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rFactor 2 Build 880 disponibile

Yesterday, 11:24 AM

Il team ISI ha rilasciato la nuova Build 880 del suo rFactor 2. La nuova release non offre particolari novità, ma numerose piccole migliorie e bugfix vari. Inoltre è stata aggiornata la versione demo, che ora ci offre la Formula Renault 3.5, la Corvette C6R ed il circuito di Silverstone.
Build 880 for rFactor 2 now available! This includes a new SDK for modding (download here), as well as new litecontent[/size] and demo installers.
The new demo installer also has a content change. Instead of the Honda Civic and Silverstone Circuit, you can now try both the 2014 Formula Renault 3.5 Open-wheel car and the Chevrolet Corvette C6.R GT2 around Silverstone. Click either of the car names in this paragraph to view their profiles, which include tips on how to drive them. The C6.R has changed quite a bit since the last time it was demo featured, so give it another try!
Build 880 sees us fix the shader and reflection issues prominent in Build 860, this will improve visuals, especially on recent tracks like Tiger Moth Aerodrome and São Paulo.
We’ve also brought in the first generation of code supporting our new tire model changes, though you will only really feel the difference when we update cars to use it. The first of those is likely to be the Corvette C6 road car, along with the Stock Car that we’re still working on.
Please note that although auto updating without an active account is now fixed in Build 880, you may still need to manually update from a previous build where it was not – or – renew your yearly access – or – upgrade to lifetime. This can usually be done by downloading the Lite installer and installing over the top of your previous install locations.
Here are the complete Build Notes (which are incomplete in the readme.txt):

Fixed terrain shader specularity issue.
Fixed wet surface reflections.
Lightened up shadows by artificially boosting ambient light level.
Fix problem seeing steering wheel in rear look under certain conditions.
Some code to help with blurry rims.

Re-recorded commentary with a MASSIVE volume boost (You might want to adjust your settings)

Fixed auto update bug for expired accounts
Fixed a very minor memory leak.
Several minor stability fixes.
Removed requirement for “_x64″ to be added to 64-bit plugins. It’s no longer a problem because they are in a separate directory. However, it still might be useful to for humans to identify which is which.
Added a new default method for assigning pit/garage spots in multiplayer which keeps them more consistent over a weekend. This new default method can be disabled by changing the multiplayer.json value “Assign Parking” to false (at which point it will revert to using the traditional team-based pit/garage assignments).
Fixed issue where driver body sometimes appears while rear-looking.
Minor fixes to prevent crash when exiting from “rF2 already running” condition
Fixed random black box that appears when hitting ‘`’ key
Dealing with some uninitialized data in old TGMs that is now actually used.

Smoothed out the corner widening associated with rcd parameter UnderSteerEffectOnLineThreshold trigger as well as with rear grip loss. Made the rate of “corner widening” relative either to the car’s lateral velocity or lateral position relative to current waypoint direction.
Pace cars now look for a path called “PACECAR” to drive, otherwise defaults to fastest path.
Fixed AI tire drag calculation
Slightly better AI bumpstop damping.
Fixed a bug in AI logic that could result in cars taking high speed corners a bit too fast and wide.

New tire contact patch code added. It is backwards-compatible (i.e. existing tires should not change behavior, you would need to do more +ttool analysis in order for new functionality to take effect). There are some minor issues that still need to be ironed out.

Allow replays to run without the correct version of a scene or vehicle, but only after checking for the correct one first.
Lock in demo mod when using creating a new plr file with the +demo CLI parameter set.
Added a new default method for assigning pit/garage spots in multiplayer which keeps them more consistent over a weekend. This new default method can be disabled by changing the multiplayer.json value “Assign Parking” to false (at which point it will revert to using the traditional team-based pit/garage assignments).
Added additional options for the RFM variable ‘FinishUnderCaution’ to allow the finish to be delayed up to 3x. Previous options were off, 1x, or infinite.
Much behind the scenes work on plugin interface for future interface additions

In the AIW editor, made the Ctrl-Shift(-Alt) keys easier to move the car when paused: 1) it now follows the terrain, and 2) rotating the car with the 4 and 6 numpad keys doesn’t simultaneously rotate the swingman camera.
Modmgr now automatically saves/loads separate profiles for each install.
Added log message and assert if there are no collidable triangles in SCN, which isn’t really handled.
fixes to new pit/garage assignment code
Made new pit/garage assignment work with driver changes (probably needs testing).
dev mode AIW editor fix for moving path on last waypoint of pit lane
TTool: in the Realtime section, removed the somewhat-useless ‘Width’ and added the somewhat-useful ‘Dynamic Unloaded Radius’.
Fixed a possible game freeze using the AIW editor “move & Match” waypoint by waypoint manipulation function.

Moved version numbers for vehicles tree list down to the individual cars instead of the class headers

Tim Wheatley

fonte ISI forum

Stock Honda WIP

30 October 2014 - 10:40 PM


Atlanta Motorsports Park by ISI

30 October 2014 - 10:37 PM

Con un tweet gli ISI annunciano lo sviluppo del tracciato di Atlanta Motorsports Park
rFactor2 ‏@rFactor2
Atlanta Motorsports Park has some of the most insane elevation changes we've ever seen. Now surveyed! Coming soon!™


[video] Richard Burns Rally con Oculus Rift DK2

30 October 2014 - 10:30 PM

Outlaw Kart (WIP)

29 October 2014 - 09:39 PM

So basically, many of you would have noticed, I have been mentioning Templates and Shaders etc lately in "conversations" with PiBoSo and a few others in other topics. Below is the reason why.
I do not plan on releasing it, until PiBoSo or some other user(s) have helped me get the Shaders correct, and have a working template. Still a long way to go with this kart. Feel free to share your thoughts.





fonte KRP forum