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rFactor rFactor 2 [Sammelthread]
- Ersteller log11
- Erstellt am
Nichts mehr neues hier? Schade für ein Spiel wie rf2.
Hier ein paar wichtige Veränderungen in rf2 und ein paar Tips von mir + Perfomance Tips!!. 
================================================== ===Update 20 (Build 381-unstable, 382-release) Changelog (December 18, 2013):
================================================== ===
GRAPHICS:
————————
Improved usage of particle cloud for engine effects
FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some “virtual” vehicles not loading the their skin
Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed “A.I. cars not in private test day list after creating second test day” bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
Fixed shadows not displaying properly in replay mode
MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.
UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
improved track list gizmo to better handle locations that are missing track gdbs.
MULTIPLAYER:
————————
Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.
HONDA CIVIC NGTC:
--------------------------------
Die neue Serie: Honda Civic NGTC
ISI OFFICIAL SERVER (ISI Only Tracks & Cars):
-----------------------------------------------------
Wie einige schon bereits wissen gibt es auch 4 offizielle ISI Server. Da kann man ohne Mod Chaos mit ISI Strecken & Autos zocken.
Hier die Namen der Server:
ISI Official ISI Official Touring
ISI Official ISI GT
ISI Official ISI OpenWheel
ISI Official ISI Historics
Silverstone Update 1.14
---------------------------
Silverstone wurde auf V1.14 updated!
CHANGELOG
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data
- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras
- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone
- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials
- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures
Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.
HDR Profil Pack
----------------------------
Für bessere Grafikeffekte gibt es sehr gute HDR Profile, die kann man auch gemischt für X Beliebige Strecke verwenden, je nach dem welche Optik euch besser gefällt.
Funktionieren auch für Build 382. Einfach entpacken und in rfactor2 Hauptverzeichnis kopieren (dort wo auch "Launch rfactor2.exe" sich befindet)! Nicht in Track Ordner!!
Download HDR Profile PACK rfactor2: http://isiforums.net/f/attachment.php?attachmentid=11240&d=1388061604
Beispiel: Ohne HDR / Mit HDR
PERFORMANCE TIPS:
--------------------------------
Wer rfactor2 superflüssig ohne Mini-Ruckler spielen will soll unbedingt diese Einstellungen ändern. Ihr werdet euch wundern, wie flüssig rf2 dann laufen wird!
:
1. Öffnet mit ein Texteditor die Datei "player.PLR" im Ordner "\rFactor2\UserData\player\player.PLR"
- Sucht im Text nach Einstellung "Render Once Per VSync" und ändert den Wert auf "3"
- Sucht im Text nach Einstellung "Synchronize Frame" und ändert den Wert auf "0.00000"
<Textdatei Speichern>
2. Öffnet im selben Ordner die Controller.ini Datei und setzt die Einstellung "Skip updates" auf "1"-> Datei Speichern
3. Im Spiel, Grafikeinstellungen VSYNCH: Video einstellen und "FXAA" auf "An", "Kantenglättung" dafür auf "Aus".
4. Im Spiel, Grafikeinstellungen "Blur Schatten" deaktivieren, "Environment Reflektionen" auf "niedrig" einstellen.
Spiel starten und euch über superflüssige Grafik freuen, selbst wenn 20 Autos gleichzeitig sichtbar sind! Vorausgesetzt, Ihr habt eine gute Grafikkarte & CPU natürlich.


================================================== ===Update 20 (Build 381-unstable, 382-release) Changelog (December 18, 2013):
================================================== ===
GRAPHICS:
————————
Improved usage of particle cloud for engine effects
FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some “virtual” vehicles not loading the their skin
Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed “A.I. cars not in private test day list after creating second test day” bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
Fixed shadows not displaying properly in replay mode
MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.
UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
improved track list gizmo to better handle locations that are missing track gdbs.
MULTIPLAYER:
————————
Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.
HONDA CIVIC NGTC:
--------------------------------
Die neue Serie: Honda Civic NGTC

ISI OFFICIAL SERVER (ISI Only Tracks & Cars):
-----------------------------------------------------
Wie einige schon bereits wissen gibt es auch 4 offizielle ISI Server. Da kann man ohne Mod Chaos mit ISI Strecken & Autos zocken.

