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spyder

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  1. spyder

    WRC 8

    Συνήθως δεν γράφουν μπούρδες εκεί είναi όλοι με DD αλλά κάθε PC είναι λίγο διαφορετικό και υπάρχουν προβλήματα όπως σ'μένα. Το έβαλα για δοκιμή, τιμόνι και πετάλια τα αναγνωρίζει, αυτάκια ταχυτήτων δεν τα βλέπει, μία δούλευε το τιμόνι μία χανότανε, τα πετάλια δουλεύανε. Στο πολύ λίγο που το δοκίμασα δεν με συγκίνησε, αρκαδούρα φάνηκε για κονσόλες και επειδή δεν δούλευε το τιμόνι έφαγε σουτ.
  2. Roadmap Update August 2019 Roughly a week later than normal, we bring you the monthly roadmap for August. Obviously we were at the SimRacing Expo last weekend, where we met a lot of you and showed off a pre-release version of the Porsche GT3 Cup car and the Nürburgring. Both are scheduled for a release in roughly two weeks from now, pending final approvals. But we have a lot of other news to share with you too, so let’s get started! A1 eSport season 2 A1 eSport is back with yet another season, after a great first season. Once again the races will start off with a hotlap session, and then in each weekend following a race. A total of 5 races will be run before heading to the showdown and shootout and finally the finale in late October hosted in Vienna. Just like last season. The big difference here is that now every European can participate, not just German speaking residents. Sign up is open now, first round starts at midnight on the 9th of September. Lets go! If you want to get a glimpse of what you’re getting yourself into, on their website you can see what the last season finale looked like. Porsche Formula E Competition IAA Frankfurt In roughly a week from now, the International Motor Show (IAA) in Frankfurt starts again, and on the last day of this huge show we will be collaborating with Porsche to run a full day of Formula E races. The qualifiers for this event have already been decided. Congratulations to the four finalists who will compete against the Porsche Formula E factory drivers on stage! If you are planning in visiting the show and are there on the last Sunday, please drop by and say hi, watch the show and have a go yourself. World’s Fastest Gamer 2 Qualifiers for rFactor 2 have been run and if you have not seen the final race, check it out below. Erhan Jajovski won the race in great style and we wish him all the best in the finals later this year. Although at this point little is known yet about these finals, we are confident that these will be something very special, so watch this space and the WFG2 site for more information. Code Updates After the first technical update last month, we have now released another one that addresses the “leave lags” that people were experiencing in some circumstances. Specifically when someone with a car with non-standard upgrades left the server, this would cause a lag that propagated to all other clients. Our latest update fixes that. Next on our list are some smaller usability issues. We are also still analyzing any freezes that specific clients are having. The rest of our development team is working hard on finishing the UI we previewed at the SimRacing Expo. If you missed our live broadcast on Twitch on Sunday, check it out below. We want to thank everybody for providing a lot of comments on this new UI. Just to clarify where we are with this. Our first release is a starting point for many more tweaks and improvements, so if you don’t see your favorite improvement yet, don’t worry, things will evolve! With the new UI, we are also going to release the first version of our competition system, and although we did not demo any of that in the video we did at the SimRacing Expo, we will start showing it in the weeks to come. Our graphics developers in the meantime are working on some more fundamental changes to the lighting and the way our shaders work. The move to PBR triggered a few other issues that we are fixing right now and at the same time we are improving how our shaders work, by streamlining the number of different shaders we have and making new ones that can be customized a lot more by artists. Once these things are done, we are continuing our work on cockpit shaders. Prototypes for that were very encouraging. Content For those of you who could not attend the SimRacing Expo we have some more shots of the Porsche GT3 Cup car. The car is officially still a “Work In Progress” but as you can see, it’s coming along nicely. Obviously we are already planning new content beyond the things that will be in your hands in a few more weeks, but we’ll save that for another roadmap. That’s all for this month. We’ll be back in roughly three weeks with next month’s roadmap which will be back on schedule. In the meantime we would like to wish everybody a lot of fun simracing, and stay safe!
