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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 17 Sep 2012 23:20
por perromollao
no es para las repeticiones ,hay otra 0pcion para eso,me quedo con la duda,sigo investigando jajaja

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 18 Sep 2012 06:49
por crobol
Lo de las "Movies", no se si sera lo mismo, pero en rF1 en el PLR creo, hay una opcion para eliminar las retarnsmisiones de las pantallas que algunos ponen en los circuitos. Yo lo tengo a 0 y me mejora un monton en los circuitos que los moders les da por poner pantallas con retransmisiones. No se si me he explicado bien y tampoco se si se refiere a los mismo en rF2.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 01 Oct 2012 10:05
por Gordobellavista
Este fin de semana se ha organizado la primera carrera con rFactor 2 en Xtremeracers.
He recopilado las impresiones de los participantes respecto al sim y el mod (F2):
perromollao escribió:la verdad es con este mod,he vuelto a creer que el rf2 va ser un gran simulador,
Gordobellavista escribió:Hoy he estado dando unas vueltas. Fantástico el mod y el simulador. :D
boygod escribió:GUAUUUUUUUU que pasada de mod!, esta tarde noche nos vemos en la pista
alvaro_pasto escribió:El mod es la ostia y responde a los cambios de set de maravilla
Agus escribió:El rFactor 2 es la caña :aplausoup: 8O
Enserio, hacía falta una carrera medianamente larga y con gente online para darse cuenta del curro que tiene encima este sim. Lo primero, la pista dinámica. Ver como la pista se va "engomando" con el paso de los coches y las vueltas es la leche. El cambio de grip es más que destacable. Ahora, si te sales de la trazada con la pista engomada y pisas la zona sucia, seguramente te marques un bonito trompo aunque no vayas muy pasado. La sensación de inmersión es la leche, no tiene nada que ver con ningún sim que haya probado. Y por otro lado está el FFB, que, en fin, es perfecto, para que decir más...
...Un comentario a parte, sobre el FFB y la pista dinámica. No se si fui el único, pero ya al final de la carrera, con la pista muy engomada, los baches se hicieron mucho más patentes, hasta el punto de que llegue a temer por la integridad del G25 de las vibraciones que generaba. Creo que los de ISI se han pasado un pelín con el bacheado de los circuitos :s
armanGT escribió:El mod+simu se sale, excelente inmersión, con muchas ganas para la siguiente.
praxtonio escribió: a mi la unica pega que le sigo viendo es que dependiendo del ordenador y aun con las mejoras del ultimo parche siga tirando bastante
boygod escribió:Espero repetir pronto con rfactor2 , me han encantado las sensaciones y con todo los graficos a full es una pasada.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 01 Oct 2012 12:16
por Aphex
Os recomiendo probar en carrera el mod de formulas clasicos, en concreto los F3, el otro día participe en un evento en la variante Club de Sebring y fue orgasmico :lol:


El mod del Renault Clio es otra bestialidad para tener buenas batallas con el :oks:


Salu2!

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 01 Oct 2012 17:46
por Gordobellavista
Agus escribió:...Un comentario a parte, sobre el FFB y la pista dinámica. No se si fui el único, pero ya al final de la carrera, con la pista muy engomada, los baches se hicieron mucho más patentes, hasta el punto de que llegue a temer por la integridad del G25 de las vibraciones que generaba. Creo que los de ISI se han pasado un pelín con el bacheado de los circuitos :s
A mí tambien me pasó y creo que te lo comenté por ts. Pero creo que no se debía al engomado si no a llevar las gomas gastadas. ¿Te ocurría cuando saliste del pit con las gomas nuevas, o solo al final de cada stint?

(La verdad es que hay un momento que empieza uno a temer por el volante.) :s

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 01 Oct 2012 21:35
por Aphex
Son muy delicados los neumaticos de ese monplaza, a la q bloqueas un par de veces, las fuerzas y de mas maltratos varios, al final del stint lo notas muchisimo.

De todas formas con el tema de las vibraciones del FFB, yo las suavice un poco tocando una linea q hay en el controler.ini

Steering torque filter="4" // Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)

Por defecto esa linea viene en 0, y cuanto mas subes el valor mas reduce el traqueteo loco del FFB, aunque cuando lo subes demasiado el FFB se vuelve raro por eso yo lo tengo con un valor bajo, lo justo para q los traqueteos no sean tan violentos y deje de peligrar la integridad de mi volante xD.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 11 Oct 2012 07:32
por Vojvoda

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 11 Oct 2012 23:38
por Aphex
Otra delicia de track del amigo Feels3


Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 15 Oct 2012 18:19
por Agus
El BT20 puede ser un buen candidato para la próxima carrera...



