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dmitrych

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Весь контент dmitrych

  1. У Strakka Racing симулятор на рф1 что ли https://twitter.com/twhtly/status/721004821147361280
  2. Наконец чел из тех поддержки осознал проблему. http://isiforums.net/f/showthread.php/28612-Dedi-not-visible-in-Steam-server-browser-%28client-within-the-same-LAN%29?p=419646&viewfull=1#post419646 Похоже юзер нашёл решение проблемы http://isiforums.net/f/showthread.php/28606-rFactor-2-Build-1080-Now-Available%21?p=419660&viewfull=1#post419660
  3. не пробовал, может и получится. Но просто необычно сделали, что в стимовской версии нельзя включить доступ к не стимовским серверам в лаунчере, хотя прикрутили поиск по имени Еще в player.json есть изменения http://isiforums.net...ll=1#post397709 Вроде заработало, появились серверы Race2play под новый билд
  4. в стим версии мультиплеер перенсли в лаунчер, но там только стимовские сервера, а как попасть к примеру на race2play?
  5. Здесь норм показывает http://matchtv.ru/on-air/
  6. Замена суперкомпьютера домашним компом с помощью софта ISI) Распаковал шины FormulaISI 1.6 и запустил в ttool. https://www.youtube.com/watch?v=Ohyuxa-uqp8&feature=youtu.be Источник расшифровки http://imagespaceinc...ickStart_V3.pdf
  7. Одна блокировка сказалась на тренировочной программе) Даниэль Риккардо (9-й): "Пожалуй, Даниил в большей степени доволен этой пятницей, чем я. Первая тренировка прошла неплохо, но в самом начале второй я заблокировал колеса в первом повороте и испортил комплект шин – мы не могли задействовать его на длинной серии, что сказалось на программе.
  8. По дефолту частота FFB 150 Hz, но можно ее поднять до частоты физики в 333 Hz. Вот что пишет Кунос: Physics engine is running at 333Hz. FF is running with the physics but it's "jumping" steps as set by the parameter: FF_SKIP_STEPS in assetto_corsa.ini , the default is 1 which halves the frequency of the physics so at ~150Hz . 0 is fine (it's actually better) but not every wheel can handle it that is why we default to 1, it looks like a good safe frequency. C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\system\cfg\assetto_corsa.ini http://www.assettoco...53/#post-656986
  9. В стиме можно закачать бета билд 1074 [spoiler=Beta build 1074]Update 38 (Build 1073-unstable, 1074-release) Changelog March 28, 2016): =================================================================== FEATURES: ------------- Ablity to save car class/track/RFM specific AI parameters. Added Low Speed Information display position gizmo. Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways) Added average water depth to internals plugin data. Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(,,,) Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED User skin directory will now spill over to multiple lines if needed rather that off screen Default gamepad controllers now set various driving aids for an easier experience. Created an Un-Disqualify button for admins to use on the multiplayer vote page. Reason for penalty (if any) is now given in result files and log files. Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value "Skip updates", but can also be disabled by setting the new Controller.JSON value "Use thread" to false. Moved in-game server list to Launcher (Steam version only). FIXES: ------------- Fixed static camera orientation not saving changes in Mod Mode Likely fix for occasional dedicated server crash during race rejoin. Fixed bug where track & vehicle selector didn't register changes when existing page immediately after closing a category branch. Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called "AdjustUntilYellowFlagState" which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp). GRAPHICS: ------------- Reverted back to more analytical headlight model. Fixed soft particle blending and updated general particle parameters. Fixed particle exclusion zones sometimes becoming disabled. Improved sun occluder. Static reflection mappers now updated properly between sessions. Minor adjustments to sky turbidity and some cloud albedos. Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache. MODDING / PUBLIC DEV: --------------------- Camera activation zones can be moved in the camera editor now. Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type "ai learn" in the chat back.....he'll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he's better following the line you can type "ai save" & he'll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there). TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity. Наконец-то появился поиск в интерфейсе мультиплеера, который теперь перешел в раздел лаунчера.
  10. Enduracers будут обмениваться 3dмоделями с URD. В первом релизе мода Enduracers будет использоваться модель корвета C6 от urd, позже в мод добавят C7 http://www.enduracers.com/newsletter_44.html
  11. Не совсем так. Пишут, что развитие будет в обозримом будущем, но возможно немного замедлиться. Дополнительный проект должен принести новые фичи и деньги, которые так же будут вложены в разработку рф2. Что то такое
  12. Заявление соучредителя ИСИ Gjon Camaj по поводу развития рф2 http://isiforums.net...ll=1#post417632 [spoiler=At ISI]It’s time for a quick update on what’s going on at ISI. We are currently finishing up a new build, should be out next week. We will continue to develop rF2 into the foreseeable future. We have in the past and will continue in the future to take on other projects as well. This may slow specific rF2 development but it can also augment future features. Things we are working on now may be folded into rF at some later point. We will continue to develop and release new content such as Toban Raceway available just this week. For me personally, this track has a sublime look and feel. Take any one of the really great cars out and I would vote it the best racing sim experience available today. We also continue to provide unweavering support for our rFPro effort. This product continues to make significant inroads into the racing and automotive design industry. It’s amazing to see it develop over time. This is also true of our Event version of rF. Along with new partners, there isn’t a day that goes by that rF is not being used commercially somewhere in the world. The world of rFactor represents a very diverse and vibrant userbase. I could not be more proud of the small handful of dedicated developers that continue to make this happen. На следующей неделе выходит новый билд. В обозримом будущем развитие рф2 продолжится. Развитие может немного замедлиться, но так же и привнести новые возможности из нового проекта ИСИ. Фичи над которыми сейчас работает иси для рф2 могут быть отложены на более поздний срок. Будут продолжать выпускать новый контент. В частности известно. что ведется работа над машиной F1 2016 https://twitter.com/...111449493614592 Так же ИСИ продолжают оказывать поддержку rFactor PRO Вопщем Gjon гордится сотрудниками ИСИ) [spoiler=Интересные комментарии от Tima Wheatley]I have to say, I don't know where that comes from when everything said is saying the opposite. "We will continue to develop rF2 into the foreseeable future." "Things we are working on now may be folded into rF at some later point." What that means? Still working on rF2. What does the other mean? That basically the way you might get things like DX11 and Rift will be from people paying us to do it, via commercial licenses and the like. Those could then come back into the rF2 product. Oh no, how terrifying. But, think whatever you want, I don't really feel like Gjon needed to post anything when he'd passed the Q&A that was posted anyway. It's like people are trying to interpret things incorrectly, instead of just reading what is said. The best way to make a dev actually abandon a product, is for it to be abandoned by it's users, and responses like this can virally create those conditions, whether the developer wants it, or not. *** I don't think you'll see too much of a slow down in content releases really. The only thing that has altered, as I said in the Q&A, is that I realize having a huge backlog of licenses isn't productive. For example I have a blanket license to every March Engineering vehicle. ISI might never make any of them, they were among the first thing I licensed and haven't been touched. So, I want to contact modders, offer those out, and if there is a car I want build, that ISI won't touch soon, and modders don't seem to want, I'll give it to someone to make a pay mod. But, as I said, I won't do that with anything announced (which most of the March catalog hasn't been). The important thing for me, is getting this content in the hands of people using our product, not sat in my excel spreadsheet. *** Unfortunately as long as the company policy is no debt, I don't think Gjon will be willing to take someone's money and make that happen. What is basically being asked when people ask for things Gjon doesn't want to do or has said no to (answers in the Q&A were from him, I'm a messenger), is for him to find that money. This is actually exactly where what he said in this post applies, because he's going to try to find more for it, and being honest enough to say it might affect rF2 dev focus. We've chatted about it quite a bit in the past, but he's seen enough companies get huge and die to even think about taking investment/debt. If you search, you can find that Sim Raceway took about $25M in publicly listed investment, and they've ended up effectively an rF1 clone with some licensed content. That's the same amount John Henry publicly stated he'd spent on iRacing in 2007 before the doors even opened. I think I could do a lot of damage on just licensing with a fraction of $25M, especially when I think that most of what I have licensed for very little (another thing I just decided to do - rF2 was going to be similar content to rF1 at one point). Gjon could also do a huge amount with it for marketing, staffing, etc. But eventually, someone wants that money back. Why do people think so many simracing devs have been through a bankruptcy cycle? https://www.facebook...ing={"tn":"R2"}
  13. Перенесли трассу в Калифорнию, за место елей виноградники. А так посмотри повторы с внешней камеры, трек довольно детален. Здания пита так вообще сделаны круто)
  14. http://isiforums.net/f/attachment.php?attachmentid=19631&d=1458871493 У чела видать комп тянет рф1 на макс настройках, а рф2 на мин)
  15. Релиз Toban и Howston Dissenter 1974 http://isiforums.net/f/showthread.php/28444-1974-Howston-Dissenter-Now-Available%21?p=417480&viewfull=1#post417480 http://isiforums.net/f/showthread.php/28445-Toban-Raceway-Park-Now-Available%21?p=417481&viewfull=1#post417481
  16. Видать решили делать шины в рф2 исходя из реал данных о свойствах материалов, термодинамики, деформациях Попытка прямой связи с реалом) Но в реал тайме такое просчитать компы не тянут, вот и подстроили часть данных под табличную выборку для адаптации к быстродействию домашних компов. Что-то есть еще на эту тему на оф форуме. Oh, I see what you mean. You can adjust a few, as for why it's not implemented, it's pretty taxing for systems to run the physics realtime (on CPU) and from lookup tables as-is. We'd probably begin to lose lower end systems or have to take physics processing down a notch at this point. I think this is something you'll see in a future version of isiMotor, when lower end users have more likely upgraded, more than you'd ever see in rF2 in any big way. There are some hardware limits we try to work to. http://isiforums.net/f/showthread.php/28398-Image-Space-Incorporated-Exclusive-Interview?p=416922&viewfull=1#post416922
  17. На суперкомпьютере что ли даже не просчитать полностью в реал тайме шины рф2) [spoiler=It can take a PC about 24-38 hours to run through and create the tire]Originally Posted by MikeeCZ View Post Now you will ask me why can AC do it? - Well - it cant. ACs physics engine is far inferior to the one used by rF2. Its tire model much simplier and all calculations regarding everything are simplier, in many cases actually canned by look up charts. Just to add clarification, we use an awful lot of lookup tables as well, otherwise you wouldn't be able to run the software on your system. But we run as much as possible in realtime. What is "LUT" ? Sorry, stay for Look Up Table, which is an array of values, usually precalculated outputs of given functions/math, to be recalled at specific inputs. This is very useful to avoid wasting power of calculation, especially if you have a dominant of recursive inputs. Do ISI know what kind of machine would be capable of just running the tyre calcs in realtime? For the architecture involved, no one. Maybe some clusterCPU but would probably need a different task architecture to run on parallel. And that's for 1 tire. Originally Posted by Woodee View Post Do ISI know what kind of machine would be capable of just running the tyre calcs in realtime? It can take a PC about 24-38 hours to run through and create the tire (and that is 1 example of each thing the tire can experience). So, nothing available right now could run our tire physics as they are currently, in realtime. http://isiforums.net...ll=1#post417162
  18. Похоже что-то гоночное. Космо сим иси не разрабатывают, они в роли издателя http://isiforums.net/f/showthread.php/28398-Image-Space-Incorporated-Exclusive-Interview?p=416880&viewfull=1#post416880
  19. Хотят в стиме сделать какой-то механизм для возможности продавать моды.
  20. Да, идея интересная. Вот что говорит по этому поводу чел из иси, который этим занимается [spoiler=Marcel Offermann]It won't use the DLC option that is provided by Steam as that is designed to be used for only a few DLC items which are provided by the publisher (ISI). It also won't use the workshop directly, as Valve experimented with paid items there and when they launched it for a game called Skyrim, got so much backlash from the community that they disabled that feature altogether. How it will work exactly is something that is probably best disclosed and explained when we are ready to launch paid mods. Third parties will be able to leverage this. In other words, modding groups can make money providing (high quality) mods. I am personally still hoping someone will do a licensed version of current Le Mans as I would definitely pay for that myself! Is there (or will there be) a form of copy protection that could be used for paid mods for RF2? Without that I can't see modding groups being willing to make much more investment in payware than they would for freeware. Yes, there will be. Obviously we won't be sharing any technical details about how that is done, but it is one of the things that needs to be in place before we can release this.
  21. Выборка наиболее интересных новостей из интервью 1. VirtualReality will not be implemented soon, it is simply not YET popular enough. 2. Moving from DX9 doesn't look very likely at the moment. 3. Dirt pick up will not be implemented. 4. ISI is talking with a 2016 F1 team for a license. 5. Hybrid/KERS system will be implemented with the above F1 car. 6. Suzuka is coming. 7. ISI is slowly working on a new title that is NOT rF3. 8. ISI is looking into the possibility of paid mods.
  22. лицензии есть, но разработка исторического контента пока не в приоритетеRD: Does the team have any inclination to include further historic content, possibly a playmate to the sublime BT20 Grand Prix car in future? TW: We have some licensed, but they’ve simply never made it to the top of the stack yet. As a historics fan, this pains me greatly! We’d welcome inquiries from mod groups interested in working on licensed content. Зато есть планы по поводу F1 2016 TW: We’re in talks for a 2016 GP car as I speak, so we need to look at this at some point, probably when we build an updated FISI and/or GP car.
  23. Скоро выпустят Сузуку (вероятно переработаный конверт из автомобилисты) и трек из рф1 Toban. Когда получат данные, то из ближайших машин - нисан ГТ500 и корвет дайтона прототип. Хотят добавить поддержку платных модов в воркшоп?
  24. Интервью с Tim Wheatley http://www.racedepartment.com/threads/image-space-incorporated-exclusive-interview.118789/ Думают о новом названии следующего сима TW: Internal planning and discussion on another title (not rF3) has taken place, but rF2 is still our focus product at this time.
  25. Похоже что-то интересное готовят в новом билде. Трек команда пока экспериментирует с деревьями
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