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πριν 38 λεπτά, το μέλος konnos έγραψε:

Αυτό που με "χαλάει" λίγο είναι οτι δεν έχεις βοήθεια από πουθενά. Ούτε ένα χάρτη να βγάλεις άκρη με το layout των πιτς, τίποτα. Μπήκα σε μια περίπλοκη οβάλ και δεν ήξερα από που να βγω στην πίστα, πρέπει να δοκίμασα 5-6 φορές μέχρι να καταλάβω από που να βγω και μετά ήταν αστείο όταν χρειάστηκε να κάνω drive-through...

Τα παντα ολα υπαρχουν (must το συγκεκριμενο, χαρτης και πολλα αλλα καλουδια)

TrackMap Plugin V0.96 32bit & 64bit

 

πριν 41 λεπτά, το μέλος konnos έγραψε:

Για τα γραφικά διαφωνώ, έχουν σημασία. Δεν είναι το παν, αλλά όταν γίνονται σωστά ανεβαίνει το immersion κατακόρυφα και δυστυχώς εδώ φαίνεται η ηλικία των παλιών.

Για μενα δεν εχουν σημασια τα γραφικα.

Δε με πειραζει να ειναι "χαλι" αρκει να "τρεχει" νερακι. Το προβλημα με το ρουφου ειναι οτι δειχνει "χαλι" (για μενα οχι) αλλα τρεχει και χαλια. Αυτο βασικα περιμενουμε να διορθωσει το dx11, κυριως το performance.

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Αρη δώστου χρόνο εμένα με πήρε 1-2 βδομάδες να το μάθω

 

Οδηγός rFactor 2
Οδηγός Optimal FFB settings (δεν αφορά τόσο τα OSW)

 

Απαραίτητα plug ins:
rF2 Pedal Overlay Plugin (για να βλέπεις πότε κλιπάρει το FFB απο κίτρινο σε κόκκινο)
Curs-o-Radar (για να βλέπεις τους άλλους γύρω σου)
TrackMap Plugin με alt+space το μενού (φτιάχνεις και χάρτη για τις πίστες που δεν έχουν) έχω βάλει το Motec Lcd και τα έχω συγκεντρωμένα σε αυτό

Σετάρησε για αρχή 3 κουμπιά για ignition, starter, pit speed limiter

 

Απαραίτητο για να δουλέψει το OSW να πειράξεις μία τιμή στο αρχείο  Controller.JSON το βρίσκεις εδώ rFactor 2/UserData/player
"Steering effects strength":-10000,
και επειδή έχω πειράξει και άλλα κάνω paste το δικό μου

 

    "Rumble strip magnitude":0.02,
    "Rumble strip magnitude#":"How strong the canned rumble strip rumble is.  Range 0.0 to 1.0, 0.0 disables effect.",
    "Rumble strip pull factor":-1.5,
    "Rumble strip pull factor#":"How strongly wheel pulls right\/left when running over a rumble strip. Suggested range: -1.5 to 1.5.",
    "Rumble strip update thresh":0.02,
    "Rumble strip update thresh#":"Amount of change required to update rumble strip effect (0.0 - 1.0)",
    "Rumble strip wave type":0,
    "Rumble strip wave type#":"Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.",
    "Steering effects strength":-10000,
    "Steering effects strength#":"-10000 to +10000, applies to all steering effects (torque, resistance, static spring, jolt, etc.)",
    "Steering resistance coefficient":0,
    "Steering resistance coefficient#":"Coefficient to use for steering resistance.  Range: -1.0 to 1.0",
    "Steering resistance saturation":0,
    "Steering resistance saturation#":"Saturation value to use for steering resistance.  Range: 0 - 1.0",
    "Steering resistance type":0,
    "Steering resistance type#":"0=use damping, 1=use friction",
    "Steering spring coefficient":0,
    "Steering spring coefficient#":"Static spring effect rate (-1.0 to 1.0)",
    "Steering spring saturation":0,
    "Steering spring saturation#":"Static spring effect peak force (0.0 to 1.0)",
    "Steering torque capability":15,
    "Steering torque capability#":"The maximum torque capability of the wheel (in Nm, obviously)",
    "Steering torque extrap blend":0,
    "Steering torque extrap blend#":"Higher blends of extrapolated value allows driver to feel torque changes even when actual torque exceeds 'input max' (0.0=disables, 1.0=max)",
    "Steering torque extrap time":0.015,
    "Steering torque extrap time#":"Time in seconds to extrapolate steering torque based on current change (Range: 0.001 to 0.050.  To disable, set 'blend' to 0.0)",
    "Steering torque filter":0,
    "Steering torque filter#":"Number of old samples to use to filter torque from vehicle's steering column (0-32, note that higher values increase effective latency)",
    "Steering torque minimum":0,
    "Steering torque minimum#":"Minimum torque to apply in either direction to overcome steering wheel's 'FFB deadzone' caused by friction",
    "Steering torque per-vehicle mult":0.7,
    "Steering torque per-vehicle mult#":"Per-vehicle steering column torque multiplier (this is a copy of the .CCH value)",
    "Steering torque sensitivity":0.275,
    "Steering torque sensitivity#":"Sensitivity curve applied to representable torques: 0.0=low 1.0=linear 2.0=high",
    "Steering torque zero-speed mult":0.1,
    "Steering torque zero-speed mult#":"Multiplier at zero speed to reduce unwanted oscillation from strong static aligning torque",


