liakjim Απρίλιος 28, 2017 Author #301 Κοινοποίηση Απρίλιος 28, 2017 (edited) πριν 1 ώρα, το μέλος Aris Teidis έγραψε: AMD έχω αλλά είναι ψοφίμι (τι είναι το VSR?), θα δοκιμάσω όμως αυτά που προτείνεις. Η αίσθηση που περνάει, πάντως, από το τιμόνι στα χέρια είναι μοναδική! To VSR είναι Virtual Super Resolution. Θα το βρεις εδώ Ουσιαστικά σου κάνει upscale την ανάλυση. Έχοντάς το στο ΟΝ θα δεις πιο μεγάλες αναλύσεις από το monitor To παιχνίδι είναι πανάλαφρο . Στην 470 με 8χ Multisample και όλα full και ανάλυση 2160p , έχει μόνο 50% gpu usage και δείχνει γαμάτο. Στο feedback το μόνο παράπονο που έχω είναι ότι δεν έχω αίσθηση πόσο γκριπ έχω μπροστά ενώ και στα ανάποδα είσαι λίγο απών. Τουλάχιστον στη G27 , στο DD ίσως να είναι αλλιώς. Πάντως έχει πιο φλύαρο FFB και πιο δυνατή επιστροφή. Δεν φτάνει τα κορυφαία επίπεδα του rF2 αλλά είναι μισό μόλις κλικ κάτω. Έγινε επεξεργασία Απρίλιος 28, 2017 από liakjim 1 Link to comment Share on other sites More sharing options...
Aris Teidis Απρίλιος 28, 2017 #302 Κοινοποίηση Απρίλιος 28, 2017 πριν 7 λεπτά, το μέλος liakjim έγραψε: στο DD ίσως να είναι αλλιώς. ε, πρέπει να έρθεις να δεις αν είναι αλλιώς... 1 Link to comment Share on other sites More sharing options...
liakjim Απρίλιος 28, 2017 Author #303 Κοινοποίηση Απρίλιος 28, 2017 πριν 1 λεπτό, το μέλος Aris Teidis έγραψε: ε, πρέπει να έρθεις να δεις αν είναι αλλιώς... Άντε πάρε και το Oculus να γίνει πλήρης δοκιμή . ΥΓ Άντε και το rF2 να τα δούμε όλα!!! Link to comment Share on other sites More sharing options...
Aris Teidis Απρίλιος 28, 2017 #304 Κοινοποίηση Απρίλιος 28, 2017 (edited) πριν 14 λεπτά, το μέλος liakjim έγραψε: Άντε πάρε και το Oculus να γίνει πλήρης δοκιμή . ΥΓ Άντε και το rF2 να τα δούμε όλα!!! Το rF2 το πήρα ποιο παλιά αλλά επίσης δεν είχα καταφέρει να το παίξω (άλλα κουλά μου έκανε εκείνο) - καλά που μου το θύμησες να το ξαναδώ! Το oculus θα το έπαιρνα, αν κάποιος μου εγγυόταν ότι δεν θα βγει κάτι καλύτερο μέσα στα επόμενα 1,5 - 2 χρόνια! Αλλιώς προτιμώ να περιμένω. Α! κάτι τέτοιο έχω http://www.amd.com/en-gb/products/graphics/desktop/7000/7800# Έγινε επεξεργασία Απρίλιος 28, 2017 από Aris Teidis Link to comment Share on other sites More sharing options...
liakjim Απρίλιος 28, 2017 Author #305 Κοινοποίηση Απρίλιος 28, 2017 Το rf2 δες το από Δευτέρα που θα πάρει το dx11. 7870 ε? Ίσως αντέξει στα 1440p. Αλλιώς ως έχει. Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk Link to comment Share on other sites More sharing options...
Anthemius Απρίλιος 28, 2017 #306 Κοινοποίηση Απρίλιος 28, 2017 Δυστυχώς ακόμα δεν έφτιαξαν το θέμα με το autorotation για τις G29...http://forum.reizastudios.com/threads/automobilista-v1-3-5-released-now-updated-to-v1-3-7.2090/page-3#post-22046Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
Georgiadis Giorgos Απρίλιος 28, 2017 #307 Κοινοποίηση Απρίλιος 28, 2017 1 hour ago, Anthemius said: Δυστυχώς ακόμα δεν έφτιαξαν το θέμα με το autorotation για τις G29... Λογικά θα το έχεις δοκιμάσει.. αλλά δοκίμασες να την ρυθμίσεις maually? Link to comment Share on other sites More sharing options...
