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rFactor
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3 besök senaste veckan (150058 totalt)
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
De banor som verkar vara på gång är dessa:

* Fantasy track (Uzzi)
* Mosport (Uzzi)
* Road America (?)
* Trois Reviers (USPits)
* Barber Motorsport (?)
* Birmingham (Scott J)
* Några till av cyruscloud

Vi kommer att se en 6-10 banor under 3:e och 4:e kvartalet i år.

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Roger Brorsson
Sollefteå
Här sen Jun 2004
Inlägg: 544



Nu har jag testat demot och kan bara säga att det va ju KUNG!!
prövade även i kväll life for sped och det var då ingen vidare alls tyckte jag...
I går prövade jag GTR det va därimot nästan lika bra som rFactor!!

Måste man handla det online? Hur funkar det som? få man nån nyckel? Tänkte om man måste formatera om datorn en dag hur går det då? Finns det inte att handla på cd i butik?

Hmm måste handla mig en ratt nu hehe, nån som testat nån bra ratt till detta spel i prisklass ~ 2000:-

_________________
MVH Roger Brorsson
Citera
Mickos
Stockholm
Här sen Dec 2004
Inlägg: 51



Jag kan ha fel men tror jag läst nånstans att man kunde göra upp till fyra ominstallationer, sedan får man maila dem och be om en ny nyckel. Spelet går inte att köpa på CD utan handlas bara på nätet. Enklast är att använda sig av PayPal och betala genom banköverföring eller visa.

Vad jag vet så finns det ingen ratt i precis den prisklassen. Det närmaste man kommer blir Momo Racing och Driving Force Pro för ca 1100-1200:-. Ska man ta ett steg upp så finns det några hi-end rattar för runt 3-4ggr mer, men alla saknar force feedback. Så jag skulle rekommendera dig att satsa på antingen en Momo Racing eller DFP. Dom är bra båda två

_________________
Mikael Hasslo
Citera
broden
Göteborg
Här sen Apr 2003
Inlägg: 36



När jag hade betalat stod det iofs bara att jag hade rätt till att omregistrera 3 ggr, dvs inget om att man kunde maila för att få fler chanser. Någon som _vet_ vad som gäller?

_________________
// Mattias Brodén
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
Ny modd som kommer snart:

* 1992 F1-mod

http://forum.rscnet.org/showthread.php?t=219871

Det här kan bli riktigt bra om de får till fysiken!!!

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Roger Brorsson
Sollefteå
Här sen Jun 2004
Inlägg: 544



Mickos skrev:
Jag kan ha fel men tror jag läst nånstans att man kunde göra upp till fyra ominstallationer, sedan får man maila dem och be om en ny nyckel. Spelet går inte att köpa på CD utan handlas bara på nätet. Enklast är att använda sig av PayPal och betala genom banköverföring eller visa.

Vad jag vet så finns det ingen ratt i precis den prisklassen. Det närmaste man kommer blir Momo Racing och Driving Force Pro för ca 1100-1200:-. Ska man ta ett steg upp så finns det några hi-end rattar för runt 3-4ggr mer, men alla saknar force feedback. Så jag skulle rekommendera dig att satsa på antingen en Momo Racing eller DFP. Dom är bra båda två


okey så man får nyckeln mailad till sig då lr?
kanske man skulle ha orka formatera om datorn innan då hehe.. Ska se om PayPal funkar för mig för nå kort de ha man ju inte skaffa än

Vet du om nån av dom där två rattarna funkar till xbox oxå?
Dumt att hi end rattarna saknar FFB..
Kommer köpa den ratten som funkar till xbox/pc..

_________________
MVH Roger Brorsson
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
Det funkar bra att man får nyckeln mailad till sig...

Det kan vara bra att formatera och grejja lite innan du skaffar rF.

När det gäller PayPal så går det också att göra en banköverföring till dem om man inte har kort. Annars tror jag nog att det är lättare om du ber någon med kort göra detta och sen att du pröjsar till denne.

Sen till dina frågor om rattar så använd gärna sökmotorn. Vi ska försöka hålla denna tråd ren till bara rFactor frågor.

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Obizzz
Jönköping
Här sen Sep 2004
Inlägg: 9008



F1-moden ser lovande ut thumbs up

men då behöver man banor som räcker till till bilarna

_________________
Martin Öberg
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
När det gäller banor så ser det bra ut. Fick reda på idag att ISI-gänget bakom rF kommer släppa lite verktyg samt en tutorial över hur man tillverkar banor. rF kommer att bli en jäkligt bra modplattform!

