Please uninstall and delete older versions of these cars from ISI.
Place the rfcmp files into your packages folder, run the rF2 launcher, click manage mods, then in the mod manager ensure components is checked, and mlt is selected. Click the mod, click install.
Vette 1.43:
- Updated shaders for most materials
- New driver
- Implemented flexible chassis.
- More accurate wheel-rates.
- Reduced brake cooling.
- More accurate brake torque curves, distribution, inertia.
- Minor AI improvements that bring a slightly closer correlation to human physics.
- Centred bonnet cam + 2 'new' home key views.
- Longer headlight illumination.
- Better external sound attenuation.
- Suspension is slightly stronger from minor impacts.
Camaro 1.3:
- Fixed carbody reflections
- Updated shaders for most materials
- New driver
- Implemented flexible chassis.
- Longer headlight illumination.
- Centred bonnet cam + 2 'new' home key views.
Download: http://rfactor.net/web/rf2/rf2dl/ (and getmod works)
Quick reply to this message
Malapraxis escribió:Yo que tu empezaria por ir despacio. Ayudas no luego son un lastre. Ves despacio y poco a poco aumentando e lm ritmo. Ademas si puedes mejor en practica sin ia ni nada. Un saludo
yameli escribió:hay ya buenos mods? o sigo todavia con el rfactor1?jeje.saludos
gone-dns escribió:yameli escribió:hay ya buenos mods? o sigo todavia con el rfactor1?jeje.saludos
Buenos no, excelentes. Meganes, Formula 2, Formula ISI, GT's nuevos (Camaro, Nissan y Corvette)... vamos, que no hay ningun coche que me parezca malo...
saludos
elcaras escribió:hay un mod de Formula 3 de mak corp que esta muy bien, me gusta mucho mas como se siente el coche que los formulas's oficiales de ISI.
http://www.mak-corp.com.au/
Obviously, as always, this update includes a new demo. That demo includes the newly updated C6.R. If you have friends who you think should try the demo with the new C6.R, feel free to share the link to it http://bit.ly/1cDs53k with them.
Auto update should work now/soon. If you are using a vastly out of date build, consider manually updating.
Manual updates can be done by downloading the Lite installer, and installing it over your currently installation location(s).
If not installing fresh, and noticing any backwards movement in performance or visuals, consider having rFactor2 recreate shaders by deleting all files in \Documents\rFactor2\UserData\Log\CBash. Tracks will load slower first time after doing it, as files are recreated.
The ISI Official Servers should be ready for you to use with B382, or close to being so.
Build Notes:
================================================== ===
Update 20 (Build 381-unstable, 382-release) Changelog (December 18, 2013):
================================================== ===
GRAPHICS:
————————
Improved usage of particle cloud for engine effects
FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some “virtual” vehicles not loading the their skin
Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed “A.I. cars not in private test day list after creating second test day” bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
Fixed shadows not displaying properly in replay mode
MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.
UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
improved track list gizmo to better handle locations that are missing track gdbs.
MULTIPLAYER:
————————
Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.
You can also now renew your rFactor2. You should see an option to do so on the purchase page. If any of you want to assist us in testing it now, renewing early, please do so and let us know of any problems.
Known issues (or possible ones reported by unstable testers/internal testing):
Build 342 rrbin files are not compatible with this build (not intended, don't delete them yet, might be compatible with next build).
Some reports of slow responsiveness in garage menu, usually with nearby AI.
Possible connection between personalized skins and new collision prediction effectiveness.
Some car reflection issue caused by tracks (as seen with our new C6R).
I think this was taken with build 342, possibly even earlier, but as I've let this one go out elsewhere I figured I would post it here as well.
You should see quite a nice increase in framerate at this version. Please uninstall and delete v1.01 and install v1.1.
Profile with lap videos: http://rfactor.net/web/rf2/rf2dl/loch-drummond/
Download links: http://rfactor.net/web/rf2/rf2dl/
Changelog:
- 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
- There are 18 AI I believe.
- Didn't get a huge amount of testing at this version 1.07, but I'm not expecting any huge issues.
- LOD popins may be seen on some TV cams, this wasn't fixed due to FPS concern with a reduced distance on a track like Silverstone - obviously this is temporary.
- When painting, avoid using the 1, 2, 14, 15, 55, 77 cars as your base. They use window, wheel, and ad templates that you would need to overwrite. Other cars just need the main skin.
- This will probably be our demo car at some point.
The Honda Civic NGTC, as raced in the British Touring Car Championship, incorporates an Xtrac sequential semi-automatic gearbox, which renders lifting and blipping of the throttle unnecessary during shifts. This enables very quick and precise gear changes to achieve the fastest possible lap times. For these reasons left-foot braking is the common and the fastest driving technique, only using the clutch to launch the car when stationary.
