Victoires : 8 Poles : 11 Age : 36 Lieu : Dans les paddocks
Sujet: Re: rFactor 2 - Infos 13/2/2012, 16:59
est ce que quelqu'un peut regrouper les liens pour telecharger la beta du jeu et me les envoyer par mp siouplai ? je ravive le post car j'ai acheter une new config , et je souhaiterais tester le jeu
Invité Invité
Sujet: Re: rFactor 2 - Infos 13/2/2012, 17:24
Je te propose de faire comme tout le monde, soit utiliser google, soit relire tous les posts. Je suis sûr que c'est marqué...
T'as réussi a l'installer? moi j arrive pas, que se soit par le launcher ou l'exe, ils disent de le mettre dans le dossier update mais impossible de trouver ce dossier :/
Cyberstifler44
Victoires : 10 Poles : 17 Age : 32
Sujet: Re: rFactor 2 - Infos 18/2/2012, 01:15
mes documents rfactor 2 update
ensuite tu lance le launcher et la tu clique sur update
Cyberstifler44
Victoires : 10 Poles : 17 Age : 32
Sujet: Re: rFactor 2 - Infos 25/5/2012, 00:51
Yop les gars
J'ai test le mod formula ISI ce soir avec pantov et R12 il est génial^^
Le DRS En plus est totalement géré par le jeu et ça fonctionne à merveille
FULL INSTALLER Main download: SOON (493 MB). Torrent: Build 101.
MANUAL UPDATE from Build 85 (Not required if you use the full installer) Update download: SOON (38.4 MB). Torrent: 90-101.
Again, torrent initially, no http, no auto update, they’ll come soon (days). Grab either the full installer torrent, or the update torrent, in the downloads thread.If you are new to rFactor2, please understand this is an update to the test version, and rFactor2 remains in testing.UPDATE 6 (Build 101) Changelog (August 3, 2012):
GRAPHICS: Fixed issue where suspension gets distorted wildly when a wheel breaks off. Sun occlusion processing now properly restored after lost device. Correct a problem where sometimes the visual tire contact equation wouldn’t be properly updated. smooth out visual contact patch plane equation over time so tire doesn’t instantly deform Fixed problem where skins would get applied inappropriately (to the windshield, for example). Fix a bug with FXAA and multiview Correct alignment of horizon haze. tweaked pit director position so he’s less likely to be standing inside your vehicle Added an HDR parameter fixed HDR lum histogram from over-accumulation during pauses. Ref mapper optimization Fix occasional brightness pulsing in HDR mode. Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod. Fixed alt-tab bug in MP mode.
GAMEPLAY: added fix for safety car conflicts unsportsmanlike conduct penalty should be working again attempt to fix issue where drivers wouldn’t get appropriately blue-flagged if exiting the pits right in front of somebody fixed the fallback case for determining the vehicle class
PHYSICS: New engine model can be damaged now, and can’t be run with the crankshaft rotating the wrong way! Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight. ‘Simple’ garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.
AI: fixed AI cars slowing down near garage locations of remote vehicles in multiplayer. fixed AI slowing down for cars in pits for some tracks (brianza) fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests. fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties fixed ai slow downs when only ai on a client (ie, when you’re connected to multiplayer game and turn control over to ai) fixed ai drivers pulling out of pits and immediately slamming into the wall improved ai handling of front-wheel drive cars
UI / HUD: added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop) made vehicle picking one gizmo instead of two. removed all code for old vehicle selection gizmo and a team selection scroll box that wasn’t being used. tried to autojoin the server after downloading and installing it’s mod. tried to center loading bars. building team list from veh parameter ‘category’ (fullteam tree path) rather than just team, since cars in wildly different series can share the team… thus some would be culled from the tree display. decoupled options and HUD widescreen variable. options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3. also removed WidescreenUI variable getting set to true when in a 4:3 res. Now allow HUDs to be in resolutions other than 1280X960. New support for options in resolutions other than 1280X960 mouselessscrollbox text scaling fix Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.
BUG FIXES: a few memory leaks and some other cleanup fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems) Some changes made to speed up selecting a different mod (hopefully this doesn’t break anything). fixed possible thread-safety issue
MULTIPLAYER: changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer. Fixed "Available Opponents" listing on dedicated server, so now multiplayer vehicle filters work. fixed multiplayer vehicle filter for list box selector fixed multiplayer vehicle filter for scrolling select Some multiplayer.ini housecleaning. encode name & password increased mp download limit. added password verification for downloadable mods check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles
CONTROLLER/FFB: setup FFB "effects driver" only once, and also stopped needlessly re-initialized the controllers untested attempt to make LEDs work on modified Logitech DFP
REPLAYS: simplified and improved correction of wheel orientation in replays/multiplayer improved replays of parts falling off vehicles Replay format has changed slightly for various improvements, sorry it’s not backwards-compatible! Current tread surface properties now recorded in replay and transmitted in multiplayer. Recording tire carcass movement for player now. Mostly fixed terrain feedback in replays. Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps. A bit more precision for special effects in multiplayer/replays. Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry). Improved replays of parts falling off vehicles. Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren’t uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation. fixed jerking trackside cameras when rewinding in replay fixed a couple things regarding wheel orientation in replay.