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Fredrik C
Malmköping
Här sen Nov 2002
Inlägg: 5388



Vart hittar jag demot?

_________________
Fredrik Cednert
PCS 7484
NS: 9 varv
NS BTG: 9.10.21

Citera
broden
Göteborg
Här sen Apr 2003
Inlägg: 36



Niklas Maravic skrev:
När det gäller banor så ser det bra ut. Fick reda på idag att ISI-gänget bakom rF kommer släppa lite verktyg samt en tutorial över hur man tillverkar banor. rF kommer att bli en jäkligt bra modplattform!



NÄR??? är min fråga...

Kollade runt lite, jag hittar ingenting som kan exportera till gmotor 2-formatet eller vad det heter.
Iofs, jag har lekt hex-editor förut, men börjar känna mig lite för gammal för det...

Tack för fusket förresten, "F1"-bilarna är ju löjligt snabba.

_________________
// Mattias Brodén
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
Skaffa MASTools här: http://forum.rscnet.org/showthread.php?t=222003

Kan det hjälpa dig broden??

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
broden
Göteborg
Här sen Apr 2003
Inlägg: 36



Det där är för mas-filerna. Jag vill kunna spara till .gmt-filer (3d-modellerna alltså).
Det är inte samma som till GTR.
Faktum är att skillnaden verkar vara mycket större än jag trodde, satt lite och kollade igår, så det känns rätt kört att göra något innan de släpper riktiga verktyg, iaf om de släpps inom rimlig tid.

De som redan släpt bilar/banor måste ha lite specialkontakter eller något...

_________________
// Mattias Brodén
Citera
Obizzz
Jönköping
Här sen Sep 2004
Inlägg: 9008




_________________
Martin Öberg
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
Uppdatering av F3-modden. Här hittar ni v 1.1 http://www.sim-racer.de/index.php?area=1&p=news&newsid=165

Fixes/Updates :
- engine hp (fixed to 220hp)
- DX7 support
- Tyre wear
- Default setup
- Rear wing design (Rain Light added)
- rFm file (Can now race SR Grand Prix tracks)
- LCD shows now Lap Count

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
GustavF
Kalmar/Åland
Här sen Mar 2004
Inlägg: 55



F3 modden är riktigt kul att köra, precis lagom effekt och grepp i bilarna för att det ska bli intressanta online-race.
Nu är ju även samma kille på gång med en F1 1983 mod http://forum.rscnet.org/showthread.php?t=223932 som iofs kan vara intressant, men som kanske inte ger upphov till riktigt lika kul race pga svårkontrollerade bilar, det återstår att se. Jag ser ändå fram emot att ösa ner för rakorna på birmingham i en brabham bt52 med motorn ställd på kval-trim

_________________
Gustav Franzén
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
Uppdatering av F3-modden har kommit, numera v 1.2

http://www.stylelo.com/

- improved physics
- Rear wing design (fixation)
- rFm file (Can now race 25 cars)
- new cockpit
- new steering wheel
- can add personal picture at wheel center (replace file F3xxarms.dds in team folder - 256x128 DXT1)
- new wheels
- improved helmet
- new chassis with left air intake

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
gMotor 2.0 MAS släppt av ISI

http://www.rfactor.net/index.php?page=devcorner

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Niklas Maravic
Örebro
Här sen Jan 2003
Inlägg: 4704

Hjälpmoderator
Trådstartare
Uppdatering till rFactor ute!!!!!! v1.040

www.rfactor.net

What's New in v1.040?

Welcome to the first update for rFactor. When executed, the update program will first search the current directory for version 1.020. If it locates a valid copy, it will update the appropriate files while making a backup copy in the rFactor\Support\Backup directory. You will find an update log file in the support directory as well. If the out-of-date version is not present in the current directory, the update program will search the registry for the install location and proceed from there.

Graphics:

· Significantly reduced video memory usage in several components of the graphics engine.

· Improved shadow performance for Max shadow detail level.

· Added a new .PLR file option called Low Detail UI, which will force DXT compression on the UI art to reduce memory usage by about 75%. There are compression artifacts when using this, but most people wont notice. Set to on by default for the lowest level machine.

· Added a black background to the frame rate counter, so it can actually be read.

· Added an FOV option in the graphics section.

· Prevented garage LOD multiplier in player file from being set to zero, which caused problems.

· Fixed bug where only steering wheel of opponents would appear.

· Added triple-rearview to swingman mode.

· Fixed the rF Config to properly handle multiple video cards.

