physics instabilities.
– Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using.
– Practice on by default
– Removed tree structure from RFM tree scroll box.
– Moved damage to near the top of the pit menu.
– Added borderless window mode. This mode only works at current desktop resolution.
– Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.)
– Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view.
– Now keeping the last 25 trace files.
MULTIPLAYER:
– Added a boundary line between official ISI servers and all others on the multiplayer game list.
FIXES:
– Scale the instant replay text and progress bar correctly.
– Fixed loose objects that would fall asleep and become rather solid.
– Disabled a few lines of code that overrode our intended defaults.
– Reduced possibility of significant halts when someone joins in multiplayer.
– Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways
– Fix for occasional select box misdrawing at resolutions other than 1920X1080
– Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client.
– Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle.
– Made AIs coming out of the garage at least try to avoid slow cars in the pitlane.
– Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist.
MODDING / PUBLIC DEV:
– SDK updated to latest Options.
– Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance.

Notes:

– You can (when available) install the dedicated server distribution from Steam as that works for both Steam and non-Steam matchmaker.

KNOWN ISSUES: rFactor 2 Build 1028 (NON-Steam)

– On rare occasion, when using “+connect” command via shortcut on server, users may need to retry multiple times when connecting to a password protected server.
– Launcher Message will display: “Component “Core UI 1.0″ failed to verify, removed from inventory”” In some rare cases this can cause issues with custom UI that also relies on core UI to handle some pages.
– The rFactor2 Matchmaker list will not count clients that join a server using rFactor 2 Steam edition in the “player” column.
– “RaceEvents” on workshop are not served by dedicated server. Non-steam clients and clients not subscribed to the workshop item will need to manually install “RaceEvents”.
Other known issues still to be found in knownissues.txt
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Studeni 13, 2015, 19:04:26
rFactor 2 – Now Available On Steam!


Image Space Incorporated’s rFactor 2 has made the successful to jump to Valve’s Steam platform!

rFactor 2 is the final big sim racing title to go the Steam route as all major competitors of the title,  taking advantage of its many features including a full Steam Workshop integration.

Just like the non-Steam version, rFactor 2 on Steam comes in two different license levels:

rFactor 2 = offline only
rFactor 2 Lifetime = offline/multiplayer/no subscription required
Online Services = Adds 1 year multiplayer to offline

Existing rFactor 2 customers can choose to keep their current version or move to Steam. However, moving to Steam will result in the account losing its multiplayer access as steam movers are converted to an offline-only license.  This does not apply to rFactor 2 Lifetime license holders, these are allocated a Lifetime Steam account.

More information is available in the rFactor 2 Steam Q&A.

To celebrate the Steam launch, rFactor 2 is available for a 40% reduced price until November 19 as the offline license sells for 17,99€.


Save 40% on rFactor 2 on Steam (http://store.steampowered.com/app/365960/)
Naslov: Odg: rFactor 2
Autor: Jadran 73 - Prosinac 10, 2015, 09:26:32
rFactor 2 – Build 1036 Released

Image Space Incorporated has released a new build of their rFactor 2 simulation.

The comparatively small update includes several fixes and improvements as listed below:

Changelog

FEATURES:
————-
– Made the pit menu wing adjustments use the same display value as the garage.

FIXES:
————-
– Fixed idiot light when vehicle rev limit is smaller while in neutral.
– Attempted fix for laps sometimes being lost on a race rejoin.
– Fixed a crash when starting ded server if borderless mode was previously selected
– Fixed a problem where the wrong port was used to tell Steam friends about the server you are on.
– Removed the condition that only non-demos can change the opponent list.
– Fix for “join as spectator” problem.
– PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed.
– Fixed occasional ‘missing gears’ problem.

MODDING / PUBLIC DEV:
———————
– Increased size of some mas2 dialogs
– Added a confirmation before deleting all waypoints in mod mode.
– Added delete next/prev to selected waypoint menu.
– Changed “delete branch” to only require single waypoint selected.
– Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.

The new build can be grabbed below, also including a new demo installer. Steam users should not be downloading these but rather update their installation via Steam.
Naslov: Odg: rFactor 2
Autor: the_prodigy - Prosinac 20, 2016, 21:21:40
Prošla je godina dana od zadnjeg posta, pa da napravim jedan update.

Jedna od najvećih novosti u zadnje vrijeme u RF2 svijetu je to da je ISI proslijedio development igre drugom studiju pod imenom Studio397 (http://www.studio-397.com (http://www.studio-397.com)), tamo je premješten i RF2 forum te oni razvijaju igru dalje. Nisam još skroz proučio kakav je to tip suradnje, da li su im prodali cijeli engine i igru ili ih samo unajmili za razvoj, ali uglavnom sve se vodi preko Studija 397, dok je ISI najavio da radi na nekom drugom naslovu.