The engine is a low revving and extremely reliable unit based on the Honda K20, featuring turbo-charged induction, the engine delivers a wide band of torque, while peak power is produced close to the redline. As such, short shifting is only necessary if you’ve been overly conservative in your fuel mileage calculations or when driving in damp conditions.
Being capable of around 330hp and upward of 400Nm of torque, and a front wheel drive vehicle, presents a significant challenge to engineers and drivers alike. From this perspective, the weight is always transferred away from the wheels when trying to accelerate the vehicle. It also means the front is doing the majority of steering, braking, and acceleration and thus, making life difficult for the front tires. A gentle or smoother driving style is required on the front end of the car to maintain tire life, while being more aggressive on the rear tires. Such a style means a slightly oversteery (loose) setup is preferable, though within limits, as an overly oversteery nature can also make life more difficult for the front tires.
The car is designed for ultimate performance, with driveability remaining an important but secondary consideration. In order to maintain full throttle through certain higher speed corners, the overall balance is adjusted to match. Due to the considerable weight transfer of a relatively high CG (center of gravity) touring car this means lifting the throttle has a significant bearing on the balance of the vehicle, compounded by the front drive nature. Throttle control is thus extremely important in these vehicles, a very slight lift often enough to cure substantial understeer in the car, while jumping right off the throttle is likely to induce massive oversteer.
As many are familiar when watching these types of cars, it’s possible to recover slides at extreme angles by counter-steering into the slide and slamming down the throttle. This kind of recovery would be impossible in a rear drive vehicle.
The tires are a very modern radial design, with both slicks and dedicated wet tires available. The slick tires perform optimally with temperatures of around 80-105°C. Tire dimensions are 245/650 R18. Wheelbase is 2621mm, and steering wheel rotation is 2.22 turns lock-to-lock (800 degrees).
Braking on the front end is achieved by four-piston, two pad calipers with a 362mm ventilated disc. At the rear we see two-piston, two-pad calipers working on a 304mm solid disc. Front/Rear caliper piston ratio’s provide about 78% front stopping bias with a 50% balance bar setting. Because of the vast difference in braking power between the front and rear ends, the car utilizes two different pad types front and rear to create different friction vs. temperature curves.
The front brakes provide peak friction around 300-520°C, though under heavy braking the brakes can reach between 850 and 1,050°C, while at the back the pads provide more low temperature bite, providing peak friction around 300-400°C. The first brake application may be a little tricky as the rears will initially provide a touch more bite, but the brakes soon reach an equilibrium allowing a more stable driving experience. Due to the nature of the car braking in a straight line is recommended, especially at higher speeds.
Brake bias, though, is an extremely important tool in this car. On the fly front to rear brake balance adjustments allow the driver to fine tune brake bias between corners for optimum braking. For faster corners you may feel the need to run slightly more bias to the front end and bring that further rearward for tighter corners and hairpins, this will help immensely to avoid snagging a wheel on turn in, and also back the car in slightly.
We have used our physics tool to calculate the figures in the table below:
Top km/h 243 (ratio limited, 260 theoretical)
Accel G 0.51
Braking G 1.68
Cornering G 1.55
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.
Download: http://rfactor.net/web/rf2/rf2dl/ (note that you can order lists on this page now by clicking the black text headers above. Scroll to the tracks, then click DATE twice to see Silverstone at the top as the latest updated.
This REPLACES v1.01. Please delete v1.01 and install 1.14.
The track is semi fictional. That means it's based on a GPS path I recorded with my mountain bike. The surrounding environment is fictional, but is trying to replicate the atmosphere of the real place.
It was started as learning project in 3ds Max, as I want to recreate my favourite real life track soon. In the end it turned out to be something interesting which could be worth to share
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.
Mulero escribió:El nuevo HDR "automation"lo que hace es crear un perfil HDR de forma automatica dependiendo de diversas variables como la epoca del año, la latitud del circuito, la hora...
Antes todo esto habia que hacerlo a mano y era bastante trabajo. Algun usuario como Tosch habia creado bastantes perfiles para varios circuitos, pero al final son muchos perfiles ya que cada circuito es diferente y habia muchos circuitos que no tenian ninguno. Ahora con este nuevo proceso automatico ya no haran falta perfiles dedicados, aunque podran seguir usandose, y todos los circuitos se veran como deben verse.
sacaro escribió:hola amigos,desde ke isntale la ultima buiid,no puedo jugar online.Os a pasado a alguno..
Installing from previous:
Use Update tab on installer, or download lite and either uninstall old, reinstall new, or just install new over the top.
Installing new:
Download installer from the link below that you wish to use. First timers might want to use the demo build first to try rF2, others probably want lite, then you can add cars and tracks from the other download pages.
