rFactor 2 - дискусия
- ivanstefchev
- Организатор

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- Име: Иван Стефчев
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- Любим пилот/и: Люис Хамилтън
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- Обратна връзка:
http://www.racesimcentral.com/news/2010 ... hots-c6-r/ - нови шотове
- Canzone_Dido
- БгФ1 Шампион за 2007, 2009 и 2010

- Мнения: 2457
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- Име: Диян Костадинов
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- Обратна връзка:
- DeLzArD
- Child Prodigy

- Мнения: 603
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- Име: Станислав Стоянов
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rFactor 2 – New Progress Report
Posted on November 24th, 2010 in rFactor 2
Image Space Incorporated’s Scott Juliano has released a new progress report on the company’s upcoming rFactor 2 simulation.
His report talkes about the ongoing track development, a possible new historical track, AI & particle graphics improvements, track conversion from rFactor 1 and more. You can find the full report below, make sure to check it out!
So, let’s see. We finished the second pass on the last of the tracks, which was historic Belgium. When you saw the video, static crowds hadn’t been added yet, which they are now. We’ve started making the last pass on these tracks, which involves up-sizing textures when and where we can–where it makes sense to do so–as well as adding little pieces of glitz art. Do remember, we are trying to simulate large grids at good frame rates across a variety of machines–even with graphic options there still has to be give and take. There really IS only so much GPU and CPU bandwidth to go around
I also just finished reworking all the car/terrain reaction VFX. If you recall in rF1 our particles were… well, you know (I mean, they weren’t BAD [well, the fire was]), but they weren’t great either). Well, I’m glad to say that they are no longer “well, you know”. The programmers added some elements so I can control the particles better. So now we can get gravel kicking up and falling back to the ground as you traverse over a sandtrap, or grass and chunks of dirt that get kicked up when you spin the tires while offroad. All the skids have had a make over, as well as dust and various car smoke. OH, and our fire now looks like fire
I’ve also created particles for new features that HOPEFULLY can be added before we release. If not, they are there for us to implement in post-release updates.
Um, let’s see…. I also just finished adding first pass, animated team members to the pit area on one of our tracks (as a test to see if it’s worth it). These include some guys standing around talking, as well as people sitting at the telemetry stations going about their business. These aren’t really meant to directly interact with the cars–they’re just there to give the pit lane some life. For a first pass, it actually does what I intended–the pit lane doesn’t look like a barren wasteland devoid of people any more. Obviously we can’t have hundreds of crew members walking around (well, not unless no one would mind the game running at 5 FPS), but it’s FAR better than none at all…
Luc has been doing some work on a rF1 track “update” that should be included with rF2 in what we’re calling the “mod” section (more on that later). The purpose of this track is to show you how any rF1 track might look with just enough work done to it to get it running in rF2. And he’s roughing out some documentation of the procedures involved (which we will expand on post-release for you modders out there). The idea is to show you all that it will take SOME work to get an rF1 track up and running, and a bit more work to get it running with the ability to use new features, but none of this work should be too difficult.
Our Post FX work is progressing and hopefully we’ll have some early shots to show of that when we think it’s okay to do so (see, even WE have standards when it comes to WIP screens)….
And finally, Gjon and I spoke today about adding another historic track to rF2, HOPEFULLY for release. It seems reasonable to do it in the time we think we have left, but it is a track NOT to be taken lightly from an artist’s point of view. No, I won’t tell you what it is–it’s a surprise (and I don’t want to get anyone’s hopes up in case it doesn’t make initial release). If it doesn’t make it then it’ll be a great addition to our first post-release update. I will tell you that I’m very excited to be working on it though…
I’ll see what I can do about getting some quickie screen shots of the new FX or something in the next few days for Tim to put up….
Anyway, that’s about it for this update–think I’ve used up my allotment of virtual ink for this one. OH, I will add one more thing. The AI programmer has been doing a good amount of work in that area lately. The AI is not quite where we want it yet, but I can honestly say I’m having FUN racing the AI now, and I could never say that about rF1 AI. They are challenging, and a lot smarter about who is around them on track. Again, there’s still work to be done, but even at this stage the difference is night and day, so kudos to him
