VELOCIPEDE Posted October 31, 2014 Share Posted October 31, 2014 (edited) 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 2014 Formula Renault 3.5 Open-wheel car and the Tiger Moth Aerodrome and ISI forum Edited November 1, 2014 by VELOCIPEDE Link to comment Share on other sites More sharing options...
Tr51 Posted October 31, 2014 Share Posted October 31, 2014 Dici niente !!? Link to comment Share on other sites More sharing options...
TurboGigi Posted October 31, 2014 Share Posted October 31, 2014 Da questa Build mi funziona finalmente lo spotter! Link to comment Share on other sites More sharing options...
Rik01 Posted October 31, 2014 Share Posted October 31, 2014 Tra la cose più importanti è stato inserito anche il nuovo tire contact patch. Questo il change log ufficiale GRAPHICS ------------- Lightened up shadows by artificially boosting ambient light level. 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. HUD/ COMMENTARY: ------------- Re-recorded commentary with a MASSIVE volume boost (You might want to adjust your settings) BUG FIXES / OPTIMIZATIONS: ------------- 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. AI: ------------- 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. PHYSICS: ------------ 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. FEATURES: ------------- 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 MODDING / PUBLIC DEV: ------------- 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. UI ------------- Moved version numbers for vehicles tree list down to the individual cars instead of the class headers Link to comment Share on other sites More sharing options...
Vettel77 Posted October 31, 2014 Share Posted October 31, 2014 (edited) Questa Build e' molto importante, perche mette le fondamenta per il contact patch delle gomme e poi prepara rf2 per l'inserimento della stock car. Poi Gjon ha parlato di imminente rilascio della Corvette stradale(la C7?). ok,e' la C6! Edited November 1, 2014 by Vettel77 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted November 1, 2014 Author Share Posted November 1, 2014 Build 880 for rFactor 2 now available! This includes a new SDK for modding (download here), as well as new 2014 Formula Renault 3.5 Open-wheel car and the Tiger Moth Aerodrome and ISI forum Link to comment Share on other sites More sharing options...
jakobdylan Posted November 1, 2014 Share Posted November 1, 2014 Questa Build e' molto importante, perche mette le fondamenta per il contact patch delle gomme e poi prepara rf2 per l'inserimento della stock car. Poi Gjon ha parlato di imminente rilascio della Corvette stradale(la C7?). ok,e' la C6! Concordo ma prima che comincia funzionare devono aggiornare tutte le auto Link to comment Share on other sites More sharing options...
Guest gaevulk1977 Posted November 2, 2014 Share Posted November 2, 2014 voi avete notato miglioramenti dal punto di vista della qualita' grafica? Link to comment Share on other sites More sharing options...
Vettel77 Posted November 2, 2014 Share Posted November 2, 2014 InterLagus sembra molto meglio ora. Ps: adesso nn c'e' piu il ritardo di 20sec' dei vari plugin che adesso partono subito appena scesi in auto! Link to comment Share on other sites More sharing options...
Guest gaevulk1977 Posted November 2, 2014 Share Posted November 2, 2014 questo l'ho notato anche io,infatti il gid se imposto il semaforo virtuale e' perfettamente sincronizzato con quello della pista,comunque,chiedevo perche' mi pare di aver notato un miglioramento dei dettagli su alcune vetture ma non so se e' una mia impressione Link to comment Share on other sites More sharing options...
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