Myers75 1 Napisano June 3, 2015 Share Napisano June 3, 2015 (urejeno) No vidim da ste vsi res že orngi podkovani v teh simulacijah. Sam si res lastim tako Project Cars kot Asseto Corsa in moram rečt da kar se uživanja v igranju ter sami igralnosti tiče mi je PC veliko boljši od AC. Kot pravim nisem ne vem kakšen profi voznik, ampak PC se mi zdi kot tehnično bolj dodelan špil, online dirkanje je enostavno plug and play. Asseto Corsa veliko manj dinamičen, online zadeve ne veš kaj je tč kaj je mš. Vsak lokalni rider ima svoj server, ne veš ali je privat ali open, ne veš če imaš pravi avto, čakanje v lobbyju itd, ne hvala. Lahko da je fizika perfektna ampak sorry zame to ni vse. Pa ne vem kaj vsi jambrajo o nekih bugih v PC, jaz po mesecu igranja tako na PC-ju kot PS4 nisem izkusil še nobenega. Bom pa za fori potegnil demo rfactor 2. Igral sem enko in ni bila švoh. Uredil June 3, 2015 - Myers75 Citiraj Link to post
skopusnik 1 374 Napisano June 3, 2015 Share Napisano June 3, 2015 No bom pa js povedu ko mam pa malo več kot bonča Njihov prodajni model je pretiran prvo kot prvo. 80€ za doživljensko online WTF? Potem pa 50€ al kuk sm dal za enoletno. Prvo kot prvo serverji mrtvi na pol in to že od samega začetka igre, največ kar sem užival od te igre je bilo 2ure Nordschleife z GT3 avti dirka na Racedepartment. Ostalo pa tako tako, filing pride s časom, zelo nerealno ko so gume hladne ampak ko se ogrejejo je kar lepo vozit..seveda ne vseh avtov in tu je glavni problem rf2. Modi so tako različne kvalitete da boli glava, prav tako proge. Vsak server ima svoje mode kar pomeni skor vsakič downloadat vsaj 15 minut da lahk voziš. FFB se mi zdi da je bil na začetku boljši kot pa je sedaj. Skratka..predrago+premalo orginal contenta+premalo ljudi. Ubistvu je to rfactor 1.5, malo boljša grafika in prenovljena fizika. Tisti rfactor na katerem vadijo proji je rfactorPRO in ga sploh ni mogoče kupit, na tistem sistemu imajo nordschleife skenirano že kar nekaj časa, še pred kunosom. Zamex, slick gume ko so mrzle ne držijo nič v realnosti... sploh tiste pistaške, ki so bolj trde... Tako da ne na pamet Citiraj Link to post
zamex23 1 242 Napisano June 3, 2015 Share Napisano June 3, 2015 Če pelješ navadn mod od honde nsx nima slick gum pa je še vedno ko po ledu. Citiraj Link to post
silicijeva dolina 1 254 Napisano June 3, 2015 Share Napisano June 3, 2015 No bom pa js povedu ko mam pa malo več kot bonča Njihov prodajni model je pretiran prvo kot prvo. 80€ za doživljensko online WTF? Potem pa 50€ al kuk sm dal za enoletno. Prvo kot prvo serverji mrtvi na pol in to že od samega začetka igre, največ kar sem užival od te igre je bilo 2ure Nordschleife z GT3 avti dirka na Racedepartment. Ostalo pa tako tako, filing pride s časom, zelo nerealno ko so gume hladne ampak ko se ogrejejo je kar lepo vozit..seveda ne vseh avtov in tu je glavni problem rf2. Modi so tako različne kvalitete da boli glava, prav tako proge. Vsak server ima svoje mode kar pomeni skor vsakič downloadat vsaj 15 minut da lahk voziš. FFB se mi zdi da je bil na začetku boljši kot pa je sedaj. Skratka..predrago+premalo orginal contenta+premalo ljudi. Ubistvu je to rfactor 1.5, malo boljša grafika in prenovljena fizika. Tisti rfactor na katerem vadijo proji je rfactorPRO in ga sploh ni mogoče kupit, na tistem sistemu imajo nordschleife skenirano že kar nekaj časa, še pred kunosom. Ja,lifetime verzija rF2 stane 84,99$ kar je 75€ in nek drobiž. Enoletni online service pa stane 43,99$ = 39€ in drobiž,če pa želiš podaljšati spet za eno leto pa je 12$ =10€ in drobiž. Mislim,da bo AC pobral čez 100€ za vse DLC-je,samo se to ne bo tako poznalo,kot pa,če bi moral takoj dati 75€. rF2 je bolj namenjen ligam,zdaj koliko jih fura rF2 pa ne vem,ker nisem raziskoval. Glede hladnih gum se ne strinjam,ker je filing tudi v realnosti enak. Moraš probati pa bož videl,ko pritisneš po pedalki za plin in gume niso ogrete. Sploh,če ima avto 200+ KM. Citiraj Link to post
zamex23 1 242 Napisano June 3, 2015 Share Napisano June 3, 2015 V igri sistem ne deluje realno, ker je v volanu premalo povratnih informacij ki ti bi povedale da avto sploh nima gripa. Pa čeprav je to clio dirkalni ki je že odpeljal kilometer steze in ga pri 80 na uro vrže iz srednje rahlo zavitega ovinka. Citiraj Link to post
