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rFactor2 [Updates]


mad_dog

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20 minutes ago, sC_w0lveS said:

Με dx9 τρεχει κομπλε.

btw στον σερβερ που με εβαλε, πρεπει να ετρεχαν με αλλο αυτοκινητο. Δεν εξηγειται αλλιως... αχαχαχαχαχα.

Ρε τους καμμενους, ναουμ.... Απαλευτοι ειναι.

 

Τι αλλο αυτοκινητο?Δηλαδη?

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It’s summertime, and we are all but on holiday at Studio 397. We’ve passed the half-way mark in August, so it’s time for another roadmap update.

UI

In the last couple of months we have shown you various bits of the new UI. We are now at a point where we have basically incorporated all features of the existing user interface into the new one, with a few extensions. In the upcoming weeks, we will be testing the first beta of this user interface with our testing team. During that phase we not only intend to focus on bugfixing, but also usability testing, so depending on how our testers respond, we might make further changes to parts of the interface. Obviously we can’t predict yet how long this phase will take, but it should tell you that we’re pretty close to a first public beta release.

sesssion-settings-1920x1118.png

A near final version of the in-game session settings.

Competition

The first two rounds of qualification have been completed by now, with the live broadcast of the Zandvoort race coming up on Sunday, so this is a good time to look back at what were basically two very exciting weeks. Last week’s broadcast has seen a combined number of views of well over 600.000 on Facebook and YouTube and the 20 drivers in that race showed some very fast and clean racing. The top 5 finishers ensured themselves a place in the final, so congratulations to them! Many others put in a tremendous amount of time and effort, arguably in the toughest time trial ever seen in simracing. For example, at Silverstone, Miguel Ballester drove 1469 laps to earn his place in the top 20. Our second round at Zandvoort showed that the top 10 in terms of number of laps on average clocked well over 1000 laps. In the first two rounds combined, approximately 260.000 laps were driven. We wish everybody competing in this competition the best of luck!

driver-stats-1920x265.png

Number of concurrent drivers on the competition servers for the first and second round.

We’ve also had quite a few questions about the brand new competition system that is hosting all these sessions. It is actually a perfect example of how we were able to leverage some of the existing technologies that have been developed within Luminis. For everything we do, our development workflow starts with setting up a fully automated system to build and deploy code. This allows us to quickly code, test and set live updates. In this case, any code update we push can be deployed to a staging environment for testing within minutes, and with a flick of a switch we can also update our production systems. In fact, our production systems use a method called “blue green deployments” to end up with zero downtime: we deploy each update to new servers, switch traffic from the old to the new ones, and then stop the old servers. Our production environment also has built-in redundancy where we run at least two servers at all times. We actively monitor those servers and if any of them goes down, it immediately gets replaced with a new one. This all happens in the cloud and the system that manages this is called Cloud RTI (run-time infrastructure).

cloud-rti.png

Cloud RTI management dashboard showing our fault-tolerant production servers.

 

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This is the custom monitoring dashboard we use to have a real-time view on competition statistics.

For horizontal scalability reasons, all our server side code is stateless, but of course we want to keep track of a lot of data and statistics. All of this is handled by another product we could leverage, the Information Grid, which is a layer on top of all kinds of data stores that manages the schema of the data and all changes to that schema over time. It allows us to work with data at a much higher level and adds extensive semantics to that data that ensure it stays manageable and usable over a long period of time. Information Grid builds on lots of cloud based data stores and adds security and advanced search capabilities. All of this infrastructure ensures that we can keep our focus on building the features of the competition system, without having to worry about a lot of infrastructural concerns.

information-grid.png

Information Grid dashboard showing some global statistics about the data stores in use.

For the actual code, we leverage another open source project we’ve co-founded with a few other companies: Amdatu. Amdatu is a stack of modular components to build cloud applications. It provides building blocks for web based, modular user interfaces and it is in fact this toolkit that also is the basis of our new in-game UI. As soon as that is ready, you will see the competition and in-game UI merge into one seamless UI that can be accessed both in-game and outside of it. That way you can always keep up with what’s happening in the world of rFactor 2!

Content

As you know, for the competition we released an early version of Zandvoort, dubbed 0.20, indicating it is not finished yet. Although the track already is very drivable and enjoyable, we intend to further improve it over the next couple of months. Also, we’ve learned that for the DTM race this weekend, they repaved the final section of the track, and made some curb changes to the “Audi S” curve, so we’ll probably take a closer look at those for the final version.

In the mean time we have news to share on the licensing front. A lot is going on there, also in terms of tracks, but as a general rule we do not talk about licenses until the deal is sealed. We are proud to be able to announce that we signed a multi-car deal with the Italian race car manufacturer Tatuus. This will bring several of their current racing cars to rFactor 2, which should be very exciting for all the fans of open wheelers!