Το "Steering torque sensitivity":0.275 άλλοι το βάζουν 1 δοκίμασε το
Το "Steering torque capability":15, έχω small Mige μάλλον έχεις το ίδιο οπότε μπορείς να το βάλεις μέχρι 20
Με μικρή εμπειρία απο αγωνιστικό gokart που πιάνουν τα 15Nm το αφήνω στα 15
και το ρυθμίζω ingame ανάλογα το car+track στα settings-controls-FFB Multi 0.4 με 1.0
FFB Smoothing και FFB Minimum Torgue στο 0

 

Στο MMOS:
Steering angle: 540
Steering stop
Gain: 3x

Max Force: 45%
Force Settings
Overall Filter: 10
Min Force: 0%
Max Force: 75% για 15Nm βάλε 100% για 20Nm
Ολα τα άλλα effect δεξιά 0 και στο off

 

Για το OSW ότι και να γράψω είναι λίγο...

Η δύναμη είναι η μία πλευρά του νομίσματος.

Η αμεσότητα και γρηγοράδα του είναι απίστευτη, δύο φορές πιο γρήγορο απ'τα άλλα και με μισό lag.

Ταχύτερo και λιγότερο lag σημαίνει καλύτερη "διαφάνεια", αισθάνεσαι πολύ καλύτερα τι υπολογίζει το sim ανά πάσα στιγμή.

Και αυτό δεν αλλάζει ακόμα και στο 50% της δύναμης του τιμονιού.

Στο rF2 είδα μεγάλη διαφορά, στο AMS μικρότερη, στο AC και R3E πολύ μικρή διαφορά.

 

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2017 is well underway! We hope you all made a great start to the new year once the lights went out ? Here at Studio 397 we’ve jump-started our new year full of ambition. In with the new, out with the old: don’t forget our migrate to Steam for free offer will end on January 31st, 2017.

DX11

As we have already revealed last month, DX11 development is ahead of schedule. We have migrated much of the engine, and although there are certainly still quite a few things to do and it’s far from a straight port, we’re taking advantage of this opportunity to fix some long-standing issues. We are updating the overall look of the graphics. Lighting improvements include a new HDR tonemapper to achieve better color balance and more saturated colors, which interacts nicely with our dynamic sky model (adding contrast to our clouds). We are also updating the entire shadow system (faster and better looking shadows) and adding some ambient occlusion techniques that provide more dynamic shadows in areas such as engine bays, the underside of tyres, and parts of the inside of the marshal hut. Here are some sneak-peek shots of our work in progress. They do not, of course, reflect the finished product, but we wanted to show you where we are right now.

 

DX9vsDX11_rF2-1920x1190.jpg

 

These upcoming graphics improvements should be a big step up for everyone in the modding community, giving you a stronger and richer visual base to build from. We will provide a set of guidelines on how elements should look to ensure as much consistency as possible without impacting on your creative freedom.

Next month we are starting a new beta program exclusively for modders to facilitate a smooth transition to DX11. So far it looks like we’ve been able to port all existing shaders, which means existing content should continue to work. Some mods that rely on custom shaders as well as plugins that request to render to the screen (such as some overlay plugins) currently expect a DX9 graphics context and will require an update to work with DX11. In both cases, we will actively help any modders whose work is affected.

