Big Takeover
Member
Good going ISI. That was the right thing to do.
That is written so damn poorly. Why did it cause a meltdown? If it's the same price, was the big news that it wasn't already doable if you bought it outside of Steam?A change in the FAQ has caused an internet meltdown (not really)
In other rF2 news, I've seen AC's Spa has been ripped for use in rF2. I wonder just how long dev's with bother with laser scanning if content is so easily modded and used in other sims.
Rubens Barrichello testing a G29 with GSCE. He also set a fast lap on Velo Città, if you wanna try to beat him. It's in Portuguese only, unfortunately: https://www.youtube.com/watch?v=kvtizP6SOXI
I was kidding I believe there are 4 of us who use rF2 on a regular basis based on the responses here.That is written so damn poorly. Why did it cause a meltdown? If it's the same price, was the big news that it wasn't already doable if you bought it outside of Steam?
ISI said:This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so were happy to continue to deliver.
Build Notes:
FEATURES:
-
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new playerfiles.
Replaced _ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
Safety car with lights (thanks to traveller)
FIXES:
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Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isnt available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.
MODDING / PUBLIC DEV:
Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.
Command line option added for Mod Manager: -b[DatFile] [index ...] = build mod/cmp at specified indices from DatFile. Use -help if needed.
I think it's been a year now since rF2 added any new features that I'd notice. The only things I'm waiting for in rF2 now are:Updatde notes below; Steam users have the update automatically download
FEATURES:
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-Rubbered-in sections of track are slippery when wet
-AI has 'wet-path' line, avoiding the main racing line when wet
-AI difficulty are no longer global and are now track specific.
FIXES
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-Upon full course yellow, the AI now coasts down to the Safety Car speed instead of braking.
-Fixed full course yellows AI ordering bug, where some cars were in a perpetual state of trying to let the other car through, resulting in all cars crawling around at 1mph.
-Better tyre strategies from the AI
Reiza sure will thanks to the public fundingI think it's been a year now since rF2 added any new features that I'd notice. The only things I'm waiting for in rF2 now are:
FEATURES:
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-Rubbered-in sections of track are slippery when wet
-AI has 'wet-path' line, avoiding the main racing line when wet
-AI difficulty are no longer global and are now track specific.
FIXES
-------
-Upon full course yellow, the AI now coasts down to the Safety Car speed instead of braking.
-Fixed full course yellows AI ordering bug, where some cars were in a perpetual state of trying to let the other car through, resulting in all cars crawling around at 1mph.
-Better tyre strategies from the AI
I've given up hope though.
In fact, I'm kinda down on all sims at the moment. Content comes thick and fast, but features and fixes from all developers are glacial at best. C'mon Reiza, blow me away!
I guess not everyone jumped on the crowd funding 8)What's the difference between SCE and automobilista (if any)?
I've bolded the most interesting parts, some of which you can currently do (e.g. night race) and a few features are only found in rF2 until now.Beyond the brazilian core, AUTOMOBILISTA is extensively complemented with one of the most diverse selections or racing vehicles to be found in a racing game: only in AUTOMOBILISTA will you be able to jump from a rental kart to a 800-HP F1 car; from drifting a Rallycross Evo X to jumping ramps in a Supertruck; from mastering the driving basics in a Formula Vee to managing a full 24h race in an endurance prototype; back and forth through time with historical and modern content including a sample from several decades of Grand Prix racing - all of this and much more within a few mouse clicks. Thoroughly researched and cohesively developed for maximum simulation accuracy, AUTOMOBILISTA captures the fun only motorsports in its various forms can provide.
In addition to the content already present in Stock Car Extreme - all of which comprehensively upgraded - AUTOMOBILISTA turns it up to a new level by adding all the new cars & tracks proposed in the SimRacing Bonanza crowdfunding campaign, new simulation features such as dynamic track conditions, advanced transmission and tire modelling, substantial upgrades to physics, graphics & audio, new game modes and much more!
Indeed. ISI lost one of their two programmers early last year, so as much as we'd like to see those AI bugs fixed, I'm not sure we ever will.The problem as I see it is most of the PC dev's are tiny and changes are slow to happen because there aren't enough people to do everything in a timely fashion.