DX11

In May we announced the “open beta” of our brand new DX11 engine and in the following months we have received a lot of feedback and support from the community that have lead to numerous improvements to the performance and visual fidelity. Our plan is to make DX11 our new default at the end of September. At that point we will also update our current demo version. We will keep the DX9 builds in sync until the end of the calendar year. We will continue to improve the fidelity of our DX11 engine, improving every aspect of it step by step, and this process will continue in the years to come. As we discussed last month already, we also fully intend to provide an exciting new solution for plugins to render to the screen as part of this ongoing development and we will look at what information we should really be providing “out of the box”.

That’s all for this month, we hope you enjoyed the update, and enjoy the summer!

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  • 4 weeks later...
8 minutes ago, spyder said:

bentley.jpg

Κατι εφτιαξαν τα παιδια!

Αν δωσουν και νεο UI και dx11 stable ποια Τουλα?

edit,ανεβηκε βιντεακι απο redline απο το booth του rf2,το bentley σε βροχη?

Edited by marmagas
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Οπως βλέπεται στη παραπάνω φωτο έρχεται αναβάθμιση στη βροχή με υαλοκαθαριστήρες, νερό στα τζάμια κ.τ.λ.

Το update που έχει γίνει στο Formula 2 που θα δοκιμάσουμε:

Formula 2 2012 Physics changelog:

  • Full CPM tyre upgrade.
  • AI improvements to help launch on race starts.
  • AI now take longer to warm up tyres.
  • AI correlation tweaks to slightly decrease grip.
  • Added RCD / talent file.
  • AI tweaks to make them faster overall.
  • Lower initial tyre temperatures and more pressure buildup.
  • Softened front ARB.
  • More damping in suspension components.
  • Minor tyre tweaks to include more damping.
  • Correction to low downforce package to add stability.
  • Added optional caster upgrade to help increase the cornering forces in the FFB.
  • Reduced flatspot intensity on front tyres.
  • Softened steering slightly.
  • Low-end torque slightly increased.
  • Corrected unsprung inertia.
  • New engine throttle map.
  • Softened chassis.
  • Improved inertia.
  • Lowered max brake force.
  • Set default brake pressure to realistic typical usage.
  • Rear ARB increased to be bit stiffer and better match the data.
  • Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures.
  • Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer).
  • Front ARB now displays stiffness to make it clearer.
  • Wheel rate correction.
  • Added chassis flex.
  • Added new steering system.
  • Softened shifts, this should make up-shifts more harmonious especially in mid-corner.
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O Στέφανος κάνει βόλτα στην έκθεση και κάποια στιγμή φαίνεται και το rf2 με βροχή ( άσχετο αλλά μάθημα πως το πρόβλημα στην sim racing κοινότητα είμαστε εμείς και όχι οι devs . )

https://m.facebook.com/story.php?story_fbid=10210113787908912&id=1464297589

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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Bentley Continental GT3 2017

We are very excited to announce the Bentley Continental GT3 2017 as the second car in our upcoming GT3 pack. Used in many of the premier GT3 categories around the world, the car has a 4.0-litre twin-turbo V8 and up to unrestricted 600hp. The GT3 pack is due for release in October.

 

Interview with Marcel Offermans (Head of Studio 397) at SimracingExpo

Marcel took the time to give some information on upcoming features showcased at the event, including rain effects like working raindrops that move when the car does, working wipers, raindrops on the body of the car, lighting changes, and dynamic puddles that grow or shrink. The rain effects should come out around the same time as the GT3 pack, possibly shortly afterwards.

Also mentioned in the FaceBook livestream was updated damage and a licensing agreement with Tatuus Racing s.r.l. for a number of open-wheel Formula cars. This allows us to fill out the ladder of progression from Karts to Grand Prix racing and will work well within our competition structure due out next year.

 

And to whet your appetite, here’s a sneak peek of the next car in our upcoming pack!

2.thumb.png.2a854929a74133172ad67163c87c98a6.png

Spoiler

???     Άλλος το βρήκε .  Όχι εγώ    ???

3.jpg.1572617d19deb4753dfcfa2dad233566.jpg

 

 

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  • 3 weeks later...
5 hours ago, spyder said:

Μετά το update 11GB τo rF2 είναι default σε DX11. Για το DX9 επιλέγετε την έκδοση v1108

beta.jpg

Εβγαλαν update τωρα το πρωι και το εφτιαξαν.
Τωρα ειναι και η v1109 σε dx9.
Οποτε ολα καλα παλι...
Δηλ, απο χτες το βραδυ (που κρασαρε) δεν πειραξα τιποτα, κατεβηκε το fix και ξεκινησε κανονικα σε v1109 με dx9 και ολα τα pluggin δουλευουν κομπλε.

 

Edited by sC_w0lveS
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