rFactor2 – FIA Formula Two partnership

f2 rf2 150x150 rFactor2   FIA Formula Two partnershipISI e FIA hanno annunciato la partnership che lega il campionato FIA Formula Two con rFactor2

“We’ve spent many hours working with ISI to ensure we recreate the highly sophisticated and new-spec F2 car with the utmost accuracy, right down to the physics and the engine note,” said Goodfield. “We’re very pleased with the results and feel confident it will provide professional racing drivers, as well as amateurs, with a simulation as close to the real thing as possible.”

Saranno disponibili tutte le vetture ufficiali del campionato, mentre non si parla di rilascio dei circuiti in via ufficiale da parte di ISI, che si affideranno a quanto già disponibile e a quanto verrà creato in seguito in ambito modding.

Da segnalare inoltre l’uscita recente della build 85, altro piccolo passo in avanti in quel processo di sviluppo “a passo lento” che contraddistingue l’atteso seguito di rFactor. Qualche piccolo progresso dal punto di vista grafico si può notare in questo video a Mid Ohio, splendido circuito creato dai Virtua LM che mostrava un’alta qualità già nella sua versione per il primo rFactor:

 

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il changelog della build 85:
READ THIS:
You must update all the ISI mods to their latest version for this build to function. The ISI mods will also not work correctly in the old build. EVERYTHING needs to be up-to-date.

UPDATE 4 Changelog (MAY 18, 2012):
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GRAPHICS:
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Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option “Heat FX Fade Speed” which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer

GAMEPLAY:
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Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option “Hold Flap Button” if the user prefers to hold it down.

SOUNDS:
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Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true

AI:
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fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control

PLUGINS:
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Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.

UI:
—————————-

fixed the calculation of the “X display not available” X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024×1024 uncompressed textures.
Removed PLR file option “Wheels Visible In Cockpit” which was made obsolete by the VEH variable “FrontWheelsInCockpit” a long time ago.

BUG FIXES:
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Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed ‘Temporary Boost’ button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.

FUNCTIONAL ADDITIONS:
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Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable “Car Vibration Mult2″ in order to allow separation of orientational vs. positional effects, and added PLR variables “Seat Pitch”, “Seat Yaw”, and “Seat Roll” to allow an offset from which direction the cockpit camera points.

MOD MODE/PACKAGING
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fixed not being able to switch UIs in mod mode.
removed “no ai” restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages

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