rFactor 2 (Novedades, Screens, informacion de ISI)
Moderador: Organizacion
- 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)
los puertos los sabemos pero como configurar el cortafuegos de windows
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"
- rigodon
- Administrador

- Mensajes: 3383
- Registrado: Mié Mar 25, 2009 10:47 am
- Volante: Logitech G25
- Nick rFactor: rigodon
- Ubicación: Madrid
- Has thanked: 25 times
- Been thanked: 700 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
No te puedo decir, es que yo no uso el cortafuegos de Windows, uso el de NOD32... y es simplemente darle plenos permisos a una aplicación que seleccionas de tu disco duro.
Manager Legacy Racing Audi


Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Imagino que será lo mismo que para el rfactor normal, no creo que cambie demasiado pienso yoninja escribió:los puertos los sabemos pero como configurar el cortafuegos de windows
Estos días ando un poco liadete pero a ver si nos vemos pronto dando vueltas con el rfactor2
Saludos
- 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)
Bien señores el equpo técnico de Igniccion Racing Team a podido solucionrar los problemas de puertos y ya tenemos posibilidad de montar servidor en rFactor2.
Estar atentos
Gracias a todos por su colaboración.
Estar atentos
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!!!ninja escribió:Bien señores el equpo técnico de Igniccion Racing Team a podido solucionrar los problemas de puertos y ya tenemos posibilidad de montar servidor en rFactor2.
Estar atentosGracias a todos por su colaboración.
Me alegro, a ver si pronto podemos echar una pachanguita decente... avisadlo con tiempo, eh?
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)
tengo servidor montado. Igniccion Racing
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 actualización (Update 14, build 218), de nuevo en 2 versiones, "sampler" con el siguiente contenido: Malaysia, Lime Rock, Corvette, Marussia, Clio, (es decir parte de los mods y circuitos y que probablemente será la base de la demo abierta) y el "lite", que tan sólo contiene los archivos necesarios para ejecutar el juego como hasta ahora (hay que descargarse los mods aparte)... en ambos casos es necesario haber comprado el rfactor2 (todavía no es una versión demo abierta).
http://isiforums.net/f/showthread.php/1 ... 8-released
NOTA: EL AUTOUPDATER DEL RFACTOR 2 NO FUNCIONA DE MOMENTO CON ESTA ACTUALIZACION, HAY QUE DESCARGARSE EL ARCHIVO Y EJECUTARLO
Links de descarga:
http://rfactor.net/web/rf2/rf2dl/
Lista de cambios:
http://rfactor.net/web/rf2/devscorner/r ... notes/#218
=====================================================
Update 14 (Build 218) Changelog (May 20, 2013):
=====================================================
KNOWN ISSUES ON RELEASE:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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
————————
- 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:
————————
- 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”.
Parece que hay bastantes cambios/mejoras tanto gráficas como en plugins, sonidos, IA, multiplayer... habrá que probarlo después de Monaco
Nueva actualización (Update 14, build 218), de nuevo en 2 versiones, "sampler" con el siguiente contenido: Malaysia, Lime Rock, Corvette, Marussia, Clio, (es decir parte de los mods y circuitos y que probablemente será la base de la demo abierta) y el "lite", que tan sólo contiene los archivos necesarios para ejecutar el juego como hasta ahora (hay que descargarse los mods aparte)... en ambos casos es necesario haber comprado el rfactor2 (todavía no es una versión demo abierta).
http://isiforums.net/f/showthread.php/1 ... 8-released
NOTA: EL AUTOUPDATER DEL RFACTOR 2 NO FUNCIONA DE MOMENTO CON ESTA ACTUALIZACION, HAY QUE DESCARGARSE EL ARCHIVO Y EJECUTARLO
Links de descarga:
http://rfactor.net/web/rf2/rf2dl/
Lista de cambios:
http://rfactor.net/web/rf2/devscorner/r ... notes/#218
=====================================================
Update 14 (Build 218) Changelog (May 20, 2013):
=====================================================
KNOWN ISSUES ON RELEASE:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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:
————————
- 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
————————
- 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:
————————
- 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”.
Parece que hay bastantes cambios/mejoras tanto gráficas como en plugins, sonidos, IA, multiplayer... habrá que probarlo después de Monaco
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
- Javibeza
- Administrador

