mclaren777
Member
New screenshot of rFactor 2 and a work-in-progress video of classic Spa...
http://www.youtube.com/watch?v=ohSJGipTO-I
http://www.youtube.com/watch?v=ohSJGipTO-I
markao said:And for those that like older F1 cars, F1-S-R has released their F1 1991 Historical Edition. Have not had the time to try it out, but based on earlier work, should be fun!
All info here: F1 1991 by F1-S-R Historical Edition Released (@VirtualR net
drugstore_cowboy said:Do you guys reckon it's worth ditching my G25 and MS wireless wheel to get Fanatec's GT2 Clubsport Edition? I could get around £300 for both on ebay at the moment.
Is there anything the Logitech does better?
Don't forget that Fanatec is planning a clubsport shifter, which will likely be a lot better than any stock shifter options that come with any other wheel. Would likely be pricier, of course.LCfiner said:I say do it. the G27 is great but the MS wheel pales in comparison so it's hindering your future FM4 enjoyment
G27 has a better H shifter than the fanatec but the fanatec has the better pedals (since you're going for the real deal clubsports), the better ffb mechanism (quieter, smoother) and, of course, the cross compatibility with the 360. oh, and as a personal preference, i like how the d-pad and main buttons are on the wheel and not the shifter module.
We've started making the last pass on the tracks, which involves up-sizing textures when and where we canwhere it makes sense to do soas well as adding little pieces of glitz art. Do remember, we are trying to simulate large grids at good frame rates across a variety of machineseven with graphic options there still has to be give and take. There really is only so much GPU and CPU bandwidth to go around.
I also just finished reworking all the car/terrain reaction VFX. If you recall in rF1, our particles weren't bad but they weren't great either. The programmers have added some elements so we can control particles better. We can now get gravel kicking up and falling back to the ground as you traverse over a sandtrap, or grass and chunks of dirt that get kicked up when you spin the tires while offroad. All the skid marks have had a makeover, as well as dust and various smoke. Oh, and our fire now looks like fire should.
I've also created particles for new features that hopefully can be added before we release. If not, they are there for us to implement in post-release updates.
I also just finished adding animated team members to the pit area on one of our tracks as a test to see if it's worth it. These include some guys standing around talking, as well as people sitting at the telemetry stations going about their business. These aren't really meant to directly interact with the carsthey're just there to give the pit lane some life. For a first pass, it actually does what I intendedthe pit lane doesn't look like a barren wasteland devoid of people any more. Obviously we can't have hundreds of crew members walking around but it's far better than none at all.
Luc has been doing some work on an rF1 track "update" that should be included with rF2 in what we're calling the "mod" section. The purpose of this track is to show you how any rF1 track might look with just enough work done to it to get it running in rF2. And he's roughing out some documentation of the procedures involved (which we will expand on post-release). The idea is to show you that it will take some work to get an rF1 track up and running, and a bit more work to get it running with the ability to use new features, but none of this work should be too difficult.
Our Post FX work is progressing and hopefully we'll have some early shots to show when we think it's okay to do so.
And finally, Gjon and I spoke today about adding another historic track to rF2, hopefully for release. It seems reasonable to do it in the time we think we have left, but it is a track not to be taken lightly from an artist's point of view. No, I won't tell you what it isit's a surprise and I don't want to get anyone's hopes up in case it doesn't make initial release. If it doesn't make it then it'll be a great addition to our first post-release update. I will tell you that I'm very excited to be working on it though.
Anyway, that's about it for this updatethink I've used up my allotment of virtual ink for this one. Oh, I will add one more thing. The AI programmer has been doing a good amount of work in that area lately. The AI is not quite where we want it yet, but I can honestly say I'm having fun racing the AI now, and I could never say that about rF1's AI. They are challenging and a lot smarter about who is around them on track. Again, there's still work to be done, but even at this stage the difference is night and day so kudos to him.
1-D_FTW said:Love Autumn Ring.
Unfortunately, it's one of numerous tracks that flat out won't work for me. Same issue as when I try Fuji or Cleveland Cart. The loading bar never moves on the track info screen. And when I hit enter, I immediately crash to desktop.
mclaren777 said:The full, final version on the official site is exactly 1GB so I can't imagine your DVD copy is any different in size.
And do you have any recent mods to recommend? I'll be building a new computer next week and I'm curious to see how rFactor looks at 1080p.
jlevel13 said:I noticed with autumn ring, when you extract the file you get a folder called "autumnring" with another folder inside called "AutumnRing." That second folder is the one you want to drop into your locations folder. At least that worked for me.
mclaren777 said:
mclaren777 said:Now that I have a strong computer I'm looking for old mods that I might have passed up at the time because they were too taxing for my old Dell. Do any old mods/tracks spring to mind for you guys?
And it's only a matter of time until this thing is released...
Will do.GTP_Daverytimes said:Make a video when you get the mod mclaren.
mrklaw said:ok, downloaded the demo and need help badly.
Firstly, I don't mind the idea of a 60 minute demo if its 60 minutes of trying out the driving model. but with this its like 60 minutes of attempting to decode the UI and settings before you can even drive anything!
Firstly I had no FFB (DFGT), so I installed the logitech profiler. (software controllable steering stops, nice!). But now the FFB is odd. There is nothing when the steering wheel is centered, and then tons when I start to move the wheel, pulling my wheel in the direction I'm steering.
And is there any way to get different cars? I'd like to try something like a lotus elise or similar, but I'm stuck with this green thing like a stock car. Just not the sort of thing I like to drive.
any other tips on setting it up quickly so I can get a feel for it, its very unfriendly at the moment.
Lol. An imaginary car handles unrealistically?GTP_Daverytimes said:I wonder how this car will handle in Rfactor, it handles incredibly unrealistic in GT5. Should be interesting to see. Make a video when you get the mod mclaren.