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Build 146 - Update ufficiale


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Update 11 (Build 146) Changelog (Febuary 4, 2013):

=====================================================

GRAPHICS:

————————

Modified skybox gamma

Added ability to specify that one part must break off before another does

Added “postrequisites”, other parts that must fall off if one part falls off.

Make front and rear flaps disappear if associated front and rear wings get detached.

Allow multiple (up to 4) prerequisites for detaching a part.

GAMEPLAY:

————————

Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.

PHYSICS:

————————

Better tire abrasion computation.

More accurate ride height measurement (works on non-HAT surfaces now, too).

Small optimization in RealRoad processing.

Introduced tire rubber degradation model. Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).

In the tire tool, turn off wear as well if thermodynamics is disabled.

Temperature display added to +ttool realtime section.

AI:

————————

Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.

UI / HUD:

————————

Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.

Added g-force trace and driving inputs to replay monitor page..

Fixed screenshots in UI.

Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.

Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).

Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.

Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.

BUG FIXES / OPTIMIZATIONS:

————————

Fixed occasional crash-on-exit bug

MULTIPLAYER:

————————

Fixed it so that dedicated server defaults to previous RFM in list box.

Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.

Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.

Added dedicated server option to allow/disallow skin transfers.

PLUGINS:

————————

Fixed reporting of tire longitudinal force to plugins

Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier

REPLAYS:

————————

Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.

Fixed ancient bug that prevented replay fidelity from working exactly as intended.

Added code to not load a replay if the mod could not be loaded.

MODDING / PUBLIC DEV

————————

Fixed some sorting and display problems in ModMgr

rFactor2 Build 146 full installer (495MB):

rFactor2_Build146_Setup.exe or rFactor2_Build146_Setup.exe or Torrent file.

Build notes for this and all previous builds are here in the Dev Corner.

Updates from previous build (56MB):

rF2_134-146.exe or rF2_134-146.exe or Torrent file.

These files are for manual updating only. Put them in the \Documents\rFactor2\Updates folder, then use the Update tab on the rF2 launcher.

solo 56mB... uhm...

in down

This post has been promoted to an article

Edited by VELOCIPEDE
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  • jakobdylan

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=====================================================
Update 11 (Build 146) Changelog (Febuary 4, 2013):
=====================================================

GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.

GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.

PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.

AI:
————————
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.

UI / HUD:
————————
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed occasional crash-on-exit bug

MULTIPLAYER:
————————
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.

PLUGINS:
————————
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier

REPLAYS:
————————
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.

MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr

Edited by Uff
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appena testata e .........eanche in questa build non è migliorato un emerito hazzo.....

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Al livello grafico c'è poco apparte il cielo che una "gamma leggermente diversa!

Al livello di fisica c'è il deterioramento delle gomme che c'è ed è evidente!

Al livello di guida/feeling, nn ho notato nessun miglioramenti! la C6 proprio tocca guidarla con molta molta attenzione che vuol dire essere 3sec' dai migliori!

http://isiforums.net/f/attachment.php?attachmentid=6007&d=1359998309

Per il resto,credo poca roba!

Edited by wajdi
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Ho provato la C6.R a LRP e devo dire che forse qualcosina è cambiata! ho sentito maggior grip e devo dire che mi sono fatto 20-25 giri spingendo al massimo facendo forse un piccolo errore alla prima staccara! questa era la prima volta che mi diverto alla grande con questo mostro!

Nn so dirvi se questo cambiamento è dovuto alla nuova build o alla combinazione auto/pista che è a me piu congeniale! forse perche a LRP nn c'sono delle staccate nette?

faro piu test domani! devo farmilo piacere per forza perche fra 2settimane ho una gara endurance con la mia Lega IsR, quindi tocca impararla questa auto!

Edited by wajdi
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non so se è l'accoppiata mid ohio e corvette, che nonostante siano curate graficamente sono piuttosto legere (fossero tutte cosi le mod), ma oggi online eravamo in 28 e gli fps non scendevano sotto i 90.. magari questa patch qualcosa ha fatto dopo tutto..

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La C6R con la Build 146 è cambiata in meglio.Settimana scorsa gli ISI avevano detto che l'auto avrebbe dato il meglio di se con l'imminente build e devo dire che avevano ragione.

Adesso l'auto risulta essere molto più bilanciata già con il setup di base e non serve più ammorbidire in modo drastico il posteriore....Questo favorisce una guida più aggressiva, ma sempre con la dovuta attenzione per la salvaguardia degli pneumatici.

IL consumo dei pneumatici è diventato un fattore determinante nelle gare di durata.

Ieri sera a Spa già dopo 5 giri l'aderenza è decaduta, principalmente nell'anteriore sinistra.

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