· Added a full-time Video Mem Gizmo, which reports pct video mem available, as well as current auto-texture reduction level, and instantaneous resource allocs. All done up in bright shiny colors.

· Fixed a couple issues where the Visible Vehicles setting was not working properly. Increased the bias towards showing vehicles in front. Added a player file value "Extra Visible Vehicles" which controls how many vehicles to display in non-driving situations.

· Modified weather to use only static ambient shadows at night, and to use a much faster skydome coloring method.

· Added a PLR file setting to allow 'rearviews in swingman' mode.

· Improved FSAA support from rF Config.

· Improved 16-bit support, so in 16-bit video modes, all textures are either dxtn or 16-bit.

· Added timescale option of "None" which will make the time-of-day stand still. The advantage of this is that static shadows never need to be updated, perhaps increasing framerate. Note that if you were previously using the setting "Use Race %", then you will need to re-check the option in the UI. Known issue: sorry, this does not appear to work well at the moment.

· Fixed screenshot bugs in windowed and multi-monitor modes.

Tracks and Vehicles:

· Updated Sardian Heights mas file to fix incorrect signage bug.

· Fixed shadows on windows bug on Rhez.

· The names of the AI upgrade lists for Trainer had to be updated to match the vehicle filter tokens. This affected the upgrades.ini file and all the trainer VEH files.

· Reduced intensity of lights on orchard Lake tracks.

· Added Sardian Long.

· More Sardian changes. New, higher res maps for buildings, arena dome, tunnel.

· Updated some LOD distances on Sardian Long.

Artificial Intelligence:

· Fixed an AI tire pressure issue which resulted in a significant top speed discrepancy, especially with Advanced Trainers on the orchard Lake oval.

· Improved AI passing code both on straights and in corners.

· Improved mixed class AI driving.

· Improved AI handling of on-track wrecks.

· Fixed AI breaking yellow flag speed to enter pits.

· Reduced tendency for AI to rear end player.

· Fixed AI pulling offline (and slowing down) when human rides their tail.

· Reduced AI start chaos.

· Implemented a more consistent (for different car types) AI passing algorithm.

· Completely removed AI blocking humans.

Gameplay :

· Increased tolerances for positioning on formation lap starts, and added a check to ignore disco'd clients. Also added a failsafe that if everyone is stopped for awhile it will try to correct anybody who is off and then start the countdown timer.

· A couple improvements to the basic garage sliders: limited brake balance changes and more evenly spaced gearing.

· Fixed a garage UI bug where the acceleration, top speed, and gear graph info could be misreported.

· Added starting time and time scale to season create page, so you don't have to drive open wheel cars at night.

· Changed following message (for caution laps, etc.) to use driver name rather than vehicle description. Also fixed one case where that message should have been shown but was not. Added yellow flag display for full-course yellows.

· Fixed an issue where the pitcrew would sometimes get ready even if the player was clearly on the last lap of the race.

· Stopped automatically returning player to the monitor when player pitted in non-race sessions.

· Applied credits when restarting a race if the first race was completed (i.e. Official).

· Fixed bug where running timed season races would result in no points being awarded. Related to this, one must complete 60% of the leader's number of laps to get points, assuming equal cars. There is an adjustment based on the relative power-to-weight ratios for class racing, and the final value is always rounded down. For modders, the base percentage can be adjusted by an RFM value "Min Lap Percentage".

· Reset damage display upon race restart.

· Fixed track display when switching between Season and Test/Race (it was sometimes wrong).

· Reset vehicle upgrades to those currently installed when leaving the Vehicles page.

· Fixed right-side tire temps.

· Added player file option "Auto-change opponent List" which is on by default and will reset the single-player opponent list filter everytime you change cars. In short, this will automatically choose opponents whose cars are very similar to your own (same type and class).

· Fixed HUD MFD cycling - now it will only display the screens as configured in the plr file.

· Fixed an issue where the onscreen driving aids display would initialize wrong if no aids were being used.

· Added "Blue Flags" option to the player file which controls whether they are shown, whether people can be penalized for ignoring them, and how close the following vehicle needs to be to trigger them. Note that the new default setting significantly reduces the following distance needed compared to the original release, and that penalties are still active. Also added a warning before handing out a stop/go penalty.

· Changed race results format to be very similar to RaceCast XML format so the same parser can be used for either one.

· Drag'n'drop now works with SVM files into multiple folders. The visual effects now show up correctly regardless of screen resolution, and dropping the SVM on the folder it is already in no longer deletes that SVM.

· Added support for additional nationalities, but without the flag graphics.