  3. spyder

    WRC 8

    Απο ότι λένε εδώ παίζουν τα Simucube 1 και 2, Heusinkveld pro και ultimate pedals, Heusinkveld shifter και dsd button box
  4. Latest Build Update rFactor 2 - 1.1115 Now Available! Steam Build IDs client: 4159611 dedi: 4159612 Server admins must update all dedicated servers - Fixed leave lags in a session (related to non-default upgrades)
  5. Latest Build Update rFactor 2 - 1.1115 Now Available! Steam Build IDs client: 4132696 dedi: 4132698 - Removed excessive logging with trace option 1 on dedicated servers.
  6. Latest Build Update rFactor 2 - 1.1114 Now Available! Steam Build IDs client: 4128876 dedi: 4128877 Note: Admins must update all dedicated servers Changelog: - fixed server log outputting too much info - fixed server steam matchmaking info announcement - fixed dedicated server installation crashing when no steam client was installed on the machine Latest Build Update rFactor 2 - 1.1115 Now Available! Steam Build IDs client: 4130253 dedi: 4130254 Note: Admins must update all dedicated servers Changelog: - Fixed an issue with 'fixed setup' servers that caused all garage parameters to stay open. Please note: this latest fix reverted a previous fix where after a disconnect/rejoin in-car pit-menu options are locked. We are working to fix this issue again asap.
  7. Latest Build Update rFactor 2 - 1.1114 Now Available! Steam Build IDs client: 4122083 dedi: 4124026 Note: Admins must update all dedicated servers Release of Build 1114 Releasing a new rFactor 2 build is typically something we do with a classic bulleted changelog, but this time we felt it deserved a bit more than that. During our recent rF24 event, technical issues cropped up that left us no alternative but to red flag the race. We decided to immediately regroup and redirect our priorities towards dissecting and fixing what turned out to be long standing issues. It was not a simple task, but we rolled up our collective sleeves and dug in. With a lot of help of the participating teams, we analyzed all the problems and for the first time were able to reproduce most of them. Their cause turned out to be very specific edge cases in ‘rejoins’ and ‘driver swaps’ so we proceeded by focusing on trying to break these features in as many different ways as possible. So of course, much of the findings relied on intense and focused testing over the past weeks. Having to go back and test multiple scenarios repeatedly and working to find fixes and workarounds required a well-thought-out approach with a solid understanding of the issues from all involved, both on the testing side and the development side. This intense focus has given us an insight into the many ways things can go wrong in the heat of racing. Thankfully, we also had the massive support of the rFactor 2 community through post-race feedback and stories, as well as logging – this was invaluable and an enormous push to help find the root cause of many of these issues people have in online events. As a team, we meticulously went over each of these reports and looked for any specific details that could point us in the right direction. Car Selection and Upgrades One of the main areas we focused on was issues related to rejoining after getting disconnected during a session, for example when the network connection goes down for a moment. rFactor 2 has always allowed for a driver to rejoin a race after a computer crash or network issue, but in some cases on rejoining the server, the driver would end up with a DNF (Did not finish), a DQ (disqualification) or their name would show at the bottom of the list as simply ‘pending an open session’. Of course, these outcomes are incorrect and the question for us was: what triggers these scenarios? Our research and testing quickly showed that, in most cases, these issues were related to rejoining and either a) picking a totally different car from the car selection, b) picking the right car with the wrong livery from the car selection, or c) picking the right car and livery but with a different upgrade package. You might ask, “Why is this a problem, I always pick the correct options”? Whilst that might be true in 99% of the cases, it’s the 1% that hurts us here in the end. It’s hard to be sure a team of multiple drivers always chooses the correct options. Making a mistake, it turns out, causes problems for more people than the driver rejoining, so we needed to make sure this could no longer happen. To tackle this problem, we first looked at the core code of the rejoin process to make sure all options regarding car and upgrades are inherited and stay with each driver, regardless of disconnections or previous driver swaps. This means when you join with car A and upgrade X, it will be logged in a more robust way that prevents the driver history getting lost. Next, we worked on making this process more user friendly, so that it’s actually impossible to make a mistake on rejoin. We enhanced the network protocol to communicate