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Build 146 disponível
#1
Saiu mais uma build para o rfactor 2, o aspecto mais importante é a introdução da degradação dos pneus.

Quote:=====================================================
Update 11 (Build 146) Changelog (Febuary 4, 2013):
=====================================================

GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.

GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.

PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.

AI:
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Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.

UI / HUD:
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Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.

BUG FIXES / OPTIMIZATIONS:
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Fixed occasional crash-on-exit bug

MULTIPLAYER:
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Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.

PLUGINS:
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Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier

REPLAYS:
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Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.

MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr

=====================================================
Update 10 (Build 134) Changelog (December 20, 2012):
=====================================================

GRAPHICS:
—————————
Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.

GAMEPLAY:
—————————-

PHYSICS:
—————————-
Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.

AI:
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Fixed “resume from replay” issue where safety car would drive off despite not being active.

UI / HUD:
—————————-
Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).

BUG FIXES / OPTIMIZATIONS:
—————————-
Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make “none” HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.

MULTIPLAYER:
—————————-

Fixed problem where dedicated server couldn’t load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those “? is removed” messages.

Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe’s console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
Confusedhutdown
:boot
:ban
:move_up
:move_down

CONTROLLER/FFB:
—————————-

PLUGINS:
—————————-

REPLAYS:
—————————-
Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!

MODDING / PUBLIC DEV
—————————-
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP

LAUNCHER
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Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab

Fonte: Site oficial rfactor 2
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