rFactor 2 (Novedades, Screens, informacion de ISI)
Moderador: Organizacion
- rigodon
- Administrador

- Mensajes: 3391
- Registrado: Mié Mar 25, 2009 10:47 am
- Volante: Logitech G25
- Nick rFactor: rigodon
- Ubicación: Madrid
- Has thanked: 25 times
- Been thanked: 701 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Publicada la versión 125:
PHYSICS:
—————————-
Fixed some RealRoad setting issue and uninitialized data if file couldn't be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.
AI:
—————————-
fixed a bug where AI ignored pit strategy needs while out on track.
fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
added two new variables for AI to the RCD files "UnderSteerEffectOnThrottleMulti" which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & "UnderSteerEffectOnLineMulti" which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter "UnderSteerEffectOnLineMulti" is.
UI / HUD:
—————————-
added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
fixed event picking bug when a MOD with multiple updates has multiple versions of some events
fixed bug in HUD editor that had mismatched global parameters.
Made RFM picker scroll in when ARAC button is selected.
fixed extra character being drawn for newlines in the garage notes
Add selectable HDR profiles to settings page
Added a new Options Button to select "All Tracks & Cars". Also removed "All Track & Cars" mod from the spinner.
Added version numbers to RFM, VEH, & track selection gizmos.
Fix for showroom not loading first time through
added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
made the "leave track" gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)
BUG FIXES:
—————————-
Fixed problem where upgrades didn't work first time after installation
fixed potential deadlock when adding or booting AI in single-player mode
Fixed a bug to allow mas'd sounds to be loaded in moddev mode
MULTIPLAYER:
—————————-
Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.
CONTROLLER/FFB:
----------------------------
Now also resetting steering wheel range whenever 'Reset FFB' is pressed.
Bumped up maximum number of controllers from 4 to 6.
Added logging and potential fix for problem where people sometimes lose keyboard input.
PLUGINS:
----------------------------
We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.
REPLAYS:
----------------------------
Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a "perfect" save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.
MODDING / PUBLIC DEV
----------------------------
Fixed a bug in Mas2 with crashing during mod install
Fix for viewer to support no dyn vbuf
Removed confirm dialogs from Mas2 for mas'ing and packaging components and mods
Changed multi-cmp file extension to .rfcmp
Minor changes made to improve meshmender tangent basis generation
Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won't be
gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
gMaterial plugin has a "Reset Shader Location" button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
Added fix for loading mas'd sounds in mod mode
RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.
Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
Descarga: http://isiforums.net/f/showthread.php/8 ... 5-Released
Como otras veces, hay un montón de mejoras pequeñas que se ven poco desde fuera, pero esta vez si hay una mejora que me llama mucho la atención: la posibilidad de continuar una carrera desde una repe. Me recuerda al guardado de carrera que existía en la saga Grand Prix...
PHYSICS:
—————————-
Fixed some RealRoad setting issue and uninitialized data if file couldn't be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.
AI:
—————————-
fixed a bug where AI ignored pit strategy needs while out on track.
fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
added two new variables for AI to the RCD files "UnderSteerEffectOnThrottleMulti" which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & "UnderSteerEffectOnLineMulti" which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter "UnderSteerEffectOnLineMulti" is.
UI / HUD:
—————————-
added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
fixed event picking bug when a MOD with multiple updates has multiple versions of some events
fixed bug in HUD editor that had mismatched global parameters.
Made RFM picker scroll in when ARAC button is selected.
fixed extra character being drawn for newlines in the garage notes
Add selectable HDR profiles to settings page
Added a new Options Button to select "All Tracks & Cars". Also removed "All Track & Cars" mod from the spinner.
Added version numbers to RFM, VEH, & track selection gizmos.
Fix for showroom not loading first time through
added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
made the "leave track" gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)
BUG FIXES:
—————————-
Fixed problem where upgrades didn't work first time after installation
fixed potential deadlock when adding or booting AI in single-player mode
Fixed a bug to allow mas'd sounds to be loaded in moddev mode
MULTIPLAYER:
—————————-
Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.
CONTROLLER/FFB:
----------------------------
Now also resetting steering wheel range whenever 'Reset FFB' is pressed.
Bumped up maximum number of controllers from 4 to 6.
Added logging and potential fix for problem where people sometimes lose keyboard input.
PLUGINS:
----------------------------
We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.
REPLAYS:
----------------------------
Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a "perfect" save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.
MODDING / PUBLIC DEV
----------------------------
Fixed a bug in Mas2 with crashing during mod install
Fix for viewer to support no dyn vbuf
Removed confirm dialogs from Mas2 for mas'ing and packaging components and mods
Changed multi-cmp file extension to .rfcmp
Minor changes made to improve meshmender tangent basis generation
Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won't be
gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
gMaterial plugin has a "Reset Shader Location" button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
Added fix for loading mas'd sounds in mod mode
RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.
Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
Descarga: http://isiforums.net/f/showthread.php/8 ... 5-Released
Como otras veces, hay un montón de mejoras pequeñas que se ven poco desde fuera, pero esta vez si hay una mejora que me llama mucho la atención: la posibilidad de continuar una carrera desde una repe. Me recuerda al guardado de carrera que existía en la saga Grand Prix...
Manager Legacy Racing Audi


