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andre

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  1. Ιστορία του Sim-Racing , Προβληματισμοί για το rFactor2 , ενδιαφέρον άρθρο στο S397 forum. ISI-powered games (which includes rF2) aren't a flop because of the engine itself, but because of developer/publisher bad decision making. There's several reasons a lot of sims use the engine from rF1 as a base, the most common one being a great physics starter, but there's also the fact that it's a known piece of software that was used for several years in many great titles, it's historic relevance, and so on. ISI did great titles in the past, like F1 Challenge '99-'0 (and some older F1 titles) where you got consistency in what cars and tracks to expect. But then, for some reason, they decided not to do the same with rFactor 1. Even some of these old F1 games were moddable, and for whatever reason ISI decided to leave most of the content creation for rFactor 1 in the hands of the community. This led to a big inconsistency in mod quality, of 1000 mods you could count on very few of these to be any good. After rFactor 1, the glorious GTR2 came about. It was revolutionary in quite a few features, and content. It had all cars and tracks for the FIA GT series that spanned 2 full seasons, full 24h day/night transitions, rain, some basic real road technology, a driving school, animated pit marshals, and a bunch of features and consistency/focus not yet seen in the sim world for at least 12 years. It used the same isiMotor as a base and it was a success, still regarded today as one of the best simulators ever made (made by what is now SMS, the makers of Project Cars 1&2 ------ SimBin, the developers of Race07, Race On, and then later RaceRoom, had almost nothing to do with the development of GTR2). Then a year later, SimBin used the same base engine for Race07, and while it still had great physics, graphically the engine started to show it's age, specially on the same year Crysis was released. Still, the game is regarded as a great product. Now in 2008, iRacing was released. No more bad cars, no more bad tracks. Not only it was consistent in content, graphically it was already surpassing anything isiMotor related that was released to that day. I think many people migrated to iRacing because the overall experience was better not only graphically but in terms of cars and tracks as well, not to mention in multiplayer. Then in 2011 Kunos started development of Assetto Corsa with an in-house engine. Physics and feature wise the title was a downgrade from their previous, netKar Pro, but graphically AC was step in the right direction. Still, the title lacked many core features even several years after it's release. And yet again, people were migrating more to promises and shiny graphics rather than staying at stable core and good physics present in the rF1 engine. It's understandable, though. If companies want to sell a bit more titles, they have to attract the eye of the audience as well. At this point it is said that ISI had already started development on rFactor 2. In fact, there are records of development starting in 2009. In 2012 the open beta of rFactor 2 was released. It was a huge step forwards in physics, being at least a decade ahead of any competition - sadly, ISI focused so much effort into 'just physics' that the title was broken in a lot of ways. The pricing model was horrible, it lacked documentation for modders which were now looking for an easier platform to mod since modding for rFactor 2 was too complicated because of the massive advance in physics (and so parameters as well). That mentality of "let the community produce content" did work in 2005 because there was not many sim platforms to jump around, but it certainly didn't work for rFactor 2, specially after the release of iRacing with many official cars and tracks and later with the release of Assetto Corsa which also revolutionized sim racing in many, many ways. In 2013 RaceRoom was released. Being regarded as merely a 'hotlap simulator' it lacked content, features, even multiplayer. And even now, after 5 years of development, RaceRoom (the company, not to be confused with Sector 3 or even the game's name) somehow still has a poor pricing model, stupid online DRM, and not many features for the game. Users can't even change the tire pressure, the setup part of the simulation is still very basic, more basic than GTR2 in 2006. Then Assetto Corsa was released. Shinny graphics, good documentation for modders and easy to mod (way simpler physics than rF2 or even rF1 from 2005 according to some known personas here in RD), a large community started growing around it. But to me, if it wasn't for the good price and moddability AC would end up close to what R3E is now, perhaps even worse considering how long it took for AI to come and be perfected, for instance (and that is, with a higher budget than what I think Sector3 has had). A year later, SMS, which had developed GTR2 and was picked by EA to develop a few Need for Speed titles, developed Project Cars. Shinny graphics (probaby the best graphics of it's time), lots