rFactor 2 Build 982 released - rFactor 2 by ISI - DrivingItalia.NET simulatori di guida Jump to content

rFactor 2 Build 982 released


VELOCIPEDE

Recommended Posts

Image Space Incorporated are proud to present Build 982 of the rFactor 2 racing simulation. This build introduces a new rules plugin system (Internals Plugin v7 has been released below) and a massive amount of other improvements, tweaks and fixes.
 
This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so while functional, feedback is still very welcome.
 
Apart from that, selected highlights include some very nice tweaks to the AI, such as detection of being on two wheels and the ability to recover, reduction in the needless braking/slowing in panic situations along with better support for pack racing and drafting. We've also raised the default car limit to 45 (previously 30), as the move to 64bit means most people have enough RAM available to run that many cars (32bit users will still run out of RAM at/around 25-30 cars).
 
We're quite sure you'll be happy with the full release note (see below). Probably something in there to please everyone...
 
 
Build Notes:
FEATURES:
- This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED.
- Max vehicles for the All Cars & Tracks default mod was increased to 45.
- Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used).
- Added AI self-preservation reaction to preventing tipping.
- Increased effect AIW parameter AISpec has on AI acceleration and max speed.
- Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use.
- Clean up of AI multiline pack driving.  More tolerance of nearby cars when slowingly moving towards grid or pit spots.
- Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000.
- FOV now stored per (exact) vehicle.
- Added steering wheel ranges to plugin telemetry.
- Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
- Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
- Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
- Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available.  You can revert to the original multiview method by setting UseSubViewParams to 0.  Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports.  Exit the sim, edit config.ini and restart for settings to take effect.
- Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.
 
FIXES:
- Fix for the "WCCLOUD.GMT" multiplayer loading error.
- Fixed mod sig missing when server publishes to matchmaker.
- Fixed some controller detection and rearrangement issues.
- Addressed issue where a matrix in AI physics drifted away from being orthogonal.
- Some improvements/fixes to replay and resume-from-replay for non-race sessions.
- Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn't.
- Gold playerfile now stores Mod name instead of RFM file name for "Game Description", since we can't guarantee that each mod will have a unique rfm name.  (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
- Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
- Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn't know their correct grid location.
 
MODDING / PUBLIC DEV:
- Fix for driver editor so you can go back to main menu from track specific parameters menu.
- Added camera editor ablity to change trackside carema names.  Created AI limiter slider gizmo.
- Look for digital flags up to the number of corner workers so that track builders don't need to name digital flags consecutively.
- Fixed potential bug with custom rFm file when creating mod with wizard.
 
MULTIPLAYER
- In multiplayer cars will now reload if using the car switcher only to change upgrades.
- Fixed remembering of column sort state for matchmaker list.
- Fix for number of pitstops being reported as zero in multiplayer.
- Added admin command "/forwardseconds X" in order to fast forward time by X seconds, where X is from 0-65535.
- Added admin commands "/pitbydriver" and "/pitbyteam".
 
GRAPHICS:
- Fixed rear view tonemapping
- Adjust post-gamma
- Fix for dirty sideviews in multiview
- Fixed extra slashes at end of Shader dir in viewer
- More HDR process optimizations
- Improved spotlight priority sorting
- Added multiview adjustments.  Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
- Fixed for FXAA not working since last release.
- Additional SLI optimizations when using reflections.
 
UI / HUD / OPTIONS:
- Made the UI consistent with in-game with regards to the names of the Steering Help levels.
- Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
- Changed password failure page to be more informative
- Added a "remove forced upgrade" button to the tuning page to easily undo user created "force upgrade" actions.
- Shrink button text to fit inside bounds


This post has been promoted to an article

post-2-0-95303900-1435775275_thumb.jpg

Link to comment
Share on other sites

Bravi  Ragazzi , ottimo lavoro   !!

 

 

( Added multiview adjustments ) = Fantastico   :thumbsup:

Link to comment
Share on other sites

Non mi dite che hanno finalmente risolto il problema del flickering dei riflessi per le configurazioni SLI.

