[Sammelthread] rFactor 2 - Aktuell: BetaPhase

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Ich habe alles nochmal neu installiert. irgendwie habe ich da nicht mehr durchgeblickt.mfg
 
Ist nicht so Einfach bei den Mods noch den Überblick zu behalten , gerade wenn man lange nicht mehr gezockt hat . Möchte nicht wissen wie es da Neueinsteigern geht...Aber auch das System soll sich noch ändern . MfG
 
ja, ist alles sehr kompliziert geworden.
Ich wollte gerade mal auf Barcelona(2.2) fahren. Obwohl die Strecke installiert ist, kann ich sie im Spiel nicht finden. Könnt ihr bitte mal überprüfen, ob die bei euch auch nicht vorhanden ist?

Ich habe noch ein Problem. Im Menu für Strecken und Autos, kann ich nur die "Spinner View" nutzen. In der "List-View" wird mir kein Text angezeigt. Das macht bei über 100 Autos und Strecken irgendwie keinen Spaß.

List.jpg

Ist schon seit der frühen Beta so bei mir - auf 2 verschiedenen Rechnern mit Win8 64bit. Vermutlich findet rFactor irgendeine Systemschrift nicht.
 
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Wer keine lust auf das Durcheinander hat, kann sich auf der http://www.bockbierbude.de/ anmelden, muß nur die Standartinstallation ausführen, einen Syncmanager ins Verzeichnis kopieren und diesen starten, der REst erledigt sich von allein. Es ist dann zwar nicht jeglicher Kontent vorhanden, weil die Bude, die großen Müllstrecken nicht aufschaltet aber das wesentliche ist vorhanden. Leider ist abseits der Events auf den Servern nicht so viel los zur Zeit aber wenn sich hier ein paar finden würden wäre das sicher anders, besonders da andere Fahrer magisch angezogen werden sobald 3-4 Fahrer online sind.
Barcelona bin ich noch garnicht gefahren. Hast du vielleicht noch eine alte Version installiert, dann funktioniert die neue nicht.
ICh würde auf jeden fall eine Neuinstallation empfehlen und mal richtig aufräumen.
 
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Bei den Mods hab ich Barcelona 2.2 , kann den aber in keiner Serie auswählen , da fehlt wohl der Passende VMod...Am besten online schauen wo der Track gefahren wird und dann auf " Get Mod "...MfG
 
Das Problem bei der Bockbierbude ist nur, dass sich deren content scheinbar zu dem von ISR unterscheidet. Dort braucht man Strecke v.1.2 hier wieder 1.2.1 usw. das nervt extrem :(
Freiheit ist eben nicht immer gut :d
 
ja aber wenn man auf der bockbierbude unterwegs ist, braucht man eben um nichts mehr kümmern. müssen sich nur endlich mal ein paar mehr Fahrer finden.
die rennen auf den isr Servern sind abre auch ziemlich katastrophal, da krachts mir zu häufig da verlieren ich die lust.
 
ja leider. daher fahre ich die anderen sims eigentlich uach nur auf den budenservern, da gelten regeln und bei nichteinhalten gibt's auch mal zwangsurlaub. Von daher machts da eben mehr spaß.
 
dann fertige doch mal eine bbbinstall von rfactor2 an. die anderen am besten auch gleich, dann kann man da mal zusammen fahren ohne chaotismus
 
Na dann wünsche ich dir aber das nicht jede der 4 Buden ihr eigenes rF2 Süppchen kocht ; )

die altbierbude fährt nur gt legends, die pilsbierbude gtr2 die wei´ßbierbude race. nur die bockbierbude rf2. ist also kein problem

---------- Post added at 17:14 ---------- Previous post was at 17:13 ----------

Installiert ja , aber ich meine das dann nur die neuere Ausgewählt wird , würde es aber nicht beschwören . MfG

online ist das kein Problem, das wird über die nötige vmods geregelt. nur offline ist dann die neue strecke nicht wählbar zumindest beim originalcontent.
 
Wo genau update ich denn die Strecken und Fahrzeuge?
Ich finde kein update wo sonst die builds gesucht werden und auch kann ich die einzelnen Teile nicht unter "manage mods" updaten. Ist nicht das genau die tolle Neuerung gewesen, alles über diesen Bereich updaten zu können? Ich sehe langsam den Wald vor lauter Bäumen nicht mehr..
 
nein du must die alten dinge im modmanager deinstallieren. neue hier rFactor 2 Downloads | rFactor downloaden. den alten Content im packages ordner löschen , das geladene kram in den packages ordner schieben und dann wieder im modmanager installieren.
 