of content. The hype was good; the title, however, not so much. Shady physics, bug infested, players were not happy about it. Still a year later, Automobilista came to be. Being regarded as one of the best racing titles out there, it lost a good deal of potential because Reiza didn't have money to license known tracks/cars, and the fact that they decided to use an ever graphically-aging engine didn't help the title. Still, it's regarded as one of the best when it comes to physics, force feedback, car/track polish, and sounds. Reiza also did a good job with the isiMotor2 engine. Again a year later, SMS released Project Cars 2. While improving a lot upon the first title, it's still quite buggy, physics change with every update and can be wonky at times, and their sound engineer should be fired. Still, player count continues to increase. It has a name for itself, multiplayer is well populated, graphically it is one of the most advanced titles, and it's loads of fun - specially when you go up on it's Competitive License. It took SMS many years to make such progress with their own engine. They're very capable (as proven by GTR2), but to get to the level of consistency of the isiMotor2 was not an easy task. 2018 comes by, Kunos decided to use the Unreal Engine 4 for their next title, a smart move I might add. A very good engine, it has all the features a game developer might want. Most of the engine and it's features are already developed. In conclusion, I don't think it's the isiMotor that makes titles flop, I think the developers play the biggest role if this happens (same for the success of their titles). SMS developed what is considered one the best sim racing titles, using the isiMotor - and the same company developed what is considered one of the biggest disappointments of the genre with the release of Project Cars, a sim that uses it's own engine. Funny how when they stayed with a good engine base they did good progress, but when decided to create their own engine the game was a flop in reception - it had pretty graphics, sure, but the physics side of things can generate heated debates to this day. Same goes for Kunos. Stefano and his team did a good job at developing a graphics engine that, while looking good, can only be lit by one source of light, so you have no night racing. It also lacks rain, among many other features. The isiMotor was a powerful tool for those who have chosen to use it correctly, and it was also the doom of titles that used it poorly. The main problem for the isiMotor2, nowadays, is graphics, it still uses a DX9 engine. (somehow Sector3 did a great job on it graphics wise, it looks good and even more natural-looking than AC at times, and the physics are also good). Physics wise the isiMotor2 is aging as well, but that is to be expected from a 13 years old engine. And for rFactor 2, if ISI had focused a bit more on content, engine optimization, and graphics, rF2 could be the best sim ever made. I just hope S397 makes the right calls now and continue optimizing the engine while bringing content. The most important part, which is the physics, we already have and to me there's nothing that comes even close to it.
  2. changelog v0.12: - aiw reworked - track and terrain parts reworked to receive light at night changelog v0.11: - aiw, cams, gdb and scn edits / improvements - added collision mesh - night lights and glows reworked Download link in the first post.
  3. Update 2.058.9 Added an option to assign user created points presets by race. Go to "Edit race" and select points preset name for that race. You can create and save your custom points presets on "Edit champoinship" page. Update 2.058.10 Added bonus points for starting the race and for completing some percent of leader distance. Update 2.058.11: Bonus points for completing some percent of leader distance now work correctly for classes. Separated "DNS" from "All drivers (even DNF) receive no less then this points" option into checkbox, default value is "On" as before. Added checkbox for "Driver must finish the race (not DNF) to recieve bonus for completing percent of leaders distance", default is "Off". Added checkbox for "Driver must finish the race (not DNF) to recieve classification points", default is "Off" as before. Driver list in Class Team Standings tables now shows only team drivers for this class (for cases when team has cars in multiple classes). Update 2.058.12 Added possibility to edit TeamName and CarClass in results editor. Added championship option "Team with this name will receive no points". Fixed error message on Track Records page if track has logs but there is no lap time in that logs. OP updated
  4. Formula 1 takes revenge on LMP1 Porsche 919 During the qualifying session for 2018 Belgian Grand Prix, two Formula 1 teams managed to beat the absolute track record for Spa Francorchamps. The record of 1:41.77 was previously held by Porsche 919 EVO - unrestricted Le Mans LMP1 class endurance racer. It was narrowly beaten by Ferrari SF71H (1:41.5) and Mercedes W09 (1:41.55). The 0.2 second margin is small enough to make it compelling for Porsche to come back and try again.