ISI Official ISI Official Touring
ISI Official ISI GT
ISI Official ISI OpenWheel
ISI Official ISI Historics
Silverstone Update 1.14
---------------------------
Silverstone wurde auf V1.14 updated!
CHANGELOG
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data
- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras
- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone
- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials
- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures
Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.
HDR Profil Pack
----------------------------
Für bessere Grafikeffekte gibt es sehr gute HDR Profile, die kann man auch gemischt für X Beliebige Strecke verwenden, je nach dem welche Optik euch besser gefällt.

Download HDR Profile PACK rfactor2: http://isiforums.net/f/attachment.php?attachmentid=11240&d=1388061604
Beispiel: Ohne HDR / Mit HDR

PERFORMANCE TIPS:
--------------------------------
Wer rfactor2 superflüssig ohne Mini-Ruckler spielen will soll unbedingt diese Einstellungen ändern. Ihr werdet euch wundern, wie flüssig rf2 dann laufen wird!

1. Öffnet mit ein Texteditor die Datei "player.PLR" im Ordner "\rFactor2\UserData\player\player.PLR"
- Sucht im Text nach Einstellung "Render Once Per VSync" und ändert den Wert auf "3"
- Sucht im Text nach Einstellung "Synchronize Frame" und ändert den Wert auf "0.00000"
<Textdatei Speichern>
2. Öffnet im selben Ordner die Controller.ini Datei und setzt die Einstellung "Skip updates" auf "1"-> Datei Speichern
3. Im Spiel, Grafikeinstellungen VSYNCH: Video einstellen und "FXAA" auf "An", "Kantenglättung" dafür auf "Aus".
4. Im Spiel, Grafikeinstellungen "Blur Schatten" deaktivieren, "Environment Reflektionen" auf "niedrig" einstellen.
Spiel starten und euch über superflüssige Grafik freuen, selbst wenn 20 Autos gleichzeitig sichtbar sind! Vorausgesetzt, Ihr habt eine gute Grafikkarte & CPU natürlich.

Zuletzt bearbeitet:
Danke an Gaspedal für die Performance Tipps 
Konnte mit diesen Einstellungen tatsächlich zum ersten Mal Silverstone (wobei ich auch nur diese Strecke getestet habe) mit einem vollen Starterfeld (19 Gegner) mit konstanten 60 FPS durchfahren (an 2-3 Stellen hatte ich zwar noch kurze Einbrüche auf ca. 50-55 FPS die sind aber kaum negativ aufgefallen) und das sogar obwohl ich zum testen Paar Effekte/Settings die ich bisher deaktiviert hatte dazu geschaltet habe. Der einzige Wagen der immer noch deutlich unter den 60FPS läuft ist der WSGT2 Megate wobei sich auch hier die FPS locker verdoppelt hatten (gestern noch getestet und hatte teilweise nur 17 FPS und jetzt liegen diese bei ca. 42).

Konnte mit diesen Einstellungen tatsächlich zum ersten Mal Silverstone (wobei ich auch nur diese Strecke getestet habe) mit einem vollen Starterfeld (19 Gegner) mit konstanten 60 FPS durchfahren (an 2-3 Stellen hatte ich zwar noch kurze Einbrüche auf ca. 50-55 FPS die sind aber kaum negativ aufgefallen) und das sogar obwohl ich zum testen Paar Effekte/Settings die ich bisher deaktiviert hatte dazu geschaltet habe. Der einzige Wagen der immer noch deutlich unter den 60FPS läuft ist der WSGT2 Megate wobei sich auch hier die FPS locker verdoppelt hatten (gestern noch getestet und hatte teilweise nur 17 FPS und jetzt liegen diese bei ca. 42).
Bitte, freut mich wenn es geklappt hat.
So macht rf2 mehr Spass wenn alles butterweich mit mindestens 60fps läuft, auch mit 20 Gegner.
Vor allem Online. 
Die anderen Strecken laufen damit auch superflüssig, egal wieviele Gegner.



Die anderen Strecken laufen damit auch superflüssig, egal wieviele Gegner.