And that’s it from me for now. Oh, and for those that celebrate–have a safe and happy Thanksgiving!
rFactor 2 will introduce various improvements to the modding-friendly simulation including weather, driver animations and a refined graphics engine. ISI has not announced a definite release date yet, the company is still aiming to release their newest title by the end of 2010 though.
Изглежда доста по яка от rF1
Posted on November 24th, 2010 in rFactor 2
Image Space Incorporated’s Scott Juliano has released a new progress report on the company’s upcoming rFactor 2 simulation.
His report talkes about the ongoing track development, a possible new historical track, AI & particle graphics improvements, track conversion from rFactor 1 and more. You can find the full report below, make sure to check it out!
So, let’s see. We finished the second pass on the last of the tracks, which was historic Belgium. When you saw the video, static crowds hadn’t been added yet, which they are now. We’ve started making the last pass on these tracks, which involves up-sizing textures when and where we can–where it makes sense to do so–as well as adding little pieces of glitz art. Do remember, we are trying to simulate large grids at good frame rates across a variety of machines–even with graphic options there still has to be give and take. There really IS only so much GPU and CPU bandwidth to go around
I also just finished reworking all the car/terrain reaction VFX. If you recall in rF1 our particles were… well, you know (I mean, they weren’t BAD [well, the fire was]), but they weren’t great either). Well, I’m glad to say that they are no longer “well, you know”. The programmers added some elements so I can control the particles better. So now we can get gravel kicking up and falling back to the ground as you traverse over a sandtrap, or grass and chunks of dirt that get kicked up when you spin the tires while offroad. All the skids have had a make over, as well as dust and various car smoke. OH, and our fire now looks like fire
I’ve also created particles for new features that HOPEFULLY can be added before we release. If not, they are there for us to implement in post-release updates.
Um, let’s see…. I also just finished adding first pass, animated team members to the pit area on one of our tracks (as a test to see if it’s worth it). These include some guys standing around talking, as well as people sitting at the telemetry stations going about their business. These aren’t really meant to directly interact with the cars–they’re just there to give the pit lane some life. For a first pass, it actually does what I intended–the pit lane doesn’t look like a barren wasteland devoid of people any more. Obviously we can’t have hundreds of crew members walking around (well, not unless no one would mind the game running at 5 FPS), but it’s FAR better than none at all…
Luc has been doing some work on a rF1 track “update” that should be included with rF2 in what we’re calling the “mod” section (more on that later). The purpose of this track is to show you how any rF1 track might look with just enough work done to it to get it running in rF2. And he’s roughing out some documentation of the procedures involved (which we will expand on post-release for you modders out there). The idea is to show you all that it will take SOME work to get an rF1 track up and running, and a bit more work to get it running with the ability to use new features, but none of this work should be too difficult.
Our Post FX work is progressing and hopefully we’ll have some early shots to show of that when we think it’s okay to do so (see, even WE have standards when it comes to WIP screens)….
And finally, Gjon and I spoke today about adding another historic track to rF2, HOPEFULLY for release. It seems reasonable to do it in the time we think we have left, but it is a track NOT to be taken lightly from an artist’s point of view. No, I won’t tell you what it is–it’s a surprise (and I don’t want to get anyone’s hopes up in case it doesn’t make initial release). If it doesn’t make it then it’ll be a great addition to our first post-release update. I will tell you that I’m very excited to be working on it though…
I’ll see what I can do about getting some quickie screen shots of the new FX or something in the next few days for Tim to put up….
Anyway, that’s about it for this update–think I’ve used up my allotment of virtual ink for this one. OH, I will add one more thing. The AI programmer has been doing a good amount of work in that area lately. The AI is not quite where we want it yet, but I can honestly say I’m having FUN racing the AI now, and I could never say that about rF1 AI. They are challenging, and a lot smarter about who is around them on track. Again, there’s still work to be done, but even at this stage the difference is night and day, so kudos to him
And that’s it from me for now. Oh, and for those that celebrate–have a safe and happy Thanksgiving!
rFactor 2 will introduce various improvements to the modding-friendly simulation including weather, driver animations and a refined graphics engine. ISI has not announced a definite release date yet, the company is still aiming to release their newest title by the end of 2010 though.
Изглежда доста по яка от rF1
- DULICHKI
- Veteran