  5. Change Log v3.0 latest rain technology (puddle map) Added some more track side objects Fixed the lights in garage Added the 12 hour layout Change Log v2.0 Updated for DX11 Added some extra nightlights Change Log v1.0 Replaced the ad sponsors with the 2016 sponsors Replaced the long flags on pit straight Added track side ground sponsors up and down the mountain Added more trees at T1 Added tyrewall at the chase Moved pitin timing marker and lights to correct position
  6. Bathurst 2016 by Nibiru Bathurst 2016 v3
  7. NEW BUILD 3.93 - full scratchable vs damageable option - full rain effects - 4 classes position led panels - fixed disc glow range due to some change to the rF2 code - update real time section with latest code for all tires OP updated
  8. rF2 - 1991 cars Update V1.96 Fix ShowRoom shadows after the last S397 Update Fix RCD Talent New Coverengine Support (Only Showroom) New 3D TCAM Add Rain Effect in Visor Mod Fix Rainligh Add disc blur Add PitCrew StartBox and 10s download links to the first post.
  9. RF2 Tutorial about how to use “ fixed Setups“ in Single- and Multiplayer. http://meetme.bplaced.net/rF2_onlineTools/rF2GGeninfo/tuts/pdfdownload.php?file=HowTo fixed Setups.pdf
  10. Small update v2.058.8: Added an option to sort Track Records by Date. Press "Date" or "Time" column headers to switch between sorting options. Added more track names for automatic flag assignment. Download links in the first post.
  11. THE FIRST McLAREN SHADOW QUALIFIER BEGINS McLaren has announced the new McLaren Shadow Project, a virtual racing program that shadows their real-world racing – and once again, iRacing will be included in the qualifying. This year iRacing will host two qualifying series, one featuring the McLaren MP4-30 and one featuring the MP4-12C GT3. The iRacing driver with the highest combined points total from the two series will earn an invitation to the finals to be held in January 2019 at the McLaren headquarters in the UK. Stay tuned for further announcements as we get closer to the start of the racing. Details on the two series: McLaren Shadow MP4-30 Qualifying Five Weeks – July 31 – September 3 Three races per day – 01:00, 10:00, 19:00 GMT Open setups Standard iRacing points Open to D license and above Tracks – Montreal, Nurburgring GP, Monza, Spa, Interlagos McLaren Shadow MP4-12C Qualifying Five Weeks – September 11 – October 15 Three races per day – 01:00, 10:00, 19:00 GMT Open setups Standard iRacing points Open to D license and above Tracks – Brand Hatch, Circuit Zolder, Circuit of the Americas, Imola, Suzuka The iRacing driver with the highest combined points total from the two series will earn an invitation to the finals to be held in January 2019 at the McLaren Technology Centre. Head over to iRacing.com/McLarenShadow for all the information on each qualifying series and to enter. Want to watch the action? Sunday races will be streamed live every Sunday during the qualifying period from 20:00 BST at www.iracing.com/live.
  12. Τη διαδρομή μπορείς να την πας και κουλαριστός με καφέ και τσιγάρο. Η δουλειά γίνεται με τις οδηγίες. Καταγράφονται όλα μια χαρά. Το θέμα είναι οτι πρέπει να ακούς την ενημέρωση 2-3 (στροφές,εμπόδια) κτλ πριν . Αυτό, στην δημιουργία των pacenotes προϋποθέτει άριστη γνώση της διαδρομής. Εγώ έχω παρατηρήσει (όσο καλά και να ξέρω την ειδική) την πάω πιο πολύ από ένστικτο. Θα ήταν καλό αν δούλευε η δημιουργία pacenotes με το replay. αλλά : (replay recording doesn't work in RF1 / RF2 yet).
