RFactor 2

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Jerome Poktre
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Re: RFactor 2

Message par Jerome Poktre » ven. 5 juil. 2013 18:44

C'est con que les gens qui ont payé un volant à 1000€ ne peuvent pas jouer à tous les jeux.. Avec mon G27, gratuit, j'ai de très mghtr sensations sur rFactor 2, même RRRE, et j'en aurais surement aussi de très mjyu sur Assetto Corsa ou même CARS...

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Re: RFactor 2

Message par SkylineGTR34000 » ven. 5 juil. 2013 22:00

Jerome Poktre a écrit :C'est con que les gens qui ont payé un volant à 1000€ ne peuvent pas jouer à tous les jeux.. Avec mon G27, gratuit, j'ai de très bonnes sensations sur rFactor 2, même RRRE, et j'en aurais surement aussi de très bonnes sur Assetto Corsa ou même CARS...

ben nen même tps si les devs ne font rien pour que cela fonctionne avec tous les volants sa pas fonctionné correctement.

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Re: RFactor 2

Message par Jerome Poktre » sam. 6 juil. 2013 00:45

Ba bien sur c'est forcément les développeurs... sur rFactor 1 ya jamais eu de problèmes je vois pas pk il y en aurait sur rFactor 2 mais bon c'est vrai les volants FANATEC sont irréprochables... :mrgreen:

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Re: RFactor 2

Message par SkylineGTR34000 » sam. 6 juil. 2013 09:10

et pourquoi il y a pas de soucis dans aucun autre jeu ? GTR2 nickel, Pcars nickel, AC parfait, nKp nickel, iRacing Parfait, R3E nickel et rf2 pourri, évidemment c'est le volant le problème, bien sur pourquoi pas, les devs passent des partenariat avec des constructeurs, Pcars avec thrustmaster, AC avec fanatec, donc ds les 2 cas, tu auras un meilleur ressentis avec ces volant qu'avec un logitech par exemple.

Et pour info, les problemes de fanatec sont ds la conception, pas dans le ressentis, le ffb etc...

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Re: RFactor 2

Message par Olivier Vignon » lun. 8 juil. 2013 19:20

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Jerome Poktre
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Re: RFactor 2

Message par Jerome Poktre » ven. 26 juil. 2013 15:50

Pour les amoureux de vieux modèles, ISI prépare de nouvelles caisses

http://rfactor.net/web/2013/07/25/histo ... rfactor-2/


A savoir aussi qu'ils bossent sur les circuits de Bahrein, d'Autodromo Mores et d'Indianapolis Motor Speedway.

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Re: RFactor 2

Message par archeo » ven. 26 juil. 2013 16:10

J'ai cru voir quelque part qu'il y aurait aussi du SGT, il me semble qu'il s'agissait d'une Nissan R35.
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Re: RFactor 2

Message par Olivier Vignon » ven. 26 juil. 2013 20:46

Oui y'a pas mal de trucs en cours... Mais il faudrait qu'ils mettent de l'ordre dans tout ça et sortir que les trucs aboutis maintenant...

A suivre...
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Re: RFactor 2

Message par Jerome Poktre » jeu. 1 août 2013 17:46

La Chevrolet Camaro GT3 est sortie.

http://downloads.imagespaceinc.com/rf2/ ... -120.rfcmp" onclick="window.open(this.href);return false;


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Re: RFactor 2

Message par YodaWin » mar. 20 août 2013 22:11

Quelques infos sur les développements en cours

rFactor 2 – Q&A & New Mores Previews

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Re: RFactor 2

Message par Jerome Poktre » lun. 26 août 2013 15:36

Le circuit Autodromo di Mores est disponible:

http://www.virtualr.net/rfactor-2-autod ... s-released" onclick="window.open(this.href);return false;

Une prochaine mise à jour devrait être bientôt disponible.

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Re: RFactor 2

Message par YodaWin » ven. 6 sept. 2013 21:04

Sortie de la build 298

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=====================================================
Update 17 (Build 298) Changelog (September 4, 2013):
=====================================================

FEATURES:
————————
Added “FuelLevelDigit*” to cockpitinfo.ini.
Changed when the low fuel warning comes on.
Work-in-progress on restoring vehicle state upon race rejoins (server optional).
Added new constraint system that supports chassis flex and more. Not 100% ready for primetime yet.
Removed “hand held” functionality from cameras when cycling through cameras in spectator mode.

