Update of rfactor?
- Flow
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- Joined: 22 Jun 2004, 04:51
- Favorite team: Minardi
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- Location: Montreal, Quebec
Update of rfactor?
Is an update is available of rfactor? or it the old one...
http://www.rfactor.net/?page=news_07-20_updatefeatures
http://www.rfactor.net/?page=news_07-20_updatefeatures
NAR.F1 driver
- Flow
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- Favorite team: Minardi
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- Location: Montreal, Quebec
Ok so its only an preview of what is comming up, cool. Montreal track will be a basic track of rf on new update!, weuhou, cool.
Vehicles:
National Stock Car - Stock Car
2006 Rhez - Small FWD Sport Compact
Circuits:
Barcelona - Permanent Road Course
Jacksonville Speedway - High Banked Superspeedway
Lienz Rally Hillclimb - Rally Course
Montreal - Permanent Road Course
Northamptonshire - Permanent Road Course
Nuerburg - Permanent Road Course
Vehicles:
National Stock Car - Stock Car
2006 Rhez - Small FWD Sport Compact
Circuits:
Barcelona - Permanent Road Course
Jacksonville Speedway - High Banked Superspeedway
Lienz Rally Hillclimb - Rally Course
Montreal - Permanent Road Course
Northamptonshire - Permanent Road Course
Nuerburg - Permanent Road Course
NAR.F1 driver
- Flow
- Spam kingpin
- Posts: 5908
- Joined: 22 Jun 2004, 04:51
- Favorite team: Minardi
- Are you a spam bot?: No
- Location: Montreal, Quebec
Some interesting update for thos who dont want to real them all:
Tust me, this is less than 1/50th of improvement.
- Improved handling of MIP'd cube maps on machines which don't support them.
- Update rate of shadow projectors was reduced to lighten CPU load
- Improved shadow code, now faster, and they work better in DX7 mode
- Added "Auto Refresh FPS" to Display options which specifies a framerate threshold below which the game will automatically start reducing detail to try to improve framerate. This may be useful if your framerate is low only at the start of the race, for example. A side effect of using this feature is that details or other vehicles may appear or disappear depending on your current framerate. Note that this is NOT a "minimum" framerate - if you desire the game to attempt to maintain a particular framerate, you should set Auto Detail FPS to a value higher than your desired framerate. Furthermore, it can only reduce details a certain amount, so please don't expect it to double your framerate.
- Tweaked vehicle visibility algorithm to make sure cars just in front didn't disappear under heavy braking in heavy traffic.
- Added pit timer using message center
- Changed player file value "Blue Flags" to "BlueFlags" with the default value of 7 which now means to take the RFM value "BlueFlags=<0-6>". If player file value is 7 and no value is found in the RFM, the default behavior is 3: show blue flags for vehicles within 0.5 seconds and penalize if receiver doesn't move over in a reasonable amount of time.
- Fixed a pitstop strategy bug where the 2nd and 3rd stops defaulted to delivering the amount of fuel specified for the 1st stop.
- Added new type of start "Fast Rolling" which automatically skips most of the formation (pace) lap. The multiplayer.ini value "Fast Rolling Starts" is now gone. If you set the type of start to "Use Track Default", you can now control whether there is a formation lap for either standing or rolling starts by using the new "Force Formation" player file value (dedicated servers who used the old "Fast Rolling Start" may consider setting "Force Formation" to 8 or 10).
- Added player file entry "Relative Fuel Strategy" to allow you to choose how much fuel to ADD at a pitstop, rather than the default behavior, which is how much fuel TOTAL that you want.
- Changed replays to save all races regardless of player file option to save all sessions. Previously, a race replay would get overwritten if that race was restarted.
-Optimized and updated the vehicle labels to show yellow for the vehicle you should be following on rolling starts or full-course yellows.
- Removed some more unnecessary vehicle graphics initialization from the dedicated server.
- Implemented whisper chats. Format is "/w <sendee> <chat message>". <sendee> can just be the first few letters if they are unique.
- Added a little bit more information to the results XML line regarding contact - it now includes what or who the contact was with. Note that 'Track' indicates contact with the ground (for example, when rolling over or when touching unusually high curbing) and 'Immovable' is usually walls.
- Added configurable yellow flag and penalty rules (available through RFM or GDB entries).
Tust me, this is less than 1/50th of improvement.
- Improved handling of MIP'd cube maps on machines which don't support them.
- Update rate of shadow projectors was reduced to lighten CPU load
- Improved shadow code, now faster, and they work better in DX7 mode
- Added "Auto Refresh FPS" to Display options which specifies a framerate threshold below which the game will automatically start reducing detail to try to improve framerate. This may be useful if your framerate is low only at the start of the race, for example. A side effect of using this feature is that details or other vehicles may appear or disappear depending on your current framerate. Note that this is NOT a "minimum" framerate - if you desire the game to attempt to maintain a particular framerate, you should set Auto Detail FPS to a value higher than your desired framerate. Furthermore, it can only reduce details a certain amount, so please don't expect it to double your framerate.
- Tweaked vehicle visibility algorithm to make sure cars just in front didn't disappear under heavy braking in heavy traffic.
- Added pit timer using message center
- Changed player file value "Blue Flags" to "BlueFlags" with the default value of 7 which now means to take the RFM value "BlueFlags=<0-6>". If player file value is 7 and no value is found in the RFM, the default behavior is 3: show blue flags for vehicles within 0.5 seconds and penalize if receiver doesn't move over in a reasonable amount of time.
- Fixed a pitstop strategy bug where the 2nd and 3rd stops defaulted to delivering the amount of fuel specified for the 1st stop.
- Added new type of start "Fast Rolling" which automatically skips most of the formation (pace) lap. The multiplayer.ini value "Fast Rolling Starts" is now gone. If you set the type of start to "Use Track Default", you can now control whether there is a formation lap for either standing or rolling starts by using the new "Force Formation" player file value (dedicated servers who used the old "Fast Rolling Start" may consider setting "Force Formation" to 8 or 10).
- Added player file entry "Relative Fuel Strategy" to allow you to choose how much fuel to ADD at a pitstop, rather than the default behavior, which is how much fuel TOTAL that you want.
- Changed replays to save all races regardless of player file option to save all sessions. Previously, a race replay would get overwritten if that race was restarted.
-Optimized and updated the vehicle labels to show yellow for the vehicle you should be following on rolling starts or full-course yellows.
- Removed some more unnecessary vehicle graphics initialization from the dedicated server.
- Implemented whisper chats. Format is "/w <sendee> <chat message>". <sendee> can just be the first few letters if they are unique.
- Added a little bit more information to the results XML line regarding contact - it now includes what or who the contact was with. Note that 'Track' indicates contact with the ground (for example, when rolling over or when touching unusually high curbing) and 'Immovable' is usually walls.
- Added configurable yellow flag and penalty rules (available through RFM or GDB entries).
NAR.F1 driver
- meoPHOENIX
- Posts: 884
- Joined: 12 Mar 2005, 20:06
- Location: GERMANY
- Contact:
yeah ...
thank god ... some of the good old tracks for me to drive
hope I will have my wheel in time
also heard about a bmw engine upgrade for the formula IS
:D:D
not that I would get it fast
but some steps to reach before one day hopefuly the BMWsauber will be in the original game
... have a nice day! ... have fun! ... I DO !!!
meo 
thank god ... some of the good old tracks for me to drive

