numm escribió:lo que me estraña es el poco interes que hay sobre el juego aqui en el eol, es raro me esperaba mas comentarios y demas.
Dume escribió:numm escribió:lo que me estraña es el poco interes que hay sobre el juego aqui en el eol, es raro me esperaba mas comentarios y demas.
A mi tambien, en general por casi todos los lados es un titulo muy esperado y que genera muchisimo movimiento en la comunidad con cientos de mods (circuitos, coches, mejoras graficas y un largo etc.).
sexsymbol escribió:Podeis pasar el link please??
Dume escribió:sexsymbol escribió:Podeis pasar el link please??
Aqui lo tienes todo (eso si, en ingles):
http://wiki.rfactor.net/index.php?title=Main_Page
Davox escribió:Una cosa, si tu coges la versión de 35 euros posteriormente podrias pagar la diferencica de los 63 euros para tener la cuenta es vitalicia ?
catanha76 escribió:ufffff lo de la optimizacion........ no se que decir, mi ordenador es un pepino de ultima generación con 2 gtx580 en sli y no es que vaya mal, es que da pena, unos 12 fps en 1080p jajajajajaja, usa el motor grafico del mario bros o algo asi? una verguenza, no puedo dar una opinion sobre sensaciones al volante por que es imposible jugar en condiciones, he pedido que me devuelvan el dinero ya!!!!!!
Solucion a los problemas de microsaltos
Si a pesar de tener una buena tasa de Frames os da la sensacion de que el juego va a tirones debeis cambiar este valor en el archivo player.plr, por defecto viene en 0. Tambien es recomendable desactivar el autoguardado de los Replay.
Flush Previous Frame="1" // Make sure command queue from previous frame is finished (may help prevent stuttering)
Saved Controller Profile and Controller.ini:
Steering effects strength = 7000
Steering torque filter = 8
Jolt magnitude = 1.00000
In-game:
FFB = 1.0
Profiler:
Overall Effects = 100%
Spring Effect = 5%
Damper Effect = 10%
Center Spring = 0% (box checked)
Degrees of Rotation = 900
Allow Game to Adjust Settings = box checked
numm escribió:gracias jori por la explicacion del fov, me parece muy buena.
Por cierto ha salido un nuevo circuito:
Putnam Park v0.2 Beta by Alex Sawczuk
http://www.tltracks.com/2012/01/putnam-park-rfactor-2/
yo no lo he probado, pero lo dejo por aqui por si alguno le interesa.
Fidex escribió:No sé si lo habreis visto pero mola mucho esto...
http://www.youtube.com/watch?v=SNKqnwiYIbo
deltonin escribió:no se donde lei, que la intencion era sacar una actualización cada mes, no estoy seguro, en principio deberia ser para el proximo dia 10 de febrero.
Davox escribió:Sabeis como se pueden mirar los fps dentro del juego ?
liberhat escribió:Buenas,
Tenemos un update, la versión 60 concretamente, pongo el enlace del foro oficial para bajárselo tanto por torrent o mediafire, ver como se instala, ya que parece que "por el momento" no está disponible la actualización ingame.
The first update - Build 60
Lo estoy bajando y lo probaré cuando pueda, pero no le veo mucho cambio en el changelog (en el enlace), pero entre las respuestas de la gente parece que mejoran los FPS ...
Un saludo.
Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60.
UPDATE 1 Changelog (Febuary 15, 2012):
======================================
MULTIPLAYER:
----------------------------
Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
Modifed Dedicated server and mpfile to allow/disallow nicknames.
Fixed in-car chat for extended ASCII characters.
GRAPHICS:
---------------------------
Fixed showroom sun occlusion problem.
Fixed sun occlusion toggle.
Improved HDR debug output.
Moved all HDR processing to GPU.
Now enforcing deformable meshes.
Fixed and improved "visible vehicles" algorithm.
Updates to static meshes now disabled.
Fixed AI brake lights.
Fixed some issues doing HDR/Post on monitor.
Fixed up some postFX problems.
Updated sun occlusion.
Improved post FX integration with HDR.
Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
Fixed problem with using post with HDR.
Fixed up hdr debug output, also improved post-processing.
Tidy up line drawing, also deactivated pre-caching for now as a test.
Fixed up hdr debug output.
Fixed a crash when loading a new profile to an existing track.
Shaders are recompiled if vid driver or HDR changes.
Reverted virtual mirrors back to using options settings rather than video settings.
UI:
----------------------------
Fixed car skin spinner not selecting current selected skin when entering screen.
Fixed path error for loading truetype fonts.
Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
Fixed bug where one couldn't select a new UI.
Fixed gear graph text in wide-screen mode with non-wide-screen UI.
Tidy up some loading bar problem.
Fix HUD pit menu selector box.
Added tire volume slider.
Added new options for VSync and FXAA.
****
Software sync uses a timer to draw frames based on your refresh rate. In other words, you could compare it with a software VSync.
GPU sync is a UI element for the PLR's "Flush Previous Frame" setting. This setting is not recommended for SLI.
Video sync is actually the good old VSync option (notice that the usual VSync checkbox is now missing).
None means it will behave like the previous build, without VSync enabled.
AI:
----------------------------
Extra code to prevent ramming from behind when attempting to pass.
Generally made AI initiated player crashes less likely.
Made line transitions safer (for example moving from fastest to blocking line).
Fixed exaggerated pitspot slowdown.
Implemented 1st round of VERY basic wet weather tire logic.
Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
Made AI cars more likely to pass another car in the straight if given the opportunity.
GAMEPLAY:
----------------------------
Fix for timescaled mechanical failures.
CONTROLLER:
----------------------------
Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
Set default control for 'Display Vehicle Labels' to TAB key.
OTHER OPTIMIZATIONS
----------------------------
Various collision optimizations, including better automatic LODs for trackside collidable objects.
Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
Minor SSE optimizations added.
Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
Fixed dedicated server not updating scoring for plugins.
Fix for "Unknown" name in player file.
Fixed wide characters aborting the results file write.
Mirror toggle control lets you go through all 5 permutations in cockpit now.
Fixed a potential problem alt-tabbing with SL.
FUNCTIONAL ADDITIONS:
----------------------------
Allow nickname and attempt to allow wide char names.
Added a "Steering Wheel" option for "No Arms".
Added user car skin support.
MOD/PACKAGING
----------------------------
Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
Fixed a minor issue with encrypted mas.
Fixed ttool crash.
From readme.txt of Build 68.
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.
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 1024×1024 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