GRAPHICS:
————————
Made some improvements to reflection mapping.

MODDING / PUBLIC DEV
————————
Improved default tracking cam values.
Implemented a “clear all cheat values” for a specific path because the old way required selecting all waypoints to be cleared first.
Added option to only show selected camera’s activation zones.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug where uninstalled components were polluting inventory during loading.
Fixed memory leak.
Fixed some ttool problems when writing out TGM files.
Fixed random message box spam during recon lap.
Removed FlushPreviousFrame option from plr file to eliminate confusion, this param was moved to config.ini a year ago.
Added fail-safe to make sure pit exit eventually turns green in race.
Prevent pit exit from getting stuck at red during an early safety car.
Fixed client confusion when restarting weekend after another client has left a race.
Fixed a bug with incorrect use of bloom in showroom.
Fixed a problem with track bar geometry introduced a while back (doesn’t affect any current ISI content).

AI:
————————
Probable fix for multiplayer AI cars parking in wrong pit spots and blocking garages.
Fixed AI chatting in response to contact (apology or anger depending on perceived fault).

MULTIPLAYER:
————————
Now uses a single port for simulation data. +port is the command line option. Simulation port in multiplayer.ini.
Can now run server and client on the same machine.


=====================================================
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.

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Re: RFactor 2

Message par YodaWin » sam. 7 sept. 2013 09:58

Et un petit fix dans la foulée

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=====================================================
Update 18 (Build 300) Changelog (September 6, 2013):
=====================================================

BUG FIXES / OPTIMIZATIONS:
————————
Fixed startup crash caused by mods with exceptionally long descriptions.
Fixed TTool draw error, etc.
Fixed static reflections.

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Re: RFactor 2

Message par Olivier Vignon » mar. 17 sept. 2013 16:42

Une p'tite video sur la comparaison réalité/rF2 en Clio sur le circuit Di Mores...

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Re: RFactor 2

Message par Olivier Vignon » mer. 2 oct. 2013 14:45

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Re: RFactor 2

Message par YodaWin » ven. 25 oct. 2013 13:28

Build 342

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=====================================================
Update 19 (Build 341-unstable, 342-release) Changelog (October 22, 2013):
=====================================================

FEATURES:
————————
Now allowing user vehicle data (like FFB multiplier) to be stored separately from mods. To enable, set the PLR file option “User Vehicle Data” to 1. The current default is 0, which is the original behavior. If it works well, we will change the default.
Allowing virtual mirrors to be used with onboard cameras now. Also made mirror key apply to swingman and onboards.
Added UI options to create a “virtual” vehicle…based off an existing vehicle. Goto Tuning Page with an existing vehicle…select a loose alternative skin. (if no loose alternative skins are availible, hit the “create dir” button, then the “reload” button and it’ll generate one for you (use the skin spinner and select “alt”). Once you select an alternative loose skin, the “create” new driver button should be enabled. hit that…fill in the new driver name and team, and next time you enter the vehicle selection screen you should be able to select your new vehicle. (new “virtual” vehicle will also be available as an opponent) (Doesn’t currently work for multiplayer).
Added a more generic way for physics modders to attach pushrods (or spring/damper units); in particular they can be attached to A-arms now.
Added tire compounds to results file.

GRAPHICS:
————————
Changed baseline turbidity to 2.0
Now able to exclude specified objects (such as cockpits) from HDR scene avg luminance computation.
New particle cloud system is being phased in.
Improvements to HDR downsampling.
Reflection maps set to Off now uses a near-static map.
Some improvements to reflection map rendering pipeline.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed case where incorrect password would be saved after a failed download.
Fixed incident reporting and crash sounds, not coincidentally!
Fixed mistake when we added support for 6 controllers.
Garage UI captions that are overridden by one vehicle now get reset to the default if a different vehicle is chosen.
Fixed time length of replay reported in Replay Information box.
Improved handling of the situation where there are more vehicles than garage spots (added warning message, and prevented a possible CTD).
Added a controller.ini variable “Detect Rearranged Controllers” which was and is on by default, but can now be disabled if it seems to cause problems.
Computing main vehicle body extents using collision body only now, since collision is its primary purpose. For some cars, this fixes a problem where the AI thought the car was really wide due to the ambient shadow object.
Fixed a problem where the grid at the monitor would look messed up if adding/removing vehicles while paused.
A hopeful fix for the problem where Windows 8 users are reporting occasional lost controllers.
Fixed the position displayed in front of the driver’s name at the monitor, which was usually incorrect when viewing replay.