Od Studio397 imamo jako dobra očekivanja te i sami najavljuju dosta dobrih stvari koje su trenutno u razvoju, jedan od najzanimljivijih je razvoj igre u DX11 engineu, te govore da već imaju funkcionalne prve buildove. Novi user interface je također u razvoju, koji je daleko bolji od ovog trenutnog (iako je i trenutni dobio re-dizajn prošle godine):

(https://www.studio-397.com/wp-content/uploads/2016/12/UI-concept.png)

Uz neke automobile i staze koje su trenutno u izradi i trebali bi ih dobiti uskoro, jedna od novosti iz 397 je da su odbacili godišnji subscription model za Online dio igre, te je od danas online besplatan za sve koji su kupili igru ili će ju tek kupiti. Mislim da je to odličan potez, da bi mogao privući nove ljude u igru i oživjeti malo public trke, jer je trenutno bio poprilično zapušten i baziran više na ligaške trke. Meni je osobno to bio veliki nedostatak jer nemam vremena biti član neke grupe i redovno se natjecati, jednostavno kad me uhvati volja želim se zakačiti online i odvoziti koju trku.

Danas je također izašao i novi Steam only build sa nekim fixevima i poboljšanjima, pretežno za Stock Car racing. Kažem Steam only jer se u međuvremenu RF2 preselio na Steam te su se napravile dvije grupe ljudi, oni koju su otišli na Steam verziju i ovi koji su nastavili koristiti igru standardno preko RF2 Launchera. Nakon toga je pala odluka da će još par buildova ići i preko Steama i preko Launchera i danas je to završeno, nema više buildova i supporta za stari sistem pokretanja.

Nešto malo više o planovima Studio397 može se pročitati na blogu:
https://www.studio-397.com/2016/12/roadmap-update-december-2016/ (https://www.studio-397.com/2016/12/roadmap-update-december-2016/)
Naslov: Odg: rFactor 2
Autor: DlxWrecker - Prosinac 22, 2016, 08:51:42
Mislim da će sad biti za dan dva opet neki sale na steam-u pa bi ovo mogao uzeti
Naslov: Odg: rFactor 2
Autor: the_prodigy - Prosinac 22, 2016, 20:42:07
Mislim da će sad biti za dan dva opet neki sale na steam-u pa bi ovo mogao uzeti


15 € na Steamu, mislim da bar toliko vrijedi igra.
Većini se možda neće ni svidjeti jer nije baš user friendly, ali sa malo volje i onaj tko želi pravi FFB i najbolji AI u simracing industriji, ovo je no-brainer za tu lovu.

http://store.steampowered.com/app/365960 (http://store.steampowered.com/app/365960)
Naslov: Odg: rFactor 2
Autor: the_prodigy - Svibanj 01, 2017, 12:49:44
Danas je odličan dan za Rfactor, iz novog studija stiže dugo isčekivani DX11 Build

rFactor 2 DX11 Beta - YouTube (http://youtu.be/SUTCxPSV5AM)
Naslov: Odg: rFactor 2
Autor: the_prodigy - Prosinac 01, 2017, 16:45:59
(https://i.imgur.com/XzIrPwV.jpg)

Novi official DLC koji je izašao za RF2, partnerstvo sa Formula E + Hong Kong gradska staza.

Odlično su napravili tu formulu, naravno dobili su sve podatke direktno iz F-E managmenta.
Fizika vrhunska, FFB isto, a što je najbolje, nije baš ni lako voziti tu formulu. Ima samo dvije brzine, pogonjena na bateriju na koju treba paziti koliko se troši, treba se koristiti coasting prije zavoja i pažjivo birati točke kočenja kako se baterija nebi previše trošila. Isto tako ima dobro ubrzanje pa zna biti borbe sa zadnjim kraj kod izlaska iz zavoja.

Nisam prije nikad obraćao pažnju na tu Formulu E, ali kad sam malo više pročitao o nekim detaljima, ima dosta zanimljiv koncept.
Naslov: Odg: rFactor 2
Autor: Cole™ - Prosinac 21, 2017, 07:21:33

Facebook Video
Naslov: Odg: rFactor 2
Autor: the_prodigy - Prosinac 21, 2017, 08:49:01
To je CrewChief - odlicna aplikacija, koristim ju vec duze vrijeme. Tip ju je napravio prvo za RaceRoom, a poslje je dodao i druge igre. Ima isto fora ako koristis mikrofon pa ga u bilo kojem trenutku mozes pitat za stanje, npr. brake temp, tire temp i slicno, ne moras traziti tipke po tastaturi ili button boxu.
Naslov: Odg: rFactor 2
Autor: Cole™ - Prosinac 21, 2017, 14:16:35
 ave1
Naslov: Odg: rFactor 2
Autor: the_prodigy - Veljača 01, 2018, 12:03:12
Da malo osvježim temu sa novim official trailerom

Welcome to rFactor 2! - YouTube (http://youtu.be/mO3o1N5MexU)
Naslov: Odg: rFactor 2
Autor: Cole™ - Veljača 01, 2018, 15:45:48
Neznam kaj da mislim o toj igri.

Ni trailer neznaju napravit kak spada.

Neki studiji bi se definitivno trebali spojit. Kakve bi igretine bile kada bi se primjerice spojili Assetto Corsa i devovi od DriveCluba.
Naslov: Odg: rFactor 2
Autor: the_prodigy - Veljača 01, 2018, 16:17:01
Nije za tebe, izbrisao bi ju nakon 2 minute  cer1njo
Naslov: Odg: rFactor 2
Autor: Cole™ - Veljača 01, 2018, 16:18:06
 ;D