UI

We’ve spent this month building the technical foundations for the new user interface, which allows us to link the game logic directly to an HTML5 front-end that we can embed into the simulation. At the same time, we’re putting the finishing touches on our interaction and graphical design, which means we can start building, user testing and refining the actual screens now. The new user interface offers far more flexibility, which gives us the freedom to create additional functionality down the line such as incorporating single player championships and results.

Here’s a look at the new home screen with simple sliding panels to reveal deeper options.

 

start-1920-1920x1080.png

 

As part of the new user interface we are developing the in-game competition structure.  We all know that competition is at the heart of all racing sims, and rFactor 2 has a long-standing relationship with some of the greatest leagues in simracing covering multiple racing disciplines.  Building on this strong foundation, our new competition mechanics intend to encourage frequent racing and greater accessibility, offering a rich career progression coupled with new aligned content.

We are focused on building competition mechanics that are unique and embrace leagues and competitions.

Content

Our content team is still working hard on the Radical and starting work on the Corvette C7.R. Last month we gave you a little Christmas present with the Nissan GT500, and we were overwhelmed with the positive responses to the car. At the same time we also got a lot of feedback from the community about little things we could improve. We’ve tried to fix all of them and our goal is to release an update before the end of this month. This update will also include a paint template. The following shots show many of these improvements.

 

gt500_n06-300x173.jpg gt500_n05-300x173.jpg

 

NOLA Motorsports Park will likely be released around the end of February. A lot of work was put into showcasing the aesthetic possibilities, and we spared no effort to bring you those 10 different layouts of the track and kart track, giving you plenty of variation and suitable configurations for all classes of cars. As more and more trackside objects are being added, we can now share some high resolution (4k) shots that show you different areas of the track. We chose to give you the full experience and modeled the whole garage area, so it’s actually a little bit of a drive to get to the actual track from there. Don’t worry though, we’ve put up some signs to guide you!

 

NOLA-jan2017-3-300x188.jpg NOLA-jan2017-2-300x188.jpg NOLA-jan2017-1-300x188.jpg

 

That’s all for our first monthly update of 2017. We wish you all the best and hope you will enjoy the many updates that we will bring this year.

Έγινε επεξεργασία από liakjim
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Οσον αφορα το dx11 δεν βλεπουμε και καμια μεγαλη διαφορα στο ματι, σιγουρα θα επιρεασει το performance θελω να πιστευω.

Αυτο που θα δωσει αερα στο παιχνιδι θα ειναι σιγουρα το νεο UI.

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On 1/24/2017 at 2:59 PM, aliakas said:

μια ερώτηση guys

δεν έπρεπε στο series να μου έχει τα series mod που έχω κατεβάσει ?

το μόνο που μου έχει είναι το all cars and tracks 

και νομίζω ότι αυτό έγινε όταν έκανα το migration στο steam

Στην πρωτη οθονη κλικ στο SERIES All Tracks and Cars να γινει πορτοκαλι(δεξια) και μετα αριστερα πανω κανε με κλικ πορτοκαλι το ALL TRACKS AND CARS και το INCLUDE RACE EVENTS.Μετα αν κανεις κλικ στο TRACK και CAR(δεξια κατω απο το SERIES) θα σου εμφανιστουν ολα τα περιεχομενα που εχεις κατεβασει απο το workshop.

Ο τυπος δινει και σεταπ για osw στο τελος του διαλογου.

Έγινε επεξεργασία από Dimitris Pappas
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And we’re back, as promised, with an updated Nissan GT500 – there’s a worthy set of improvements and upgrades to get excited about!

On the physics side, we’ve added a new set of tyres, including a full range of compounds for added strategy and increased competitiveness. The previous dry compound is now split into three types – soft, medium, and hard. We’ve also added an intermediate compound for light wet conditions. The all-new audio for the GT500 is a complete overhaul. We’ve replaced all sounds to give a deeper range and a more raw and resonant feel. Full credits for this go to Rick Schoenmaker, who did an awesome job! On the graphics side, we’ve made some considerable improvements and added features, including improved car body reflections, backfire effects, headlight lens flare, and more. We’ve had community feedback from many different people here, and we would like to mention Ales Ogrinc for generously contributing several 3D objects for inclusion in the update.