Non potrò provarlo prima di stasera, ma non vedo l'ora.

Link to comment
Share on other sites

Bravi  Ragazzi , ottimo lavoro   !!

 

 

( Added multiview adjustments ) = Fantastico   :thumbsup:

Ciao come lo hai settato? Funziona anche se si utilizza nvidia sorround?

]

Link to comment
Share on other sites

Bravi  Ragazzi , ottimo lavoro   !!

  Interessa anche a me

 

( Added multiview adjustments ) = Fantastico   :thumbsup:

Ciao come lo hai settato? Funziona anche se si utilizza nvidia sorround?

]

Link to comment
Share on other sites

il surround va disabilitato , ricreato, senza correzione bezel .

 

 

NB:

 

da forum ISI (post di Tuttle)

 

I think it's important for multiview/triple users;

you'll have now that line in your main config.ini (that's until we'll finish the UI for that aspect):

ViewParams=(0.540000, 0.340000, 0.600000, 15.000000, 0.037000) \\ screen width (m), screen height (m), eye distance (m), side angle (deg), bezel gap (m)

First two numbers are the size of your screen in meters, third is the distance from your eyeline/head to the center monitor panel, fourth is the angle of lateral monitors in degrees and latest number is the monitor bezel size, still in meters.

So, in the default set of values, you have a triple screen set with 54x34cm monitors, the distance between the eyeline/head and monitors is 60cm, monitor angle is 15° and plastic bezel are 3,7cm per side.

Enjoy

 

 

....praticamente quasi come AC .

Link to comment
Share on other sites

il surround va disabilitato , ricreato, senza correzione bezel .

 

 

NB:

 

da forum ISI (post di Tuttle)

 

I think it's important for multiview/triple users;

you'll have now that line in your main config.ini (that's until we'll finish the UI for that aspect):

ViewParams=(0.540000, 0.340000, 0.600000, 15.000000, 0.037000) \\ screen width (m), screen height (m), eye distance (m), side angle (deg), bezel gap (m)

First two numbers are the size of your screen in meters, third is the distance from your eyeline/head to the center monitor panel, fourth is the angle of lateral monitors in degrees and latest number is the monitor bezel size, still in meters.

So, in the default set of values, you have a triple screen set with 54x34cm monitors, the distance between the eyeline/head and monitors is 60cm, monitor angle is 15° and plastic bezel are 3,7cm per side.

Enjoy

 

 

....praticamente quasi come AC .

grazie

 

in lunghezza e larghezza va inserita la somma dei tre singoli monitor (esempio 3 monitor da 27 pollici) che con nvidia sorround diventa solo uno?

Link to comment
Share on other sites

sicuro và sommato? io ho messo la larghezza di 1 monitor soltanto e il risultato finale è perfetto...

 

e comunque anche traducendo parla di misure di monitor singolo (screen) e non la somma di più monitor (screens), le misure di base 54x34 è la larghezza e l'altezza di 1 monitor singolo.

 

Nvidia surround và abilitato senza correzione cornice e la voce bezel gap è la somma delle cornici, se le cornici sono sovrapposte và inserita soltanto 1...

 

es. queste sono le mie impostazioni (AOC 2757)

 

 

ViewParams=(0.598000, 0.348000, 0.600000, 60.000000, 0.012000) \\ screen width (m), screen height (m), eye distance (m), side angle (deg), bezel gap (m)

 

Quindi

0.598000 Larghezza Monitor Singolo

0.348000 Altezza Monitor Singolo

0.600000 Distanza Occhi da monitor Centrale

60.000000 Gradi Inclinazione Monitor Laterali

0.012000 Cornice Monitor (ho le cornici sovrapposte) altrimenti sarebbe stato 0.024000

Edited by Razer
Link to comment
Share on other sites

Si hai ragione è corretto  .

 

... cmq io ho messo la somma, ed è ugualmente funzionante ; ma ho  eyefinity  di AMD  (forse sta lì l'ìinghippo)

 

 

 

ps: però sono incuriosito e proverò anche l'opzione standard (logica)

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.