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

El Simulador mas esperado de ISI.

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

Mensaje por Vojvoda » 06 Abr 2013 11:30

Claro, por eso todos los "mods" (por llamarlos de alguna manera) que están saliendo para rF2 llevan las mismas físicas que el Formula ISI o los Nissan...
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Mensaje por johnkyhappy » 06 Abr 2013 12:02

en serio? XDDD

Osease, que son como "actualizaciones" graficas no?

De todas formas es logico, si ya era muy dificil expresar datos fisicos entendibles para rf1(y no me refiero al de masa de vehiculo jijij) imaginate ahora. Queremos simulador? Pues tendra que ser muy tecnico.
Se me ocurre por ejemplo,que no se si esta incluido en este rf2 o desde el rf1, un dato que fuera la resistencia del chasis a la flexion en por ejemplo un bmw serie 3 ranchera. Una de dos, o tienes el dato, por lo que sea, o eres un ingeniero tecnico de estructuras y al menos, quizas no llegues al dato exacto, pero puedes aproximarlo a la decima.

Ahora decirme a mi que yo os diga el dato.....ni zorra pero ni por aproximacion. Estoy cualificado para hacer un mod entonces? creo que no. Aun que tengas muchas ganas? Aun que tengas muchas ganas jajajaja. Lo estaba para Rfactor1, supongo que tampoco, pero se notaba tanto? No Por que no? Por que no era ni tan tecnico ni tan simulador.

no se si me explico.

Pero vamos, me da a entender que mucho tener telemetrias reales, pero al final Enduracers son unso aficionadillos, no?(que no lo se, a lo mejor ahora esta lucas ordoñez en el team, pero aun asi no les vale para saber los 62 nodos fisicos de los neumaticos XD )
Que infortunio no poder disfrutar de la simulacion de rf hasta que no se tienen 3 pantallas y 900º
Es como si me hubieran sacado una nueva version
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por Vojvoda » 06 Abr 2013 12:16

No me refería a los mods oficiales de ISI, era en referencia a los super ingenieros (según tú) que se aburren y nos dedican ratos de diversión en forma de mod.
Enduracers no ha dicho en ningún momento que quiera el parámetro X o el parámetro Y, simplemente colaboración por parte de los que desarrollan el simulador, no sirve de nada saber todos los parámetros de un coche si no sabes como aplicarlos a su simulador.
Hay que tener muy en cuenta que rFactor es lo que es gracias a los Mod Team (y a las conversiones cutres, también hay que decirlo).
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Mensaje por Aphex » 06 Abr 2013 12:22

Creo q eso esta cambiando, ahora ISI esta haciendo mods. Y sinceramente prefiero 10 buenos coches, antes que las montañas de basura que habia antes.

El otro dia probe uno de los mods que para mi fue de lo mejor q habia en rF1 (llevaba tiempo sin tocarlo) y no me pude dar ni 2 vueltas del ascazo que me dio volver a rF1.
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por johnkyhappy » 06 Abr 2013 12:27

No no, yo digo lo contrario, que los mods no estan hechos por gente con "recursos".

Esta claro, que los de ISI, esta cualificados.

Por supuesto, pero si uno de los grandisimo dice que no sabe hacer las cosas en un area mas "tecnica" que me hace pensar que el resto si?

Asi haciendome pajas mentales, quizas Endu sepa que el vette a nosecuantos grados de inclinacion, sobre una surface con coeficiente de rozamiento X , con X distribucion de peso y mil etc etc puede pasar X curva a 2g de fuerza lateral, pero hay que saber de donde procedesn esos 2g, que es lo chungo, digo yo.

No me da seguridad la orientacion de Endu.

Por otro lado, todo lo que hace ISI esta bastante bien, de los coches de serie que ahora es lo que me da por coger, creo que el IS-F es el mejor o de los mejores(junto al mr2).

A rfactor2 le faltan coches de calle manuales.

estoy con Aphex. Prefiero que Endu se quede en casa y tener 2 coches de ISI a estar "engañado" jijijji
Que infortunio no poder disfrutar de la simulacion de rf hasta que no se tienen 3 pantallas y 900º
Es como si me hubieran sacado una nueva version
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 24 Abr 2013 15:34

ISI a actualizado el paquete historico de coches y circuitos (1967)
Changelog

April 22 – Monaco:
– Corrected transparent/invisible building just before entering Casino Square.
– AIW work to help AI negotiate the harbor chicane better
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Belgium:
– AIW work to prevent AI from crashing out as much at various locations around the track
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Brianza:
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*
* = Done to all three tracks.


April 22 – Historics (1960′s GP) cars:
- Added and adjusted new wear (abrasion and degradation) parameters.
- Added and adjusted to suit new engine model.
- Minor adjustments to tyre heating and cooling properties.
- Minor suspension tweaks.
- Various adjustments to AI.
- Cam and mirror pos tweaks to all cars.
- Mirrors now working properly.
- Fixed many graphical seams.
- Fixed some texture mapping and material settings.
- And many other small tweaks.