MODDING Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide. Several bug fixes in Modmgr.
Pour résumer: 01/10 – Released Test Build 49. 01/10 – Released Formula Renault 3.5 car. 01/10 – Released Renault Megane Trophy car. 01/10 – Released Historic EVE and Spark F1, F2 and F3 cars. 01/10 – Released Mills Metropark track. 01/10 – Released Malaysia track. 01/10 – Released Portugal track. 01/10 – Released Historic 1966 Belgium track. 01/10 – Released Historic 1966 Monaco track. 02/17 – Released Test Build 60 – Read Build notes. 03/16 – Released Test Build 68 (see 69). 03/16 – Released Nissan 370z car. 03/16 – Released Nissan GTR car. 03/17 – Released Test Build 69 – Read Build notes. 05/24 – Released Test Build 85 – Read Build notes. 05/24 – Released ISI Formula Masters car. 06/14 – Released Test Build 90 – Read Build notes. 06/14 – Released Historic 1966 Brabham-Repco BT20 car. 06/14 – Released Historic 1966 Brianza track. 07/12 – Released Renault Clio Cup car. 08/03 – Released Test Build 101 – Read Build notes.
David
Victoires : 12 Poles : 13 Age : 32
Sujet: Re: rFactor 2 - Infos 11/8/2012, 07:46
salut all je viens d'acheter RF2 mais j'arrive pas a installer les mods plz help
ouais c ca que je faisais mais quand je telecharge un mod rien ne ce passe il s'ouvre seulement avec le bloc note
Dernière édition par David le 11/8/2012, 17:03, édité 1 fois
Cyberstifler44
Victoires : 10 Poles : 17 Age : 32
Sujet: Re: rFactor 2 - Infos 11/8/2012, 16:56
Faut que tu place ton mod dans mesdocuments/rfactor2/Packages
Ensuite tu lance ton jeu tu fais manage mod et tu le verra tu clique droit dessus et fait instal^^
David
Victoires : 12 Poles : 13 Age : 32
Sujet: Re: rFactor 2 - Infos 11/8/2012, 17:04
oui mais comment je vais faire si il s'ouvre avec le bloc note
David
Victoires : 12 Poles : 13 Age : 32
Sujet: Re: rFactor 2 - Infos 11/8/2012, 17:06
je dois l'enrigistre dans package?
David
Victoires : 12 Poles : 13 Age : 32
Sujet: Re: rFactor 2 - Infos 11/8/2012, 17:41
yeah prb resolv
zool
Age : 51 Lieu : Saint-Etienne / Pilote Sauber saison 2012-2013
Sujet: Re: rFactor 2 - Infos 17/8/2012, 12:22
Pour faire fonctionner le mod Senna88 Final V3.0 sur rf2, il suffit de le recup et d'aller dans le mod manager. Là, il va vous dire qu'il ne peut pas l'installer : il faut alors aller sur la ligne du mod, clique droit, puis choisir "propriétés", ensuite vous allez dans "Advanced info" et dans la liste du bas, il suffit de recup les circuits qui vous manquent.
Nicolas Fraisse
Victoires : 6 Poles : 2 Age : 44
Sujet: Re: rFactor 2 - Infos 17/8/2012, 17:50
Merci de l'info
PADOU
Age : 40 Lieu : NIORT
Sujet: Re: rFactor 2 - Infos 18/8/2012, 01:05
jtrouve ça bizarre qu'il faut les circuit avec! ça serrait encore des fichiers pour la physique ou autre ok mais la ... pour le son je sais pas ou le DL !
si quelqu'un a les liens ça serrait cool ? merci a lui .
David
Victoires : 12 Poles : 13 Age : 32
Sujet: Re: rFactor 2 - Infos 18/8/2012, 02:45
tu n'as pas besoin de dl le son pad moi mon prb c que j'ai tout ce qu'il me manque mais ca me dit que j'ai pas le clio pc vehicule alors que je l'ai
zool
Age : 51 Lieu : Saint-Etienne / Pilote Sauber saison 2012-2013
Sujet: Re: rFactor 2 - Infos 18/8/2012, 10:19
Apres pas mal de recherches, j'ai l'impression que ce mod ne marche avec la build 101. L'auteur du mod doit bientôt sortir une mise à jour apparemment.