 

Screen-Shot-02-01-17-at-06.25-PM-002-300x196.png Screen-Shot-02-01-17-at-06.25-PM-001-300x196.png Screen-Shot-02-01-17-at-06.25-PM-300x196

 

Accompanying this update is a new build: 1108 update 2. Like update 1 we released on December 28th, 2016, this build is fully backward compatible, which means there is no need to update your dedicated server. With this new build we introduce a new system to distribute templates with our cars. As soon as you upgrade to the new build, whenever you start the Launcher, it will install templates into a folder called “Templates” in your rFactor 2 main folder. Do not edit those files in place though, as they will be overwritten on updates of the car. Make a copy before you start designing your own livery.

The new version of the Nissan can be found in the workshop, and you will automatically be updated if you are subscribed to it.

Check out the full change log below:

Sounds

  • Added a completely new pack of sounds that should be a lot closer to the way the original car sounded.

Graphics

  • Added additional tyre compounds, the car now has soft, medium, hard, intermediates and full wet compounds.
  • Added additional rim types to reflect the ones used by the different teams.
  • Added fluorescent shader for digits on the dashboard.
  • Added backfire graphics.
  • Fixed a gap between the driver helmet and the body.
  • Fixed tyres going through the fenders when under load.
  • Updated body 3D shape, adding a missing floor, correcting the front fender shape and some smaller tweaks.
  • Updated icons.
  • Improved cockpit textures on the fans, door handles and several other small details.
  • Improved body reflections.
  • Improved level of detail (LOD) models.
  • Improved exhaust model and textures.
  • Improved windows in cockpit view and added the missing side windows.
  • Improved liveries.
  • Improved headlights, now with lens flares.

Physics

  • Added new tyre compounds to match those added to the graphics.
  • Updated a few garage settings.
  • Slightly tweaked the AI physics.

Code (Build 1108 update 2)

  • Added code that allows car modellers to tweak the body roll for AI physics to ensure tyres don’t go through fenders graphically.
  • Introduced a simple mechanism for distributing templates with cars (which will end up in a “Templates” folder until the new UI is released).
  • Fixed a problem where the launcher accidentally URL encoded passwords, making it impossible to join servers with certain characters in the password.
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Επειδή δεν έχω ασχοληθεί σχεδόν καθόλου, ότι mod βάλω τώρα είναι όλα μέσω steam workshop? Υπάρχουν καλά mods που να μην είναι στο workshop? Γενικώς έχω κατεβάσει πολλά, κυρίως αυτά που είχαν αστέρια από 3+. Βρήκα κι ένα mod που έχει GT3, πόσο καλό θεωρείται; Επίσης δε βρήκα το γρήγορο το caterham.

 

Οι πίστες που είναι μεταφορά απ το rF1 είναι κάπως... άχαρες. Τουλάχιστον έχεις πιο πολλές επιλογές απ τις βασικές. Απ τις 2 Barber που έχει το workshop, ποιά είναι η καλύτερη;

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Υπάρχουν πολλά εκτός workshop κυρίως πίστες. Υπάρχουν στο workshop 3 GT mods Apex, Endurance, GT3, προτιμώ το Apex.

Mods, Tracks, Hill Climb, απο πίστες του Senormen και VirtuaLM είναι οι καλύτερες, κάποιες είναι στο workshop.

Δεν νομίζω πως υπάρχει γρήγορο Caterham, το 1.4 μόνο ξέρω. Τις 2 Barber δεν τις έχω βάλει, δεν ξέρω.

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Τέλος, το rF2 είναι μια (γ*μάτη) πλατφόρμα, που περιμένεις τους modders να βγάλουν το φίδι, γιατί αν κρίνω από τα πρώτα content cars του 397 βλ 2000άρι και Νισσάν...βράστα...

 

Το video με τον endurance αγώνα είναι καταπληκτικό αλλά ως εκεί γιατί κάθε φορά που θυμάμαι την εμπειρία, τόσο ξενερώνω και δεν το ακουμπάω. 

 

Κρατάω πολύ μικρό καλάθι αλλά παραμένω αισιόδοξος. 

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