hope I will have my wheel in time

also heard about a bmw engine upgrade for the formula IS

not that I would get it fast


... have a nice day! ... have fun! ... I DO !!!


I'll fly till I'm burned! BURN BABY BURN! lol lool loool looool loooool loool looool loooool loooooo...

don't fear - track taxis! take it to die in green hell for sure!

don't fear - track taxis! take it to die in green hell for sure!
- SteveB
- NAR administrator
- Posts: 2891
- Joined: 26 Jun 2005, 16:19
- Favorite team: Ferrari
- Location: Toronto, Canada
- Contact:
This is also going to be in the NEW patch and will be handy for any driver. IMO

Artificial Intelligence
AI Track Learning
When enabled in the .plr file run a test day with a single AI car and it will attempt to learn the track and report its progress
This is a pic of the NEW game settings.


Artificial Intelligence
AI Track Learning
When enabled in the .plr file run a test day with a single AI car and it will attempt to learn the track and report its progress
This is a pic of the NEW game settings.
- Attachments
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- in game settings.jpg (148.85 KiB) Viewed 3536 times
- meoPHOENIX
- Posts: 884
- Joined: 12 Mar 2005, 20:06
- Location: GERMANY
- Contact:
shit they really did it????
wooooooooooooooooooohooooooooooooooooooooooooow
was one of the 1st things I told them heheheh
... have a nice day! ... have fun! ... I DO !!!
meo 
wooooooooooooooooooohooooooooooooooooooooooooow
was one of the 1st things I told them heheheh
... have a nice day! ... have fun! ... I DO !!!


I'll fly till I'm burned! BURN BABY BURN! lol lool loool looool loooool loool looool loooool loooooo...

don't fear - track taxis! take it to die in green hell for sure!

don't fear - track taxis! take it to die in green hell for sure!