Yes it is different...mostly in a good way...mostly. I have all the tracks and several mods and have torn my hair out at times to get them working. The look takes some getting used to and I hold out the hope that there is some upgrading to do there, I did get some hint from Tim that graphics was the last thing they were going to work on so it should get a boost sooner or later. The cars themselves are a mixed bunch, some still WIP...three letters you will see a lot associated with this sim. I am really getting into the Historics, they feel amazing and thr FFB is top class. Real Road...another WIP is the big selling point and the tire model...yes another WIP.
To call this a beta in the understood meaning is...well silly. Not near completion as it stands, but I do find myself playing it a lot even given it's state of unreadiness
New build up, skip barber trainer is as we know the new car, and Lime Rock is the new track. Some grafix tweaks and UI additions, can't wait to try it out.
HTTP links will be added as I get them up. Also, patience with the torrents. Expect to go to bed tonight and race it tomorrow.
Content: - Skip Barber Formula 2000 (2 configurations, National and Regional). - Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).
Known issues: - Black boxes on cars for some video cards, current fix is (in the session) settings, then set HDR profile to none. - Car skins aren't working yet (Gjon decided to release 125 anyway). - Pit speed being 62mph instead of 36mph when you use the ATAC 'mod' as it now is called. Fix is to use the Skip barber mod itself, we think. - Readme says Build 124, you have 125. - Anything else we didn't fix yet.
Auto Updater: This build may not be going on the auto updater AT ALL. We have effectively released an 'unofficial' build, you will be able to update from this to the next official one.
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 Player\Settings\track_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 Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
I think today is the day i pull the trigger, i sat on there site last nite starring at the purchase button lol.....i was gonna continue spending my cash on iracing but the lack of time, frustration with sr and lack of series to enter without dropping a $100 to run as well this and AC or gonna have the best if not only chance to have a touring car mod in the future. Since AC hasnt even released a demo it could be a long time before we see anything for the game,so it only makes sense :)
I think today is the day i pull the trigger, i sat on there site last nite starring at the purchase button lol.....i was gonna continue spending my cash on iracing but the lack of time, frustration with sr and lack of series to enter without dropping a $100 to run as well this and AC or gonna have the best if not only chance to have a touring car mod in the future. Since AC hasnt even released a demo it could be a long time before we see anything for the game,so it only makes sense :)
It does indeed, AC's beta is just around the corner, but I think given latest developments for me in the Beta world I may let others test that one and wait till it releases...I think the first thing we will see will be conversions, but given Tim's public statement of one BTCC license, we can only hope more will follow.
There are some nice tracks, from feels3, Croft and Top Gear test track he is just getting better and better, and Lime Rock from ISI is their best to date, Mid Ohio from Virtua FM is...well their usual good work. There is some poor quality tracks too, drive okay but look like a dogs dinner.
New build went up yesterday 144, tire wear now implimented, though many of the long standing glitches still await an overall update. It is certainly getting there. I think we may see Gold in the first half of this year.
Good to know, let me know once the glitches are worked out and its almost ready for release so i can purchase it! decide to purchase some more iracing content instead of this....tired of testing and running non finished products.....just wanna race and not worry about it :)
I keep saying you can run this without worrying, none of the remaining glitches are terminal. Most are just awaiting updates to base content, but as you have spent the money on that other Beta LOL yes I will keep this thread updated with what I can ;-)
I'm still waiting to be able to run in triples. I can pull 60FPS in single monitor, but triples it drops to below 10 (and that's dumbing down a lot of the graphics). Until they get SLI support so I can use the additional 1GB card, I'm pretty much SOL unless I shell out for a big boy card (and that won't happen until the sim box build).
I might have to get this latest update and see how it runs on 1 screen, then see how softTh handles 2 monitors. My setup is pretty old to begin with, another reason I don't mess with RF2 all that much.
Yes SLI is an issue, also scaling from mid to high end cards is poor, a single mid range 5 series card will give almost the same performance as a 6 series (talking Nvidea)
Yeah, I've got 1GB 560Ti's (2) in SLI. So until they get SLi support, I'm basically stuck w/ 1GB of video RAM trying to support 3 1080x1920 monitors. All the second card is doing is providing a signal output to the peripheral monitors. At least that's the jist I've gathered from various overhearings. I suspect I'd be in better shape if I had 2/3/4GB cards (would likely only need one card in a 6x0Ti card).....but I don't, and am not ready to throw out the money for them yet.
Yes the star performer is the Nvidea 6 series at the moment. Seems to be the one with the least problem threads associated anyway. I'll keep my nose to the ground for you
My system needs a complete overhaul. new CPU and motherboard, new GPU, new power supply. I am going to try and wait until this summer to do any major updates to my machine though.
Heh, not much there. Look forward to what they have to say when they have actually given them some time and actually review them, as it stands I know more than them about three of them LOL
LOL I'm sure there will be a more in depth review when they have actually played them, and of course they are probebly waiting until they get their hands on AC.
Do you have to buy the game to get the BETA?
Yup.