Zuletzt bearbeitet:
rFactor2 Update!!
=====================================================
Update 21 (Build 494) Changelog (February 26, 2014):
=====================================================
GRAPHICS:
————————
Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.
Fixed calculation and tweaked numbers to reduce cloud pop-in.
There’s a few items missing from this changelog, shadow draw, etc.
FEATURES:
————————
Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
Created some options for the suspension deformation code that allows more generic connections like brake lines.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem recovering from ctrl-alt-delete in Win 7/8.
Fixed some missing translations in rFConfig.
Fixed plugin callbacks PreReset() and PostReset().
Fixed a crash from the RFM spinner in strange cases.
Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)
Fixed problem reading older RealRoad files.
Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
Fixed a couple problems with Resume From Replay, including one potential crash.
Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
Fixed potential crash in transparent trainer code – probably only happened in multiplayer.
MODDING / PUBLIC DEV
————————
Fixed bug in ModMgr when displaying large (> 2GB) mod files.
Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
Fixed rcd values write out from realtime editor.
Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.
UI / HUD / Options:
————————
Fixed ‘enter’ key moving between min and max replay mode for other languages.
When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.
Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode.
Fixed issue with true type fonts sometimes (usually after UI switch) not loading.
MULTIPLAYER:
————————
Official ISI server now show on top of mp lobby list (until user manually sorts).
If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.
Detecting & reloading livery changes in multiplayer quick vehicle change.
Disabled new prediction algorithm by default, until issues are worked out.
CONTROLLERS / FFB
————————
Added profile for the Thrustmaster TX Racing Wheel.
Added an optional minimum FFB torque to the controller.ini file. Disabled by default.
AI
————————
AIs now attempt to restart engine when toggling AI on with a stalled engine.
Fixed some cases where RCD files were not loading.
Silverstone Circuit v1.01 -> v1.14 Changelog
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data
- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras
- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone
- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials
- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures
Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.
Loch Drummond 1.1
- Fixed upside-down crowd in some grandstands
- Fixed several objects intersecting fences
- Added invisible colliders to in/outfields
- Added canvas in front of tyre walls
- Optimized tyre wall LOD distances
- Optimized tyre wall reflections
- Optimized tyre wall shadows
- Optimized Radio Towers: separated into multiple VisGroups
- Optimized GrassVerges
- Optimized some textures
- Removed tyre stack in chicane
- Removed tyre wall collision objects
Download: http://rfactor.net/web/rf2/rf2dl/
=====================================================
Update 21 (Build 494) Changelog (February 26, 2014):
=====================================================
GRAPHICS:
————————
Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.
Fixed calculation and tweaked numbers to reduce cloud pop-in.
There’s a few items missing from this changelog, shadow draw, etc.
FEATURES:
————————
Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
Created some options for the suspension deformation code that allows more generic connections like brake lines.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem recovering from ctrl-alt-delete in Win 7/8.
Fixed some missing translations in rFConfig.
Fixed plugin callbacks PreReset() and PostReset().
Fixed a crash from the RFM spinner in strange cases.
Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)
Fixed problem reading older RealRoad files.
Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
Fixed a couple problems with Resume From Replay, including one potential crash.
Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
Fixed potential crash in transparent trainer code – probably only happened in multiplayer.
MODDING / PUBLIC DEV
————————
Fixed bug in ModMgr when displaying large (> 2GB) mod files.
Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
Fixed rcd values write out from realtime editor.
Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.
UI / HUD / Options:
————————
Fixed ‘enter’ key moving between min and max replay mode for other languages.
When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.
Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode.
Fixed issue with true type fonts sometimes (usually after UI switch) not loading.
MULTIPLAYER:
————————
Official ISI server now show on top of mp lobby list (until user manually sorts).
If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.
Detecting & reloading livery changes in multiplayer quick vehicle change.
Disabled new prediction algorithm by default, until issues are worked out.
CONTROLLERS / FFB
————————
Added profile for the Thrustmaster TX Racing Wheel.
Added an optional minimum FFB torque to the controller.ini file. Disabled by default.
AI
————————
AIs now attempt to restart engine when toggling AI on with a stalled engine.
Fixed some cases where RCD files were not loading.
Silverstone Circuit v1.01 -> v1.14 Changelog
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data
- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras
- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone
- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials
- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures
Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.
Loch Drummond 1.1
- Fixed upside-down crowd in some grandstands
- Fixed several objects intersecting fences
- Added invisible colliders to in/outfields
- Added canvas in front of tyre walls
- Optimized tyre wall LOD distances
- Optimized tyre wall reflections
- Optimized tyre wall shadows
- Optimized Radio Towers: separated into multiple VisGroups
- Optimized GrassVerges
- Optimized some textures
- Removed tyre stack in chicane
- Removed tyre wall collision objects
Download: http://rfactor.net/web/rf2/rf2dl/
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
Positiv. Und das FFB is auch nice. Vor allem ein direktes Lenkverhalten und so fahren die Wagen auch. Top
TrackMap hab ich mir raufgehauen. Problem auf manchen Strecken is das alles was ich davon auf dem Screen hab alle 2 Sekunden kurz verschwindet. Son Blinkeffekt hab ich auch bei der Beleuchtung der Wagen und Seitenspiegeln manchmal.
Weiß nicht ob die letzten beiden Sachen Streckenabhängig sind, hab jedenfalls bemerkt das TrackMap Hud auf Sebring und Malaysia die Macke hat.
TrackMap hab ich mir raufgehauen. Problem auf manchen Strecken is das alles was ich davon auf dem Screen hab alle 2 Sekunden kurz verschwindet. Son Blinkeffekt hab ich auch bei der Beleuchtung der Wagen und Seitenspiegeln manchmal.
Weiß nicht ob die letzten beiden Sachen Streckenabhängig sind, hab jedenfalls bemerkt das TrackMap Hud auf Sebring und Malaysia die Macke hat.
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
Build 590 Released
Installing from previous:
Use Update tab on installer, or download lite and either uninstall old, reinstall new, or just install new over the top.
Installing new:
Download installer from the link below that you wish to use. First timers might want to use the demo build first to try rF2, others probably want lite, then you can add cars and tracks from the other download pages.
Download: http://rfactor.net/web/rf2/installers/
Rel notes: Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014):
GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map
FEATURES:
————————
Added "+memstats" cmdline option to output memory usage file
BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin
MODDING / PUBLIC DEV
————————
Added "Copy To Clipboard" button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode
UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.
MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.
CONTROLLERS / FFB
————————
AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
1999 Panoz AIV Roadster 0.95 available
Download:
http://rfactor.net/web/rf2/cars/
Profile:
http://rfactor.net/web/rf2/cars/panoz-roadster/
Specific model is the 1999 Panoz AIV Roadster.
Must be using B494 or newer.
Some screenshots here:
http://rfactor.net/web/rf2/screenshots/
Video:
http://rfactor.net/web/rf2/videos/
Installing from previous:
Use Update tab on installer, or download lite and either uninstall old, reinstall new, or just install new over the top.
Installing new:
Download installer from the link below that you wish to use. First timers might want to use the demo build first to try rF2, others probably want lite, then you can add cars and tracks from the other download pages.
Download: http://rfactor.net/web/rf2/installers/
Rel notes: Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014):
GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map
FEATURES:
————————
Added "+memstats" cmdline option to output memory usage file
BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin
MODDING / PUBLIC DEV
————————
Added "Copy To Clipboard" button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode
UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server's copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.
MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.
CONTROLLERS / FFB
————————
AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
Ergänzung ()
1999 Panoz AIV Roadster 0.95 available
Download:
http://rfactor.net/web/rf2/cars/
Profile:
http://rfactor.net/web/rf2/cars/panoz-roadster/
Specific model is the 1999 Panoz AIV Roadster.
Must be using B494 or newer.
Some screenshots here:
http://rfactor.net/web/rf2/screenshots/
Video:
http://rfactor.net/web/rf2/videos/
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
Stock Cars Now In Early Development
http://rfactor.net/web/2014/03/26/stock-cars-now-in-early-development/

