RFactor Mods/Updates/Fixes/Links/News

Posted by keiran 
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 22, 2005 07:06PM
Posted by: DaveEllis
I'd like to see him explain the same small errors in the track thats in the NR2003 version ;) and the blatent ripping of all the nr2003 scenery too. To me it is the same, but prettied up even more and a few little edits.

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 22, 2005 10:49PM
Posted by: six degrees
Alex@[GP] Wrote:
-------------------------------------------------------
> its not an nr2003 conversion,
>
> the guy said himself its scratch built in the
> readme
>

it's scratch built, but the same guy made it for nr2003 too, so updated it a bit for rF. still the engine's capable of much better things, even tho Trois does work well.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 06:49AM
Posted by: Bernie The Bolt
Been playing rFactor for about 5 days now, and I have to say that I'm very impressed by it. Tired the F3 and Formula Nippon cars and they're pretty good too. Few little niggles though.

- At night, even under lights, there's still black smoke. Doesn't seem to be correct..I would have thought that it would still be white.

- The 'Career' Mode: Argh! Why isn't there an option just to switch it off (and yes, I know about the cheat code). If you are going to have a career-mode, I think it should have a little more structure to it than the rF one does.

- Is there a way to limit the number of AI opponents in a race to that it doesn't exceed the number of cars in the carset? It was a bit weird when I jumped into a race and there were 3 of the same driver in the field

- Turning on Reconnasense laps and formation laps in the .plr file results in all the AI cars remaining in the pits and the start sequence being completely screwed up.

- This one could just be how I've got my game/monitor setup, but night seems a lot darker than what it should be. Not sure about the rest of you, but I can't make about anything more than whats lit-up by the headlights and maybe a few feet infront of that.

- Not sure if this is a game problem or my PC, but there doesn't appear to be any shadows/lighting effects (aisde from day/night ones) on the cars. IE, if you pass under the shadow of a tree, the effects of the shadow aren't drawn on the car.


Anyway, those are my thoughts. Seems like a solid base for both ISI and the modders to build on and I know that it's going to keep me occupied for a while at least.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 01:46PM
Posted by: gav
Bernie The Bolt Wrote:
-------------------------------------------------------
> - Turning on Reconnasense laps and formation laps
> in the .plr file results in all the AI cars
> remaining in the pits and the start sequence being
> completely screwed up.

I did it in game (not editing the .plr files), and it seems to work fine, at least on the default tracks.

> - This one could just be how I've got my
> game/monitor setup, but night seems a lot darker
> than what it should be. Not sure about the rest
> of you, but I can't make about anything more than
> whats lit-up by the headlights and maybe a few
> feet infront of that.

Sounds like a stupid question, but are you driving in a darkened room? Try blocking out light and things. For the WOSEC Spa night endurance race thingy, Glyn needed some 'WOSEC Compatable Curtains' that he never shuts up about ;)

Dark seems spot on for me... sure there's small niggles, but remember this is only simulating real life.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 09:02PM
Posted by: Bernie The Bolt
gav Wrote:
-------------------------------------------------------
> Sounds like a stupid question, but are you driving
> in a darkened room? Try blocking out light and
> things. For the WOSEC Spa night endurance race
> thingy, Glyn needed some 'WOSEC Compatable
> Curtains' that he never shuts up about
>
> Dark seems spot on for me... sure there's small
> niggles, but remember this is only simulating real
> life.

That could well be it. No, I'm not driving in a darkened room. Unfortunately, the local council, in their infintate wisdom, decided that the pedestrian crossing out the front of my flat needed two big, bright, ORANGE! flood lights accross it so that the 0 people that use it when it's dark don't get hit by cars while they're not crossing it. As a result, at night, my room doesn't get dark, it gets a horrid shade of orange.

That, and it was the middle of the day when I was testing it out.


> I did it in game (not editing the .plr files), and
> it seems to work fine, at least on the default tracks.

Huh..where do you edit it in-game? The only options I've seen for it are in the .plr file.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 09:21PM
Posted by: gav
As I remember:

Game settings > Rules > Race Start = Formation/standing

Probably amounts to the same values though... but as I said, I've not had any issues myself.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 10:49PM
Posted by: Guimengo
Bernie, ever tried throwing a rock at one of the lights?
Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 10:56PM
Posted by: DaveEllis
My bedroom suffers from the same thing. Keep breaking the light until they stop replacing it

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Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 29, 2005 11:57PM
Posted by: Bernie The Bolt
gav Wrote:
-------------------------------------------------------
> As I remember:
>
> Game settings > Rules > Race Start =
> Formation/standing
>
> Probably amounts to the same values though... but
> as I said, I've not had any issues myself.

Ahh, I think you're misunderstanding me. With those settings, you still start the race session on the grid, then you do the formation lap and start. Which does work. However, what I'm having problems with is starting the race session in pitlane, then going to the grid, doing the formation lap and starting the race.

Re: RFactor Mods/Updates/Fixes/Links/News
Date: November 30, 2005 09:58AM
Posted by: gav
Ah right... didn't know you could do that... hmmm... that needs looking at ;)
Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 02, 2005 03:14PM
Posted by: Razorsedge
O.k. people, I thought I'd post here rather than start a new thread, so forgive me if this is in the wrong spot...

My buddy and I grabbed the beta(?) F1 cars and from the CDTP mob, and all is cool. BUT the cars are a bit wobbly for our meagre skills on the straights(of all places!!)which makes it almost impossible to set consistant lap times because you can never hit the same turn in point 2 laps in a row! So..
Does anyone know which files/programs we need to edit this until the guys release the full mod..OR can you give a guy a hint as to which area of set-up needs looking at??

Cheers.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 02, 2005 10:27PM
Posted by: Bernie The Bolt
If you're planning on coverting the CTDP Mod to rFactor, you're better off waitiing.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 02, 2005 10:42PM
Posted by: chet
yea.. im sure ctdp wont be long :)






"Trulli was slowing down like he wanted to have a picnic" LOL
Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 03, 2005 02:24AM
Posted by: Race_Monkey
They might be given the poor state of the filters atm...

Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 03, 2005 04:47AM
Posted by: Razorsedge
Yeah, we'll wait for thier release.
We haven't (LOL can't!) convert anything. We got the link for the cars from the RSC forum here: [racingmag.gamesurf.tiscali.de...=projects&id=2]

Cheers.

Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 05, 2005 05:15PM
Posted by: jonny
Is it possible to disable physics?

www.footballsfinestgfx.co.uk
Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 05, 2005 06:50PM
Posted by: DaveEllis
Disabling physics would result in your car simply drifting off into space...

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Edited 1 time(s). Last edit at 12/05/2005 07:00PM by DaveEllis.
Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 05, 2005 07:42PM
Posted by: Race_Monkey
That is one of the most WTF comments ever...

Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 05, 2005 07:48PM
Posted by: MarcLister
Race_Monkey Wrote:
-------------------------------------------------------
> That is one of the most WTF comments ever...
>
>

Yeh, I was going to reply but I thought I could trust Dave or someone else to give the reply that was suited, but yes WTF would be quite a good response. One of the best questions I've ever seen on here.


Re: RFactor Mods/Updates/Fixes/Links/News
Date: December 05, 2005 08:09PM
Posted by: six degrees
lmao, sheer genius.
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