Posts Tagged ‘ISI’


RS

The first internal test version of RogSys was delivered to ISI late last night. This first release is mainly compatibility testing–does it load, run, and shut down without crashing.

It only went out to a couple people today; but in both cases no problems were encountered. A TINY victory, but a victory none-the-less smile emoticon

There’s not much “gameplay” in there right now–that will start going in next week. For the early access release we’re looking at a few, very specific, “training” scenarios. These will mainly be geared to introduce you to the basic mechanics of RogSys; and help us focus early testing in those areas.

Early days and baby steps; but we’re getting there…


rf logo

rFactor სტიმზე! შეძენა  STEAM

Summary

rFactor is a realistic easily extendable racing simulation from Image Space Incorporated. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer, and the height of racing realism. rFactor features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics.

You can race against a field of AI cars, or in multi-player mode against others. The simulation supports a full day-night cycle. In multi-player mode, driver swaps are also supported, allowing you to run even full 24 hour endurance events. Everything can be customized by the community, including adding new tracks and cars, and a wealth of add-ons are available on-line.

Features

Physics

  • Updated 15 degrees of freedom physics engine
  • Advanced tire modeling
  • Support for 4-link rear suspension
  • Engine boost modeling
  • Complex aerodynamics
  • Head physics, cockpit vibrations, detailed bump modeling
  • All-new track-specific terrain data file system

Graphics/Sound

  • DX9 advanced graphics engine
  • Real-time day/night transitions
  • Projected headlights for nighttime driving
  • Adjust player and opponent volume ratio
  • See the apex with the Look Ahead slider
  • Adjust your seat and mirror while in the driver’s seat
  • Updating real-time scoring towers
  • Expanded and enhanced gauge and LCD features for vehicle cockpits
  • Improved loading times
  • Updated sound engine
  • Changing engine sounds based on upgraded vehicle performance

Gameplay

  • Career mode with upgrades that affect the vehicle’s appearance, performance, and sound
  • Define AI opponent types, strength and aggression
  • Races can be lap based, time based or both
  • Vehicle upgrade system
  • Vehicle economy including mileage
  • Ambient and track temperature changes throughout the race
  • More configurable keys than you can shake a stick at
  • Multiple Racing Series with vehicle and circuit filters
  • Grid editing

Camera/Replays

  • Full screen monitor and ability to rewind
  • Freely move camera from any position including the ever famous exclusive ISI Swingman
  • Spectator mode
  • Greatly enhanced replay system including clip splicing
  • Move, duplicate or delete replay clips while assigning camera movements to each
  • Export replays to AVI files defining compression and size options

Multiplayer

  • Completely new multiplayer engine
  • Built in race statistics reporting to web based RaceCast system
  • Built in friends list
  • Server bookmarks
  • Dedicated server, including single click option
  • Native voting system
  • Add AI to multiplayer games
  • Built in IRC chat
  • Boot and ban player lists that can be passed around
  • Security checks to combat potential cheating

Open Architecture

  • Extensive support for modders
  • Easy to use customizable multi-language support
  • Define a league schedule
  • Rules to simulate different types of racing
  • Completely customize your controller
  • Drop in new vehicle liveries

Vehicles

  • 2006 Formula IS – High Performance Open Wheel (Video)
  • 2005 Hammer – Full Bodied GT
  • 2005 Howston – Full Bodied GT
  • National Stock Car – Stock Car
  • Panoz – Full Bodied GT
  • 2005 Rayzor – Rally Turbo
  • 2006 rF3 – Quick and Nimble Open Wheel
  • 2005 Rhez – Small FWD Sport Compact
  • 2006 Rhez – Small FWD Sport Compact
  • 2005 rTrainer – Low Speed Open Wheel
  • 2005 Venom – Rally
  • 2005 ZR – Affordable High Performance Sedan

Circuits

  • Barcelona – Permanent Road Course
  • Brianza – Permanent Road Course
  • Essington Park – Permanent Road Course
  • Jacksonville Speedway – High Banked Superspeedway
  • Jiading – Permanent Road Course
  • Joesville Speedway – Paved Short Track
  • Lienz Festival – Country Roads (Video)
  • Mills Metropark – Permanent Road Course with two layouts
  • Montreal – Permanent Road Course
  • Northamptonshire – Permanent Road Course
  • Nuerburg – Permanent Road Course
  • Orchard Lake – Banked Tri-Oval with Infield Road Course
  • Sardian Heights – Street Circuit with two layouts
  • Toban Raceway Park – Permanent Road Course with four layouts

rf2 logo

FEATURES:
————-
– Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
– Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
– Added new option to select stretch UI width.
– Implemented “Change Password” button and added option to login dialog.
– Enabled virtual vehicle selection (and propagation) in multiplayer.