Indeed. ISI lost one of their two programmers early last year, so as much as we'd like to see those AI bugs fixed, I'm not sure we ever will.
BTW, do we know the size of dev teams?
ISI: 3 + an unknown number of 3rd party 'official content' modders
Reiza: 5?
Sector 3: 10
Kunos: 12?
I guess not everyone jumped on the crowd funding 8)
From Reiza's website:
I've bolded the most interesting parts, some of which you can currently do (e.g. night race) and a few features are only found in rF2 until now.
All good 8) You have access to the development forum on Race Department; Reiza are always posting on there all the time and there is a lot of great info as to what is to come.I did jump onto the crowdfunding, just haven't been paying attention
At the time though I only backed the minimum ($30?) to unlock SCE so it's pretty cool I'm getting the new game too!
Reiza Studios said:It´s better to uninstall SCE Beta and start fresh when AMS Beta is available (keeping in mind it will still take another 1-2 weeks).
That gravel has to be a placeholder texture...
The depth, size and scale might be right, but the texture resolution is horrid.I thought the same thing at first, but after looking at it a bit more closely, it looks more like real gravel traps do. Most gravel traps are raked pretty deep and the aggregate itself is usually thick pieces. The first shot looks more like smooth sand, whereas the second looks like it should. I think the angle isn't giving it the depth it probably has.
Turn off the post processing (and gain at least 40fps) or turn the quality right down.Is there any way to turn the CA off in Assetto?
It really hurts my eyes.
Turn off the post processing (and gain at least 40fps) or turn the quality right down.
Failing that, Race Department has a number of fettled post processing filters - the Black Celica's and Natural Graphics are a good start.
Yebis post processing is an eye sore no matter which game it's used in.
Is there any way to turn the CA off in Assetto?
It really hurts my eyes.
Find the ppfilter you are using in Steamsteamappscommonassettocorsasystemcfgppfilters and edit the 1→0:
[CHROMATIC_ABERRATION]
ENABLED=1
Yup. Them and Stainless/Carmageddon :/Don't know how many are interested in this sport; given how shite the Next Car Game "early access" development has panned out, I feel Big Any may have missed the boat on the public funding craze.
Big Any Studios are looking for backers toake another Sprint Car (Dirt oval) racing sim for PC and console. $266K is the lowest tier..
Kickstarter:
https://www.kickstarter.com/projects/bigant/big-ant-dirt-track-racing
Don't know how many are interested in this sport; given how shite the Next Car Game "early access" development has panned out, I feel Big Any may have missed the boat on the public funding craze.
Don't know how many are interested in this sport; given how shite the Next Car Game "early access" development has panned out, I feel Big Any may have missed the boat on the public funding craze.
Dirt Rally is an exception as its Codmasters who have name recognition, a proven game engine, the Dirt series name for marketing and we have Steam refunds to help the consumer.Sadly you're right, there's more bad examples of early access/crowd funding for racing and driving games than good ones. Dirt Rally is one example of early access done right though, pretty impressed on how that turned out.
All sounds rather tasty to meLuc Van Camp said:So what can you expect in the not-so-distant future? As explained by Scott, the track owners are operating on a low budget and they haven't had a chance to modernize the infrastructure too much. But it definitely isn't an upgraded conversion brought to our latest standards. It is a scratch built track, made with modern techniques and populated with our finest props to date. Going for the scratch built option does require a lot more time and effort, but it was a necessity in order to address the oversized scaling of most original rF1 objects which were used to fill the scene with as few objects as possible -- in turn a necessity for the hardware requirements a decade ago
Is there any way to just download all released content for RF2?
I swear I bought it back in the day when it was beta, but have no idea how to activate the demo or check if I own the game before I pull the trigger on the steam version
Try cutting to the chase by going through the transfer (non-Steam to Steam) process. At the very least you'll need the email address you think you bought it under.
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AUTOMOBILISTA Preview - Lancer Evo X Rallycross at Foz
Damn it, now I need to buy a handbrake.