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"Faster, faster, faster, until the thrill of speed overcomes the fear of death." - Hunter Thompson
Моят сим рейсинг ЮТюб канал
Моят гейминг ЮТюб канал
Моят сим рейсинг ЮТюб канал
Моят гейминг ЮТюб канал
- DeLzArD
- Child Prodigy

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- ivanstefchev
- Организатор

- Мнения: 775
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- Обратна връзка:
http://www.racesimcentral.com/news/2010 ... elopments/ - добри новини за хората със слаби машини.
- DULICHKI
- Veteran

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Това с натискането на копчетата от пилота ще е много яко. Дано да има и ракомахания, както и вечната ми мечта - развяване на среден пръст 
"Faster, faster, faster, until the thrill of speed overcomes the fear of death." - Hunter Thompson
Моят сим рейсинг ЮТюб канал
Моят гейминг ЮТюб канал
Моят сим рейсинг ЮТюб канал
Моят гейминг ЮТюб канал
- DULICHKI
- Veteran

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- Обратна връзка:
"Faster, faster, faster, until the thrill of speed overcomes the fear of death." - Hunter Thompson
Моят сим рейсинг ЮТюб канал
Моят гейминг ЮТюб канал
Моят сим рейсинг ЮТюб канал
Моят гейминг ЮТюб канал
- speeda5
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http://www.racesimcentral.com/news/wp-c ... damage.jpg -Износването на гумите.
- ivanstefchev
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- Momchil Totev
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rFactor 2 system specs announced
Tim Wheatley has announced the minimum/recommended system specs for rFactor 2 on the official ISI forums. With his recent blog entry hinting at a 2011 release and an open beta could we be close to finally getting our hands on this much anticipated sequel?
Minimum/Recommended System Specs for rFactor 2
MINIMUM:
CPU: 2.4 GHz Intel Core 2 or 2.4 GHz AMD Athlon x2
Memory: 2 GB
Video Card: nVidia 8600 GT or ATI/AMD 3850
Video Memory: 256MB
Operating System: Microsoft Windows XP, Windows Vista, Windows 7
DirectX: 9.0c
Storage: 4 GB
RECOMMENDED:
CPU: 3.0 GHz Intel Core 2 Duo or 3.0 GHz AMD Athlon II x2 or better
Memory: 4 GB+
Video Card: nVidia 250 GTS or ATI/AMD 4870 or better
Video Memory: 512MB+
Operating System: Microsoft Windows Vista 64bit, Windows 7 64bit
Storage: 4 GB+
http://www.racedepartment.com/content/1 ... unced.html
Tim Wheatley has announced the minimum/recommended system specs for rFactor 2 on the official ISI forums. With his recent blog entry hinting at a 2011 release and an open beta could we be close to finally getting our hands on this much anticipated sequel?
Minimum/Recommended System Specs for rFactor 2
MINIMUM:
CPU: 2.4 GHz Intel Core 2 or 2.4 GHz AMD Athlon x2
Memory: 2 GB
Video Card: nVidia 8600 GT or ATI/AMD 3850
Video Memory: 256MB
Operating System: Microsoft Windows XP, Windows Vista, Windows 7
DirectX: 9.0c
Storage: 4 GB
RECOMMENDED:
CPU: 3.0 GHz Intel Core 2 Duo or 3.0 GHz AMD Athlon II x2 or better
Memory: 4 GB+
Video Card: nVidia 250 GTS or ATI/AMD 4870 or better
Video Memory: 512MB+
Operating System: Microsoft Windows Vista 64bit, Windows 7 64bit
Storage: 4 GB+
http://www.racedepartment.com/content/1 ... unced.html
- Canzone_Dido
- БгФ1 Шампион за 2007, 2009 и 2010

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http://www.youtube.com/watch?v=O_bq51ED ... ature=plcp
Трейлър на играта
П.С. време е да се направи и нова категория във форума "rfactor 2"
П.с. 2, Усещам, че ще имам специален подарък за Коледа оригинален диск на рФ2
Трейлър на играта
П.С. време е да се направи и нова категория във форума "rfactor 2"
П.с. 2, Усещам, че ще имам специален подарък за Коледа оригинален диск на рФ2
- DeLzArD
- Child Prodigy

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Тя бетата няма да излезе за Коледа ти цялата игра чакаш
.Първо се очакваше в края на 2010 после в началото на 2011 след това през лятото 2011 после към края на 2011.Играта ще излезе по средата на 2012 ако не и в края й.ISI още затварят бетата да я пуснат публична,а кво остава за цялата игра .......
- Canzone_Dido
- БгФ1 Шампион за 2007, 2009 и 2010

- Мнения: 2457
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Края на ноември, началото на декември излиза...
Това ми го казаха доста по-запознати от мене хора. Много се чака да, но този път е ясно, че до края на 2011 ще излезе 
- DeLzArD
- Child Prodigy

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Ми дано,ама след цялото тва отлагане въобще не ми се вярва вече 