BUG FIXES / OPTIMIZATIONS:
————-
– Fix issue where clouds sometimes don’t show up in replays.
– Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
– Fix broken multihead.
– Fixed issue where car class was reported incorrectly.
– Fixed Launcher crash when exiting Mod Manager.
– Added auto-focus to login dialog input.
– Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
– Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
– Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
– Fixed multiplayer sort game list by series.
– Fixed bug where 1st line of credits is potentially a random font
– Fixed multiplayer game list gizmo text colors.
– Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
– Fixed monitor window FOV issues
– Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
– Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
– Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
– Fix for aspect ratio problems in monitor

GRAPHICS
————-
– Fade clouds in and out rather than popping.
– Fixed monitor window FOV issues

MODDING / PUBLIC DEV:
————-
– No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
– Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
– Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
– Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
– Updating SDK with latest content and same UI as the main game.

TIRES:
————
– Minor update to CPM invalidates previously-generated CPM data.
– Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
– Mass imbalance from flatspotting is now correctly modeled.
– Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).

UI / HUD / OPTIONS:
————-
– New UI with resolution 1920X1080.
– Removing hard-coded HUD elements shading and alpha.
– Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
– Download mode textbox gizmo now only displays name of mod file, not full path.

PLUGINS:
————
– Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.

Notes:
– If you had HDR legacy enabled, you will get a misalignment in UI after auto updating. You can fix this with a .json file edit to set.
– You need multiview enabled if using multiple / triple screens.


rf1

“rFactor has been Greenlit on Steam. This allows us to investigate the platform fully, see exactly how and if we want to support it. Thank you!” http://steamcommunity.com/sharedfiles/filedetails/?id=329960337

მომდევნო ნაბიჯი RF2


rf2 logo

ISI – დან ახალი ფორმულა 1 -ის ლიცენზია Marussia MR01 გადმოწერა და მეტი ინფო – ISI

mr01_3

mr01_4

mr01_5


rf2 logo

Changelog (Febuary 4, 2013)

GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.

GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.

PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.

AI:
————————
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.

UI / HUD:
————————
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed occasional crash-on-exit bug

MULTIPLAYER:
————————
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.

PLUGINS:
————————
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier

REPLAYS:
————————
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.

MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr


rf2 logo

ISI ახალი Corvette C6.R  შეემატა RF2 -ს გადმოწერა შეიძლება ოფ. გვერდზე – ISI RF2


BAML_YmCYAEPYRL.jpg large


c6r1


rf2 logo

GRAPHICS:
—————————
Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.

GAMEPLAY:
—————————-

PHYSICS:
—————————-
Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.

AI:
—————————-
Fixed “resume from replay” issue where safety car would drive off despite not being active.

UI / HUD:
—————————-
Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).

BUG FIXES / OPTIMIZATIONS:
—————————-
Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make “none” HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.

MULTIPLAYER:
—————————-
Fixed problem where dedicated server couldn’t load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those “? is removed” messages.

Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe’s console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
:shutdown
:boot
:ban
:move_up
:move_down

CONTROLLER/FFB:
—————————-

PLUGINS:
—————————-

REPLAYS:
—————————-
Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!

MODDING / PUBLIC DEV
—————————-
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP

LAUNCHER
—————————-
Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab

გვერდი ოფ. საიტიდან  – ISI




“Cockpit WIP from one of the licensed cars due for release over the next few months.”


ISI გამუშვა ახალი ოფიციალური მოდი Renault Clio.