to your client what car, livery and upgrades were used before, so we can choose the right car for you. For example, if you join with a ‘BMW M8 GTE’ with the ‘Le Mans package’ and ‘my-team-livery’, and you have a network issue during the race and are booted, instead of seeing the whole list of cars, team liveries, and upgrades on rejoin, you only see your BMW M8 GTE, and the option to change upgrade package is no longer available. You simply get your car back! This brings us to another important point and side effect of rejoin errors. Rejoining with the wrong car or upgrade would often cause lags and freezes for all other drivers already on the server as everyone was forced to load a different car in real-time while on track (instead of the car that got parked in the garage when you disconnected). “AI Take Over” and Driver Names Stuck in the Pit Menu A recurring issue we’ve seen is when a driver swap takes place, the AI would suddenly take over the car without warning. This was caused by trying to hand over the car to a team mate that was no longer a passenger or even on the server at the moment of the pit stop. By default rFactor 2 was then configured to let the AI take over. This turned out to be a bad idea and we altered the code to no longer do this. This means that from now on, if the driver taking over is no longer present, you will retain the car at the end of the pit stop. This will allow you to keep racing and retry a driver swap with your team mate without AI taking over and ruining your race. When selecting a driver in the pit menu, names of any passengers would stay stuck in the list and would be select-able regardless of whether they had left the server or stopped riding with you. This meant you select your team mate in the pit menu, they leave the server or stop riding with you, but their name stays in the pit menu and can be selected. This caused multiple issues: On disconnection/rejoin you would often end up with a DNF, and if a name of a driver was selected that was no longer riding or had left the server, the AI would take over. We’ve fixed this issue by simply removing any drivers from the pit menu list that are no longer riding with you (as should have been the case all along). Disconnection/Rejoin with Passenger(s) Disconnections while another driver is riding along, either waiting on a driver swap or having just completed one, would end in a DNF on rejoin. For example, you’re driving on track, your team mate is riding with you and you get a disconnection. On rejoin, you’re not able to race again and your team mate’s name is now showing in the list as a driver with a DNF. We fixed this by making sure that on disconnect/rejoin only the current driver retains the car, all other teammates simply stay registered as ‘passengers’ and are not considered a driver until an actual driver swap takes place. Pit Menu Parameters Locked After Rejoin Yet another issue we looked at and were able to fix was the sudden inability to toggle pit menu options after rejoining. This was particularly a problem if you experienced a disconnect with very little fuel and could not request more fuel in the subsequent pit stop, ultimately you would run out of fuel and end the race with a DNF. All allowed in-car pit menu options should now be open to selection on rejoin. Steam Integration Improvements As part of our ongoing profiling process based on logs sent to us by users, we have also discovered that the “real-time” API functions that Steam provides could cause small hiccups. We technically solved that by internalizing the original plugin and making sure we execute such functions on a background thread so they can never interfere with our physics loop. This change is done both client and server-side and it means you will no longer see a SteamPlugin.DLL in your plugins folder (and we’ve made sure that if it is still there by accident, it gets ignored from this build onwards). Faster Loading Times Last but not least, we also spent some time profiling and optimizing the track and car loading process. Internal tests have shown improvements in the range of 30-50%, which should help people in general. Faster loading obviously also means you can rejoin quicker, losing less time overall. What’s next? Build 1114 is the first of two scheduled releases to address the issues we found. We decided to split the process in two, concentrating on the major bugs first and then addressing the smaller ones. We thought it was important to get an update into everybody’s hands as quickly as possible, but only after making sure we could not break this build anymore. As always we encourage people to update both their dedicated servers and clients and report any issues. We are heavily committed to getting this right and continue to improve the online experience in rFactor 2. We expect to have an update on those issues next month, but again, we’ll take as much time as we need to ensure these minor issues are also completely gone.