Kart Preview
http://rfactor.net/web/2014/03/27/kart-preview/
http://www.youtube.com/watch?v=cuLJLVIEklY
http://rfactor.net/web/2014/03/26/stock-cars-now-in-early-development/

Ergänzung ()
Kart Preview
http://rfactor.net/web/2014/03/27/kart-preview/
http://www.youtube.com/watch?v=cuLJLVIEklY
Zuletzt bearbeitet:
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
Perfect FFB settings in rFactor 2 - Essential read for all FFB users!
http://isiforums.net/f/showthread.php/19034-Optimal-FFB-settings-for-rFactor-2-Crucial-for-FFB-users!
rFactor 2 - Nissan GT-R GT1 @ Silverstone GP
https://www.youtube.com/watch?v=0MZcvlDh-Ns
http://isiforums.net/f/showthread.php/19034-Optimal-FFB-settings-for-rFactor-2-Crucial-for-FFB-users!
rFactor 2 - Nissan GT-R GT1 @ Silverstone GP
https://www.youtube.com/watch?v=0MZcvlDh-Ns
Schöne Videos und willkommen im Club 
Lade auch mal BSE Mod und DTM T5 Addon für rfactor2 runter, letzteres kostet ein paar €. Macht aber richtig Spass.
http://www.unitedracingdesign.com/#!shop/c1hgg
Ein GT3 Update ist auch schon unterwegs, aber mit der BSE Mod bin ich schon ziemlich zufrieden.
Auch die geilen Poznan, Putnam und Croft Strecken solltest Du unbedingt runterladen, sehen einfach toll aus:
https://virtualcircuits.wordpress.com/2013/02/26/poznan-v1-0-released/comment-page-1/
Melde Dich auch mal bei Bockbierbude an.
http://www.bockbierbude.de/