B_U_R_I 3 290 Napisano June 4, 2015 Share Napisano June 4, 2015 Ja,lifetime verzija rF2 stane 84,99$ kar je 75€ in nek drobiž. Enoletni online service pa stane 43,99$ = 39€ in drobiž,če pa želiš podaljšati spet za eno leto pa je 12$ =10€ in drobiž. Mislim,da bo AC pobral čez 100€ za vse DLC-je,samo se to ne bo tako poznalo,kot pa,če bi moral takoj dati 75€. To je vse res, samo pri DLCjih plačaš content. Če ga nočeš, lahko še vedno igraš z osnovnimi stvarmi, medtem ko pri rF2 ne moreš, če ti poteče... To mi gre res na k****, enako kot pri iRacing. iRacing bi bil super brez subscription service - že tko al tko plačaš čisto vsak avto in progo posebej - dostop do tega bi ti moral ostat. Citiraj Link to post
silicijeva dolina 1 254 Napisano June 4, 2015 Share Napisano June 4, 2015 Morda je ravno zaradi tega tako malo uporabnikov,ker jih prav cena odvrača. Potem pa je tu še konkurenca,ki je prišla na Steam in je rF2 pristal tam kot pač je. Sicer imajo tu pa tam kakšno akcijo,ki pa je napram konkurenci še vedno predraga. Citiraj Link to post
kimikaze 342 Napisano June 4, 2015 Share Napisano June 4, 2015 Cena se meni ne zdi prav nič pretirana sploh za lifetime support, seveda če ti je igra všeč. Plačaš enkrat in nikoli več, za noben content, zraven tega pa imajo možnost refunda, kar ne doživiš pogosto niti v drugih branžah, kaj šele pri igrah. Tudi življenska doba igre je ena najdaljših, pri "Jeznih" na primer že sedaj razmišljajo o nadaljevanju, pa niso niti še originalnega naslova prav splavili.Tudi njihov(ISI-jev) model ni razen subscriptiona niti približno enak iRacingu, čeprav je res, če online odpade po enem letu, da je to za nekatere kot da igre ne bi imeli več, kljub temu, da jim ostane ves content in vse nadaljne posodobitve. Druga stvar je nabiranje gume, ko se rF2 primerja z drugimi igrami. Če se rF2 primerja z drugimi igrami, je logično treba v prvi vrsti poskrbeti(če mod ne vsebuje preseta, ki ga je ustvaril že modder), da se na stezi nabere dovolj gume. To se najlažje stori tako, da se nastavi na čimveč Ai nasprotnikov in se gre v "practice session" kjer se stisne kombinacija tipk na tipkovnici Control+x, kar pospeši čas in se počaka recimo 10-15 min ali do konca sessiona. Nato pa shranimo nabrano gumo z opcijo "save realroad" in željenim imenom preseta. Tako lahko šele sedaj, ko je na stezi dovolj gripa, primerjamo igro in samo vožnjo z ostalimi naslovi, ki imajo po večini toliko gripa že po defaultu. Na ISI forum se je javil nekdo, ki si lasti Kobro tudi v resničnem življenju in je bil ves iz sebe, kako avtentično se virtualna kobra primerja z njegovo resnično s katero tudi dirka. Torej očitno rF le ni tako napačen, da vse samo drsi kot po ledu. Je pa potrebno prilagajati nastavitve, ampak ravno to je lahko tudi čar za ljubitelja simulacij, ki rad nastavlja Citiraj Link to post
silicijeva dolina 1 254 Napisano June 4, 2015 Share Napisano June 4, 2015 Zelo lepo napisano. Glede refunda,če kupiš katerokoli igro preko steam-a (Assetto Corsa,p.Cars,....) imaš možnost refund-a,tako lahko dobiš kupnino nazaj. Seveda moraš upoštevati pravilnik vračila. Citiraj Link to post
kimikaze 342 Napisano June 4, 2015 Share Napisano June 4, 2015 Jup, ampak v steamu so to omogočili komaj sedaj, da ne govorimo da ti developerji, ki bodo v steam dali soglasje za refund njihove igre, da bodo v ozadju zagotovo imeli neko kritje proti izgubi potencialnega dobička. Medtem ko ISI to vse dela na lastno roko, brez kakršnega koli zaledja v ozadju, samostojni developer brez publisherja in distributerja. Mislim, da moraš v slednjem primeru imeti veliko več jajc in predvsem zaupanja vase in svoje sposobnosti. Citiraj Link to post
kimikaze 342 Napisano June 10, 2015 Share Napisano June 10, 2015 Oulton Park 1.0 https://mega.nz/#!0l5m1YDT!8Kp9FTyW2OJot6HpwDsDsZeM0gtZKza3zhwja5Sm4CM Citiraj Link to post
kimikaze 342 Napisano July 1, 2015 Share Napisano July 1, 2015 (urejeno) rFactor 2 Build 982 Now Available Build Notes: FEATURES: - This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED. - Max vehicles for the All Cars & Tracks default mod was increased to 45. - Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used). - Added AI self-preservation reaction to preventing tipping. - Increased effect AIW parameter AISpec has on AI acceleration and max speed. - Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use. - Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots. - Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000. - FOV now stored per (exact) vehicle. - Added steering wheel ranges to plugin telemetry. - Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code - Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl(). - Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number. - Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect. - Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons. FIXES: - Fix for the "WCCLOUD.GMT" multiplayer loading error. - Fixed mod sig missing when server publishes to matchmaker. - Fixed some controller detection and rearrangement issues. - Addressed issue where a matrix in AI physics drifted away from being orthogonal. - Some improvements/fixes to replay and resume-from-replay for non-race sessions. - Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn't. - Gold playerfile now stores Mod name instead of RFM file name for "Game Description", since we can't guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins). - Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path. - Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn't know their correct grid location. MODDING / PUBLIC DEV: - Fix for driver editor so you can go back to main menu from track specific parameters menu. - Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo. - Look for digital flags up to the number of corner workers so that track builders don't need to name digital flags consecutively. - Fixed potential bug with custom rFm file when creating mod with wizard. MULTIPLAYER - In multiplayer cars will now reload if using the car switcher only to change upgrades. - Fixed remembering of column sort state for matchmaker list. - Fix for number of pitstops being reported as zero in multiplayer. - Added admin command "/forwardseconds X" in order to fast forward time by X seconds, where X is from 0-65535. - Added admin commands "/pitbydriver" and "/pitbyteam". GRAPHICS: - Fixed rear view tonemapping - Adjust post-gamma - Fix for dirty sideviews in multiview - Fixed extra slashes at end of Shader dir in viewer - More HDR process optimizations - Improved spotlight priority sorting - Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options). - Fixed for FXAA not working since last release. - Additional SLI optimizations when using reflections. UI / HUD / OPTIONS: - Made the UI consistent with in-game with regards to the names of the Steering Help levels. - Added indication when upgrades are required on track to the upgrade tree list on the tuning page. - Changed password failure page to be more informative - Added a "remove forced upgrade" button to the tuning page to easily undo user created "force upgrade" actions. - Shrink button text to fit inside bounds "I think it's important for multiview/triple users; you'll have now that line in your main config.ini (that's until we'll finish the UI for that aspect):ViewParams=(0.540000, 0.340000, 0.600000, 15.000000, 0.037000) \\ screen width (m), screen height (m), eye distance (m), side angle (deg), bezel gap (m)First two numbers are the size of your screen in meters, third is the distance from your eyeline/head to the center monitor panel, fourth is the angle of lateral monitors in degrees and latest number is the monitor bezel size, still in meters.So, in the default set of values, you have a triple screen set with 54x34cm monitors, the distance between the eyeline/head from monitors is 60cm, monitor angle is 15° and plastic bezel are 3,7cm per side.Enjoy! " Uredil July 1, 2015 - kimikaze Citiraj Link to post
kimikaze 342 Napisano July 10, 2015 Share Napisano July 10, 2015 Portugal International v2.0 Now Available Citiraj Link to post
kimikaze 342 Napisano October 15, 2015 Share Napisano October 15, 2015 (urejeno) Za vse, ki ste pred odločitvijo da ali ne kupiti rF2, imate sedaj en razlog več za "da" -40%Torej do 18. tega meseca imate popust -40% za oba paketa(lifetime in standard verzija). Vsi tisti, ki pa si že lastite "standard" verzijo in bi radi nadgradili na "lifetime", pa je popust -10%. Za oba popusta morate vnesti promocijski kodi, ki sta seveda navedeni v linku.Edit: Vse zgoraj napisano velja samo za tiste, ki si že lastijo originalno kopijo rF1.Edit 2: Pa še nekaj pomembnih informacij za vse, kateri bodo migrirali na STEAM verzijo. http://rfactor.net/web/2015/10/14/rfactor-2-steam-release-information/Zelo pomembno je da tisti, ki imajo enoletno online naročnino počakajo do konca, da se izteče preden migrirajo na STEAM! Enoletna online naročnina se ne bo prenesla na Steam! Prenese se samo "lifetime" online naročnina. Uredil October 15, 2015 - kimikaze 2 Citiraj Link to post
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