  8. rFactor 2 and World’s Fastest Gamer team up with Rudy van Buren! Following a successful race in the Porsche Carrera Cup Germany last week during the ADAC GT Masters in Zandvoort, Rudy van Buren will once again step into the cockpit as part of the Black Falcon team for the upcoming Nürburgring race. Studio 397 decided to support Rudy van Buren further and teamed up with World´s Fastest Gamer for upcoming race. Rudy is considered to be one of the fastest simracers around and after winning the rFactor 2 qualifiers and going on to also take the World’s Fastest Gamer title in 2017 he became an official McLaren F1 simulator driver and made the jump to real racing. If you want to have a go at becoming this year’s World’s Fastest Gamer and win one of the great prizes attached to this championship, then hurry and read this article on their website, simply follow these instructions to get started! Foto: Gruppe C Photography; #4 Porsche 911 GT3 Cup, BLACK FALCON Team Taxtar: Rudy van Buren Rudy’s recent success in the Porsche GT3 Cup not only shows his potential, but also proves once again that racing craft and skills developed and honed in rFactor 2 can easily be transferred to the world of real racing. As Rudy gains more and more experience, Studio 397 is proud to support him through his challenge to take on the top drivers of the series. Join us and cheer Rudy on as he races at the well known Nürburgring GP, or if you can’t be there in person, follow the live stream and timing here: http://content2.eu.porsche.com/motorsport/pccd/livestream/livestream-en.htm The schedule for the races this weekend is: Friday, August 16th, 14:55-15:55 CEST, free practice Saturday, August 17th, 10:10-10:45 CEST, qualification for both races, where the second fastest time for each driver determines their grid spot in race 1 and the fastest time in race 2. Saturday, August 17th, 16:25-16:55 CEST, race 1 Sunday, August 18th, 11:40-12:10 CEST, race 2 We will certainly keep you up to date on our social channels and Discord as we follow Rudys adventures during these sessions live!
  9. Latest Endurance Pack Updates! Porsche 991 RSR GTE v1.93 - BoP (Balance of Performance) - Fixed headlight glass reflections Chevrolet Corvette C7.R GTE v2.01 - BoP (Balance of Performance) BMW M8 GTE v1.73 - BoP (Balance of Performance)
  10. Roadmap Update July 2019 Roadmap-time is one of the best times of the month, even for us! You wonder why? It gives us the chance to bring together what we worked on, admire screenshots, or just be happy about what we achieved as a team in terms of improvements, new features or content. As we´re developing and working on rFactor 2 basically 24/7, it´s important to also enjoy every little step that we did to make this simulation better. Because in the end, we´re sim racing enthusiasts, just like you! Alright alright, enough romantic talking about game development, let´s go down to what’s actually happening outside of our continuing work on Nordschleife, UI and the competition system. And yes, it has it all, further improvements, new features and fresh content. 3..2..1.. GO! A New Future Ever heard that 3 is the magic number? That´s basically what happened here. Take the knowledge and technology of McLaren (1), mix it with the heritage and meaning of the name Senna (2) and add the GTR (3) badge to deliver a masterpiece. Voilá, introducing the hottest carbon fibre thingy on rubber tyres that mankind has ever tried to tame on track. Powered by a 4.0 litre twin-turbo V8, this almost demonic piece of joy can skyrocket you onto the first place of nearly any grid around the world. But the McLaren Senna GTR is not just the track-day car that would be outside most people’s budgets, it’s more than that. It’s our chance as a simulation studio to actually try to have a look into the not-so-distant future and create something that could be the pinnacle of the next-gen sports car racing world. So be aware, if you unleash this beast, you might time travel! Talking about time travel, the McLaren Senna GTR will be released within the next few weeks. One could think that with this announcement, we burned up everything we have, especially since 2019 is already half-way through. But we can assure you, that’s absolutely not the case! There is so much more still to come this year! And yes, this means that we will also add more rubber tyre thingys that go fast! Worlds Fastest Gamer 2 We’re super stoked to be supporting Worlds Fastest Gamer again with an incredible prize! Next week, rFactor 2 drivers will have the chance to qualify for the World’s Fastest Gamer Grand Final via an online time trial run on the Sebring International Raceway course with the Aston Martin GT3, running from August 5 to 18. The top 20 racers will then do battle in a live-streamed, 40-minute race on August 24th. In addition to earning the chance to chase the full-time real-world racing stint worth more than US$1 million, a US$10,000 prize pool will be up for grabs in the final race. Incredible stuff!! The winning rFactor 2 driver will join eight racers hand-picked by the World’s Fastest Gamer judging panel plus the winner of the Gear.Club mobile game time trial. Look out for more details soon. In the meantime, check out the WFG website http://wfgamer.com/ Competition heats up! While we’re at it, let´s also announce an esports live event with Porsche! Yes, the company that makes all the great race cars we admire. We can´t say more yet, but don´t worry. As soon as the lollipop man lifts, we’re ready to launch more info onto the pitlane. That’s not all, McLaren Shadow kicks off again soon. We will bring you