Eso si que es llevar el coche a base de gas :blink:

Saludos!!!

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 16 Oct 2012 01:17
por Aphex
se me olvido dejar el enlace a la descarga :faint:

Putnam Park 0.91

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 16 Oct 2012 01:34
por crobol
Tenemos una seccion para descargas de rF2.

Hago una copia alli.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 20 Oct 2012 11:35
por perromollao

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 20 Oct 2012 21:51
por crobol
Changelog

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

To get access to the the beta, a full retail purchase of rFactor 2 is required. rFactor 2 sells for $43.99, including 18 months of online account membership instead of the 12 months buyers of the final version will receive.

descargas aqui : http://www.virtualr.net/rfactor-2-build-118-released

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 25 Oct 2012 16:56
por kanisinl
hola buenas,

esta ultima update ya se puede descargar e instalar desde el propio juego.

Un saludo,

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 26 Oct 2012 12:56
por Aphex
Cierto es q se puede hacer el update desde el launcher pero siguen recomendando desinstalar, borrar carpetas y usar el Full installer.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 26 Oct 2012 13:46
por Osasunista
No entiendo nada. ¿permiten que se pueda updatear desde el launcher pero recomiendan desinstalar borrando carpetas a mano?

En fin.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 30 Nov 2012 21:15
por Agus
Un vídeo donde se muestran Lime Rock y el Skip Barber en acción.



Saludos!!!

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 30 Nov 2012 21:44
por palberman
No tengo ningún fundamento hablando de rFactor 2 porque todavía no lo he probado, pero si me dicen que el vídeo es del rFactor 1 también me lo hubiera creído. :roll:

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 01 Dic 2012 09:36
por Vojvoda
Ya han liberado la Build 125, y el rfmod donde se encuentra el skip barber y Lime Rock. rFactor 125 Build
================================================== ===
UPDATE 9 (Build 124) Changelog (November 30, 2012):
================================================== ===




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/FFB:
----------------------------
Now also resetting steering wheel range whenever 'Reset FFB' is pressed.
Bumped up maximum number of controllers from 4 to 6.
Added logging and potential fix for problem where people sometimes lose keyboard input.




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




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 / PUBLIC DEV
----------------------------
Fixed a bug in Mas2 with crashing during mod install
Fix for viewer to support no dyn vbuf
Removed confirm dialogs from Mas2 for mas'ing and packaging components and mods
Changed multi-cmp file extension to .rfcmp


Minor changes made to improve meshmender tangent basis generation
Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won't be
gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
gMaterial plugin has a "Reset Shader Location" button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
Added fix for loading mas'd sounds in mod mode
RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.


Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 07 Dic 2012 08:17
por Vojvoda


Me río de los láser escaner pagados en infinitas cuotas...

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 07 Dic 2012 09:36
por GX7RAY
Vojvoda escribió:Me río de los láser escaner pagados en infinitas cuotas...
+1 :lol: :lol: :lol: :lol: :lol:

Aquí se ve como se lo curra la gente, por eso rFactor hoy día es lo que es y nos sigue haciendo disfrutar como jabatos.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 07 Dic 2012 10:03
por crobol
No vayamos a herir sensibilidades, que ya sabéis todos lo poco que nos cuesta discutirnos por tonterias.

Por suerte, simuladores hay varios, cada uno con sus ventajas e inconvenientes, con sus propias Comunidades. Así que cada uno disfrute con el que mejor le parezca. :cheers:

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 07 Dic 2012 12:08
por juanlu28
Vojvoda escribió:Me río de los láser escaner pagados en infinitas cuotas...
La verdad que está muy pero que muy bien para ser un circuito "A OJO" :lengua:

OFF TOPIC: Ya en serio, no juzguéis lo que es iRacing (o en otras palabras pagar por iRacing) por los circuitos y los coches, que también, que la chicha del simulador está en otro lado.

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 19 Dic 2012 21:32
por Agus
Build 134 lanzada con cambios menores
Last build before the New Year, unless we messed something up.

Note that issues which require an update to the component or rfmod will persist.

Should be on auto update soon, and all other links are already posted in the downloads thread. Torrent should be fairly well seeded this time, we would prefer you to use those, where possible.

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.




GAMEPLAY:
—————————-




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>




CONTROLLER/FFB:
----------------------------




PLUGINS:
----------------------------




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
Build 134

Actualizable a través del gestor de juego, comprobado :wink:

Saludos!!

Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Publicado: 20 Dic 2012 21:20
por Vojvoda
Imagen

Tim Wheatley ha colgado esta foto en el foro de ISI.