gregor vodicar 476 Napisano October 10, 2012 Share Napisano October 10, 2012 Že ene 2 mesca ja Citiraj Link to post
PEK 2 291 Napisano October 10, 2012 Share Napisano October 10, 2012 js sm mel tak volan in kokpit v hyundai ponyu. tko da ne vem... a je hyundai pony al f1.... teško me boste preprical za eno ali drugo.. 1 Citiraj Link to post
Mjugen 35 Napisano October 10, 2012 Share Napisano October 10, 2012 Tako je, ko sem uletu na forum in videl render kokpita sem zakričal "jebeni Hyunday Pony GSL 1.6L, žena prid pogledat......", potem sem si skuhal kofe in pogledal TV dnevnik. 1 Citiraj Link to post
PEK 2 291 Napisano October 10, 2012 Share Napisano October 10, 2012 sori, ampak tole je GLS 1.5 Citiraj Link to post
sennas 1 040 Napisano October 10, 2012 Share Napisano October 10, 2012 Le kako ne bi zamenjali......res čisto enako 1 Citiraj Link to post
Mjugen 35 Napisano October 10, 2012 Share Napisano October 10, 2012 Moti te zato, ker ta na fotki nima avto radia, pa deluje nekam prazno, to te je zmedlo. 2 Citiraj Link to post
B_U_R_I 3 290 Napisano October 11, 2012 Share Napisano October 11, 2012 Hahahaha Umru Citiraj Link to post
Ale 472 Napisano October 11, 2012 Share Napisano October 11, 2012 - 1960's World Class Racing, - Formula Renault 3.5, - Formula Masters, - F2 in zdej še F1 Pa kaj morajo sam te kurčeve formule delat?! 3 Citiraj Link to post
B_U_R_I 3 290 Napisano October 11, 2012 Share Napisano October 11, 2012 Zato, ker noben tega ne vozi v real-life, da bi lahko skritiziral Razen en pri F2, ki je "pomagal" pri razvoju Citiraj Link to post
gregor vodicar 476 Napisano October 11, 2012 Share Napisano October 11, 2012 To zihr ni formula 1, ker nimajo licence.. Masters mogoče.. Citiraj Link to post
Gapi 111 Napisano October 11, 2012 Share Napisano October 11, 2012 Letošnja Marussia... Citiraj Link to post
kimikaze 342 Napisano October 17, 2012 Share Napisano October 17, 2012 Tako je. To bi naj bila Marussia F1. Kar se tiče teh formul, drugo leto bodo pa verjetno formulaši jamrali Pa še neka novega izpod rok Mexes-a: Žal pa je Mexes samo 3d moder in sam nima namena teh modelov pretvarati v mod za rfactor saj nima niti izkušenj za to. Pravi pa da da dovoljenje za modele. Zato mislim da bomo v prihodnosti vseeno enkrat njegove modele videli tudi v igri(morda celo v kateri drugi), glede na kvaliteto. 1 Citiraj Link to post
mAxL 1 106 Napisano October 20, 2012 Avtor Share Napisano October 20, 2012 Na voljo je nova verzija, 118. GRAPHICS: ————————— Fixed a bug with inconsistent shadow detail between channels in multiview Added 3 levels of shadow filtering speed vs quality Enhanced autodetail framerate processing to better maintain minimum FPS Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU Fixed a quadgrid culling bug Fixed bug with pendulum texture animations Bloom is now working properly with multiview Different texture detail levels between player and opponents now (almost) works FPS counter now shows yellow when frame rate is being regulated Attempt to fix ‘left-behind-shadows’ problem Separated auto detail processing from visible vehicles processing Limit auto-detail FPS option to the current refresh rate Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page. Sync shadow groups between views in multiview Added code to visible vehicles calculation to maintain minimum framerate. Improved multiGPU awareness of HDR processing GAMEPLAY: —————————- Corrected code to always use track GDB SettingsFolder override Setting session starting times default to 9am Changed default steering help from low to off because it confused a lot of people Re-enabled transparent trainer and added some options for it. PHYSICS: —————————- Added code to allow RealRoad to be pre-conditioned in a number of ways Moved some real road computations into road shader Fixed typo that prevented the middle turbo dump sample from playing Improved turbo dump Added minor effect of turbo spool friction Fixed a small problem with auto reverse AI: —————————- Attempts to get the fuel-less AI to slowly pull off the road. UI / HUD: —————————- Fixed bug on skin spinner where sometimes the skin listed wouldn’t match the skin displayed in showroom Fixed statbar car position map to correctly scale with screen/hud resolution. Now checking livery availability on vehicle change to make sure it’s valid….clearing out the playerfile value if it is not found. Eliminated more conditions where the player vehicle gets incorrectly set to Pace car. More UI stuff for RealRoad loading/saving Minor fix to info display on Video Res page Scaled text on mouseless spinners to correct value based on screen res and res of options. Added ability to add boost gauges to cockpit and HUD. BUG FIXES: —————————- Fixed crash in multiplayer Fixed some memory/resource leaks Fixed crash when changing tire compounds in pitstop Small optimization with regards to buffering data between simulation & multimedia threads MULTIPLAYER: —————————- Added dedi server RealRoad options Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window CONTROLLER/FFB: —————————- Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn’t using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported. Removed double initialization of controllers. It’s still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn’t help much (this applies to all manufacturers … please return error codes if the force feedback isn’t working). “Reset FFB” control now also resets steering wheel range, which also gets changed occasionally for no apparent reason. Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as “Hold Clutch On Start” and “Hold Brake” in the controller.ini file. PLUGINS: —————————- Completed custom plugin control (this invalidates old Version05 plugins) A little bit more robustness with respect to saving and restoring custom plugin control mappings REPLAYS: —————————- Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format MODDING / PUBLIC DEV —————————- Fixed bug with render target selection for all 3DS Max plugin versions Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option. Added _v25 to the names of all plugin dlls First release of scene viewer, located in ModMgr directory Fixed some problem with component Install/Uninstall in mas2 packaging tool Updated modmaker doc to sync with latest tools Added CG visualizer to Ctrl-U dev tool Added support for RealRoad file reading in viewer 1 Citiraj Link to post
gregor vodicar 476 Napisano October 23, 2012 Share Napisano October 23, 2012 a je kdo opazu ksno spremembo s prejsnjo verzijo, ker jest ne najdem nobenih razlik Citiraj Link to post
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