· Fixed a minor issue where the sound would stick on in some situations when restarting a single-player race.

· Now keeping track of control (AI or player) used and driving aids used every lap. This info is reported in the race results.

· Added new Steering Help level "Full" which basically takes over steering completely if input is kept in the center. By default, it comes with a 2% mass penalty to avoid it being considered a "cheat".

Input Devices:

· Made a change so people with both paddle shifters and h-shifters to use the paddle shifter if the h-shifter stays in neutral.

· Added optional analog input filter. It's off by default because it could introduce a small amount of controller lag depending on the settings and your framerate. See the options "Analog Control Filter" and "Filter Samples" in the controller.ini file for more info.

· Added controller.ini option "Keyboard Layout override" which may be used to improve support for some keyboard layouts. If you are experiencing issues, please try the value "1" and see if that helps.

· Added two possible workarounds for situations where people lose their force feedback. One is a controller.ini value "Reset FFB Time" which will automatically reset the force feedback every X seconds. The other is a new controller mapping "Reset FFB" which can be used to manually reset the force feedback.

· Added a new force feedback parameter in the controller.ini file "FFB steer force grip factor". Its default has been changed from the previously hardcoded value.

· Added optional detection of accidental double-shifts (for noisy paddles). The default value for the new player file option "Repeat Shifts" is off.

Replay:

· Fixed special effects when outputting movies from Replay Fridge.

· Fixed a bug where temporary replay files would get left behind and then never cleaned up. Running the new executable will clean up the old files.

· Fixed a replay issue from multiplayer races where disco'd drivers would appear to sit in the middle of the track for the entire race.

· Added player file option "Record To Memory" which will write replay info to memory rather than disk, in hopes of eliminating stuttering on some machines. Memory usage could be significant for longer races, though, so this option is at your own risk.

· Added various info to the Replay Fridge - driver name, laptimes, speed, etc. One mysterious addition is the "Vehicle Upgrade Code" which is a compressed representation of the upgrades installed on the vehicle - it's mostly useful if you simply want to compare whether two cars have identical upgrades.

· Updated new Miles filters to include Audio Thief for capturing audio during replay exports.

Multiplayer:

· Used download rating to estimate the number of servers we can grab for the join list. This is in addition to the current player value, so it is the max of the two values.

· Added dedicated server administrators with basic functionality:

· only works if admin password is specified. Only one admin allowed.

· Become administrator by chatting "/admin
· Several different functionalities specified in multiplayer.ini option which concern whether non-administrators can call votes and when.

· Administrator can advance sessions, add AI, etc. by using the normal call voting UI buttons, or by typing chat commands.

· Full list of current chat commands:

· /vote yes // same as pressing button

· /vote no // same as pressing button

· /ping // same as pressing button

· /callvote nextsession // proceeds to next session (practice to qual, for example)

· /callvote nextrace // proceeds to next event in dedicated server track list

· /callvote event // proceeds to given event (such as "24 Hours of Toban" or "Mills Special Event")

· /callvote restartrace // restarts the race

· /callvote restartweekend // goes back to practice

· /callvote addai // adds 1 AI

· /callvote add5ai // adds 5 AI

· /callvote kick // kick specified player out of race

· /callvote ban // bans specified player from server

· /admin // take over administrator (wrong or no password = stop being administrator)

· /editgrid // admin command to move the specified player to the given position on the grid - note that you should do the grid from first to last or you may fail to achieve the expected results

· /set upload // change upload speed (works on own machine only, administrator can't change server's upload at this time)

· /set download // change download speed (same as above)

· /set nagle <0 or 1> // can only be done on server - specifies whether questionable Nagle TCP algorithm is used

· /set warp <0.1 - 3.0> // in future, will affect voicechat. The warp connotation comes from the period of time to take in between sending each voice packet. 1.0 is the default.

· Fixed issue where network throttling could slightly overestimate the amount of data it could send to each client (only significant with small numbers of clients).

· Took downforce into account when extrapolating vehicles (should keep Formula IS cars from appearing to catch air over crests in multiplayer) and smoothed out the ground detection code (to reduce instant jumps over curbs).

· Reduced default practice/qual/warmup times in multiplayer so we could get to race once in awhile.

· Added an audible warning for when a multiplayer game goes to the race session. Also restores game if minimized. Player file options "Net Race Warning" controls what sound is played and whether it will restore.

· Added a vote to load a specific circuit/event by chatting "/callvote event ", where event_name is the specific event for a track, such as Sardian Heights 250. Server's multiplayer.ini option specifies whether users can call this vote and whether they can call a vote for an event that isn't in the current server list. Administrators can always call this vote.

