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Hahaha. Lol@9:53


Kako se drugače kaj pelje? Ne vem zakaj, ampak mi dirkalniki tu bolje zgledajo. V AC se mi zdijo kot bi jih nekdo sploščil.

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Sej zgledajo majn ploščati :D Drgač pa včasih mal s kontrasti pretiravajo, predvsem narave. Avti so ok. Pelejo se pa tak no, se mi zdi da je bil včasih boljši ffb, ampak je pa zlo fajn vozit na dinamični stezi, ker ko voziš po pravi liniji gume lepo primejo in dobiš filing da lahk avto teraš, prve 3 kroge po šlajfi sem še mal slajdu, pol sm pa lahk prpalu po materialu :D Pa skippy so zabavni za vozit, velik bolj kot pa v iracingu. Seveda nič ni zabavno dokler niso gume ogrete :D

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rFactor 2 Build 930 Now Available


After completion of weekend testing, ISI are happy to release rFactor 2 Build 930. This is the 30th update for our product since it was released to testers in 2012.

In this build we have a large number of bug fixes and changes, most notably updates to the tire model (may be felt with all cars, new and old) and a new User Interface (some screenshots attached).

We'll also be working on some guides, featuring the newer launcher and UI, explaining how to do some of the basic things newcomers may find daunting. Stay tuned for those...

As always, both the demo and SDK/Dev mode have been updated to reflect the changes in the latest build.


- If you had HDR legacy enabled, you will get a misalignment in UI after auto updating. You can fix this with a .json file edit to set. See below.
- You need multiview enabled if using multiple / triple screens (unless you're not bothered by stretching).

"Enable Legacy HDR Profiles":false,
"Enable Legacy HDR Profiles#":"Whether to enable legacy HDR profiles",





– Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
– Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
– Added new option to select stretch UI width.
– Implemented “Change Password” button and added option to login dialog.
– Enabled virtual vehicle selection (and propagation) in multiplayer.

– Fix issue where clouds sometimes don’t show up in replays.
– Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
– Fix broken multihead.
– Fixed issue where car class was reported incorrectly.
– Fixed Launcher crash when exiting Mod Manager.
– Added auto-focus to login dialog input.
– Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
– Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
– Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
– Fixed multiplayer sort game list by series.
– Fixed bug where 1st line of credits is potentially a random font
– Fixed multiplayer game list gizmo text colors.
– Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
– Fixed monitor window FOV issues
– Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
– Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
– Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
– Fix for aspect ratio problems in monitor

– Fade clouds in and out rather than popping.
– Fixed monitor window FOV issues

– No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
– Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
– Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
– Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
– Updating SDK with latest content and same UI as the main game.

– Minor update to CPM invalidates previously-generated CPM data.
– Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
– Mass imbalance from flatspotting is now correctly modeled.
– Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).

– New UI with resolution 1920X1080.
– Removing hard-coded HUD elements shading and alpha.
– Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
– Download mode textbox gizmo now only displays name of mod file, not full path.

– Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.

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Eden "injection tool", ki spremeni izgled, da Rfactor 2 izgleda bolj "filmsko". Seveda pa to orodje vzame nekaj FPS-jev in po defaultu ima premočno ostrenje, kar pa se da tudi spremeniti.



I have included the 32 and 64 bit version. Just extract into the rFactor2 "Bin64(or into Bin32 folder if you use 32 bit executable)" folder.
To disable it delete or rename the injector (d3d9.dll).
The files are a bit outdated, but the new version has no "tiltshift" atm. Keep in mind this project is in beta and there are lots of updates. Check for new versions.
DOF effects don't work! No access to depth buffer.

If you want to play a bit around with it open the file "Reshade.fx" in notepad and launch rF2. To make changes/disable or enable effects, pause rF2, alt-tab to notepad, edit and save the file, alt-tab back to rF2. Reshade will update immediately. No need to restart anything.



In še nekaj nasvetov:



"Tested it myself, looks great. The sharpening is really a bit too much!

Just a short tip: If you want to toggle on/off the plugin edit the "ReShade.fx" and find

"technique MasterEffect < bool enabled = 1; >"

and change it to this

"technique MasterEffect < bool enabled = 1; toggle = 0x91; >"

This way you can switch the ReShade on/off with the ScrollLock key smile.png Of course you could change the key code to any other key you wand wink.png"




"For a more saturated (blue) sky try this. HueMid at 0 or 1 keeps red, 0.33 green, 0.66 blue.