Neuer Build 218

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Update 14 (Build 218) Changelog (May 20, 2013):
=====================================================

KNOWN ISSUES ON RELEASE:
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- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
- Possible MP lag/stutter when player disconnects
- Possible alt-tab crash (we have not been able to recreate yet)
- Wet Weather transparency issues, fixed in upcoming (short timeframe) build
See knownissues.txt for more

GRAPHICS:
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- Fixed problem where particles were mis-aligned across viewports in multiview
- Fixed a problem where side views could become un-synced with center view in multiview
- Fixed a shadow-related bug if shaders were initially compiled by showroom
- Fixed several issues with showroom when used with non-HDR mode
- Improved monitor replay view in multiview
- Fixed some overlay bugs in instant replay in multiview
- Changed render order of side views in multiview to fix lagging problem
- Improved rain look
- Re-enabled wet skids
- Fixed a bug causing inconsistent fog among channels in multiview
- Fixed a bug loading default HDR profile
- Fixed uncoordinated rain drops in multiview mode
- Improvements to fullscreen showroom display in widescreen and multiview modes
- Fix for multiview shadow error when tree wind is 0
- Fixed a bug with re-initializing letterbox manager
- Improved instant replay overlays in multiview mode
- Fixed a bug when switching to a non-multiview res, where multiview was still being used
- Fixed replays in multiview mode
- Restrict mem bar display to realtime only
- Fix location of reflection map display in multiview mode
- Fixed a bug with fire being non-alpha

PLUGINS:
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- Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
- Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
- Added ignition/starter state to plugin telemetry data.
- Made changes to allow plugins to draw in the options.
- Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.

PHYSICS:
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- Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
- Improved the automatic collision hull generation for front and rear wings.
- If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
- Small improvement in collision response.

SOUNDS:
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- Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
- Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
- Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
- Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
- Ambient sound effects can now use exponential attenuation like the vehicles do.

FEATURES:
————————
- Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
- In replay, space key now toggles between play and stop.

GAMEPLAY:
————————
- Increased component/mod verify level from None to Normal
- Using additional criterion to differentiate between cmps with same name/version

UI / HUD / Options:
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- Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
- Added plrfile option for transparency AA (defaulted to On)
- Fixes for various showroom problems.
- Added a “download in progress” button that only appears when we have a component download in progress.
- Added PLR file option “Start Engine” for whether you want it automatically started
- Fixed vehicle labels in monitor
- Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
- Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
- Corner damage states in HUD now represent body and/or suspension damage.
- Turn off time acceleration when moving to another session.
- When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)

MODDING / PUBLIC DEV
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- Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
- Fixed a ModMgr bug reporting MAS file sizes of upated cmps
- Fixed a ModMgr bug with availability of updated mods/cmps
- Component/Mod names now limited to 32 bytes
- Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
- Added justification info to text items that can be added to HUD.
- fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
- Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
- Added ability to remove yellow flag to puppet master mode.

BUG FIXES / OPTIMIZATIONS:
————————
- Fix for broken replay display in triple head mode.
- Also fixed a possible deadlock when trying to resume a race from replay.
- Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
- Fixed an intermittent crash if you were a pending driver and the weekend was restarted.

AI:
————————
- Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
- Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
- Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
- Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
- Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.

MULTIPLAYER:
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- Fixed Mod download that failed to complete would prevent future successful attempt to install
- Offer only actual mods, not multicmps, as choices to start a dedicated server.
- Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
- Attempt fix for driver swap “name confusion”.
 
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Ich kann mir nicht vorstellen dass die Betreiber der Server es gut finden, wenn ich 1000Mb an Strecken bei denen lade.
 
Die neuen Screenshots ausm ISI-Forum und das Changelog machen auf jeden Fall Lust auf mehr...

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Update 15 (Build 228) Changelog (June 10, 2013):
=====================================================

GRAPHICS:
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Fixed an error with frame buffer textures in a few cases
Fixed a problem with HDR bloom when running multiview
Did some adjustment of multiview HDR processing
Added detail levels to env and road reflection options

SOUNDS:
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Fixed bug where the audio mixer treats the player as an opponent when going under AI control.
For onboard cams, setting Flags2 to 1 will make them use external rather than internal sounds.

FEATURES:
————————
Attempt to correct controller IDs if they get switched around when plugging in other input devices like joysticks.

