Autor Tema: rFactor 2  (Posjeta: 68109 vremena)

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Offline Jadran 73

Odg: rFactor 2
« Odgovori #75 u: 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
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS

Offline Jadran 73

Odg: rFactor 2
« Odgovori #76 u: 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.
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS

Offline the_prodigy

Odg: rFactor 2
« Odgovori #77 u: 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/
CASE: CORSAIR Carbide 400C ► CPU: INTEL Core i7 6700K 4.2 Ghz ► MBO: ASUS Z170 Pro Aura ► RAM: CORSAIR Vengeance LED 16GB DDR4-3200 Mhz ► GPU: Gainward GTX 1080Ti 11GB Phoenix ► HDD: 2x WD Black 1TB ► SSD: SAMSUNG EVO 840 Basic 128GB ► POWER: CORSAIR RM750X ► PEDALS: Heusinkveld Pro 3-Set ► SHIFTER: Heusinkveld Sequential ► HANDBRAKE: Heusinkveld Loadcell Handbrake ►WHEEL BASE: OSW Direct Drive Mige10 ► RIMS: QSP Road 30cm, Fanatec F1 28cm, Fanatec Drift 32cm, Luisi Monte Carlo Vintage 36cm, Sparco P310 Custom 31cm ► MOTION SYSTEM: Simxperience 2DOF Custom ► TRIPLE SCREEN: 3x 42" Sony KDL42W705 ► VR HEADSET: HTC Vive ► SPEAKERS: Logitech Z906 5.1 ► OS: Windows 10 Pro - 64bit

Offline Jadran 73

Odg: rFactor 2
« Odgovori #78 u: 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

CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS

Offline the_prodigy

Odg: rFactor 2
« Odgovori #79 u: 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


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.
CASE: CORSAIR Carbide 400C ► CPU: INTEL Core i7 6700K 4.2 Ghz ► MBO: ASUS Z170 Pro Aura ► RAM: CORSAIR Vengeance LED 16GB DDR4-3200 Mhz ► GPU: Gainward GTX 1080Ti 11GB Phoenix ► HDD: 2x WD Black 1TB ► SSD: SAMSUNG EVO 840 Basic 128GB ► POWER: CORSAIR RM750X ► PEDALS: Heusinkveld Pro 3-Set ► SHIFTER: Heusinkveld Sequential ► HANDBRAKE: Heusinkveld Loadcell Handbrake ►WHEEL BASE: OSW Direct Drive Mige10 ► RIMS: QSP Road 30cm, Fanatec F1 28cm, Fanatec Drift 32cm, Luisi Monte Carlo Vintage 36cm, Sparco P310 Custom 31cm ► MOTION SYSTEM: Simxperience 2DOF Custom ► TRIPLE SCREEN: 3x 42" Sony KDL42W705 ► VR HEADSET: HTC Vive ► SPEAKERS: Logitech Z906 5.1 ► OS: Windows 10 Pro - 64bit

Offline Jadran 73

Odg: rFactor 2
« Odgovori #80 u: 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
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS

Offline zackoj

Odg: rFactor 2
« Odgovori #81 u: Listopad 18, 2015, 10:22:39 »
Da li se isplati uzimati zbog multiplayera?
Jel vozi tko?

Offline Boss302

Odg: rFactor 2
« Odgovori #82 u: 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


Offline zackoj

Odg: rFactor 2
« Odgovori #83 u: 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).

Offline Boss302

Odg: rFactor 2
« Odgovori #84 u: 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

Offline Jadran 73

Odg: rFactor 2
« Odgovori #85 u: Listopad 18, 2015, 21:15:46 »
Ima i ovdje dobre ekipe...  InternationalSimRacing - Index
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS

Offline the_prodigy

Odg: rFactor 2
« Odgovori #86 u: 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..

CASE: CORSAIR Carbide 400C ► CPU: INTEL Core i7 6700K 4.2 Ghz ► MBO: ASUS Z170 Pro Aura ► RAM: CORSAIR Vengeance LED 16GB DDR4-3200 Mhz ► GPU: Gainward GTX 1080Ti 11GB Phoenix ► HDD: 2x WD Black 1TB ► SSD: SAMSUNG EVO 840 Basic 128GB ► POWER: CORSAIR RM750X ► PEDALS: Heusinkveld Pro 3-Set ► SHIFTER: Heusinkveld Sequential ► HANDBRAKE: Heusinkveld Loadcell Handbrake ►WHEEL BASE: OSW Direct Drive Mige10 ► RIMS: QSP Road 30cm, Fanatec F1 28cm, Fanatec Drift 32cm, Luisi Monte Carlo Vintage 36cm, Sparco P310 Custom 31cm ► MOTION SYSTEM: Simxperience 2DOF Custom ► TRIPLE SCREEN: 3x 42" Sony KDL42W705 ► VR HEADSET: HTC Vive ► SPEAKERS: Logitech Z906 5.1 ► OS: Windows 10 Pro - 64bit

Offline Jadran 73

Odg: rFactor 2
« Odgovori #87 u: 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
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS

Offline zackoj

Odg: rFactor 2
« Odgovori #88 u: Listopad 18, 2015, 21:53:39 »
A uzet cu onda za 350kn necu propasti.
Valjda ce biti kakvig liga..

Offline Jadran 73

Odg: rFactor 2
« Odgovori #89 u: 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
CPU: AMD FX-8320, 3700 MHz | MB: ASRock 990FX Extreme3 | GPU: Gainward GTX 680 Phantom 4GB / driver 358.50
| RAM: G Skill F3-2133C9-4GXL 2x4 GB | PSU: Corsair TX650W | Soundcard/Headphones: ASUS XONAR DG 5.1/Razer Carcharias
| Monitors: Samsung SM P2470HD + Benq FP73G | OS: Windows 10 x64
| Gamecontroler: T300 RS