Something odd going on with the arm animations there.
Lol, it looked like the Maserati driver was having a seizure.
Gjon Camaj said:There is an update that is ready, going to do some more testing early next week. I should be able to give it to Tim to release after that. Some new content should be ready for release at the same time or shortly after. There will be some updates to already released content as well as internals continue to be enhanced.
The AI was driving both cars.
Entire Formula 2 grid in rFactor 2, licensed!
http://www.formulatwo.com/news/f2-agrees-rfactor2-deal.aspx
What's the deal with those sort of "official" releases for rF... are they freebies?
Entire Formula 2 grid in rFactor 2, licensed!
http://www.formulatwo.com/news/f2-agrees-rfactor2-deal.aspx
UPDATE 4 Changelog (MAY 18, 2012):
======================================
GRAPHICS:
---------------------------
Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer
GAMEPLAY:
----------------------------
Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.
SOUNDS:
----------------------------
Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true
AI:
----------------------------
fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control
PLUGINS:
----------------------------
Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.
UI:
----------------------------
fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.
BUG FIXES:
----------------------------
Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed 'Temporary Boost' button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
FUNCTIONAL ADDITIONS:
----------------------------
Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.
MOD MODE/PACKAGING
----------------------------
fixed not being able to switch UIs in mod mode.
removed "no ai" restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages
Consider this a new game. Instead of updating do a fresh install of Build 85. Get rid of anything from Build 69, including the rFactor 2 folder in your Documents directory. Don't use any previous car setups, player profiles, or controller configurations. This will help cut down on issues and it will allow you to give ISI better feedback.
Build 85 Full Setup
Formula Masters v1.0
Formula Renault v1.2
Megane Trophy v1.1
World Endurance v1.1
But those links you've posted for the "mods" are updates. They won't work unless you also have the base mods installed first.
Are they really recommending you ditch everything and do clean installs of everything?
That last update basically put my 460 to its limit trying to hold 60fps. So I'd love if it went back to earlier performance levels so I could exceed 60fps now.
The driving is definately nice and its pretty but the modding implementation is a damn mess.
I also have a GTX 460 and I run fairly high settings. I just tried a 10-car race with the Meganes and I averaged between 80-100fps, which means I can comfortably run at soft-locked 60fps without issue now.Youtube
The official thread has me worried. Complaints about poor G25/27 support now and supporters claiming G25/G27 fanboys are just a vocal minority. :lol Okay. Will play more with it tongiht, but I really hope this isn't as bad as some are claiming.
It runs better, but your perception is skewed by the modes you play. Load up Spa or Monaco and I guarantee you won't be getting those framerates.
LOL at the people in there claiming its a hardware issue and nothing to do with rfactor
http://www.maximum-attack.com/rF2monacoAI.gif[IMG][/QUOTE]
That's funny.
UPDATE 5 Changelog (June 14, 2012):
======================================
GRAPHICS:
---------------------------
Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change
GAMEPLAY:
----------------------------
Added safety car components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.
AI:
----------------------------
Removed forcing lanes on restart phase for AI.
Improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.
UI:
----------------------------
Vehicle & track lists working as an alternative to the spinner gizmo
Made options remember last car/track list/spinner state.
BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).
MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.
FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.
MOD MODE/PACKAGING
----------------------------
Added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.
lolAlso, the Megane AI apparently doesn't like Monaco...
lol
What happened with that blue Megane? It just took off before it even hit anything!
Final Edit: And aside from wasting an hour I could have spent playing an actual game, I accomplished nothing. I've put the Brianza file into the packages folder, but it doesn't show in the mod manager and I can't install it (since it's not there).
I'm like the exact opposite of mclaren. I'm primarily PC and don't like consoles. But even for a PC centric guy like me, their products drive me off the wall. I don't know how somebody who prefers the convenience of consoles can be into such a mess
Yea installing things in rfactor 2 is not very intuitive. You have to click manage mods and then go to options and click show mods only, which should uncheck it. You should now be able to see the track mod which you can right click and select install.
No offense, but I found it really quite easy to install.
• Download the file to my Package folder
• Open rF2 launcher and select Manage Mods
• Click on Option and select "Show Mods Only"
• Right-click on Brianza and install the track
Edit: beaten by Darkdeus
A little disclaimer in the OP would have gone a long ways.
That's a brilliant idea. I'll work on it during the later part of Le Mans once most of my guests.