:descarga: http://rfactor.net/web/rf2/rf2dl/
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 07 May 2013 22:33

ISI anuncia que esta trabajando en una version para rF2 del circuito SIlverstone y de un turismo del BTCC.
http://www.virtualr.net/rfactor-2-first ... ne-preview
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por perromollao » 21 May 2013 22:11

nueva build 218
http://rfactor.net/web/rf2/rf2dl/

Código: Seleccionar todo

=====================================================
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”.


May 10 – Mills Metro Park:
- Fixed a couple pop-up’s.
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Portugal:
- Fixed pit official
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Palm Beach:
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 9 – Renault Megane:
- Updated spec TGM
- Minor aero balance tweaks.
- Minor suspension tweaks.
- Minor braking tweaks.
- Minor tweaks to AI
- Minor camera tweaks
- updated several shaders
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Formula Renault 3.5:
- Minor tyre tweaks.
- Minor AI tweaks to make relative performance slightly more human-like.
- Minor camera tweaks
- Fix for hole in the nose visible when driving in cockpit view without a driver present
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Nissan GTR GT1:
- Updated tyre TGM to be more in-line with the C6R New engine model with improved engine braking and throttle maps (must use build 156 or higher).
- Minor suspension and steering tweaks.
- AI tweaks attempt to create a more even correlation between humans and their AI counterparts through all parts of the track.
- Minor Camera tweaks.
- All new engine sound samples.
- Low angles showing underneath the bonnet were touched up.
- Updated shaders.
- Fixed a couple seams.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


May 9 – Nissan 370Z:
- Partial redesign of the tyres.
- Minor engine cooling increase.
- Minor suspension tweak.
- Minor AI tweaks.
- Minor Camera tweaks.
- New cockpit gauges
- Fixed position / lap counter display
- Fixed some pop-out’s due to a couple LOD distance errors.
- Updated shaders.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.


April 22 – Monaco:
– Corrected transparent/invisible building just before entering Casino Square.
– AIW work to help AI negotiate the harbor chicane better
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Belgium:
– AIW work to prevent AI from crashing out as much at various locations around the track
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*


April 22 – Brianza:
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles*
– Refined HDR/Bloom profile*
– Texture refinements to work better with HDR*
– Clean-up of various minor visual items*
* = Done to all three tracks.


April 22 – Historics (1960′s GP) cars:
- Added and adjusted new wear (abrasion and degradation) parameters.
- Added and adjusted to suit new engine model.
- Minor adjustments to tyre heating and cooling properties.
- Minor suspension tweaks.
- Various adjustments to AI.
- Cam and mirror pos tweaks to all cars.
- Mirrors now working properly.
- Fixed many graphical seams.
- Fixed some texture mapping and material settings.
- And many other small tweaks.


March 28 – Chevrolet Corvette C6.R v1.41
(These notes were compiled from memory, might be missing a couple of things here and there).

- Lowered tyre degradation slightly
- Some small tweaks to improve vehicle stability
- Reduced transmission sound from internal view slightly
- added windshield reflection layer
- Fixed a couple of seams in the 3d model
- new engine braking


March 28 – Marussia-Cosworth MR01 v1.42
(These notes were compiled from memory, might be missing a couple of things here and there).

- New hi-res sponsor maps
- Small tweak to rear flap influence
- Tweaks to engine reliability
- Int/Wet tire tweaks for durability (may not have made 1.42)

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

Mensaje por crobol » 21 May 2013 22:53

Algo es algo.... "this is a precursor to being able to rejoin race sessions after a disconnect."
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 19 Jun 2013 21:43

Publicada hace unos dias la Rebuild 228. http://rfactor.net/web/rf2/rf2dl/

Entre otras mejoras yo destacaria esta:
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


Imagen

Por cierto, ISI ha anunciado que ha llegado a un acuerdo de Licencia para incorporar al rF2 el circuito de indianapolis (ovalo de las 500 millas y el rutero del GP de F1) asi como el actual monoplaza de las Indycar y tambien modelos historicos de estos monoplazas de 1995, 1986, 1968 y 1960
http://www.virtualr.net/rfactor-2-indy-500-licensed
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 28 Jun 2013 11:50

ISI ha publicado el circuito de Silverstone para rF2.
Descargas y mas info : http://rfactor.net/web/2013/06/27/silve ... available/

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

Mensaje por Kenzo » 28 Jun 2013 13:01

Año y Medio de beta ¿no? xD
- El segundo, es el primero de los perdedores (by Ayrton Senna)
ImagenImagenImagen
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por Agus » 28 Jun 2013 17:26

Para utilizar el circuito hay que actualizar a la build 240 que también lanzaron ayer. Se puede actualizar desde el gestor del juego.

Y cuando quieran pueden quitarle la "pegatina" de beta, porque de beta desde hace un año tiene poco.