MULTIPLAYER:
————————
Allow /restartwarmup to go back to the warmup session briefly even if it is disabled. The purpose is to allow pending drivers to join.
Optimized the initialization of temp cars in multiplayer, which reduces the slight hitch when other clients join while you are driving.
Fixed bug where server messages were being labeled as “Your Name:” instead of “[server]:”

MODDING / PUBLIC DEV
————————
Fixed crash from entering game with no AIW file.
Added new gizmo APP_TEXTVALUE_REPLAYDRIVER for OSC modders that only displays driver’s name, not position.

AI:
————————
Introduced version 1.0 of new AI learning code. When Autocalibrate AI Mode=”2? in the playerfile, AIs will run laps in practice trying to optimize their operating parameters on a per corner basis ( up to the new playerfile variable “AI Calibrate Sample Size” number of trials). They create a database (*.wis file…for “wisdom”, in the UserData\player\Settings\componentName\VehicleFile directory) with the results & use these results to adjust their parameters on the fly in a race. Because this is the first release, it’s not completely full-featured…for best results, during practice, disable fuel usage, tire wear, and mechanical failures, and try to keep out of their way (they will not currently ignore a result because the the AI was held up by another car). Results are stored between games, so you may run a race with fuel usage, tire wear, and mechanical failures once the databases are created.
When Autocalibrate AI Mode=”3?, the AI will only read and use existing knowledge.

*** KNOWN ISSUES ***

General
========
-While driving Historics, AI can not safely slow down and enter their pit stall.
-Because work on rFactor 2 is ongoing, newer mods and components may have issues if played on earlier rFactor 2 versions than the version for which they were intended.

Networking
========
-Server does not warn user if IP:port is already in use.
-No Server ping in MP Lobby.
-Server detail sharing does not work in some cases.
-Some odd collision behavior is happening in multiplayer.

Graphics
========
-Environment mapping is not yet fully optimized and may cause slowdowns, especially on multi GPU systems.
-FXAA post processing does not work with any level of MSAA enabled – disable MSAA if you are using FXAA

Replay
======
-Some vehicle states like tire temperatures are not restored when resuming a session from a saved replay.
-The accuracy of the g-force meter may depend on replay quality level. Similarly, watching an AI or human opponent live may result in a very “spiky” meter.

Tire Model
==========
-Contact patch load distribution model is not final, which means tire pressure does not have the full effect that it should.
-Aquaplaning is not implemented, so wet weather driving is only properly modelled when the track is damp but with no standing water.
-There are other relatively minor loose ends.
-Curbs, white lines have almost no grip in rain.

Collision
=========
-Loose objects (cones, haybales, etc.) “fall asleep” inappropriately, sometimes up in the air, and essentially turn into solid objects.

Weather/RealRoad
================
-Groove build-up and track wetness/drying happen at an artificial, accelerated rate.
-Wind and humidity do nothing.

Controllers
===========
-Some older force feedback drivers cannot handle rFactor2?s high-fidelity update rate and in fact make the simulation fall out-of-realtime (you’ll notice if things get jerky and slow and the purple bar on the CPU Time graph goes to 100%). There are two possible fixes: 1) get updated drivers from your hardware manufacturer (recommended), or 2) open up controller.ini and set “Skip Updates” to a non-zero value. Note that the presets for new Thrustmaster wheels include the second fix in case users haven’t updated their drivers. Again, we recommend updating the drivers and setting “Skip Updates” back to 0.
http://rfactor.net/web/rf2/rf2dl/

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Re: RFactor 2

Message par pat » sam. 28 juin 2014 18:17

http://www.theracingline.fr/2014/06/rfa ... -test.html" onclick="window.open(this.href);return false;

A votre avis cela peut il amélioré significativement le jeu?
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Re: RFactor 2

Message par Olivier Vignon » sam. 28 juin 2014 18:33

pat a écrit :http://www.theracingline.fr/2014/06/rfa ... -test.html

A votre avis cela peut il amélioré significativement le jeu?
ça devrait être beaucoup mieux, même si ça a deja été amelioré sur les dernier build...

Normalement en Juillet ça devrait passer en 64 bits.
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