Anthemius Απρίλιος 28, 2017 #308 Κοινοποίηση Απρίλιος 28, 2017 Τι εννοείς; ναι, αν γνωρίζω τις μοίρες περιστροφής του τιμονιού του κάθε αυτοκινήτου και ρυθμίσω αντίστοιχα το Logitech gaming software (και όχι τον Logitech profiler ο οποίος δεν είναι συμβατός και δεν αναγνωρίζει την g29, σε αντίθεση με τις G25/G27), κάθε φορά πριν τρέξω το παιχνίδι, τότε ναι, δουλεύει κανονικά. Αλλά αν ενώ είμαι in game και τρέχω π.χ. Ένα αυτοκίνητο με 900 μοίρες και θελήσω να τρέξω άλλο κόμπο π.χ. Με το F309 που θέλει 370 μοίρες, τότε δεν αλλάζει, με αποτέλεσμα να μη στρίβει. Θα πρέπει να κλείσω το παιχνίδι, να αλλάξω αντίστοιχα τις μοίρες πάλι με το Logitech gaming software και μετά να ξανά τρέξω το AMS... πολύ εκνευριστικό... Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
GeoF1 Μάϊος 11, 2017 #309 Κοινοποίηση Μάϊος 11, 2017 Build v1.3.9 Added Hockenheim 2001 version (WIP) Added "RaceRefuelling" value to control whether series allow for AI refuelling during races (not appliable to all cars / tracks where AI may still pit for fuel) Added AI function to stop them from pitting in last 10 minutes of a race - even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop Globally adjusted Realfeel settings to factor a fraction of FrontGripEffect into FFB Audio: minor fixes to filters and occlusion code; modified curbs volume calculation in order to remedy clicking when running over curbs (to an extent) and to address curb volume inconsistencies (needs feedback) Fixed bug in roadnoise replay saving (fixing potencial CTD) adjusted all vehicles curbs volume for new code Fixed shader bug for aeroplane Contrail Globally increased lowest LOD from 500 meters to 600 Globally reduced driver aggression values Hockenheim 2016: Minor fixes & updates, added remaining objects, added GP layout with DRS zones Boxer Cup: Updated rear brake light; Updated windshield to remove rear view display shade F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup Mini: minor adjustment to external sound loops F-V10: Adjusted TC sound 1 Link to comment Share on other sites More sharing options...
wolves Μάϊος 12, 2017 #310 Κοινοποίηση Μάϊος 12, 2017 Παράθεση Part 3 of our "Legendary Tracks" DLC series for Automobilista is soon to arrive! Check out this preview lap of the F-V10 around the classic long layout last used in 2001 - also a chance to hear the latest audio developments due to arrive in v1.4 as the V10 engines reverberates through the forests! The historical Hockenheim circuit will be release in four versions: 1976, 1988, 2001 along with the modern version. Layout variations including the Rallycross track will also be included. Hockenheim DLC is scheduled for release at the end of May 2017, however both modern versions & 2001 are already available for testing in the latest build of Automobilista Beta. 1 Link to comment Share on other sites More sharing options...
Dimitris Pappas Μάϊος 13, 2017 #311 Κοινοποίηση Μάϊος 13, 2017 1 Link to comment Share on other sites More sharing options...
Dimitris Pappas Μάϊος 18, 2017 #312 Κοινοποίηση Μάϊος 18, 2017 2 Link to comment Share on other sites More sharing options...
liakjim Μάϊος 21, 2017 Author #313 Κοινοποίηση Μάϊος 21, 2017 2 Link to comment Share on other sites More sharing options...
Dimitris Pappas Μάϊος 24, 2017 #314 Κοινοποίηση Μάϊος 24, 2017 1 Link to comment Share on other sites More sharing options...
GeoF1 Μάϊος 25, 2017 #315 Κοινοποίηση Μάϊος 25, 2017 Build v1.3.95 Added F-Ultimate series (WIP) Added Hockenheim National, Short A & B layouts Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones Added new driver model & new customized suits & gloves to all vehicles Added configuration option to all vehicles for visible driver arms in cockpit view Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result) Reduced AI lifting after race finish & added a randomization function so they don΄t all slow down the same way Customized AI throttle functions at race start to a realistic behavior for each series Changed AI reaction time to green lights so it΄s no longer instantaneous but within a more human range of 0.1s-1.0s Added new TireManagement & AIStartSkill to driver RCD files - the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start Reverted Realfeel FrontGripEffect from 0.1 to 0.0 as used up to previous Beta update Reverted curb volumes to earlier values Roughened up flat curbs at Taruma, Londrina Reduced default suspension packer settings in several cars Further adjustment to vehicle undertray friction parameters F3: Reduced aero loss in draft StockV8: fixed lcd laptime info Montana: Fixed max opponents 3 Link to comment Share on other sites More sharing options...