BTW, y lo bonito que es Silverstone para montar alguna pachanga :disimulo: :disimulo:

Saludos!!!
No puedo decir que no estoy en desacuerdo contigo. (Groucho Marx)
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por Kenzo » 01 Jul 2013 12:01

Agus escribió: Y cuando quieran pueden quitarle la "pegatina" de beta, porque de beta desde hace un año tiene poco.
Muy cierto, por que no es ni eso, y seriedad poca.
- El segundo, es el primero de los perdedores (by Ayrton Senna)
ImagenImagenImagen
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 01 Jul 2013 22:07

Acabada la fase Beta, la DEMO ya esta disponible : http://rfactor.net/web/rf2/rf2dl/#demo
Lime Rock + Corvette C6 pero sin posibilidad de Online

Voy a ver si con todo al minimo logro moverlo con mi ordenador a pedales... :?
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Mensaje por crobol » 12 Jul 2013 21:59

ISI publica archivos TGM de 60!! tipos de neumaticos diferentes para que los moders puedan empezar a trabajar sobre esa base.
- http://www.racedepartment.com/2013/07/r ... -released/
- http://rfactor.net/web/rf2/devscorner/

Tambien han anunciado que antes de Indianapolis, publicaran el Circuito de Mores en Cerdeña (ITA).
http://rfactor.net/web/2013/07/11/autod ... rfactor-2/
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 26 Jul 2013 12:54

ISI viene cargada con algunas novedades.

Pincha para ir a la descarga Templates de cascos y monos de los pilotos
Pincha para ir a la descarga v3 del Tyre Tool Guide

Tambien ha anunciado los proximos coches que se incluiran en el Pack de clasicos :
Eagle-Climax/Weslake Mk I (T1G)
Eagle Mk IV (Indy car)
Mercedes-Benz W196 (including the streamline body)
Mercedes 300 SLR
1984 Ayrton Senna Toleman TG184
2003 Bentley Speed 8
Howston G4 and G6 based on real life Lola T70 specifications
AC Cars 427 Cobra

Y prepara un "Concurso" para los mejores Skins con premios interesantes : http://rfactor.net/web/2013/07/25/histo ... rfactor-2/
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por m0ntrey » 26 Jul 2013 13:41

Interesante concurso, probaremos suerte. Gracias por la info.

PD: alguien sabe insertar un vehiculo de rF2 en el 3Dmax? ISI incluye en el RAR del template varios archivos que parecen que son para esto que pregunto, pero ni idea de usarlos. De momento es la unica forma de ir visualizando el progreso del skin ya que el mod todavia no a visto la luz
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por Agus » 01 Ago 2013 22:44

Imagen

Disponible el Camaro GT3 rF2 - Camaro GT3

Saludos!
No puedo decir que no estoy en desacuerdo contigo. (Groucho Marx)
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 20 Ago 2013 19:55

Proximamente, mas contenido de ISI

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

Mensaje por Vojvoda » 25 Ago 2013 17:37

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

Mensaje por m0ntrey » 06 Sep 2013 13:36

Build 298 publicada http://rfactor.net/web/rf2/rf2dl/

Añadido sistema de chasis flexibles :blink: :blink:

Changelog:
FEATURES:

Added “FuelLevelDigit*” to cockpitinfo.ini.
Changed when the low fuel warning comes on.
Work-in-progress on restoring vehicle state upon race rejoins (server optional).
Added new constraint system that supports chassis flex and more. Not 100% ready for primetime yet.
Removed “hand held” functionality from cameras when cycling through cameras in spectator mode.

GRAPHICS:

Made some improvements to reflection mapping.

MODDING / PUBLIC DEV

Improved default tracking cam values.
Implemented a “clear all cheat values” for a specific path because the old way required selecting all waypoints to be cleared first.
Added option to only show selected camera’s activation zones.

BUG FIXES / OPTIMIZATIONS:

Fixed bug where uninstalled components were polluting inventory during loading.
Fixed memory leak.
Fixed some tool problems when writing out TGM files.
Fixed random message box spam during recon lap.
Removed FlushPreviousFrame option from plr file to eliminate confusion, this parameter was moved to config.ini a year ago.
Added fail-safe to make sure pit exit eventually turns green in race.
Prevent pit exit from getting stuck at red during an early safety car.
Fixed client confusion when restarting weekend after another client has left a race.
Fixed a bug with incorrect use of bloom in showroom.
Fixed a problem with track bar geometry introduced a while back (doesn’t affect any current ISI content).

AI:

Probable fix for multiplayer AI cars parking in wrong pit spots and blocking garages.
Fixed AI chatting in response to contact (apology or anger depending on perceived fault).

MULTIPLAYER:

Now uses a single port for simulation data. +port is the command line option. Simulation port in multiplayer.ini.
Can now run server and client on the same machine.
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por crobol » 06 Sep 2013 21:36

m0ntrey escribió:Added new constraint system that supports chassis flex and more. Not 100% ready for primetime yet.
Estas cosas me ponen, y eso que aun no compre la licencia rF2...
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por willynovi » 07 Sep 2013 00:44

Ayer me bajé la build 298, hoy entro y dice build 300

Son las mismas, alguien comprobó, o tenemos que bajar denuevo :scratchchin:
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Re: rF2 [Beta en Evolución] - Deja tus Comentarios...

Mensaje por willynovi » 07 Sep 2013 00:47

Confirmo con el change log que la build 300 es nueva.

A los que bajaron la 298, a bajar denuevo por apresurados y querer estar al día :blush:
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