****Official rFactor 2 Thread****

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Anyone know how to hide the hud on replays? This was a pretty good race and I want to record it but not with all that stuff on the screen :D
 
Its my day off today, but friday could be my last day. I have set up a server now, i wont be looking all the time so speak to me on steam if you want someone to race against.

Server name is OCUK - Mills Metro
Password is OCUK
 
http://isiforums.net/f/showthread.php/6646-Renault-Clio-v1-0-Available

Hi folks,

The official v1.0 of the Clio is now available in the downloads thread.
The skin template, rim template and window template are also posted.

Known issues:
- Those of you who installed the accidentally leaked earlier version, will end up with duplicate Clio components, and may need to completely re-install to be rid of them.
- Opacity issues on the headlights until the next software update is released (which will update the Clio pace car and fix it).
- Possibly other stuff.

Instructions for the wheel rim and window templates:
Rims - Use the exact same naming as your skin, adding "EXTRA0" to the name. Saving in dds DXT5 format. So for car clio_16.dds, the rims are clio_16EXTRA0.dds.

Windows - Use the exact same naming as your skin, adding "WINDOW" to the name. Saving in dds DXT5 format. So for car clio_16.dds, the rims are clio_16WINDOW.dds. Make sure to make a white mask of this text, add it to alpha channel (alpha channel needs to be white where the text is so the text is opaque ingame).

Thanks,

Tim.
 
I have a server going, its all upto date with clios and the croft circuit.
Croft v0.91 - release notes:

- trees are temporary 2d bilboards, fully 3d trees are planned for v1.0 (performance reason)
- HDR profile is from ISI's track, new profile is planned for v1.0
- dirt layout is planned for v1.0
- animations are planned for v1.0
- temporary night lighting, upgrage is planned for v1.0
- 1% textures are from ISI's tracks.
- up to 40 drivers on track (24 + 16 garages / 24 pits)
- AI is very far from perfect, upgrade is planned ASAP.
- temporary replay cameras, upgrade is planned for 1.0
- no trackside sounds, upgrade is planne for 1.0
- performance, models and textures improvements are planned for 1.0
Here is the link to the croft circuit
http://isiforums.net/f/showthread.php/2974-Croft-Circuit-UK-WIP



Here is direct link to download the croft circuit

Server name is OCUK - Clios - Croft. Will try and leave server running all day.
 
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Finally thought I'd better purchase this after i just got a new wheel and pedal set and I must say I'm massively impressed with the FF and feel of all the cars. For me it already feels better than iRacing. The Clio wins hands down as the most fun to drive that car and croft is pure sim racing perfection.
 
nissan GTR on croft is just scary, meganes is scary aswell but they have a more controlled slide around the fast corners, the 370z just grips and grips... F ISI cars just bounce around like a bouncy ball on steroids....
 
http://racesimcentral.com/2012/08/rfactor-2-build-101-released/
http://isiforums.net/f/showthread.php/6984-rFactor2-Build-101-Released

DOWNLOAD LINK
http://isiforums.net/f/showthread.php/1396-Downloads
38.5mb

Build 101 released

UPDATE 6 (Build 101) Changelog (August 3, 2012):
======================================

GRAPHICS:
—————————
Fixed issue where suspension gets distorted wildly when a wheel breaks off.
Sun occlusion processing now properly restored after lost device.
Correct a problem where sometimes the visual tire contact equation wouldn’t be properly updated.
smooth out visual contact patch plane equation over time so tire doesn’t instantly deform
Fixed problem where skins would get applied inappropriately (to the windshield, for example).
Fix a bug with FXAA and multiview
Correct alignment of horizon haze.
tweaked pit director position so he’s less likely to be standing inside your vehicle
Added an HDR parameter
fixed HDR lum histogram from over-accumulation during pauses.
Ref mapper optimization
Fix occasional brightness pulsing in HDR mode.
Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.
Fixed alt-tab bug in MP mode.

GAMEPLAY:
—————————-
Added fix for safety car conflicts
unsportsmanlike conduct penalty should be working again
attempt to fix issue where drivers wouldn’t get appropriately blue-flagged if exiting the pits right in front of somebody
fixed the fallback case for determining the vehicle class

PHYSICS:
—————————-
New engine model can be damaged now, and can’t be run with the crankshaft rotating the wrong way!
Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.
‘Simple’ garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.

AI:
—————————-
fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.
fixed AI slowing down for cars in pits for some tracks (brianza)
fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.
fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties
fixed ai slow downs when only ai on a client (ie, when you’re connected to multiplayer game and turn control over to ai)
fixed ai drivers pulling out of pits and immediately slamming into the wall
improved ai handling of front-wheel drive cars

UI / HUD:
—————————-
added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner
made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)
made vehicle picking one gizmo instead of two.
removed all code for old vehicle selection gizmo and a team selection scroll box that wasn’t being used.
tried to autojoin the server after downloading and installing it’s mod.
tried to center loading bars.
building team list from veh parameter ‘category’ (fullteam tree path) rather than just team, since cars in wildly different series can share the team… thus some would be culled from the tree display.
decoupled options and HUD widescreen variable.
options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.
also removed WidescreenUI variable getting set to true when in a 4:3 res.
Now allow HUDs to be in resolutions other than 1280X960.
New support for options in resolutions other than 1280X960
mouselessscrollbox text scaling fix
Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.

