Build 198 - Update ufficiale - rFactor 2 by ISI - DrivingItalia.NET simulatori di guida Jump to content

Build 198 - Update ufficiale


Niksounds

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Note di rilascio

Sono disponibili due build:

- Lite

- Estesa

La seconda contiene già diverse auto e tracciati, senza bisogno di scaricarli a parte:

Cars: Corvette C6.R, Marussia MR01, Renault Clio (download others free from the lists below).

Tracks: Lime Rock, Malaysia (download others free from the lists below).

Dev Mode: ora è installabile a parte.

Tim aggiunge questo, in merito al meteo.

Probably the thing that will get the most time from you in discussion is the wet weather effects being brought back. This is a first pass, still being tweaked, but in-cockpit should look quite realistic (and frightening). There is work to be done, we're aware of that. My advice when driving in heavy spray is to know the track you are racing on... When in the spray, pull towards the side of the spray and you should be able to see a little more there. You'll find yourself driving by your visibility of the edge of the racing surface (the white line, primarily). No visor raindrops, etc yet.

================================================== ===
Update 13 (Build 198) Changelog (March 28, 2013):
================================================== ===

GRAPHICS:
————————
Adjusted reflection parameter
Re-enabled rain spray
Tweaked rain spray algorithm so that light spray doesn’t last as long as heavy spray
Adjusted minimum water depth to create rainspray
Narrow the rainspray slightly if car is only partly over wet track.
Fix for misaligned sun in reflection map
Fixed minor math problem in “Moving Rearview” algorithm that caused mirrors to reflect forwards if you moved your seat halfway towards them.
Added a color space transform to HDR processing
Now using a more accurate gamma conversion after HDR processing

PHYSICS:
————————
Small tire tool improvements

GAMEPLAY:
————————
Changed default Cut* GDB variables to match the ones at LRP.
Found some problems with driver swap.
Convert drive-thru’s to stop-go’s if there’s effectively no pitlane speed limit (like in historic mods).

CONTROLLER/FFB:
————————
Added controls to increase/decrease FOV (find the mappings under the ‘SEAT’ tab, not the ‘CAMERA’ tab).
New Controller.ini variable “Reset Steering Wheel Range Time” feature to fix the steering wheel range (to fix issue with Logitech wheels losing track randomly.)
Doubled the default value for controller.ini variable “Off-road multiplier” to counteract reduced off-road terrain bumpiness values and also because tire parameters have been refined over time.

UI / HUD:
————————
Fixed bug where ATAC selection was not displayed upon entering mod picker page.
Added some HUD variables to position tire/damage overlays seperate from the background car map image
Added in-between steps for custom HUD digital tachometers for better precision. Remaining backwards-compatible, the available settings changed from (SDID_RPM1, SDID_RPM2 … SDID_RPM23) to (SDID_RPM0H, SDID_RPM1, SDID_RPM1H … SDID_RPM23, SDID_RPM23H). Note that the RPM range used for these come from the cockpitinfo.ini value TachometerRange which is also used for analog tach’s.
Added HUD values “RearFlapDetected” and “RearFlapActivated” in addition to the existing “RearFlapStatus” which appears to mean it is allowed but not currently activated.

MODDING / PUBLIC DEV
————————
Fixed a problem when using a full path in the plrfile Packages dir
Fixed some bugs in ModMgr
Added component filtering option to ModMgr in Options menu
MAS2 now starts up from last location, also multimonitor mode startup is improved
Fixed waypoint selection/deselection bug in dev mode

BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem with g-force meter that caused it to pause briefly but repeatedly.
Fixed crash when upgrades change number of possible values for a garage setting and that garage setting is using special values.

AI:
————————
Allowing ai driver’s “start skill” an upper limit of 150 from 100 to allow them to react to the starting gun as fast as a human can.
Fixed AIs blowing up on grid in timed races

MULTIPLAYER:
————————
Addressed one part of issue where sometimes a client gets delayed significantly when the server changes session
Changed default minimum voters from 2 to 1.
Fixed tire wear multiplier for player vehicle.
Fix for broken default temp car
Implimented a way to propagate multiple *.dds for loose skins in multiplayer games. Easiest way was to allow *.mas files containing all the loose dds files as player livery so only 1 file needs to be transfered. So if you have a loose skin with multiple DDS’s, put them all in a mas file (with the same base name as your base dds) in the loose skin directory and the game should correctly load them and transfer them in multiplayer games.


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Edited by Uff
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Trovo lime rock park con la F3 Spark divertentissimo, verso sera hanno cambiato cmq un po' gli shaders.. e siamo solo all'inizio ;-D (sperèn...)

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ma come si installa ? devo disinstallare tutto ?

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A quanto pare l'update lo installi manualmente con il doppio click sul file, senza dover piazzare l'exe nella cartella Updates di rFactor2 come con gli ultri updates piccoli.

Edited by delpinsky
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finalmente sono riuscito ad installare il tutto tramite autoupdate comunque nulla di nuovo .....speriamo al prox aggiornamento........

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Maro', la nuvola d'acqua sollevata dalla macchina sotto la pioggia non si puo' davvero guardare, sembra un cartone animato!

GTR2, 7 anni fa faceva mooolto meglio! :doh:

Edited by 2slow4u
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Dal primo post.

Probably the thing that will get the most time from you in discussion is the wet weather effects being brought back. This is a first pass, still being tweaked, but in-cockpit should look quite realistic (and frightening). There is work to be done, we're aware of that. My advice when driving in heavy spray is to know the track you are racing on... When in the spray, pull towards the side of the spray and you should be able to see a little more there. You'll find yourself driving by your visibility of the edge of the racing surface (the white line, primarily). No visor raindrops, etc yet.

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quindi com'e' questa nuova build???

niente di nuovo, qualche miglioramento fronte Clio come FFB e comportamento in strada, e qualcosa sugli shaders di Lime e Malizia

Per il resto sono RE-enables, quindi buggati o ad uno stato brado.

Continuo a divertirmi con la F3 sulla versione aggiornata di Lime intanto =)

Mi sa che c'e' da aspettare, sono rilasci "palliativi", mentre all'interno chissa' che stanno testando.. (so che c'era una build da 1,98gb in test).

Ieri giravo con la C6 su Lime e mi dicevo.. un po' scivolosa.. bella pesantina.. in eccesso.. poi mi sono guardato qualche video di una c6 vera su Lime.. e devo dire che questo simulatore

non la fa poi cosi' "esageratamente" difficile. Nella realta' so' davvero "zazzi"

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