Lade auch mal BSE Mod und DTM T5 Addon für rfactor2 runter, letzteres kostet ein paar €. Macht aber richtig Spass.
http://www.unitedracingdesign.com/#!shop/c1hgg
Ein GT3 Update ist auch schon unterwegs, aber mit der BSE Mod bin ich schon ziemlich zufrieden.
Auch die geilen Poznan, Putnam und Croft Strecken solltest Du unbedingt runterladen, sehen einfach toll aus:
https://virtualcircuits.wordpress.com/2013/02/26/poznan-v1-0-released/comment-page-1/
Melde Dich auch mal bei Bockbierbude an.


Zuletzt bearbeitet:
Knoxi
Lt. Commander
- Registriert
- Jan. 2013
- Beiträge
- 1.147
Hy
also die Karts sind ja der Ober Knaller.
die Strecke ist auch sehr sehr geil.
F1 Kart mit 40 HP schiebt an wie Sau
also man muss schon echt seine Mitte finden FFB wie Lenkrad stärke usw..
Rhythmus zu bleiben das ist die Kunst und schnell reagieren ist angesagt aber macht Höllisch geilen Spaß.
Top
lg
also die Karts sind ja der Ober Knaller.
die Strecke ist auch sehr sehr geil.
F1 Kart mit 40 HP schiebt an wie Sau

also man muss schon echt seine Mitte finden FFB wie Lenkrad stärke usw..
Rhythmus zu bleiben das ist die Kunst und schnell reagieren ist angesagt aber macht Höllisch geilen Spaß.
Top
lg
A.K.
Admiral
- Registriert
- März 2010
- Beiträge
- 7.303
rFactor 2 Build 660 + New Touring Car Demo
It has been a busy month here at ISI, with the free releases of Build 590, the Panoz AIV Roadster, two types of Karts, and the Quebec karting track. Today, April 15, we release Build 660: This build is part of what should be an ongoing effort to consolidate the features of rFactor 2, in shorter timescale releases, while we work on newer features in the background, holding off on introducing them to the public product until they are at later stages of development.
Of important note is that our demo content has been changed. We have removed the Corvette C6.R GT2 and Lime Rock Park, replacing those with the Honda Civic Touring Car and Silverstone Circuit. If you want to run door-to-door with Matt Neal, Gordon Shedden and 2013 BTCC Champion Andrew Jordan while you find out about rFactor 2, now is your chance!
http://rfactor.net/web/2014/04/15/rfactor-2-build-660-new-touring-car-demo/
"Our official servers are running Civic at Silverstone, Karts at Quebec, HistF3 at Brianza10k, Camaro at Mores. Have fun!"
It has been a busy month here at ISI, with the free releases of Build 590, the Panoz AIV Roadster, two types of Karts, and the Quebec karting track. Today, April 15, we release Build 660: This build is part of what should be an ongoing effort to consolidate the features of rFactor 2, in shorter timescale releases, while we work on newer features in the background, holding off on introducing them to the public product until they are at later stages of development.
Of important note is that our demo content has been changed. We have removed the Corvette C6.R GT2 and Lime Rock Park, replacing those with the Honda Civic Touring Car and Silverstone Circuit. If you want to run door-to-door with Matt Neal, Gordon Shedden and 2013 BTCC Champion Andrew Jordan while you find out about rFactor 2, now is your chance!
http://rfactor.net/web/2014/04/15/rfactor-2-build-660-new-touring-car-demo/
"Our official servers are running Civic at Silverstone, Karts at Quebec, HistF3 at Brianza10k, Camaro at Mores. Have fun!"
Zuletzt bearbeitet:
konean
Commander
- Registriert
- Aug. 2011
- Beiträge
- 3.069
pleclair hat endlich seine Nordschleife wieder geupdated, nach einer langen Pause. Sieht diesmal alles insgesamt lebendiger aus. Freue mich schon drauf heute ein paar Runden zu drehen 
http://isiforums.net/f/showthread.p...st-v0-97n-beta?p=266718&viewfull=1#post266718
https://www.youtube.com/watch?v=Mx6leseeEEs

http://isiforums.net/f/showthread.p...st-v0-97n-beta?p=266718&viewfull=1#post266718
https://www.youtube.com/watch?v=Mx6leseeEEs
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