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Rfactor 2

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Message par toto2b [InRace] Dim 17 Juin - 10:30

Minimum Recommended Server Specs for rFactor 2
Bandwidth:
96 Kbits/sec per user for server populations less than 10
256 Kbits/sec per user for server populations between 10 and 20
768 Kbits/sec per user for server populations between 20 and 30
http://www.lyberty.com/encyc/articles/kb_kilobytes.html

While this is track and vehicle dependent a user can expect something close to these approximations on RAM use:
Approximately 200 MB per server instance for server populations less than 10
Approximately 300 MB per server instance for server populations between 10 and 20
Approximately 400 MB per server instance for server populations between 20 and 30

CPU Usage:
This is also dependent on the server population and number of AI drivers but we would account for at least 250 MHz per server instance and on modern CPU, for example if you have a 2.5 GHz dual core you can run 20 servers (10 per core, 10 * 250 Mhz = 2.5 GHz) on that CPU if you have other requirements mentioned above meet. Floating point unit required.

These are just guide lines, there are many things that can effect performance of the server.
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Message par toto2b [InRace] Mar 26 Juin - 19:08

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Message par toto2b [InRace] Jeu 12 Juil - 21:52

MOD CLIO CUP DISPO

Very Happy


Tim Wheatley

Hi folks,

The official v1.0 of the Clio is now available in the http://isiforums.net/f/showthread.php/1396-Downloads.
The skin template, rim template and window template are also posted.

Known issues:
- Those of you who installed the accidentally leaked earlier version, will end up with duplicate Clio components, and may need to completely re-install to be rid of them.
- Opacity issues on the headlights until the next software update is released (which will update the Clio pace car and fix it).
- Possibly other stuff. Smile

Instructions for the wheel rim and window templates:
Rims - Use the exact same naming as your skin, adding "EXTRA0" to the name. Saving in dds DXT5 format. So for car clio_16.dds, the rims are clio_16EXTRA0.dds.

Windows - Use the exact same naming as your skin, adding "WINDOW" to the name. Saving in dds DXT5 format. So for car clio_16.dds, the rims are clio_16WINDOW.dds. Make sure to make a white mask of this text, add it to alpha channel (alpha channel needs to be white where the text is so the text is opaque ingame).

Thanks,

Tim
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Message par toto2b [InRace] Jeu 16 Aoû - 19:12

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Message par toto2b [InRace] Mar 16 Oct - 21:16

pour avoir les infos sur les mods RF2
http://www.carstat.net/Default.aspx

changement de pseudo facilement:
http://www.mediafire.com/?tr7ojyyf1c4cd43
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Message par toto2b [InRace] Sam 20 Oct - 7:21


UPDATE 8 (Build 118) Changelog (October 19, 2012):
======================================


GRAPHICS:
—————————
Fixed a bug with inconsistent shadow detail between channels in multiview
Added 3 levels of shadow filtering speed vs quality
Enhanced autodetail framerate processing to better maintain minimum FPS
Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
Fixed a quadgrid culling bug
Fixed bug with pendulum texture animations
Bloom is now working properly with multiview
Different texture detail levels between player and opponents now (almost) works
FPS counter now shows yellow when frame rate is being regulated
Attempt to fix 'left-behind-shadows' problem
Separated auto detail processing from visible vehicles processing
Limit auto-detail FPS option to the current refresh rate
Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
Sync shadow groups between views in multiview
Added code to visible vehicles calculation to maintain minimum framerate.
Improved multiGPU awareness of HDR processing


GAMEPLAY:
—————————-
Corrected code to always use track GDB SettingsFolder override
Setting session starting times default to 9am
Changed default steering help from low to off because it confused a lot of people
Re-enabled transparent trainer and added some options for it.


PHYSICS:
—————————-
Added code to allow RealRoad to be pre-conditioned in a number of ways
Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
Improved turbo dump
Added minor effect of turbo spool friction
Fixed a small problem with auto reverse


AI:
—————————-
Attempts to get the fuel-less AI to slowly pull off the road.


UI / HUD:
—————————-
Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
Fixed statbar car position map to correctly scale with screen/hud resolution.
Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found.
Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
More UI stuff for RealRoad loading/saving
Minor fix to info display on Video Res page
Scaled text on mouseless spinners to correct value based on screen res and res of options.
Added ability to add boost gauges to cockpit and HUD.


BUG FIXES:
—————————-
Fixed crash in multiplayer
Fixed some memory/resource leaks
Fixed crash when changing tire compounds in pitstop
Small optimization with regards to buffering data between simulation & multimedia threads


MULTIPLAYER:
—————————-
Added dedi server RealRoad options
Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window


CONTROLLER/FFB:
----------------------------
Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working).
"Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.


PLUGINS:
----------------------------
Completed custom plugin control (this invalidates old Version05 plugins)
A little bit more robustness with respect to saving and restoring custom plugin control mappings


REPLAYS:
----------------------------
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format


MODDING / PUBLIC DEV
----------------------------
Fixed bug with render target selection for all 3DS Max plugin versions
Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
Added _v25 to the names of all plugin dlls
First release of scene viewer, located in ModMgr directory
Fixed some problem with component Install/Uninstall in mas2 packaging tool
Updated modmaker doc to sync with latest tools
Added CG visualizer to Ctrl-U dev tool
Added support for RealRoad file reading in viewer
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