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  • 3 weeks later...
  • 3 weeks later...

USF2000 Release

 

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We’re super excited to release our first car: Studio 397 presents the“Cooper Tires USF2000 Powered by Mazda” Series!

The Cooper Tires USF2000 Series an accessible American open wheel series officially sanctioned byINDYCAR, is a popular proving ground for ambitious drivers wanting to progress to the next level.

 

The USF2000 car from Van Diemen is an excellent entry-level low-downforce car. It’s grippy, yet nimble. While it can be tail happy at times, it remains catchable and is always rewarding to throw around. We’ve enjoyed some very close, smile-on-your-face, wheel-to-wheel racing testing out the limits of the USF2000. Daring overtakes and massive trail braking really show off it’s capabilities.

 

The 2016 spec USF2000 uses Van Diemen/Elan DP08 chassis and is powered by Mazda’s MZR 2 liter, 4 cylinder DOHC engine with fuel-injectors, tuned by Elite Engines to 170 hp thus capable of achieving a top speed of about 150mph.

 

The car is available in two classes: the Championship class with a 5 speed sequential gearbox, and the slightly lower tier National class, with two transmission choices – the 5 speed (same as in the Championship class, but with a 50 lb weight penalty) and an older, 4 speed H-shifter variant available with three different final ratios.

 

GRAB_039.jpg

 

As amazing as this car is already, we are especially proud of how it came to be the Studio’s first release. It started with a very engaged community member, Mike Peters, and his ambition to see a mod become a reality in our product.

 

Mike Peters worked closely with us and John Cummiskey Racing, before contacting Tim Wheatley to ask whether the car could become a third party affiliate mod. We were immediately on board, and the Studio 397 content team got behind the car. From there the USF started evolving and taking shape. Initial testing reports from our test team were overwhelmingly positive, giving the development effort an extra push.

 

The level of detail and precise access to physics and 3D data would not have been possible without the members of Mike Peters’ group: John Cummiskey, Tyler Bell, and Grant Peters. Grant and Tyler, interns starting their 2nd year with JCR, compiled all of the data and setup information for the Studio 397 team to complete work on the car.

 

The USF2000 is available in the Steam workshop, where you can subscribe to it to have it downloaded and installed into rFactor 2 automatically.

 

 

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  • 4 weeks later...

On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017.

To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline.

A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.

Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.

As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen.

UI-concept.png

Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.

We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.

More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.

In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.

NOLA.jpg

Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.

We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.

With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!

That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!

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Introduction

Finally, it’s time for the first Studio 397 release of rFactor 2!

It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.

We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.

Stock Car

  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Pass_Safety_Car-300x169.png

    Better awareness of what to do under caution.

    Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.

  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
    • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
    • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
    • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
    • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"

AI

  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.

Physics

  • tgm_temp_load-300x169.jpg

    Temperature and load of the tyre contact patch.

    Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.

  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.

Driver Swaps

  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.

Graphics

  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.
  • Removed the option to disable HDR.

Dedicated Server

  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.

User Interface/Launcher

  • engine_mixture-300x169.jpg

    Engine mixture settings are part of the setup.

    Added an Engine Mixture setting to garage so it can be saved as part of a car setup.

  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.

Additional Changes

  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.
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πριν 5 λεπτά, το μέλος John@John έγραψε:

rFactor 2 on Steam

Αγορά rFactor 2    29,99€

Και απο οτι βλεπω αφαιρεθηκαν οι υπολοιπες επιλογες με τα online subscriptions.

Οποιος επιθυμει να το αγορασει, καλο θα ηταν να περιμενει μεχρι την Πεμπτη που ξεκινουν τα christmass sales του steam, στα οποια εχουν αναφερει οτι θα εχει εκπτωση.

 

πριν 2 λεπτά, το μέλος Xristos asim έγραψε:

Τοσο δεν ειχε;

Τοσο ειχε μονο το offline

Έγινε επεξεργασία από wolves
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πριν 11 λεπτά, το μέλος John@John έγραψε:

rFactor 2 on Steam

Αγορά rFactor 2    29,99€

Επιτέλους ξεκαβάλησαν το καλάμι (βασικά χρειαζόταν να αλλάξει το ιδιοκτησιακό καθεστώς ) που ζητούσαν 80€ χωρίς content. Όσο καλό και να είναι το προϊόν σου, με την παρελθούσα τιμολογιακή πολιτική, δεν φέρνεις εύκολα νέο κόσμο. Όταν μάλιστα ο ανταγωνισμός είναι μεγάλος.

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πριν 46 λεπτά, το μέλος jumaru99 έγραψε:

Επιτέλους ξεκαβάλησαν το καλάμι (βασικά χρειαζόταν να αλλάξει το ιδιοκτησιακό καθεστώς ) που ζητούσαν 80€ χωρίς content. Όσο καλό και να είναι το προϊόν σου, με την παρελθούσα τιμολογιακή πολιτική, δεν φέρνεις εύκολα νέο κόσμο. Όταν μάλιστα ο ανταγωνισμός είναι μεγάλος.

Δεν νομιζω να ξεκαβαλησαν κανενα καλαμι,προφανος η παλια εταιρια το ειχε παρατησει στη μοιρα του και λογικα η νεα εταιρια που το πηρε να παει με τα νερα της αγορας .Ας φτιαξουν τα γραφικα που λενε και οτι αλλο νομιζουν αν ειναι εξυπνοι με μια καλη διαφημιση και προμοσιον θα εχουν πελατες,αλλιως παλι θα μεινουν με τα 100-200 ατομα περιπου ημερησιως στο ον-λινε τους

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Με το steam workshop τί παίζει; Γιατί βλέπεται αρνητικά από πολλούς; Επίσης τί γίνεται με τα mods που δουλεύουν στο non-steam? Συνεχίζουν να δουλεύουν κανονικά στο steam version ή τα ξεχνάς εκτός κι αν ο δημιουργός κάνει τον κόπο να ανανεώσει ότι χρειαστεί;

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