#define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect
#define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep (default 0.6)
#define hueRange 0.2 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W
#define satLimit 2.0 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around
#define fxcolorMix 0.3 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image.

You can reduce the sharpen effect with these settings.

#define SharpBias 0.35 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount
#define SharpStrength 0.9 //[0.05 to 1.0] Amount of sharpening you want.
#define SharpClamp 0.5 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing








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Kako se dodajajo modi, zdaj ko je novi vmesnik?

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Klikneš na škatlo. ISI official mode lahko potegneš in inštaliraš kar iz prve strani, za ostale pa imaš gumb "mod manager" na vrhu, kjer se prikaže star vmesnik. Iz vidika priročnosti inštalacije, se razen official modov ni nič spremenilo.

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Hvala, očitno me nekaj j..e, ker mi noče odpret starega vmesnika ko kliknem na mod manager! S tem pa lahko dodajam le official mode!

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  rFactor 2 Build 946 Now Available!




– Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).

– Added local content management to Launcher.

– Added support for batch downloads in Launcher’s remote content tab.

– Added ring stiffness multipliers to TGM files.

– Added third party content publishing to Launcher.



– By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.

– Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.

– Made unlimited laps in qualifying truly unlimited.

– Fix for aspect ratio problems in monitor.

– Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.

– Added HTTP Basic Authentication to dedicated server mod downloads.

– Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)

– Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).

– Fixed unnecessary reloads of matchmaker list.

– Lined up vehicle labels in monitor.

– Made vehicle labels more legible under different conditions.

– Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).

– Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.

– Fixed a crash that could happen while resuming a replay of a non-race session.



– Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.

– Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)

– simplified grid, pit, & garage spot marking.

– Allowed AIW editor to set number of garages per pit spot for ease of editing.

– Fixed Camera FOV editing.



– Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)

– In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).

– Improved multiplayer skin transfers so there is less chance of name mix up.



– New tonemapper

– Optimized single-pass HDR for multiview.

– Adjusted some hdr/sky params to work with new tonemapper


    Malaysia v1.58 Now Available


(Requires latest rFactor 2 Build).

Changelog for v1.58s (from v1.43)

- Increased road mesh density on South Loop

– Added RealRoad tech to curbs

– Remapped RaceGroove

– Added special sign

– Reconformed painted stripes

– Cleaned up and improved road art

– Improved road and terrain materials

– Improved barrier materials

– Improved vegetation textures and materials

– Replaced seats with more recent artwork

– Removed negative mip map bias on all key materials

– Optimized access roads meshes

– Optimized fence textures and materials

– Optimized shadow casters

– Optimized reflections

– Optimized terrain materials a little bit

– Optimized scene by removing a lot of non-essential objects

– Grouped objects for better batching to cure stutters

– Fixed about 100 micrograps in terrain

– Fixed armco collision glitch

– Fixed road mapping

– Fixed odd wet patches

– Fixed visibility of distance markers

– Fixed object popups

– Fixed curb reflections due to RealRoad tech (compromise)

– Fixed scale of ambulances

– AIW improvements

– Updated TDF values

– Removed Legacy HDR Profile

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Karts v1.14 Now Available!


One of the most fun and least appreciated types of racing in rFactor 2 has got to be the karts. While for some this can create a whole standalone simulation, it is merely one of many vehicle types we offer to our users as a free download. If you haven’t tried them yet, be sure to give them a try with this updated version!

Download here!

(Requires up-to-date build of rFactor 2).

v1.14 Changlog:

Physics (both Karts)

– New tires which have enabled the contact patch model for the first time.

– Added new wet weather variables for tires.

– Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R).

– Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result.

– Reduced axle and gearbox friction to what should be a more accurate level.

– Softened undertray collision points which makes the kart more realistic and controllable over tall curbs.

– Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer).

– Tweak to reduce some ‘hopping’ experienced in certain extreme situations.

Physics Junior Kart specific

– Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill.

Physics KartF1 specific

– Increased grip to correspond better with the class of tyre this is simulating.


– Changed category name in-sim from ‘Kart Cup’ to ‘Karts’.

– Camera offset to match steering wheel.


– Updated shaders

– Updated textures

– Minor 3D fixes

The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon.

There are also some setup adjustments not yet available in the UI. An update will follow.

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