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rFactor 2 - Racing into the future!


Alfred ita
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CHANGELOG

  • Removed the 32 bits builds, we are now officially 64 bit only. To ease the transition, we have left some 32 bit utilities in their usual locations for this build only. Please migrate and report any issues you might have.
  • Note: there is a known issue that the ModMgr.exe inside Bin64 folder on SteamCMD dedicated server distributions may crash when toggling certain settings. Please use ModMgr.exe inside Bin32 folder for now.
  • Changed the way the new UI gets rendered, making it smooth even when the back-end is busy.
  • Fixed several memory leaks and a possible crash on changing graphics settings in-game.
  • Ensured that when a user is entering text in a text field, keys he/she presses don’t accidentally trigger other controls.
  • Fixed the mouse cursor from going missing when pressing ESC in VR after driving the car.
  • Fixed an issue where sometimes when restarting or forwarding sessions, the UI would not (re)appear after that transition.
  • Fixed several aspect-ratio related rendering issues with the new UI.
  • Fixed the new UI being one pixel too wide and too high on triples.
  • Added new VR flat desktop mirror. Please note this is only available in the new UI on the public_beta branch.
  • Controller profiles
  1. Simagic M10 new profile added.
  2. VRS Direct Force Pro corrected typo in controller profile.
  • Re-enabled & Improved Sun God Rays / Light Flare settings (requires PostFX enabled, mostly only visible when the sun is occluded slightly)
  • Tweaks to Air Pollution colour blending and params
  • Corrected Moon Brightness
  • Reviewed various lighting parameters
  • Moved “Atmospherics” section for Track Weather file (.WET) to Track Game Database file (.GDB)
  • Added option for static mappers to disable omni lights
  • Fixed auto static mapper assignment, so Static01 mapper is auto assigned only. (prevent mappers for specific situations being auto assigned to assets)
  • Fixes for issues with No Rain Zones including when falling back to bounding box, and sorting issues with the currently rendered no rain zones.
  • Fixed an issue where reflections would stop updating after rejoining track
  • Fix for track side cameras not always showing the correct number of objects
  • Updated PBR track shaders to make use of new sampler methods to allow for more textures to be used.
  • Fixed an issue where DXT1 and DXT5 textures would not sample sRGB when they should when using new sampler method (This was an issue on the Road Shader only previously)
  • Fixed a rare issue causing texture animations to stop working
  • IBL Road and IBL Curb:
  1. Added ability to use a second normal map (overlay on road, switch on curbs)
  2. Tweaked Groove Blending logic (This may result in more noticeable dust, you may wish to tone this down in your Road Details Map)
  3. Updated default settings for Groove & Dust IBL Standard
  4. Fixed some issues with the Detail Map
  • IBL Standard & Blend
  1. Added option to use detail map as an alpha masked decal IBL Standard Blend
  2. Added the option to use a detail map with the same logic as IBL Standard
  3. Removed Multiply Square albedo blending mode, since this can be achieved by saving the texture in the correct format.
  • IBL Terrain:
  1. Added the ability to set per Albedo strengths for Pattern map
  2. Added an optional splatter overlay map, which applies alpha to specular mask
  3. Added Albedo Tinting to Specular on Terrain Shaders
  • IBL Vegetation
  1. Added a new Vegetation Specific shader, which contains only appropriate logic from IBL Standard
  2. Added Specular Tinting with a static colour in the Vegetation Shader.
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- Fixed the mouse cursor from going missing when pressing ESC in VR after driving the car

Finalmente hanno messo il fix per il mouse in VR, pensavo all'ennesimo bug dei driver WMR... 

Questa funzione invece e' da provare:

- Added new VR flat desktop mirror. Please note this is only available in the new UI on the public_beta branch.

Il link diretto:

https://www.studio-397.com/2020/11/november-build-release-update/

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 E' finalmente disponibile l'attesissimo Circuito di Spa-Francorchamps per rFactor 2. E' disponibile per l'acquisto su Steam al prezzo di 8.99€

Spa-Francorchamps_01.jpg

Il circuito belga, lungo 7004 metri, è universalmente riconosciuto come uno dei migliori circuiti del mondo ed è la casa del GP del Belgio in F1 e della TOTAL 24 Hours of Spa.
Il layout attuale ha debuttato nel 2007, dopo che si sono avvicendate diverse versioni del circuito con diverse configurazioni della Bus Stop.

Alcune delle 19 curve sono leggendarie:

La Source
Spa-Francorchamps_11.jpg

Il tornante di curva 1, punto critico dove anche un piccolo errore in entrata o in uscita può farci perdere un sacco di tempo. La curva ci immette nel complesso Eau Rouge-Raidillon

Eau Rouge-Raidillon
Spa-Francorchamps_04.jpg

Impossibile non riconoscere queste curve, veloci, difficili, pericolose. A seconda dell'auto che si sta usando possono essere affrontate trattenendo il respiro senza mai alzare il piede dall'acceleratore. Una volta superate ci si immette nel Kemmel Straight

Les Combes
Spa-Francorchamps_06.jpg

Complesso di curve che è posto al termine del rettilineo del Kemmel e rappresenta una grandissima opportunità di sorpasso sia all'interno che all'esterno. Per affrontare alla perfezione bisogna avere molta sensibilità in fase di frenata e non accelerare troppo presto

Pouhon (ora Double Gauche)
Curva a sinistra molto veloce, dove la forza G si fa sentire e ci si affida al carico aerodinamico e al grip delle gomme.

Les Fagnes
Spa-Francorchamps_09.jpg

Un'altra opportunità di sorpasso, un complesso di curve molto simile a Les Combes, dove avere delicatezza in fase di frenata e accelerazione è la chiave per avere un buon compromesso tra velocità e stabilità dell'auto

Blanchimont
Da affrontare molto spesso in pieno, è una curva apparentemente semplice ma che nasconde delle insidie. E' molto facile toccare l'erba o andare troppo sul cordolo in fase di uscita e perdere un sacco di tempo o peggio, andare a muro

Bus Stop
Spa-Francorchamps_05.jpg

Le ultime due curve, oggetto negli anni di vari cambiamenti adesso è una chicane e rappresenta l'ultima opportunità di sorpasso prima di chiudere il giro. Ogni piccolo errore si paga a caro prezzo

Spa-Francorchamps_03.jpg

Spa-Francorchamps_13.jpg

Spa-Francorchamps_16.jpg

Edited by Walker™
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  • 2 weeks later...

Roadmap Update di fine Novembre...

https://www.studio-397.com/2020/11/roadmap-update-november-2020/

Update in arrivo:

Indianapolis Motor Speedway  (15 dicembre)

Portland International Raceway  (15 Dicembre)

Nurburgring  (15 Dicembre)

Una nuova auto elettrica fantasy da 1000cv:

RCCO eX_ZERO_2020 (Prossimo DLC a Dicembre)

 

Edited by Alfred ita
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qualcuno ha avuto problemi con l'audio negli ultimi aggiornamenti, è molto piu basso e costringendomi ad alzare molto il sistema è molto disturbato, premetto che con tutti gli altri sim l'audio funziona egregiamente

 

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Electric racing with passion... the RCCO WORLD eX ZERO 2021 DLC now available in rFactor 2! Unleash all the power with this exciting to drive newcomer to the world of esports racing.

https://studio-397.com/2020/12/rcco-ex-zero-extreme-electric-racing-comes-to-rfactor-2/

Store:

https://store.steampowered.com/itemstore/365960/detail/53

rF2_RCCO_01.jpg?width=1487&height=837

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Edited by Alfred ita
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