BUG FIXES:
—————————-
a few memory leaks and some other cleanup
fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)
Some changes made to speed up selecting a different mod (hopefully this doesn’t break anything).
fixed possible thread-safety issue

MULTIPLAYER:
—————————-
changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.
Fixed “Available Opponents” listing on dedicated server, so now multiplayer vehicle filters work.
fixed multiplayer vehicle filter for list box selector
fixed multiplayer vehicle filter for scrolling select
Some multiplayer.ini housecleaning.
encode name & password
increased mp download limit.
added password verification for downloadable mods
check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles

CONTROLLER/FFB:
—————————-
setup FFB “effects driver” only once, and also stopped needlessly re-initialized the controllers
untested attempt to make LEDs work on modified Logitech DFP

REPLAYS:
—————————-
simplified and improved correction of wheel orientation in replays/multiplayer
improved replays of parts falling off vehicles
Replay format has changed slightly for various improvements, sorry it’s not backwards-compatible!
Current tread surface properties now recorded in replay and transmitted in multiplayer.
Recording tire carcass movement for player now.
Mostly fixed terrain feedback in replays.
Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.
A bit more precision for special effects in multiplayer/replays.
Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).
Improved replays of parts falling off vehicles.
Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren’t uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.
fixed jerking trackside cameras when rewinding in replay
fixed a couple things regarding wheel orientation in replay.

MODDING
—————————-
Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.
Several bug fixes in Modmgr.


For those of you, unsure or dont know how to update rFactor 2. You will need to download the latest update which is build 90 to 101. This update wont work with previous version. You will need build 90 to do this.

First, place the downloaded EXE file into the rFactor 2/updates directory (for example D:\Games\rFactor2\Updates ).
Second, Load the rfactor 2 launcher, click update, click query then it should say "Local update found. Click the Install button to continue." If not, you are not on build 90 or you have placed the update exe file into the wrong folder. Then just click install and follow the instructions. Then boom, its installed.

You do NOT need to download all the car mods/tracks again. This is just a build update. All cars and tracks should work fine. Im about to load up rfactor 2. I will see if its better :)
 
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BUILD 107

http://isiforums.net/f/showthread.php/7412-rFactor2-Test-Build-107-Released

UPDATE 7 (Build 107) Changelog (August 29, 2012):
======================================

Note: These release notes were compiled from small dev notes. Wrong category is possible.


GRAPHICS:
---------------------------
Added some HDR debug

GAMEPLAY:
----------------------------
made spin correction not work while on pitspot.

PHYSICS:
----------------------------
turbo code
working turbo code minus intercooler (but we're ignoring the decreased charge density until that's in)
for turbos, made configurable the location of boost pressure measurement for wastegate purposes
fixed intake manifold pressure calc for turbos

AI:
----------------------------
fixed AI miscalculating fuel needs for fuel multiplier values greater than 1

UI / HUD:
----------------------------
made multiplayer list "event name" field now "venue name, event name"
virtual mirrors (and toggling them) now work the same for cockpit and TV cockpit
added 2 pairs of x,y offsets to mouseless scroll boxes that can define the position of the specific image within the scrollbox item. (the image used to always be placed at 0,0 and extend to the full extent of the scrollbox item)
increased multiplayer game list buffer & standardized internal buffers for safer future upgrade

BUG FIXES:
----------------------------
fixed keyboard handling in UI editor (we weren't handling Windows messages in a special tight loop)
made gamedatabase switches more robust.
fixed net lag issue (which was caused by extra data being sent without regard to appropriate bandwidth limit)
fixed skinning bug with non-retail showrooms
removed redundant gdb value "GrandPrixName"...since it was always identical to "EventName".
fixed track selection gizmos from stocking multiple copies of the same event.
fixed a bug where main page veh, rfm, or track icon would not show up because it was the wrong format.

MULTIPLAYER:
----------------------------
Added sort field for sorting by location to NetCommUtil
made the text color of the racegrid participants customizable instead of hard-coded.


http://rsrl.de/include.php?path=contentarchive&type=4
HTTP link.
 
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rF2 is better than rF1. Don't complain about the lack of mods, rF2 is still a beta!

Looking at some Spa videos and Monaco, all I can say is wow. I was considering iRacing, but maybe down the line when I want to compete seriously. I am very tempted by this..

I'll probably get an annual membership as being a student, you never know what's around the corner!
 
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