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rFactor 2: Beta-Build 118 mit umfangreichen Verbesserungen

20. Oktober 2012 - 10:41 Uhr

ISI hat eine neue Version seiner sich in der Betaphase befindenden PC-Rennsimulation rFactor 2 veröffentlicht die nicht nur Fehler beseitigt

Formula Renault 3.5 in rFactor 2
rFactor 2 von Image Space Inc. für PC
© KMP Racing

(MST/Speedmaniacs.de) - Pünktlich zum Wochenende und einen Monat nach der letzten Version hat Image Space Inc. nun das Beta-Build 118 für rFactor 2 veröffentlicht. Die neue Version kann direkt über die automatische Aktualisierungsfunktion der Rennsimulation heruntergeladen werden.

rF2-Spieler haben außerdem die Wahl zwischen dem Download eines frischen 489 MB großen Builds und dem 170 MB großen Einzelupdate mit dem sich die Vorgängerversion Beta-Build 107 aktualisieren lässt.

Spätestens beim Blick auf das Changelog der intern als Update 8 (Build 118) bezeichneten Version zeigt sich, dass die Entwickler von der Grafik über das Gameplay, die Fahrphysik und AI in allen Bereichen Fehler beseitigt beziehungsweise die Funktionalität verbessert oder erweitert haben. Noch gibt es aber keine Aussage wann die Anfang 2012 begonnene offene Betatestphase abgeschlossen wird.

ANZEIGE

rFactor 2 Beta Build 118-Changelog:

GRAPHICS:
-Fixed a bug with inconsistent shadow detail between channels in multiview
-Added 3 levels of shadow filtering speed vs quality
Enhanced autodetail framerate processing to better maintain minimum FPS
-Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
-Fixed a quadgrid culling bug
-Fixed bug with pendulum texture animations
-Bloom is now working properly with multiview
Different texture detail levels between player and opponents now (almost) works
-FPS counter now shows yellow when frame rate is being regulated
-Attempt to fix 'left-behind-shadows' problem
-Separated auto detail processing from visible vehicles processing
-Limit auto-detail FPS option to the current refresh rate
-Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
-Sync shadow groups between views in multiview
-Added code to visible vehicles calculation to maintain minimum framerate.
-Improved multiGPU awareness of HDR processing

GAMEPLAY:
-Corrected code to always use track GDB SettingsFolder override
-Setting session starting times default to 9am
-Changed default steering help from low to off because it confused a lot of people
-Re-enabled transparent trainer and added some options for it.

PHYSICS:
-Added code to allow RealRoad to be pre-conditioned in a number of ways
-Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
-Improved turbo dump
-Added minor effect of turbo spool friction
-Fixed a small problem with auto reverse

AI:
-Attempts to get the fuel-less AI to slowly pull off the road.

UI / HUD:
-Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
-Fixed statbar car position map to correctly scale with screen/hud resolution.
-Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found.
-Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
-More UI stuff for RealRoad loading/saving
-Minor fix to info display on Video Res page
-Scaled text on mouseless spinners to correct value based on screen res and res of options.
-Added ability to add boost gauges to cockpit and HUD.

BUG FIXES:
-Fixed crash in multiplayer
-Fixed some memory/resource leaks
-Fixed crash when changing tire compounds in pitstop
-Small optimization with regards to buffering data between simulation and multimedia threads

MULTIPLAYER:
-Added dedi server RealRoad options
-Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
-Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window

CONTROLLER/FFB:
-Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working).
-"Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
-Now automatically holding clutch and brakes on grid for people using a combined axis for throttle and brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.

PLUGINS:
-Completed custom plugin control (this invalidates old Version05 plugins)
-A little bit more robustness with respect to saving and restoring custom plugin control mappings

REPLAYS:
-Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format

MODDING/PUBLIC DEV:
-Fixed bug with render target selection for all 3DS Max plugin versions
-Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
-Added _v25 to the names of all plugin dlls
-First release of scene viewer, located in ModMgr directory
-Fixed some problem with component Install/Uninstall in mas2 packaging tool
-Updated modmaker doc to sync with latest tools
-Added CG visualizer to Ctrl-U dev tool
-Added support for RealRoad file reading in viewer

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