Download: http://rfactor.net/web/rf2/installers/
Rel notes: Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014):
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.
sacaro escribió:Yo page,si no recuerdo mal 64 euros,lo cual no tenia ke renovar cada año,o no...
sacaro escribió:Yo page,si no recuerdo mal 64 euros,lo cual no tenia ke renovar cada año,o no...
Panoz AIV Roadster (1999) will be released shortly, here are some screenshots.
The rFactor 2 karts will come in two different flavors at this time, the Junior and Kart F1. Don’t let the names fool you, the junior karts already provide a serious punch, producing 20hp in a vehicle weighing under 150kg (driver included). These represent a very competitive kart that require lightning fast reflexes. The Kart F1 steps this up, producing 40hp and weighing only slightly more. With such power, the front brakes on the ‘F1′ are a welcome addition.
With the release of our first oval (Indianapolis) and oval car (Dallara DW12) getting closer, we have also begun 3D model work on a type of racing many have been looking forward to…
Moleculaphobia escribió:A mi los Karts no me deja instalarlos, me da error ¿le pasa a alguien mas?
GRAPHICS:
————————
Added texture sharpening option to plr file allow mip lod bias adjustments (alt-m no longer required)
BUG FIXES / OPTIMIZATIONS:
————————
Made presets actually available in RealRoad gizmo for tracks besides the first one loaded.
Fixed scoreboard tower code.
Fixed a newly-introduced crash if there were no trackside cameras.
Fixed potential crash if transparent trainer is enabled on client.
Fixed it so trace.txt doesn’t go to VirtualStore.
Fixed minor memory leaks.
MODDING / PUBLIC DEV
————————
Report some inner tire temperatures to plugins.
Computed some missing telemetry info.
Added some replay control to the plugin interface.
MULTIPLAYER:
————————
hooking up skin download/upload progress bar to the actual transfer library progress
Implemented a likely improvement in multiplayer collision.
Hunt escribió:Buenas, me gustaría probar este juego y ver que tal. Actualmente corro en el GT 6 de PS3 y estoy bastante cansado de carreras penosas con gente que parece medio anormal.
La cuestión es que me gustaría probar dicho juego un tiempecillo, ya que hasta que no topas con servers decentes y gente que corra bien, etc, no se si me gustará o no.
Que quede claro que no es por pagar, sino que después de pagar 60 € por el gt6, no quiero tirar 40 € con rfactor. Quiero asegurarme bien de que me gusta antes de pagar por el. Alguna solución o no toca mas que pagar por caja desde el día uno?
Un saludo y muchas gracias. Y como digo no es por pagar, ya que si este me ofrece lo que busco me haré una cuenta, pienso que quien hace un buen trabajo debe de ser recompensado, pero también pienso que quien no hace las cosas bien no debe de cobrar por ello y después del GT6 me jodería mucho que me pasara de nuevo lo mismo.
Hunt escribió:Buenas, me gustaría probar este juego y ver que tal. Actualmente corro en el GT 6 de PS3 y estoy bastante cansado de carreras penosas con gente que parece medio anormal.
La cuestión es que me gustaría probar dicho juego un tiempecillo, ya que hasta que no topas con servers decentes y gente que corra bien, etc, no se si me gustará o no.
Que quede claro que no es por pagar, sino que después de pagar 60 € por el gt6, no quiero tirar 40 € con rfactor. Quiero asegurarme bien de que me gusta antes de pagar por el. Alguna solución o no toca mas que pagar por caja desde el día uno?
Un saludo y muchas gracias. Y como digo no es por pagar, ya que si este me ofrece lo que busco me haré una cuenta, pienso que quien hace un buen trabajo debe de ser recompensado, pero también pienso que quien no hace las cosas bien no debe de cobrar por ello y después del GT6 me jodería mucho que me pasara de nuevo lo mismo.
Hunt escribió:Buenas, me gustaría probar este juego y ver que tal. Actualmente corro en el GT 6 de PS3 y estoy bastante cansado de carreras penosas con gente que parece medio anormal.
La cuestión es que me gustaría probar dicho juego un tiempecillo, ya que hasta que no topas con servers decentes y gente que corra bien, etc, no se si me gustará o no.
Que quede claro que no es por pagar, sino que después de pagar 60 € por el gt6, no quiero tirar 40 € con rfactor. Quiero asegurarme bien de que me gusta antes de pagar por el. Alguna solución o no toca mas que pagar por caja desde el día uno?
Un saludo y muchas gracias. Y como digo no es por pagar, ya que si este me ofrece lo que busco me haré una cuenta, pienso que quien hace un buen trabajo debe de ser recompensado, pero también pienso que quien no hace las cosas bien no debe de cobrar por ello y después del GT6 me jodería mucho que me pasara de nuevo lo mismo.