· Added administrator command for editing the grid. See full list of chat commands for more info.

· Started running collision on remote vehicles to prevent them from penetrating walls. The default is to only do this for nearby vehicles (within 200 meters). Since collision-detection can be CPU-intensive, you can turn it off by setting "Remote Vehicle Collision" to 0.0 in the multiplayer.ini file. Alternately, you can have it run on every vehicle by setting it to a large number (10000.0+). By default, the dedicated server will not run it at all (which may look less than perfect in replays) unless the multiplayer.ini value is set to 10000.0+.

· Fixed Multiplayer join select box issue with game names taking up 2 lines when game name includes '|'.

· Fixed an issue where non-dedicated servers couldn't create games with vehicle filters that only accepted non-base vehicle classes such as GP1 or MType.

· Fixed a crash when cars leave the game.

· Vehicles no longer exit the race session when a client quits or disconnects. Instead they are switched over to AI control and parked in the garage. This was done for a variety of reasons: 1) it makes scoring and results reporting easier and more accurate, 2) some people reported hiccups when unloading vehicles, and 3) it allows for future support of clients re-joining if disconnect was accidental.

· Fixed an issue where network throttling could cause tire smoke or other effects from remote vehicles to get left on for a long time.

· Added RFM catagory to multiplayer game selecter and allowed you to sort by RFM.

· Added gizmos to call votes for booting/banning players.

· Fixed "+maxplayers" command-line option to work with the dedicated server.

· Fixed an issue where if you created a non-dedicated server without going to the opponent List page, it would use the current vehicle filter rather than the multiplayer vehicle filter.

· Fixed an issue where sometimes incorrect vehicles (not matching the vehicle filter) would show up while joining or creating a multiplayer game.

· Changed auto-joining code to work better with passworded games.

· Fixed possible client crash when server changes session.

· Added RaceCast version to the server info displayed. An unfortunate side effect is that people running the original version of rFactor will see an incorrect game version number for servers running the updated version.

· Stopped automatically exiting the game when leaving a multiplayer game that was created or joined through RaceCast (or other external tool).

· optimized a search performed for waypoints when extrapolating multiplayer positions. This may improve both server and client performance in multiplayer games.

· Made a few more minor dedicated server optimizations.

Modding/Miscellaneous:

· New player file variable to control the realism of the AI tire slip model (or override in TBC file), resulting in more accurate scrub in the corners (again, most noticeable with Trainers on ovals).

· Fixed an issue where using extended ASCII characters for the installation directory could result in people being unable to join multiplayer games.

· Fixed dual processor timing issues by forcing game to only run on one processor. It can be overridden by using "+fullproc" in the command line, since Microsoft has now announced a fix for dual processors which is available only with Windows XP SP2.

· Expanded trace capabilities for better detection of the location of realtime crashes and networking action. Command-line option "trace=3" will create a new file "tracedyn.txt", and "+logtime" will add a time value to each line of the regular "trace.txt" output.

· Added command-line "+nosound" option to disable all sounds and music for testing purposes.

· Added more stock car GDB rules regarding dampers: everything from MinFrontSlowBump to MaxRearFastRebound.

· Fixed bug where running timed season races would result in no points being awarded. Related to this, one must complete 60% of the leader's number of laps to get points, assuming equal cars. There is an adjustment based on the relative power-to-weight ratios for class racing, and the final value is always rounded down. For modders, the base percentage can be adjusted by an RFM value "Min Lap Percentage".

· Changed CCH files to regular text format rather than encrypted.

· Added new HDV section which can assign extra mass (as a fraction of the total mass) for each driving aid and level used. This should only be used to add masses for vehicles that do not actually come with the given driving aid in real life. In other words, legal TC should not be penalized with this extra mass. Mass fractions are limited to the range 0.00 - 0.10, and are attached the same way fuel is.

· Added new TDF entry "HATFilterMethod=" which controls how the HAT database is filtered (and should be put near the top of the file). By default (method #0), different terrains are not "smoothed" together, which is the desired functionality for roads with intentionally sharp curbs on the side. Method #1 smooths all legal terrains together, and all non-legal terrains together. Finally, method #2 smooths all terrains with the same "FilterID" together. To use this method, the entry "FilterID=" should be added to every terrain, where x is a number from 0 to 254.

_________________
May the Downforce be with you

Team Swedish Racing Mates
Citera
Racingsimulatorer
rFactor
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Tack till alla våra trogna sponsorer som stöttar och håller Rejsa rullande