  13. Stage Sorica αλλά λείπει ο κόκορας.
  14. Χρειάζεται ένα briefing. Λοιπόν να βάλω τον οδηγό για τα pacenotes του Crew Chief. INSTALL: MSSpeech_SR_en-US_TELE.msi https://www.microsoft.com/en-us/download/details.aspx?id=27224 Αυτή η γλώσσα αρκεί. SpeechPlatformRuntime. https://www.microsoft.com/en-us/download/details.aspx?id=27225 x64 - x86 ανάλογα το λειτουργικό που έχετε. Αυτά τα δυο παραπάνω στα κατεβάζει αυτόματα και το Crew Chief όταν το ανοίξεις και πατήσεις στο "voice recognition mode" το 'hold button' Open CrewChief App: -Press Scan for controllers button -Highlight controller and action you want (Available actions) -Assign a button to the new "Start / stop recording pace notes" -Assign a button to "talk to Crew Chief" -Assign a button to "Start / stop playing pace notes" -Ensure you have voice recognition mode in 'hold button' -Press start application and start a session (or load a replay) (replay recording doesn't work in RF1 / RF2 yet). -Press the "Start / stop recording pace notes" button. -Now when you hold the 'talk to Crew Chief' button the app will record whatever you say and save it as a .wav file. -Do this for the whole lap (or do it over multiple laps if you want) -When you're done, press the "Start / stop recording pace notes" button again.This will complete the process. -You will then have a new folder in you Documents folder - /Documents/CrewChiefV4/pace_notes/[game-name]/[car-name]/[track-name]/ -This contains the wav files and the metadata.json text file. Play back pace notes: -Press start application -start a session with the same game, track and car -Press the "Start / stop playing pace notes" button. Το έκανα (με Ελληνικά ) και δουλεύει ζάχαρη. Τώρα χρειαζόμαστε ραλίστες @troffeo @mad_dog που γνωρίζουν, να μας κάνουν σωστά pacenotes. Ελληνικά Αγγλικά οτι θέλετε. Άντε ρε μάγκες. βάλτε ένα χεράκι.
  15. Το πρόγραμμα είναι καταπληκτικό. Πέραν των άλλων ενημερώσεων ( λάστιχα, φρένα, γυρολόγιο, δεξιά αριστερά αντίπαλοι κτλ κατά την διάρκεια των laps , έκανα έναν αγώνα και όταν μπήκα στα πιτ μου είπε και σε ποια θέση θα βγω στην πίστα μετά το pitstop! Μην ξεχάσετε να κατεβάσετε τα voice messages μετά την εγκατάσταση του Crew Chief.
  16. The Minardi 191B F1 with Lamborghini engine returns to racing after 26 years Πιλότε, Αφιερωμένο.
  17. v1.06 FINAL new AIW presets for RR OP updated
  18. v1.05 - AIW updated (added BLOCK path, new FAST path) - added ambient sounds - added IBL Probe - removed unused objects and textures OP updated
  19. andre

    Barbagallo

    Version 2.3 Fixed AI fix for the Turn 4 invisible "bump"
  20. The Iron Wolf presents Crew Chief is a team radio engineer, developed and maintained by mr_belowski. I'd like to thank gongo for his work on adding rF1/AMS support in Crew Chief. This work started off rF1/AMS implementation. Also, I'd like to thank my friend, jefcam who helps me test privates and provides excellent inputs, feedback and helped greatly with the initial release. Official Crew Chief Forum: http://thecrewchief.org/ Also, check out the FAQ: http://thecrewchief.org/showthread.php?28-F-a-q Installation: Manual: Beginning with Crew Chief rF2 setup is automatic. Copy rFactor2SharedMemoryMapPlugin64.dll to [rF2]\Bin64\Plugins\ folder. Start rFactor 2 and go to Options->Plugins. Make sure rFactor2SharedMemoryMapPlugin64.dll is On If you use SpotterPlugin_x64.dll, turn it Off Go to Options->Audio --> Set Spotter Details to Off Exit the game. Start Crew Chief Select "rFactor 2 (64bit)" in the game list Click Start button note: When you first start Crew Chief the app will be installed with no sounds. The UI should have 3 big buttons, highlighted in green. Pressing these will download the sound pack (voice messages) and optional (but highly recommended) driver names. Press them both and when they're both complete, you'll be prompted to restart the application. That's it, now you can play rFactor 2 with Crew Chief. Downloads: Crew Chief rFactor2SharedMemoryMapPlugin64 3.7.14.2 Donations: If you would like to support Crew Chief Mega Corp Team, and all sorts of immoral lifestyle, send beer money here.

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