more news on that shortly! Technical Update A little under four weeks ago, we hosted the rF24, an endurance race with many high-profile teams and drivers participating at Le Mans. Roughly half-way through we had to red flag the event because of technical issues. Immediately after the event, we released an official statement and started gathering information from all the participants and set out to try and fix these issues with a special task force. It’s time for an update now. In the months leading up to the event, we were already investigating and improving issues some people were having with the physics calculations “freezing”. In investigating that issue, we built a very detailed “stopwatch” system that we could use internally to exactly pinpoint where these delays occurred. We learned a lot from the “logs” that our community submitted and found multiple issues. For one, our timing, code that had been part of rFactor 2 and many ISI-based sims before, turned out not to be the most efficient and reliable way to run something at 400 Hz (and 2400 Hz for the tyres). We rewrote that code, and after several stages of testing these revisions made it into the release. A second issue we discovered had to do with plugins that were taking too much time. We give plugin authors a lot of power, running plugins directly as part of the physics thread, but as you know, with great power comes great responsibility, and unfortunately in some cases, plugins don’t behave nicely. We’ve blacklisted a few plugins and are talking to authors to help them improve. A third issue was in how we sometimes talked to Steam, which has led us to rewrite that code and convert it from a plugin to internal code. We are still diagnosing more rare issues, and there is a forum thread that explains how you can submit your logs for review. Now during the event, we ran into issues that have plagued us before, but never this severely and never in a way that we could reproduce. However, we now had so many people reporting issues that we started to see some patterns, so the first step we took was to analyze exactly what had happened. We took our time, collected a lot of data from participants, for which we are very grateful, and then started to try to reproduce specific problems. The first issue we could reproduce were join lags. Someone would (re)join the server, and this issue then propagated to all other clients. We discovered that this would happen whenever someone rejoined the server using a car with different upgrades from the ones he used before (such as forgetting to select the low downforce upgrade). Our first fix was to add code that would not propagate such (wrong) upgrades to other clients. We then quickly confirmed that these join lags were indeed gone, which was a big improvement since these were causing all kinds of other issues as well. When exploring this first issue, we discovered that it was currently possible to rejoin not just with the wrong upgrades, but even with the wrong livery or even the wrong car, and this was not handled correctly in the code. We saw this cause issues where you ended up with the wrong set of physics because of the upgrades and the server re-applying the same setup you had before, but to a different car. We also saw issues where a car would appear in the garage for some, but on the road for others, and a few other variations that were all caused by the same problem. We decided to solve this in two places. First of all, we now double check when you rejoin that you indeed have exactly the same car, livery and upgrades again. If you don’t, rather than letting it cause problems, the server will boot you and tell you why it did so. Secondly, we added code to the client that, when you connect to a server, will check if your intention is to rejoin. If it is, the server will now tell you directly which car, livery and upgrades to use, and we will simply show you that car in the UI instead of letting you choose anything. We also decided to make the rejoin check a bit more lenient in that you still need to rejoin with the same driver, but this driver is now identified via his Steam ID, meaning that in the case of a hardware failure, if you have multiple installs of rFactor 2, you can even take over on a different client and resume the race. Another, slightly unrelated, issue we looked into was loading times. The good news here is we’ve found some improvements and our upcoming release will roughly halve those loading times. We’ve seen numbers being reported by testers indicating a 40-50% improvement. Other issues still on our “fix list” are a somewhat smaller lag some people are getting when someone leaves the server as well as a few usability issues, such as the fact that if you got a disconnect right before you made a pitstop, you basically get a car with no fuel when you rejoin, and you have to try and drive a lap first (which will likely fail). Right now our intention is to release the first of a series of updates as soon as this rejoin process is “bullet proof”. We are going through a series of tests, each with a bigger set of users, until finally we are confident that we squashed this. Our current estimate is that this first update will go live sometime next week. We won’t stop there, and remain committed to making sure everybody has a good experience racing rFactor 2. Of course, we will also do a re-run of the rF24 when we feel these issues have all been resolved and tested. Simexpo We’re looking forward to once again attending Sim Expo this year at the Nürburgring, as usual with a few surprises up our sleeves! Make sure you come and visit us and say hi!