-
Keke Rober
- Piloto NRD Consagrado

- Mensajes: 693
- Registrado: Mar Sep 01, 2009 1:57 pm
- Volante: G27
- Nick rFactor: KekeRober
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Pues para mi eso no tiene sentido en un simulador xD pero bueno...a ver cuando acaban que desde 2010 que dijeron que iba a salir...ya está bien...
Campeonatos participados 3
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
- rigodon
- Administrador

- Mensajes: 3391
- Registrado: Mié Mar 25, 2009 10:47 am
- Volante: Logitech G25
- Nick rFactor: rigodon
- Ubicación: Madrid
- Has thanked: 25 times
- Been thanked: 701 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Yo te digo una utilidad para el guardado, que la usaba hasta la saciedad en el GP4: Cuendo una curva o sección de un circuito se te atraganta, entrenas offline, guardas la partida antes de llegar allí y repites la curva las veces que haga falta... 
Ayer estuve probando uno de los coches que vienen con el juego: el fórmula masters de ISI, que es un F1 de 2011 y moló mucho usar el DRS
Aparte de eso, creo que aunque el nuevo modelo de neumáticos no está aún terminado, es muy utilizable, y por eso ya se empiezan a ver por ahí campeonatos de RF2. Lo que creo que aún no está listo para usar en campeonatos es la lluvia. Pero bueno, en las pachanguitas invernales nos haremos una idea más precisa de donde está el juego...
Ayer estuve probando uno de los coches que vienen con el juego: el fórmula masters de ISI, que es un F1 de 2011 y moló mucho usar el DRS
Manager Legacy Racing Audi


- Sr_DB
- Prensa

- Mensajes: 3621
- Registrado: Lun Sep 29, 2003 2:00 am
- Volante: Logitech G27
- Nick rFactor: SrDB
- Ubicación: Valladolid, aunque soy de Burgos
- Has thanked: 3 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Saludos!!!rigodon escribió: Pero bueno, en las pachanguitas invernales nos haremos una idea más precisa de donde está el juego...
Te me has adelantado con la nueva actualización del rfactor2 Rigodon, je,je... eso está bien... se ve que ya hay ganas
A ver si es verdad y se habilita el server NRD para el rfactor 2 con circuitos y coches aleatorios y podemos darle un poco al juego, porque en partidas de guiris no es lo mismo
Histórico:
-Piloto más dificil de adelantar temp. 2005
-Piloto más deportivo temporadas 2006 y 2008.
-1 Pole Position
-4º clasificado general NRD2003, 5º clasificado general NRD2013, NRD2014 y NRD2015

A cuchillo!!! PDLR4ever
-Piloto más dificil de adelantar temp. 2005
-Piloto más deportivo temporadas 2006 y 2008.
-1 Pole Position
-4º clasificado general NRD2003, 5º clasificado general NRD2013, NRD2014 y NRD2015

A cuchillo!!! PDLR4ever
- rigodon
- Administrador

- Mensajes: 3391
- Registrado: Mié Mar 25, 2009 10:47 am
- Volante: Logitech G25
- Nick rFactor: rigodon
- Ubicación: Madrid
- Has thanked: 25 times
- Been thanked: 701 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Jajajaja, somos unos viciosos, no hace una semana que hemos terminado la temporada 2012 y ya estamos pidiendo un server para ir preparando la 2013Sr_DB escribió:Saludos!!!rigodon escribió: Pero bueno, en las pachanguitas invernales nos haremos una idea más precisa de donde está el juego...
Te me has adelantado con la nueva actualización del rfactor2 Rigodon, je,je... eso está bien... se ve que ya hay ganas![]()
A ver si es verdad y se habilita el server NRD para el rfactor 2 con circuitos y coches aleatorios y podemos darle un poco al juego, porque en partidas de guiris no es lo mismo
Manager Legacy Racing Audi


- ninja
- Colaborador

- Mensajes: 1770
- Registrado: Mié Dic 01, 2004 1:00 am
- Volante: GP25
- Nick rFactor: Ninja
- Ubicación: Valencia
- Has thanked: 164 times
- Been thanked: 7 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Eso eso, que no decaiga la fieeeeeesstaaaaa.......

Jose R. Juan, Manager
IGNICCION RACING TEAM. Fundado en el 2001
Director y socio fundador
Por equipos NRD F1 2016
Por equipos NRD F1 2018
Por equipos NRD F1 2011, 2012, 2013 y 2014
Kedadas Karting NRD 2011
y
2h de resistencia Karting La Pobla 2012 (Active Racing)
y
2h de resistencia Karting La Pobla 2016 (Active Racing)
19º 24h Resistencia Ascari 2016, 20º 2017, 21º 2018.
Con un Golf gti MK3 Cat. 150cb En tres años mejorando el coche en 6"
IGNICCION RACING TEAM. Fundado en el 2001
Director y socio fundador
19º 24h Resistencia Ascari 2016, 20º 2017, 21º 2018.
Con un Golf gti MK3 Cat. 150cb En tres años mejorando el coche en 6"
- Sr_DB
- Prensa

- Mensajes: 3621
- Registrado: Lun Sep 29, 2003 2:00 am
- Volante: Logitech G27
- Nick rFactor: SrDB
- Ubicación: Valladolid, aunque soy de Burgos
- Has thanked: 3 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Saludos!!!
Nueva versión 134 (aún seguimos en fase beta).
http://isiforums.net/f/showthread.php/9252
================================================== ===
Update 10 (Build 134) Changelog (December 19, 2012):
================================================== ===
GRAPHICS:
—————————
Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.
GAMEPLAY:
—————————-
PHYSICS:
—————————-
Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.
AI:
—————————-
Fixed "resume from replay" issue where safety car would drive off despite not being active.
UI / HUD:
—————————-
Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).
BUG FIXES / OPTIMIZATIONS:
—————————-
Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make "none" HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.
MULTIPLAYER:
—————————-
Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.
Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe's console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
:shutdown
:boot <number>
:ban <number>
:move_up <number>
:move_down <number>
CONTROLLER/FFB:
----------------------------
PLUGINS:
----------------------------
REPLAYS:
----------------------------
Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!
MODDING / PUBLIC DEV
----------------------------
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP
LAUNCHER
----------------------------
Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab
Descarga:
http://isiforums.net/f/showthread.php/1396
Algo habrá, pero no leo mejoras importantes sino corrección de errores... seguiremos esperando
Nueva versión 134 (aún seguimos en fase beta).
http://isiforums.net/f/showthread.php/9252
================================================== ===
Update 10 (Build 134) Changelog (December 19, 2012):
================================================== ===
GRAPHICS:
—————————
Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.
GAMEPLAY:
—————————-
PHYSICS:
—————————-
Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.
AI:
—————————-
Fixed "resume from replay" issue where safety car would drive off despite not being active.
UI / HUD:
—————————-
Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).
BUG FIXES / OPTIMIZATIONS:
—————————-
Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make "none" HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.
MULTIPLAYER:
—————————-
Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.
Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe's console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
:shutdown
:boot <number>
:ban <number>
:move_up <number>
:move_down <number>
CONTROLLER/FFB:
----------------------------
PLUGINS:
----------------------------
REPLAYS:
----------------------------
Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!
MODDING / PUBLIC DEV
----------------------------
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP
LAUNCHER
----------------------------
Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab
Descarga:
http://isiforums.net/f/showthread.php/1396
Algo habrá, pero no leo mejoras importantes sino corrección de errores... seguiremos esperando
Histórico:
-Piloto más dificil de adelantar temp. 2005
-Piloto más deportivo temporadas 2006 y 2008.
-1 Pole Position
-4º clasificado general NRD2003, 5º clasificado general NRD2013, NRD2014 y NRD2015

A cuchillo!!! PDLR4ever
-Piloto más dificil de adelantar temp. 2005
-Piloto más deportivo temporadas 2006 y 2008.
-1 Pole Position
-4º clasificado general NRD2003, 5º clasificado general NRD2013, NRD2014 y NRD2015

A cuchillo!!! PDLR4ever
- LoCuRa
- Prensa

- Mensajes: 2060
- Registrado: Mié Sep 16, 2009 10:52 pm
- Volante: FANATEC
- Nick rFactor: LoCuRa
- Ubicación: (Guipuzkoa)
- Has thanked: 108 times
- Been thanked: 49 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Una parti a algo¿? jajaja ya estoy de vuelta!!
Debes siempre luchar por ser el mejor, pero jamas debes pensar que ya lo has logrado
-
Keke Rober
- Piloto NRD Consagrado

- Mensajes: 693
- Registrado: Mar Sep 01, 2009 1:57 pm
- Volante: G27
- Nick rFactor: KekeRober
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Jajajaja nos alegra que ya estes por aquí!!! Espero novedadeees...
Un saludo y feliz navidad!
Un saludo y feliz navidad!
Campeonatos participados 3
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
-
Keke Rober
- Piloto NRD Consagrado

- Mensajes: 693
- Registrado: Mar Sep 01, 2009 1:57 pm
- Volante: G27
- Nick rFactor: KekeRober
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Bueno señores estamos a 2013 ya y rf2 va solucionando muy poco a poco sus problemas... con esto quiero decir, estais seguros de que correremos con el este año?
Un saludo nenas!
Un saludo nenas!
Campeonatos participados 3
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
- Sr_DB
- Prensa

- Mensajes: 3621
- Registrado: Lun Sep 29, 2003 2:00 am
- Volante: Logitech G27
- Nick rFactor: SrDB
- Ubicación: Valladolid, aunque soy de Burgos
- Has thanked: 3 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Saludos!!!Keke Rober escribió:Bueno señores estamos a 2013 ya y rf2 va solucionando muy poco a poco sus problemas... con esto quiero decir, estais seguros de que correremos con el este año?
Un saludo nenas!
La verdad es que no tengo ni idea, je,je y la Organización está muy callada desde que acabamos la temporada... en generla está muy calaldo todo el foro, tú y yo somos casi los únicos que posteamos algo
Yo espero que uno de estos días nos den una sorpresa y saquen la versión definitiva (o casi) del rfactor2... y deberían hacerlo por la cuenta que les trae o se quedarán sin posibles compradores en cuanto salgan los inminentes juegos de la competencia.
Personalment espero además que salga el rfactor2 porque yo no sé si aguantaría una temporada más con el rfactor1 (que son muchos años ya), necesito algo nuevo, nuevos gráficos, cambios en circuitos, climatología... necesito un cambio de simulador pero me gustaría seguir en la NRD, así que sólo me queda que el rfactor2 salga a tiempo
Histórico:
-Piloto más dificil de adelantar temp. 2005
-Piloto más deportivo temporadas 2006 y 2008.
-1 Pole Position
-4º clasificado general NRD2003, 5º clasificado general NRD2013, NRD2014 y NRD2015