- Mensajes: 5101
- Registrado: Mar May 09, 2006 3:40 pm
- Volante: Logitech G25
- Nick rFactor: Javibeza
- Ubicación: Santander, Cantabria
- Has thanked: 22 times
- Been thanked: 179 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Me ha parecido muy interesante esta opción. Parece ser que quieren hacer que se pueda uno volver a reconectar si se cae, manteniendo tiempos y todo, haciendo que el coche que se queda en pista lo adquiera un IA y o bien se vuelva al garaje hasta que el piloto vuelva a la partida, o bien siga en pista como un IA... Será interesante ver cómo desarrollan esto.- 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.
- mansadum
- Piloto NRD Famoso

- Mensajes: 355
- Registrado: Dom Ene 20, 2008 9:47 pm
- Volante: DFP
- Nick rFactor: MansA
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
joder es la mejor opcion que he leido en mucho tiempo eso daria muchisima seguridad a los que tenemos conesiones que fallan

Mansa tanta gloria llevo ,como paz dejo
- chicson
- Leyenda de la NRD

- Mensajes: 2461
- Registrado: Mar Ene 29, 2008 9:19 am
- Volante: G27
- Nick rFactor: chicson
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
JOerrrr eso es un puntazo, con un IA al mando igual acabo alguna, jajajajaaJavibeza escribió:Me ha parecido muy interesante esta opción. Parece ser que quieren hacer que se pueda uno volver a reconectar si se cae, manteniendo tiempos y todo, haciendo que el coche que se queda en pista lo adquiera un IA y o bien se vuelva al garaje hasta que el piloto vuelva a la partida, o bien siga en pista como un IA... Será interesante ver cómo desarrollan esto.- 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.
Member of the NR2 Squad 2008 (eyyy hola!!)
Co-Founder Fantastic Four Racing Team
https://fantasticfourrt.wordpress.com/
https://nomelocreoblog.wordpress.com/
Co-Founder Fantastic Four Racing Team
https://fantasticfourrt.wordpress.com/
https://nomelocreoblog.wordpress.com/
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
Me da un problema en la instalación, con un montón de errores con los ficheros que actualiza...
a alguno más le ha pasado?? He probado con los dos usuarios que tengo por si fuera cosa de permisos pero no sé muy bien por donde tirar. 
- 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 actualización, update 15 (Build 228)... links de descarga:
http://rfactor.net/web/rf2/rf2dl/
También se puede actualizar mediante el Updater del juego
Lista de cambios:
http://isiforums.net/f/showthread.php/1 ... 8-Released
================================================== ===
Update 15 (Build 228) Changelog (June 10, 2013):
================================================== ===
GRAPHICS:
————————
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:
————————
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:
————————
More tidying up of multiview replay
UI / HUD / Options:
————————
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.
Nueva actualización, update 15 (Build 228)... links de descarga:
http://rfactor.net/web/rf2/rf2dl/
También se puede actualizar mediante el Updater del juego
Lista de cambios:
http://isiforums.net/f/showthread.php/1 ... 8-Released
================================================== ===
Update 15 (Build 228) Changelog (June 10, 2013):
================================================== ===
GRAPHICS:
————————
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:
————————
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:
————————
More tidying up of multiview replay
UI / HUD / Options:
————————
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.
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
- 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 actualización de componentes... esta vez el "Formula ISI 2012-spec" (coches Formula ISI) que pueden ser usados junto al Marussia y al Mercedes Safety car, lo cual nos proporciona un mod jugable de F1 para rfactor2
Link de descarga:
http://rfactor.net/web/rf2/rf2dl/#cars
Aún no lo ha probado... pero parece (eso he leído) que con las últimas actualizaciones están mejorando bastante el producto (falta les hacía), esperemos que sea cierto
Nueva actualización de componentes... esta vez el "Formula ISI 2012-spec" (coches Formula ISI) que pueden ser usados junto al Marussia y al Mercedes Safety car, lo cual nos proporciona un mod jugable de F1 para rfactor2
Link de descarga:
http://rfactor.net/web/rf2/rf2dl/#cars
Aún no lo ha probado... pero parece (eso he leído) que con las últimas actualizaciones están mejorando bastante el producto (falta les hacía), esperemos que sea cierto
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
- Javibeza
- Administrador

- Mensajes: 5101
- Registrado: Mar May 09, 2006 3:40 pm
- Volante: Logitech G25
- Nick rFactor: Javibeza
- Ubicación: Santander, Cantabria
- Has thanked: 22 times
- Been thanked: 179 times
Re: rFactor 2 (Novedades, Screens, informacion de ISI)
La verdad es que pinta bien pero siguen faltando los circuitos 