 

rFactor 2: Build 90

Posted: 16/06/2012 in rFactor 2
Tags: , , , , , ,

ISI გამოუშვა მორიგი ბეტა 90 ვერსია სადაც შესულია ძალიან ბევრი ცვლილებები და თან დართულია ახალი კონტენტი ტრეკისა “Brianza” [MONZA] და მორიგი F1-ის კლასიკური ბოლიდი Brabham BT20. რაზეც საუბარი იყო ბლოგზე ამ ანონსის შესახებ – Announcing “Brianza” [MONZA]

ავტო აპდეიტში ჯერჯერობით არ დევს ამიტომ შესძლებელია ჩამოტვირთვა ხელოვნურადბმულიდან – Downloads

  • UPDATE 5 Changelog (June 14, 2012):GRAPHICS:Re-enabled HDR profiles for new .hdp files
    Added bloom post effect
    Further improvements to bloom post fx
    Updated some polygon attribs to conform to API change
    Shadow tuning
    Set some shadow defaults
    Tied haze density to fog density
    Now adjusting air mass density for sky graphics
    New base turbidity because of air mass density changeGAMEPLAY:Added safetycar components
    New internal combustion engine code work-in-progress
    Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
    Fixed running out of fuel with new engine code.
    Allowed “NonRaceStartSector=1″ GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.

    AI:

    Removed forcing lanes on restart phase for AI.
    improvements on AI cars detecting his and other’s relative motion along the line perpendicular to his current driving line.

    UI:

    vehicle & track lists working as an alternative to the spinner gizmo
    made options remember last car/track list/spinner state.

    BUG FIXES:

    Fixed crash that would sometimes happen when picking all cars & track mod
    Made RFM/GDB entry “SafetyCarAvailable” work (again).

    MULTIPLAYER:

    Fixed server details sharing
    Fixed mod downloading. LAN download was always set to true.

    FUNCTIONAL ADDITIONS:

    Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
    Added PLR file option “Partial Cockpit View” if you only need wheels or wheels+suspension in your cockpit view.

    MOD MODE/PACKAGING

    added a check for autogeneration teleport locations that the waypoint to start from is valid.
    Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings


ISI დაანონსა ტრეკი მონცა რომელიც დაემატება სიმულატორს ახლო მომავალში. სიმულატორში ტრეკი დაემატება “Brianza” – ის სახელით. თავდაპირველად დაემატება 2 ვარიაციით Monza 10km რომელიც მოქმედი იყო 1966 წლის კალენდარში. ტრეკი იმყოფება ფინალურ სტადიაში და მალე გახდება შესაძლებელი ჩამოსატვირთვად. ტრეკის სქრინებზე ასევე წარმოდგენილია F1 ისტორიული ბოლიდი Brabham BT20. ბმული

rFactor 2: Build 85

Posted: 23/05/2012 in rFactor 2
Tags: , , , ,

BUILD 85 FULL INSTALLER

ახალ ბილდში შესული უამრავი შესწორებებები. განახლებული Renault Megane, Formula Renault 3.5 და GT World Endurance. ასევე დამატებულია ახალი მოდი ISI Formula Master ეს არის გამოგონილი F1-ის, 2012 წლის ბოლიდი და გუნდები, მოდში ჩამატებულია DRS ფუნქცია. ეს ხელს შეუწყობს მომავალში ენთუსიასტების მხრიდან მოდების გაკეთებაში.

UPDATE 4 Changelog (MAY 18, 2012):
======================================

GRAPHICS:
—————————
Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option “Heat FX Fade Speed” which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer

GAMEPLAY:
—————————-
Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option “Hold Flap Button” if the user prefers to hold it down.

SOUNDS:
—————————-
Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true

AI:
—————————-
fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control

PLUGINS:
—————————-
Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.

UI:
—————————-

fixed the calculation of the “X display not available” X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024×1024 uncompressed textures.
Removed PLR file option “Wheels Visible In Cockpit” which was made obsolete by the VEH variable “FrontWheelsInCockpit” a long time ago.

BUG FIXES:
—————————-
Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed ‘Temporary Boost’ button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.

“We’ve posted Build 85, Renault Megane v1.1, Formula Renault 3.5 v1.2, GT World Endurance v1.1 and ISI Formula Masters v1.0 in the forum.”
BUILD 85 FULL INSTALLER:

FUNCTIONAL ADDITIONS:
—————————-
Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable “Car Vibration Mult2” in order to allow separation of orientational vs. positional effects, and added PLR variables “Seat Pitch”, “Seat Yaw”, and “Seat Roll” to allow an offset from which direction the cockpit camera points.

MOD MODE/PACKAGING
—————————-

fixed not being able to switch UIs in mod mode.
removed “no ai” restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages