dmitrych
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Весь контент dmitrych
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да, теперь есть rfactor2.exe, rfactor32.exe и rfactor64.exe. Чтобы запустить 64битную версию надо rfactor64.exe переименовать в rfactor2.exe Еще Controller.ini и player.ini в новом формате json player.json http://jsoneditoronline.org/
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Наверное это электроусилители так делают. На скорости они должны тяжелее руль делать
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на форуме что-т такое естьhttp://isiforums.net/f/showthread.php/19536-Build-660-licence-incomplete-error
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Для флагов какие-то дополнительные опции. Может можно будет настроить что бы при синем флаге не давали штраф.
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О, вышел Unstable билд [spoiler=Unstable]Please make individual threads for each issue or topic. Please focus on the specific issues from 660 onwards if you can (see build notes), but feel free to post issues (not in known issues txt) from build 49 onwards that still exist. Don't hesitate to let us know about things you think/know we already know about (let the devs decide what they can/can't fix/alter now/later). You can post screens from this build in public, mention it, etc, but please don't confuse people or share it with them directly (see below how to share it). Feel welcome to test this with your league, but be aware of the confusion that might be caused using this as an official release. Do your league members know how to make fresh installs, etc, if this build caused issues with the next public release? Your league members would also need to be involved HERE and post issues HERE (through league admin if easier). You should NOT share a link to it anywhere else. Send them to the Dev Corner and tell them to scroll down. IMPORTANT NOTES - 1) At this time if you change a 64 bit exe to the 32 bit exe, the next auto update will overwrite the 64 bit exe with the new 32 bit one. This is not in the current readme as it only came up last night. 2) As of right now the only way to activate 64 bit builds is rename. This will require administrative privileges if installed to the default location. Why? So Nvidia and AMD drivers that use the exe name to map to proper optimization profiles don't fail to load said profiles. 3) You may need to install a build after this fresh, as auto update may have additional issues going FROM this build. 4) The USER SESSION EXPIRED warning on the matchmaker can only be resolved by restarting the executable. This was design decision so that user would not be prompted for credentials from the simulation UI. 5) GMT formats. There may be some Third Party mods out there that does not work. Rebuild your mod using the newer GMT formats. There may be a cutoff of age. 6) People starting rFactor2.exe outside the launcher. That may not longer work. See CLI.txt in Support. 7) Matchmaker is separate from 660, unstable servers won't show on old MM. 8) x64 will not (ever) work on an XP based OS, this includes older versions of Windows Server. REGULAR BUILD NOTES - GRAPHICS:———————— Fixed sun block bug which caused inconsistent occluder values. Fixed a bug where HUD textures refuse to load. FEATURES: ———————— Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables. Upgraded to latest version (9.3k) of Miles Sound System. Updated projects to latest OpenSSL (1.0.1h) Support added for gear-specific rev limit offsets. Added additional Flag Rules option "Full w/o DQ". Eliminated race condition that could cause race rejoin to fail. Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions. Added the ability to control vehicle- and tire-specific effects on RealRoad. BUG FIXES / OPTIMIZATIONS: ———————— Optimized memory usage. Fixed thread safety issue that could produce crash when crossing finish line while recording a best path. Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor. Fixed issue where leftover RealRoad events could be applied in the wrong session. Fixed inconsistent writing of config.ini if installed to write-restricted path. Improved collision with temp cars. Fix reporting of anti-stall to plugins. Potential fix for exiting game while skin transfer is unfinished. Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters. Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads. Fixed issue if server was password protected it would not verify server content was installed on client. MODDING / PUBLIC DEV ———————— Added OpenMP to Mod Mode and Dev builds (improves speed of TTool). Added a dev mode AIW editor options to move selected waypoint's selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind). Corrected problem where +ptool and +ttool wouldn't start up properly when using SDK. Attempt to use AVX (if available) in 64-bit TTool. Fixed double screenshots in TTool. Plugins will need to be built in 32-bit and 64-bit versions. Please add "_x64" to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup. Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page. UI / HUD / Options: ———————— Added new gizmo action to clear multiplayer password. Possible fix for HUDs picking up & using unrelated but identically named assets. MULTIPLAYER: ———————— Sync up RealRoad on new clients at an accelerated pace. Changed upload/download speed variable so that higher rates could be set in the dedicated server. Initialize newly-joined clients to a basic RealRoad value such that they can't gain an advantage over other clients. Fixed multiple players in dedicated server startup dialog. CONTROLLERS / FFB ———————— Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this. Output FFB value to plugins even if no FFB devices are detected. AI ———————— Added checks to be sure only real AIs can talk and request pits. Improvements to superspeedway AI. Added AI control to PhysicsOptionsV01 in plugin interface. Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without. Fixed AI cars swerving on formation lap skip and transition from formation lap to race. Removed unnecessary AI braking prediction that had them tapping the brakes needlessly. Reset "add AI" menu when leaving page Thanks, Tim
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Приобрел серию T5 DTM от URD http://www.unitedracingdesign.net/#!shop/c1hgg Качественно сделано. Читал, что Петров говорил, что машины дтм нужно очень точно подруливать на выходах из поворотов. В этой серии от URD похожее поведение
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Кто еще не принял решение участвовать в чемпе, то может ознакомиться с бесплатной машиной c текущими изменениями из мода URD http://isiforums.net/f/showthread.php/17266-Corvette-C6-r-ZR1-2013-by-UnitedRacingDesign-Update-May?p=228557&viewfull=1#post228557
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Смотрим как Феттель по ходу сезона будет переучиваться)) Некоторые комментарии от экспертов [spoiler=Хельмут Марко]Себастьян Феттель не раз говорил, что ему не нравятся новые машины и турбированные силовые установки. Советник концерна Red Bull по автоспорту Хельмут Марко заявил, что в начале сезона в Red Bull Racing были недовольны подходом к работе, который демонстрировал Себастьян Феттель, и после Гран При Китая попросили немецкого гонщика перестать жаловаться и адаптировать свой стиль к новым машинам. [spoiler=Эдриан Ньюи]Эдриан Ньюи: «Отчасти правы те, кто считают, что одна из причин – снижение прижимной силы у новых машин. У Себастьяна специфический подход к пилотированию, если мы сможем заставить машину ему соответствовать, он будет очень конкурентоспособен, если нет, он не сможет использовать этот подход. Мы не сможем найти замену для «выдувного диффузора», но Феттель был быстр и до их появления, а теперь ему приходится переучиваться. Даниэль Риккардо был хорош с первого дня в нашей команде. Молодым гонщикам часто нужно время на адаптацию, но он быстро освоился с новой силовой установкой и особенностями пилотирования машины. [spoiler=J.D.]Я надеялся, что это случайность. Однако, болид Дани ни разу не ломался - поломки у Себа не однотипные - то коробка в квале, то ЕРС то турбина, то вообще выключилась коробка в Австрии, что пришлось перезапускать систему, то стабилизатор забыли поставить - во дела да?!. Это ненормально, ведь у Дани ни разу проблем не было. Случайность да? До Австрии технические проблемы я считал случайностью, но после Австрии - это уже не дело.
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Феттель к этой машине не может найти подход. В конце сезона будет видно сможет ли он адаптироваться или окончательно займет роль второго пилота.
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Сейчас обещают в конце этой недели обновление
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Вообще будет в ближайшем билде какая-то доработка рилроада
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Скопировал из документации [spoiler=Realroad]RealRoad is probably the most important feature everyone has been looking forward to. To activate the dynamic RealRoad technology on a road surface, you should assign a material to the road polygons using the Road Shader Two Diffuse Maps shader. A quick glance at the shader description gives the impression that we’re dealing with something fairly complex, so let’s go over all the various texture stages to set up the road material: Stage Type Map Channel Description 1 Diffuse map 1 Classic, basic road texture (requires alpha) 2 Multi map 2 Asphalt detail map 3 Normal map 1 Highlights diffuse map’s bumps and cracks 4 RaceGroove map 3 Rubber that will be put down by track activity 5 Specular map 2 Pronounces Stage 2 detail map under sunlight 6 Marbles map 2 Rubber bits and debris off the racing line 7 Reflection map 3 Reflects the environment when wet Making the material change will undoubtedly require a bit of texture reworking, as the diffuse map now requires an Alpha Channel. This is where things can get tricky, depending on the complexity of the diffuse map and the amount of detail it contains, because this Alpha Channel not only controls the amount of specular intensity, but its inverted version is also used to control the wet look of the surface. An extreme example, using a black/white chequered Alpha Channel, is shown in the images below, both taken at sunset from the same position: Notice that, as the sun goes down, the specular effect on the road in the image on the left is what you’d expect in places for white pixels in the Alpha Channel. The dark patches are black in the Alpha Channel. This means that the specular effect gets stronger where the Alpha Channel is lighter. In the same way, you can see in the image on the right, taken on a wet track, that the totally black alpha bits now act as a perfect mirror5, whilst the white bits, which resulted in a great specular effect, now appear bone dry, even though the surface has been set to be at its wettest. This means that the wet effect gets stronger where the Alpha Channel is darker. The reason why the specular and wet effects react in an inverted way related to each other is because small cracks in the diffuse map would be filled with water if it rains (dark alpha pixels), yet at the same time they would be less affected by specular effects because the crack is subdued in the surface (again, dark alpha pixels). Both specularity and wetness need to be kept in mind when working on a road map’s Alpha Channel. To make the Alpha Channel an even more crucial element is the fact that repetition can become a big issue if you’re not careful and subtle enough when trying to find a contrast balance between darkness and lightness, or in other words wetness/specularity. This is where experience and a few trial-and-error iterations will come in handy, so don’t be disappointed if the first effort doesn’t end up looking the way you had planned. On the track texture side, this texture’s Alpha Channel is probably the bit you’ll want to spend as much time as possible on. Detail maps for texture stages 2 and 5 can most likely be borrowed from one of the stock tracks. These work best with tight tiling values, around 2.0m x 2.0m. Be aware that using extremely tight tiling values comes at the risk of having visual repetitive patterns. You’ll also need a subtle normal map based on the diffuse map for stage 3. It’s very important that this map is kept subtle, because it can look intense and critical at extreme sun positions or on wet surfaces6, which wouldn’t look natural or realistic at all. Stages 4 and 6 are the visual representation of RealRoad’s track evolution system. As the rubber gets laid onto the track surface, RealRoad will allow stage 4 to become visible according to the grip levels. For a more immersive result, the groove uses its own texture, instead of just darkening the diffuse map. Similarly, all bits of debris and rubber that get pushed off the racing line (i.e. the effect known as Marbles) are put in another separate texture. Both RaceGroove and Marbles textures that ship with rFactor 2 have been designed to work with a large variety of road surfaces, so this requires minimal work on the texture side. Notice that the RaceGroove and Marbles use their own dedicated Map Channel. This is done because the RaceGroove contains skid marks which greatly enhance the organic character of the surface. These skid marks are nothing more than horizontal lines in the RaceGroove texture. Allowing this texture to use the same Map Channel as the diffuse map, would look totally wrong, as the rubber markings would not really follow the curve of the ideal racing line. So we’ll need to tweak the mapping for these RealRoad textures. The best way to map the RealRoad textures is by using Spline Mapping, which would approximate the ideal racing line. Although recent versions of 3ds Max have a built-in Spline Mapping feature, there is always a workaround method by using a Projection modifier in older software versions. This procedure is explained in Appendix A. Worth noting is that the RealRoad texture stages are actually “T1 Specular Alpha” stages, which will also alter the surface’s specularity as the sun interacts with the rubber. This means that the RGB portion of the texture acts as a multiplicative blend with the diffuse map, and the Alpha Channel controls the specularity7. Because of this multiplicative nature, it is advisable not to go too dark in the RGB range. Stage 7 is used for the wet surface reflection. The only point of importance here is that Live Mapper should be enabled, to inform the renderer that this stage should not be handled as a traditional texture stage, meaning it doesn’t matter which texture and mapping channel you assign to this stage. That covers all basic material settings. There is one last change that needs to be made, in the Instance rollout of the GMT Exporter. To activate RealRoad, the Deform option should be marked, and the object name should start with RaceSurface_.
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Тим переделал форум. Удобнее сгруппированы разделы http://isiforums.net/f/
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для рфактор про они используют сканированные трассы. Делают облако точек под систему http://www.slideshar...omotive20121207http://www.rfactor-pro.com/Services.aspx Видимо будет новое представление форума. Сейчас он вообще отключен. https://twitter.com/timwheatley1979/status/480467092727017472
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Тима достал какой-то чел, что он аж так разозлился, что форум отключил до понедельника https://twitter.com/timwheatley1979/status/480467092727017472
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Еще интересная тема это новая система пятна контакта с облаком точек http://www.slideshar...omotive20121207 В интервью тех директор рфактор про говорит что он используется в основном для анализа данных, чем для тренировки пилотов http://www.just-auto.com/interview/simulator-technology_id141403.aspx
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Рфактор про это уже что-то более навороченное)) http://www.automotiv...hp?NewsID=58517 Интересно пишут об устройстве про систем http://articles.sae.org/12760/
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Примечательно, что разработка рф2, получение лицензий не зависит от продаж. Средства идут с проектов проф симуляторов. Для них ИСИ поставляет софт http://baseperformance.net/ http://www.racing.gt...onal-simulator/ Нашел объявление о присоединении Тима к ИСИ. Он раньше на Ирэсинг работал http://rfactor.net/web/2010/09/13/tim-wheatley-joins-isi/
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Масса порадовал. Феттель в запой может уйти)) Явно он уже второй пилот. Квят молодец
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Да, интересно что они в апдейт включат. Возможно в конце следующей недели unstable билд выпустят с 64 битной версией
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Получил реальные данные. http://isiforums.net/f/showthread.php/11597-EnduranceRacingX-by-URD-Update-May?p=285758&viewfull=1#post285758
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В твитере Тим периодически выкладывает ролики на http://ru.wikipedia....lite:_DangerousСмотрится интересно http://www.youtube.com/watch?v=gXh3rj1ZaVU&feature=youtu.be&a А Кунос в твитере больше стал писать о своем космическом симе чем об АС
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Чем это кунос занимается? Он на АС забил что ли
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Алес начал сотрудничество с неким Nicolas Perrin. http://isiforums.net/f/showthread.php/11597-EnduranceRacingX-by-URD-Update-May?p=285642&viewfull=1#post285642
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Возможно на следующей неделе появится новый билд