So I've joined the cool kid club now. Got my license of rF2 for renewing & upgrading my membership at R2P.
Installed last night. Currently have the GT Endurance (Nissans), Renault Megane Trophy & Renalt Clio mods installed.
Definitely different from rF. Going to be a bit of a learning curve.
Yes it is different...mostly in a good way...mostly. I have all the tracks and several mods and have torn my hair out at times to get them working. The look takes some getting used to and I hold out the hope that there is some upgrading to do there, I did get some hint from Tim that graphics was the last thing they were going to work on so it should get a boost sooner or later. The cars themselves are a mixed bunch, some still WIP...three letters you will see a lot associated with this sim. I am really getting into the Historics, they feel amazing and thr FFB is top class. Real Road...another WIP is the big selling point and the tire model...yes another WIP.
To call this a beta in the understood meaning is...well silly. Not near completion as it stands, but I do find myself playing it a lot even given it's state of unreadiness
Now I have stopped smoking I might have to invest in RF2.
You gotta get a wheel for this one Church, the FFB is fab, the banking at Monza just rattles you teeth out.
New build up, skip barber trainer is as we know the new car, and Lime Rock is the new track. Some grafix tweaks and UI additions, can't wait to try it out.
rFactor2 Build 125 Released
Chevy Corveter C6.r GT2 released. http://isiforums.net/f/showthread.php/10125-Chevy-Corvette-C6-R-GT2-Released
Yeah was playing with this last night, not my kind of car but it's looking nice, very shiny and the dash is nice.
I think once the BTCC season is over I might spend some time updating my RF2 and messing around with it.
I think today is the day i pull the trigger, i sat on there site last nite starring at the purchase button lol.....i was gonna continue spending my cash on iracing but the lack of time, frustration with sr and lack of series to enter without dropping a $100 to run as well this and AC or gonna have the best if not only chance to have a touring car mod in the future. Since AC hasnt even released a demo it could be a long time before we see anything for the game,so it only makes sense :)
It does indeed, AC's beta is just around the corner, but I think given latest developments for me in the Beta world I may let others test that one and wait till it releases...I think the first thing we will see will be conversions, but given Tim's public statement of one BTCC license, we can only hope more will follow.
There are some nice tracks, from feels3, Croft and Top Gear test track he is just getting better and better, and Lime Rock from ISI is their best to date, Mid Ohio from Virtua FM is...well their usual good work. There is some poor quality tracks too, drive okay but look like a dogs dinner.
BTCC for rf2 or ac?
rF2
New build went up yesterday 144, tire wear now implimented, though many of the long standing glitches still await an overall update. It is certainly getting there. I think we may see Gold in the first half of this year.
Good to know, let me know once the glitches are worked out and its almost ready for release so i can purchase it! decide to purchase some more iracing content instead of this....tired of testing and running non finished products.....just wanna race and not worry about it :)
I keep saying you can run this without worrying, none of the remaining glitches are terminal. Most are just awaiting updates to base content, but as you have spent the money on that other Beta LOL yes I will keep this thread updated with what I can ;-)
I'm still waiting to be able to run in triples. I can pull 60FPS in single monitor, but triples it drops to below 10 (and that's dumbing down a lot of the graphics). Until they get SLI support so I can use the additional 1GB card, I'm pretty much SOL unless I shell out for a big boy card (and that won't happen until the sim box build).
I might have to get this latest update and see how it runs on 1 screen, then see how softTh handles 2 monitors. My setup is pretty old to begin with, another reason I don't mess with RF2 all that much.
Yes SLI is an issue, also scaling from mid to high end cards is poor, a single mid range 5 series card will give almost the same performance as a 6 series (talking Nvidea)
Yeah, I've got 1GB 560Ti's (2) in SLI. So until they get SLi support, I'm basically stuck w/ 1GB of video RAM trying to support 3 1080x1920 monitors. All the second card is doing is providing a signal output to the peripheral monitors. At least that's the jist I've gathered from various overhearings. I suspect I'd be in better shape if I had 2/3/4GB cards (would likely only need one card in a 6x0Ti card).....but I don't, and am not ready to throw out the money for them yet.
Yes the star performer is the Nvidea 6 series at the moment. Seems to be the one with the least problem threads associated anyway. I'll keep my nose to the ground for you
And I am trying to get this running on a GTS 450
My system needs a complete overhaul. new CPU and motherboard, new GPU, new power supply. I am going to try and wait until this summer to do any major updates to my machine though.
Same here never.
I need a new CPU, mobo and ram.
Everything else is petty good though.
The guys over at InsideSimRacing.tv give an update on the new sims that are in Beta right now.
RF2, Asetta Corsa, ProjectCars, RaceRoom Racing Experience and talk about the new iRacing build.
http://www.youtube.com/watch?feature=player_embedded&v=dlO-irnJpPM
Heh, not much there. Look forward to what they have to say when they have actually given them some time and actually review them, as it stands I know more than them about three of them LOL
MAybe you can do a guest spot on the show.
LOL I'm sure there will be a more in depth review when they have actually played them, and of course they are probebly waiting until they get their hands on AC.