I still think the best way to show off the physics would be some good old fashioned screwing around. J-turns, hopping over low curbs and quick stops and burnout U-turns in a road car show off how the weight of the car is shifted how grip is handled if the movement looks fluid. In rf1 all those things seem foreign to the engine but a physics engine is a physics engine and no matter the test it should be accurate against real life. Drive over some 1 foot concrete pyramids and let us watch.
No more vids, no more pics. You've released min. specs and enough info on some of the features of rF2. Just sell me the beta and I will test.
ISI is close to releasing rF2 because I can smell that new plastic smell.
Most comments at this point are people just wanting to be heard. They are all irrelevant. I think everybody here will buy rF2 no matter what the answers are to these silly questions and if they're not buying it they're just trolling. Release rF2 in beta form one month from now. end forum.
Last edited by CdnRacer; 10-15-11 at 02:20 AM.
Honey i want rain and i want it right. No point doing it if its not done in a better way than train simulator. I talk cockpit windshield graphical representation.
rFactor 2 has many features and we dont know how well it works. I'm very curious to see if the software handle right the drying line and why not the dirt part of the track of dry conditions. I wanna be pissed because i'm first on the grid and not on the clean side of the track etc etc...
I expect a lot from ISI. Thats why i'm very bitchy about everything.
shadow flickering must be something to do shadow map size..i've been tweaking enb.series and im using shadow option ...default shadow map size were 256 ..i've increased size to 1024...now flickering almost disapier...tested Raceking's nords..continue testing...lol
Originally Posted by Johannes Rojola
A further wish
gearshift without the cluch is not possible.
including the Sound (missing gear)
( heel and toe )
It might have been mentioned in an earlier post....but is there going to be in game voice chat like in iracing....that would be a great feature to have.
That doesn't make much sense because our shifters don't have any FFB. If you fail to shift in a real car you don't need to look at the gear display, you'll know it. GT5 has the feature you're asking, and also it's very clutch-sensitive - it's SO annoying! Every time I'm a bit too quick with the clutch, I shifted, the revs go up into red zone... wtf?! ah it's in neutral again and several seconds are lost. It's completely unrealistic and counterintuitive. Besides if you match the revs carefully you can shift w/o using the clutch pedal.
Originally Posted by Andreas67
PS: however it would be nice to have gearbox wear depending on how one shifts!
I agree......please stop with that hdr crap...look out your house window...nature lighting doesn't look anything like that. I am with some of the others here...I want to see what in game play looks like and a nice display of physic's. The heat off the tire...to me doesn't do anything, you only see that in open wheelers. If you want the average Joe to get pumped up about the upcoming release show something then a average looking video that in all honestly looks like a GT Legends video.....show us something ISI that is going to want to say (modders)...****, I can't wait to get this.
Originally Posted by ZeosPantera
Originally Posted by Dave Schnare
Maybe you should start critiquing the crap that you put out instead of ISIs?
^^ Hahaha, very first thing i thought too!
There's no HDR (in the rendering), it's just video effects. Pretty sure it's the same with the overall look of it (despite Zeos calling a fail on ISR's part - slightly premature surely???)
Originally Posted by Dave Schnare
It's obviously not raw game footage, so if that's what you're waiting for and you don't want to see a nice video with 'artistic license', how about you go away and wait for it instead of sitting here whingeing about something a lot of us can appreciate? I'm happy to get this rather than nothing.
The ISR video looks terrible compared to ISI's official release. There is ghosting everywhere which is why I said it looked like ISR just pointed a camera at their screen to film the video playing instead of recoding it into an editable format. Maybe they recoded it to a different framerate or something. Even with all that I still have to blame the person encoding the video on ISI's side too. Artistic license is OK but go all the way if your going to with film grain and scratchy sound. I did the recode to calm down the Blooming color and bring the gamma brightness and contrast into check. Used the Facebook stream as the source which wasnt full 1080 but that was all I had at the moment.
TOP ISR's Original Release
BOTTOM My Slightly modified Version originally taken from ISI's Facebook
Last edited by ZeosPantera; 10-15-11 at 11:47 PM.
That looks sick, Pantera.
ISI please make the car from Dan Wheldon.
RIP Dan Wheldon.
Hi Tim. Here's a video of what I said about the marks on the pavement, they disappear, I made them a longer but they do not work properly, I went alone, but if many people will go to the track will disappear faster, but it is not correct.
I wish that you would do next so remained as long as possible, so the track is lively.
traces disappear in 44 seconds
traces disappear in 49 seconds
It's not timed, there appears to be a certain 'length' limit so once you exceed that it'll start taking away the earliest ones as you lay down new ones.
This may well be extended, but it seems unlikely they could make it infinite. Everything uses memory...
It's based not on time, but the number of textures drawn on the surface. If you wanna increase this, at a cost in FPS, you can just increase this number in the TDF:
Originally Posted by Lazza
Reaction=skid Tex=skidhard.tga Max=2500 ** try increasing to 6000 or 8000 or higher.
You can get it to a point where it may stay the whole time or even blacken the surface if posisble, but FPS would be killer. Smoke is also adjustable in the same manner but with the same fps consequence.
10-18-11, 01:16 AM
No, there are no plans to. There's a lot of external tools which provide more features than their voice chat does, and we have used them ourselves during testing without issue.
Originally Posted by Dave Schnare
I wrote about the increase in value of Reaction = skid Tex = skidhard.tga Max = 2,500, even 20,000 is not enough and the game crashes at 25,000. Visually track needs a living, I have long wanted to see LiveTrack. Net trajectory can be seen in the video, it does not work properly. Why the dark path continues on straight?
Originally Posted by Bill Zimmerman
And if the tires are working at 100% then they are unfinished. Lateral forces of tires NO!
Tim, find out more details, or put more information. I hope for your simulator. Only in your simulator can simulate the rally cross, but information on the work of the ground 0% ...
And in general information on the simulator in the clouds somewhere far away.