  11. Latest Build Update rFactor 2 - 1.1112 Now Available! Steam Build IDs client: 3984482 dedi: 3984485 Changelog: - Cutting now results in a drive-through penalty (Severe cutting will still get a stop-and-go penalty) - Dedicated servers must be updated for this change to take effect
  12. Latest GTE Updates Porsche 991 RSR GTE v1.83 - Le Mans BoP (Balance of Performance) - Adjusted up-shift clutch timing and default damper settings - Added gear ratio 14/41 for the 1st gear (used for the Le Mans package) - Fixed headlights glass popping in/out in track-side cams Chevrolet Corvette C7.R GTE v1.89 - Le Mans BoP (Balance of Performance) - Adjusted up-shift clutch timing and default damper settings - Locked differential settings (in line with the other GTEs) - Slight weight reduction - A bit more overall down-force - Slightly lower center of gravity BMW M8 GTE v1.67 - Le Mans BoP (Balance of Performance) - Adjusted up-shift clutch timing - Fixed AI bogging down on Le Mans on a formation lap - Slight weight reduction - Slightly more power/torque output
  13. Circuit des 24 Heures du Mans (2018) v1.11 - Adjusted track naming. The circuit now appears under "Le Mans 24h" as "24 Heures du Mans 2018" - Large Performance Pass (Object / Material refactoring, Shadow / Visual Groups, LOD tweaking, Texture optimization) - Large Nightlighting Pass (refactor of intensity, position and colour of lights and glows to match 2018 reference) - Added animated Carousel objects - Added Porsche advertisement to grass before Porsche Turns. - Added nightlighting to Distance Markers, Turn Markers, Rolex Pit Lane objects and Michelin Pitwall Tower - Added clock animation to rolex pitlane object - Added extra trees beyond Tetre Rouge - Road and Curb Material Pass, adjusting roughness profiles and pass on albedo maps and improvements to race groove effect. - Reduced grip off racing line. - Adjustments to ambient sounds - Adjusted pit exit to be more accurate - Added practice only audience. - Adjusted 24h advertising frequency and added missing advert. - Minor adjustments to some tents to improve likeness to real life objects - Removed large street signs not present during race in real life. - Minor foliage optimization around Indianapolis - Fixed minor smoothing issue on Pit Building. - Fixed floating media light - Fixed various minor terrain issues - Fixed some incorrect shader assignments - Fixed night flickering on cones - Updated Podium Material - Low downforce package for GTE/LMP is now forced. This also means AI will use the low downforce package at default. Le Mans is updated and should now load Latest version v1.15 If you do not get the update right away please verify your steam cache and that will force it to update
  14. Latest Build Update rFactor 2 - 1.1112 Now Available! Steam Build IDs client: 3970530 dedi: 3970532 Changelog: - Fixed lit signs not coming on at the right time of day (example brake marker signs at Le Mans) - Fixed some graphics glitches on old content - Fixed transparent trainer car not visible
  15. Tatuus Pack v1.03 (ALL) - Added new revised rain-light: less glare - Fixed clipping issues with TV and onboard cameras - F.3 T318 Fixed engine start timer - F4 T014 Fixed z-fighting issue with antenna and windscreen middle rivet
  16. Tatuus FT-50 Update v1.02 - Fixed an error on loading when car detail is set to medium Tatuus F.3 T318 - Updated template (PSD) added wire frame for the 'halo'

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