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Вы здесь » allmotorsports » Игроклуб » rFactor 2


rFactor 2

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= rFactor 2=

http://i446.photobucket.com/albums/qq184/modbaraban/host/553689n1307155706264713.jpg

http://maximum-attack.com/rF2rain.gif

Видео:

Cистемные требования для rfactor 2:

Свернутый текст

Минимальные
Процессор: 2.4 GHz Intel Core 2 или 2.4 GHz AMD Athlon x2
Память: 2 GB
Видео карта: nVidia 8600 GT or ATI/AMD 3850
Видео память: 256MB
Ось: Microsoft Windows XP, Windows Vista, Windows 7
DirectX: 9.0c
Место на жестком диске: 4 GB

Рекомендуемые:
Процессор: 3.0 GHz Intel Core 2 Duo или 3.0 GHz AMD Athlon II x2 или лучше
Память: 4 GB
Видео карта: nVidia 250 GTS или ATI/AMD 4870 или лучше
Видео память: 512MB
Ось: Microsoft Windows Vista 64bit, Windows 7 64bit
Место на жестком диске: 4 GB

Download:

Игра:

rFactor2 Build49 Setup (simracing.in.ua)
rFactor2 Build49 Setup (isiforums.net)

Build49 содержит:

Historic

    1966 Brabham BT20
    Spa-Francorchamps ’66
    Monte Carlo ’66

Modern

    Formula Renault 3.5
    Renault Megane Trophy
    Mills Metropark
    Sepang International
    Autodromo do Estoril

Моды:

ISI1045-v10-1960sWorldClassRacing (simracing.in.ua)
ISI1032-v10-RenaultMeganeTrophy (simracing.in.ua)
ISI1044-v10-FormulaRenault35s (simracing.in.ua)
ISI1044-v10-v11-FormulaRenault35s (simracing.in.ua)

Все перечисленные файлы в виде торрента (isiforums.net)

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2

Build 60

http://isiforums.net/f/showthread.php/3 … e-Build-60

список изменений

Свернутый текст

UPDATE 1 Changelog (Febuary 15, 2012):
======================================
MULTIPLAYER:
----------------------------
Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
Modifed Dedicated server and mpfile to allow/disallow nicknames.
Fixed in-car chat for extended ASCII characters.

GRAPHICS:
---------------------------
Fixed showroom sun occlusion problem.
Fixed sun occlusion toggle.
Improved HDR debug output.
Moved all HDR processing to GPU.
Now enforcing deformable meshes.
Fixed and improved "visible vehicles" algorithm.
Updates to static meshes now disabled.
Fixed AI brake lights.
Fixed some issues doing HDR/Post on monitor.
Fixed up some postFX problems.
Updated sun occlusion.
Improved post FX integration with HDR.
Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
Fixed problem with using post with HDR.
Fixed up hdr debug output, also improved post-processing.
Tidy up line drawing, also deactivated pre-caching for now as a test.
Fixed up hdr debug output.
Fixed a crash when loading a new profile to an existing track.
Shaders are recompiled if vid driver or HDR changes.
Reverted virtual mirrors back to using options settings rather than video settings.

UI:
----------------------------
Fixed car skin spinner not selecting current selected skin when entering screen.
Fixed path error for loading truetype fonts.
Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
Fixed bug where one couldn't select a new UI.
Fixed gear graph text in wide-screen mode with non-wide-screen UI.
Tidy up some loading bar problem.
Fix HUD pit menu selector box.
Added tire volume slider.
Added new options for VSync and FXAA.

AI:
----------------------------
Extra code to prevent ramming from behind when attempting to pass.
Generally made AI initiated player crashes less likely.
Made line transitions safer (for example moving from fastest to blocking line).
Fixed exaggerated pitspot slowdown.
Implemented 1st round of VERY basic wet weather tire logic.
Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
Made AI cars more likely to pass another car in the straight if given the opportunity.

GAMEPLAY:
----------------------------
Fix for timescaled mechanical failures.

CONTROLLER:
----------------------------
Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
Set default control for 'Display Vehicle Labels' to TAB key.

OTHER OPTIMIZATIONS
----------------------------
Various collision optimizations, including better automatic LODs for trackside collidable objects.
Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
Minor SSE optimizations added.
Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
Fixed dedicated server not updating scoring for plugins.
Fix for "Unknown" name in player file.
Fixed wide characters aborting the results file write.
Mirror toggle control lets you go through all 5 permutations in cockpit now.
Fixed a potential problem alt-tabbing with SL.

FUNCTIONAL ADDITIONS:
----------------------------
Allow nickname and attempt to allow wide char names.
Added a "Steering Wheel" option for "No Arms".
Added user car skin support.

MOD/PACKAGING
----------------------------
Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
Fixed a minor issue with encrypted mas.
Fixed ttool crash.

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BUILD 60 > 68 UPDATE:

HTTP: Use auto updater for now.
Torrent: rF2_v1029-v1040_60-68.exe.torrent

список изменений

Свернутый текст

UPDATE 2 Changelog (March 14, 2012):
======================================

GRAPHICS:
---------------------------
Some fixes to overlay/gauge rendering to make it more SLI friendly.
Fixed HDR problem for frame times greater than adapt ET.
Avoid flashing one frame of the options while driving in realtime (could happen if server went to next track).
Fixed up various HDR issues.

GAMEPLAY:
----------------------------
More complete tire heat from damping (currently optional but won't be forever).
Improved tire damping heat application and made more configurable.
Improved thread stability.
Prevent display and system sleeping (ded servers will only prevent system sleeping).
Added new finish criteria "% Track Laps" and "% Track Time" in case you don't want the percentage of both which is what "% Track Defaults" does.

SOUNDS:
----------------------------
Doubled the maximum number of sounds.

AI:
----------------------------
Added fix for AI not to avoid other cars in private session (since they're invisible).
Improved terrain sampling so that AI physics handles painted lines correctly.

PLUGINS:
----------------------------
Added track IR plugin.
Fixed logical error that would have prevented some plugins from running properly.
Tweaked plugin message interface to allow chat commands.
Added chat commands to results stream.
Some other plugin additions.

UI:
----------------------------
Added new filters to mp lobby.
Fixed bug where one frame of mis-sized vehicle or track selection shows up on main menu coming back from switching RFMs.
Added a button action to force reload of car spinner. (so modders can update the loose skin dds and see it in game immediately.)
Increased camera mobility around ôReflected Floorö showroom.
Tracking power loss in tire tool.

GT World Endurance 1.0
HTTP: n/a
Torrent: ISI1050-v10-GTWorldEndurance.rfmod.torrent

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4

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