wolves Μάϊος 25, 2017 #316 Κοινοποίηση Μάϊος 25, 2017 1 Link to comment Share on other sites More sharing options...
liakjim Μάϊος 26, 2017 Author #317 Κοινοποίηση Μάϊος 26, 2017 Automobilista v1.40 is released, along with a new DLC: Hockenheimring is also available for purchase here. If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS "Season Pass" for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game). Below is the Changelog for v1.3.7 -> v1.4.0:CONTENT Added Hockenheimring (1977, 1988, 2001 and 2016, along with extra modern layouts - the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS OWNERS) Added F-Ultimate series FEATURES Added Custom Season Tool (available as a launch option on Steam) * GENERAL Fixed bug with AA setting not saving in AMS Config Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8; Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series Various minor UI fixes & adjustments Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon Updated all helmet shaders to be same as the one used for car paint Fixed bug in roadnoise replay saving (fixing potential CTD) Added new driver model & new customized suits & gloves to all vehicles Added configuration option to all vehicles for visible driver arms in cockpit view ** Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races Fixed error in fog logic which could cause fog to appear in cockpit Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event Globally increased lowest LOD from 500 meters to 600m AUDIO All audio files resampled to 44.1kHz (decreasing files size / cpu / memory usage) increased max simultaneous sounds from 32 to 64 polished loops and pops in several audio files Introduced advanced audio filters for external cameras Added cockpit muffling for closed cockpit cars Opponents volume setting is no longer effective for trackside cameras (all cars same volume) Enhanced replay of surface sounds (roadnoise, dirt, curbs) Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer Reset volume multipliers on all cameras to address volume inconsistencies AI Added function to stop AI from refuelling during pitstops in all series where that is forbidden - only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks Added function for AI to partially lift off the throttle when receiving a blue flag - their cooperation is now a function of "Courtesy" value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / quali, in races they will be more cooperative in high profile series compared to smaller / historical ones Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed) Added function for AI to slightly lift during in and out laps in practice / quali Added function for AI to lift back to the pits when car has substantial aerodynamic damage Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects) Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimise issues with AI needlessly stopping for tires Added AI function to stop them from pitting for tires in last 10 minutes of a race - even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop Customized AI throttle functions at race start to a realistic behavior for each series Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s Added new TireManagement & AIStartSkill to driver RCD files - the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file) Adjusted base Safety Car speeds for various series to more compatible levels Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order) Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result) *** Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit) Various AI physics adjustments to improve their racing ability and line adherence Generally increased AI reaction to front tire slip Adjusted AI brake performance for all cars Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range Updated AI performance ranges for several tracks Adjusted AI spring / damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs PHYSICS Revised tire wear functions for several cars Revised fuel consumption & estimates for several cars Globally raised undertray friction to minimise advantages of unrealistically low setups in some cars Adjusted default setups for low downforce configs in Formula cars Reduced default suspension packer settings in several cars Added speed limiter to MCR2000, Ultima GTR Race Adjusted engine wear / reliability ranges on soem cars CONTENT UPDATES & FIXES Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones Roughened up flat curbs at Taruma, Londrina Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI Oulton: Adjusted AI line through chicane so AI don´t clip high curb Brasilia: Fixed cars going into the pits in rolling starts StockV8: Corrected max opponents; Corrected & added missing talent files: fixed LCD laptime info Montana: Fixed max opponents F-V12: Adjusted ride height ranges, increased rake in default setup Mini: Fixed auto-shifting bug; minor adjustment to external sound loops Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display Karts: Updated skin alphas to suit latest car shader F-Vee: Adjusted AI performance ARC Camaro: Fixed reflection bug in cockpit gauges F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds F-V10: Adjusted TC sound F3: Reduced aero loss in draft SuperV8: Fixed pit timings to realistic values Link to comment Share on other sites More sharing options...
liakjim Μάϊος 27, 2017 Author #318 Κοινοποίηση Μάϊος 27, 2017 Πολύ αργός ( F-Ultimate at Hockenheimring 2017) Link to comment Share on other sites More sharing options...
GeoF1 Μάϊος 27, 2017 #319 Κοινοποίηση Μάϊος 27, 2017 Ξερετε πως το delta μεσα στη μουρη μου μπορει να φυγει χωρις να πειραχτουν τα υπολοιπα? track klp? Link to comment Share on other sites More sharing options...
liakjim Μάϊος 27, 2017 Author #320 Κοινοποίηση Μάϊος 27, 2017 Βασικά πρώτα άλλαξε κάμερα. Ξαπλωμένος στο κάλυμμα του κινητήρα είσαι? 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now