A cuchillo!!! PDLR4ever
-Piloto más dificil de adelantar temp. 2005
-Piloto más deportivo temporadas 2006 y 2008.
-1 Pole Position
-4º clasificado general NRD2003, 5º clasificado general NRD2013, NRD2014 y NRD2015

A cuchillo!!! PDLR4ever
- ninja
- Colaborador

- Mensajes: 1770
- Registrado: Mié Dic 01, 2004 1:00 am
- Volante: GP25
- Nick rFactor: Ninja
- Ubicación: Valencia
- Has thanked: 164 times
- Been thanked: 7 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Para que no hos sintais solos.......voto por ello

Jose R. Juan, Manager
IGNICCION RACING TEAM. Fundado en el 2001
Director y socio fundador
Por equipos NRD F1 2016
Por equipos NRD F1 2018
Por equipos NRD F1 2011, 2012, 2013 y 2014
Kedadas Karting NRD 2011
y
2h de resistencia Karting La Pobla 2012 (Active Racing)
y
2h de resistencia Karting La Pobla 2016 (Active Racing)
19º 24h Resistencia Ascari 2016, 20º 2017, 21º 2018.
Con un Golf gti MK3 Cat. 150cb En tres años mejorando el coche en 6"
IGNICCION RACING TEAM. Fundado en el 2001
Director y socio fundador
19º 24h Resistencia Ascari 2016, 20º 2017, 21º 2018.
Con un Golf gti MK3 Cat. 150cb En tres años mejorando el coche en 6"
- LoCuRa
- Prensa

- Mensajes: 2060
- Registrado: Mié Sep 16, 2009 10:52 pm
- Volante: FANATEC
- Nick rFactor: LoCuRa
- Ubicación: (Guipuzkoa)
- Has thanked: 108 times
- Been thanked: 49 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Yo dije desde un primer momento que no podíamos trabajar con rf2 en 2013, pero yo no soy el que lleva las riendas de esto... Yo también quiero gráficos nuevos, climatología, Mod etc,etc. Pero si quiero una temporada sin complicaciones, se que deberíamos trabajar otra temporada mas en rf1 por mucho que no nos guste, rf2 esta muy muy verde. Pero nose... Yo creo con un cambio de mod pistas actualizadas y algún plugin... podemos hacer una temporada 2013 en rf1 muy mejorada...
Espero que nos volvamos a ver por las pistas!
Espero que nos volvamos a ver por las pistas!
Debes siempre luchar por ser el mejor, pero jamas debes pensar que ya lo has logrado
-
Keke Rober
- Piloto NRD Consagrado

- Mensajes: 693
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Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Madre mia....pues en tal caso si fuese con rf1...o metemos un mod de F1 con kers y drs o no se yo...circuitos nuevos etc etc...la verdad que la gente esta muy quemada de rf1 pero bueno no me importaria siempre que se metan esas cosas fundamentales
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Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
Carreras 50
Victorias 20
Top3s 34
PPs 14
Título Pilotos 2016
Título Contructores 2014(BH) 2016(Igniccion)
- LoCuRa
- Prensa

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Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Y que prefieres estar asi un año?Keke Rober escribió:Madre mia....pues en tal caso si fuese con rf1...o metemos un mod de F1 con kers y drs o no se yo...circuitos nuevos etc etc...la verdad que la gente esta muy quemada de rf1 pero bueno no me importaria siempre que se metan esas cosas fundamentales
Debes siempre luchar por ser el mejor, pero jamas debes pensar que ya lo has logrado