GAMEPLAY:
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More tidying up of multiview replay

UI / HUD / Options:
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Clearing sidebars from replay gizmo when bouncing back to main monitor from large replay window in multiplayer

MODDING / PUBLIC DEV
————————
Fixed a crash in ModMgr when switching from detailed to simple view
Fix up some minor UI problems in MAS2
Added ability to place listeners for ambient sounds using the editor.
Added ability to see the path the AI last took in AIW editor show/hide menu
Fixed an issue in ModMgr where an install to a new directory would use last known working and packages folders – new installs will now use new working and packages folders until modified by user.
Added menu option to cancel recording paths in AIW editor and to trigger path recording with “External Signal Left” mappable input.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed a bug when toggling FXAA from in game where the shaders were not being recompiled properly
Fixed alt-tab crash in MP caused by multiple rearview inits
Demo set as PREFERRED_RFM
Fixed recently introduced bug where clients would sometimes halt when another client exited the race.
Fix skins on dedicated server replays, not yet sure if this helps with skins on client replays.
Fixed “Get Mod” password entry box to send player to the right screen when “Enter” key is used to progress forward
Fixed a bug with incorrect billboard rotation when wind/crown motion deactivated
When mapping controls to a controller axis, fixed a minor problem where the axis settings could get stuck in a bad configuration (more specifically, while we tried to detect whether you were trying to use a half axis or a full axis).

AI:
————————
Fixed bug where sometimes AI would get stuck in an extremely slow state.
Closed potential slowdown loop when yellow flag is thrown and freezing running order for AIs.

MULTIPLAYER:
————————
Fixed an alt-tab crash specific to MP only
Added send rate control to built in HTTP server
Added server & admin commands “/dq” and “/undq” to disqualify and re-qualify drivers.
Remove exited clients’ cars if restarting weekend.
Added basic race rejoin after disconnect, which must be enabled on the server to work (with the multiplayer.ini setting “Allow Race Rejoin”). Currently you just get a new car in the garage.


May 23 – Formula Renault 3.5 v1.43:
- Minor cam tweaks.
- Slight tyre adjustment.
- Small AI adjustment, in short they’ve been slowed down a bit and are more inline with player physics.
- Slightly less downforce loss in slip-stream.
- Fixed graphical issue with driver body.
- Fixed flickering mirror on max LOD.
- Fixed vMod creation issue
 
Build 240 und Silverstone : )

Update 16 (Build 240) Changelog (June 27, 2013):
===================================================== FEATURES:
————————
Doubled the number of upgrades a vehicle can possibly have.
Added some dynamic adjustments to weather-based road params
GRAPHICS:
————————
Fixed lagging road reflections.
Set HDR on by default
UI / HUD / Options:
————————
Computed rake in spinner so that both front and rear tires would be on ground.
Added progress bar to component download page
MODDING / PUBLIC DEV
————————
Fixed RFM spinner in mod mode exe to work correctly even without and “All Tracks & Cars” mod button.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed auto-detection of controller on first startup (i.e. no player file exists).
Made parking box work when swapping drivers.
Added track signature variable to playerfile so that 2 different versions of a track can be selected and displayed.
Fixed launcher verify issue that was related to data.path being placed in the update.
Fixed one issue that could accidentally change the vehicle setup during a driver swap.
Removed some DX API calls which were interfering with desktop color calibrations – these should now work in full screen mode.
Quick fix for new lag problems when someone leaves a race.
AI:
————————
Fixed an AI slowdown bug that could prevent pace car from entering the track when called upon.
Fixed half second throttle lift when car detects a tire bounced off road (usually from a rumble strip) but otherwise no grip issue.
Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.
Roughly halved the cornering radius that can (among other things) trigger throttle lifts when sliding out.
REPLAY:
————————
Made replay monitor’s lap and sector info a little more useful when viewing in realtime (or near realtime)
Change to max # of upgrades changed the replay format, but in this case it was easy to make the replay code be backwards-compatible.

June 27 – Chevrolet Corvette C6.R v1.42
- New driver
- New animations
- Fixed inside windshield reflection
- Modified backfire
- Improved materials
- Refined tire wear model

June 24 – Lime Rock Park:
- Updated HDR profile
- Adjusted initial fog values
- Fixed missing GMTs


http://isiforums.net/f/showthread.php/2872-rF2-screen-shots?p=182364&viewfull=1#post182364
 
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