Sr_DB escribió:
El desarrollo es tan lento que empiezo a dudar de si el juego será medianamente aceptable para utilizarlo de cara a la temporada 2014... y eso que hubo la intención de utilizarlo ya en el 2012 y como muy tarde en el 2013!!!
Quiero pensar que si Javi nos dijo que el plan para la temporada 2014 era web nueva + RF2 será porque ya lo ha probado y se pueden modelar unas físicas aceptables, los circuitos del mundial van estando disponibles, etc...
Eso sí, me parece que las carreras en seco, porque lo de la lluvia no va a estar depurado hasta el 2016 como poco...
En el fondo los de ISI siempre han hecho lo mismo. El mismo rFactor 1 sigue siendo una beta sin terminar, con opciones a medio hacer que se prometieron al principio (como la lluvia) y muchos bugs y opciones que funcionan mal (como el safety car)... Os acordáis de los años 2007-2008 con las gráficas Nvidia 8800, las petadas gráficas, etc?
ISI sigue haciendo lo mismo, y yo personalmente ya creo que nunca veremos un rFactor 2 terminado, siempre será una especie de beta con fallos y cosas por añadir que se quedarán a medias.
Pero, para el año que viene ya podemos usarlo. Tendrá carencias, pero la base mínima de fiabilidad que tenía la beta al principio ya está mas o menos arreglada, y de hecho ya hay ligas que lo usan sin problemas.
Por las imágenes tiene buena pinta, con mucho detalle
Por otro lado los chicos de ISI han confirmado, que cuando esté listo para el lanzamiento sacarán el mod con los Honda Civic de los equipos Team Yuasa y Pirtek Racing que compiten en el BTCC (Camponato de Turismos Británico)
"Confirmed: When approved for release (which we're waiting on), the BTCC Honda Civic will feature both the Team Yuasa and Pirtek Racing entries as A.I./selectable cars."
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
Links de descarga (versiones Demo, Full y Lite), también se puede actualizar automáticamente desde el propio juego con el autoupdate: http://rfactor.net/web/rf2/rf2dl/
FEATURES:
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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:
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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:
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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:
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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
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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:
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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.
Problemas conocidos (y todavía son unos cuantos):
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 IPort 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
-Night lighting issues with HDR enabled
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.
A disfrutarlo
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
Links de descarga (versiones Full, Lite y hay una nueva versión de la demo que incluye la actualización del Corvette C6.R que salió hace unos días), también se puede actualizar automáticamente desde el propio juego con el autoupdate: http://rfactor.net/web/rf2/rf2dl/
FEATURES:
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Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.
BUG FIXES / OPTIMIZATIONS:
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Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some “virtual” vehicles not loading the their skin
Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed “A.I. cars not in private test day list after creating second test day” bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
Fixed shadows not displaying properly in replay mode
MODDING / PUBLIC DEV
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Camera editor now always shows FOV info for active camera in upper left.
UI / HUD / Options:
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Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
improved track list gizmo to better handle locations that are missing track gdbs.
MULTIPLAYER:
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Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.
No parece que haya demasiadas novedades significativas (casi todo son pequeños arreglos)... lo que si aparece ahora en el lanzador es la posibilidad de editar nuestro perfil, consultar la fecha hasta la que tenemos adquirida la licencia online (en mi caso que lo compré nada más salir el juego la licencia caduca en Junio del 2014, así que aún me queda medio añito de pruebas) y la posibilidad de ampliar dicha licencia (cosa que supongo haré en Junio).
Seguiremos informando
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
Que tal chavales, cómo va todo?? imagino que preparando las buenas comilonas que nos esperan en estas fechas. Cuando veais quedamos un día y echamos una pachanguina. Yo suelo andar por los server públicos pero si quedamos un día los de la NRD molaba.
Ayer estuvimos rodando Javi, Locura, rigodon y yo... Pásate por el foro de eventos informales que está noche hay partida también
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
-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
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 y2h de resistencia Karting La Pobla 2012 (Active Racing) y2h 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"
Confirmaros que ya ha salido la versión optimizada del circuito de Silverstone (v1.4)... así que esperar podamos usarlo pronto en el mod...
Estoy de viaje, mañana editare el post con los enlaces correspondientes
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
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.
A ver si es cierto y por fin puedo disfrutar de Silverstone
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