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rFactor 2: Build 125 mit Skip Barber Formula 2000

01. Dezember 2012 - 15:54 Uhr

Die Betaversion 125 der Rennsimulation rFactor 2 beinhaltet umfangreiche Verbesserungen am Spiel und erweitert die Fahrzeug- und Streckenauswahl

rFactor 2
Neu in Beta-Build 125 ist der Skip Barber Formula 2000-Monoposto
© Image Space Inc.

(MST/Speedmaniacs.de) - Die hinter rFactor 2 stehende Entwickler von Image Space Incorporated haben mit dem Beta-Build 125 eine neue Version veröffentlicht mit der man wie in der Vergangenheit zahlreiche Verbesserungen vornimmt die fein säuberlich nach Bereich im Changelog verzeichnet sind.

Außerdem beinhaltet die intern als Update 9 bezeichnete Version mit dem Skip Barber Formula 2000-Monoposto, der in der National- und Regional-Fahrzeugkonfiguration gefahren werden kann, und der Strecke Lime Rock Park, die gleich vier verschiedene Streckenkonfigurationen - uphill chicane, west bend chicane, both chicanes, no chicanes - vorzuweisen hat, neue Spielinhalte.

Das je nach gewählter und bereits installierter Version zwischen 475 MB und 63,5 MB große Build 125 kann hier heruntergeladen werden. Da es sich um ein inoffizielles Build handelt, hat man sich bei ISI entschieden die vorliegende Version nicht über den automatischen Updater zu verteilen, sodass rF2-Spieler manuell aktualisieren müssen.

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Dabei ist zu berücksichtigen, dass Build 125 einige bekannte Fehler enthält. Unter anderem kann es bei einigen Grafikkarten dazu kommen, dass schwarze Kästen an den Fahrzeugen angezeigt werden. Durch Deaktivierung der HDR-Profiloption soll sich das Problem beheben lassen. Außerdem funktionieren die Fahrzeugskins nicht und die Geschwindigkeitsbegrenzung in der Boxengasse beträgt 62 anstatt 36 PH wenn der ATAC-Mod verwendet wird. Hier empfehlen die Entwickler den Skip Barber-Mod zu nutzen, um das Problem zu umgehen.

rFactor 2 Beta Build 125-Changelog:
GRAPHICS:
-Improved lighting in car paint shaders
-Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
-Leaf wind now working again in shaders
-HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from -PlayerSettings rack_layout dir
-HDR profiles can be loaded from the Settings menu in the real-time monitor
-prevent 'Auto Detail FPS' from LOD'ing the currently viewed vehicle
-Added support for loading user shaders
-Attempt to improve LOD level flashing while regulating frame rate
-Re-enabled transparency AA setting
-Fixed issue with visual tire wear on AI vehicles

GAMEPLAY:
-Fixed/changed behavior where we wouldn't use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
-Made track-cutting thresholds configurable in the GDB.

PHYSICS:
-Fixed some RealRoad setting issue and uninitialized data if file couldn't be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.

AI:
-fixed a bug where AI ignored pit strategy needs while out on track.
-fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
-added two new variables for AI to the RCD files -"UnderSteerEffectOnThrottleMulti" which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer + "UnderSteerEffectOnLineMulti" which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
-hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter "UnderSteerEffectOnLineMulti" is.

UI/HUD:
-added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
-fixed event picking bug when a MOD with multiple updates has multiple versions of some events
-fixed bug in HUD editor that had mismatched global parameters.
-Made RFM picker scroll in when ARAC button is selected.
-fixed extra character being drawn for newlines in the garage notes
-Add selectable HDR profiles to settings page
-Added a new Options Button to select "All Tracks + Cars". Also -removed "All Track + Cars" mod from the spinner.
-Added version numbers to RFM, VEH, + track selection gizmos.
-Fix for showroom not loading first time through
-added gizmo to off-line player monitor page that lets you pick -specific AI to add to game.
-made the "leave track" gizmo from the maximized monior page into a -new gizmo type that hides itself if no in the dedicated replay mode.
-changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)

BUG FIXES:
-Fixed problem where upgrades didn't work first time after installation
-fixed potential deadlock when adding or booting AI in single-player mode
-Fixed a bug to allow mas'd sounds to be loaded in moddev mode

MULTIPLAYER:
-Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.

CONTROLLER/FFB:
-Now also resetting steering wheel range whenever 'Reset FFB' is pressed.
-Bumped up maximum number of controllers from 4 to 6.
-Added logging and potential fix for problem where people sometimes lose keyboard input.

PLUGINS:
-We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.

REPLAYS:
-Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a "perfect" save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.

MODDING/PUBLIC DEV:
-Fixed a bug in Mas2 with crashing during mod install
-Fix for viewer to support no dyn vbuf
-Removed confirm dialogs from Mas2 for mas'ing and packaging components and mods
-Changed multi-cmp file extension to .rfcmp
-Minor changes made to improve meshmender tangent basis generation
-Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won't be
gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
-gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
-gMaterial plugin has a "Reset Shader Location" button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
-Added fix for loading mas'd sounds in mod mode
-RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
-fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
-made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.
-Added sample vertex and pixel shaders in ModdevShared which demonstrate how to use ISI macros in add-on shaders

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