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Subject: New Patch 1.087 Available

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Author Messages
Gil Gauck User is Offline
Posts:290
Crew Chief
Crew Chief


03/04/2006 6:29 AM Alert 

SCE is hosting this (they have 2 versions, get the ISI one RAR)

http://www.rfstockcars.com/

Here's the readme & our testing that begins this Thursday WILL use this version.  



:::rFactor:::
Customize Control Connect
________________________________________________


Gameplay
--------
- Implemented Private Qualifying.
- Added support for double-file restarts. Double-file restarts can be enabled with an RFM entry (in the DefaultScoring section) "DoubleFileRestarts=1". RFM entry can be overridden with PLR file entry "Double File Override".
- Added support for lucky dog rule. Lucky dog rule can be enabled with an RFM entry (in the DefaultScoring section) "LuckyDog=<1-3>". Value 1 implements it for ovals only, 2 for road courses only, and 3 for both. RFM entry "LuckyDogLapsLeft" specifies how laps much be left in the race to apply the lucky dog rule - default is 10. PLR file entry "Lucky Dog Override" can be used to override RFM entry.
- Added pit timer using message center.
- Optimized and updated the vehicle labels to show yellow for the vehicle you should be following on rolling starts or full-course yellows.
- Added more nationalities (most without flags).
- Vehicle label now used over safety car (which is useful for indicating if a driver is supposed to be following it).
- Fixed/improved double file restarts. Added "DoubleFileRestarts" entry to NSCRS06.rfm file, which now indicates whether restarts are double file and how many laps left there needs to be to apply it.
- Added direct access controls for the HUD MFD pages, which are unmapped by default. They should interact sensibly with the existing HUD MFD controls.

Graphics
--------
- Fixed broken Steering Wheel PLR file entry.
- Added steering wheel option in UI.
- Now using head-tracking movement in cockpit to affect mirror direction. To disable this effect, add 4 to the PLR file option "Moving Rearview".
- Fixed a shadow updating bug with TimeAcceleration=None.
- Possible fix for custom helmet skin problem in multiplayer.
- Seat position now stored per-vehicle, but only for owned vehicles.

Tracks and Vehicles
-------------------
- Jacksonville superspeedway.
- Stock cars.
- Removed most unnecessary scoring overrides in existing track GDB files (such as "QualifyDay=Saturday") and made sure the correct defaults were in the RFM file. Overrides should only be used when necessary (to create a night event, for example, or to change the pitlane speed limit on small tight tracks).

Artificial Intelligence
-----------------------
- AI can attempt to "learn" a track (by learn I mean, better follow the path). To enable turn on Autocalibrate AI Mode="1" in .plr file. Enter a track in Test Day with a single AI. The AI will take off and talk to you in chat and tell you how he's doing. Typeing "status" tells you how he's doing and "finish" will make him end next lap.
- AI's upon Init now look recursively up from the *.veh directory for a trackname.ini file that modifies the speed and position of every waypoint on the main track.
- Improved AI behavior when rolling to standing starts on banks. If all else fails will teleport to their locations.
- Improved AI pit behavior, should no longer slow down for cars heading into pits
- Fixed "Safety car always drives 10 meters off road/crashes into walls" bug
- Improved calculation of AI max cornering speed.

Physics
-------
- New TBC entry to define rim properties.
- Improvement to vehicle sliding-down-hill problem.
- Added ability to have non-linear grip drop-off with wear. See "WearGrip" value in Form_Tires.tbc for more info.
- Fixed a minor HAT file bug that could actually improve performance slightly.

Input Devices
-------------
- Added controller.ini option "FFB steer force grip function" that controls how quickly you lose steering force as the front grip decreases. Lower values will reduce the effect where all force is lost when understeering. Note that previously hardcoded default was 1.0, but new default is 0.55 which will change the feel somewhat.

Multiplayer
-----------
- Fixed Race Starting Time on client Race Settings tab.
- Added multiplayer.ini option "Fast Rolling Starts" for the dedicated server to skip the formation lap of rolling starts (just like non-dedicated servers can do with the Space key).
- Added Chat Lobby to matchmaker.
- Added rFNetworkManager chat to NetCommUtilPlugin.dll.
- Removed IRCPlugin.dll.
- Added chat coloring for lobby chat.
- Removed IRC server option from multiplayer.ini.
- Added option to multiplayer.ini to allow/disallow auto joining to lobby chat server.
- Fixed "sort by rfm" button.
- Fixed server list problem of that cause the game to join a server that was not selected.
- Added inactive command to lobby chat server and client. Unless a lobby chat window is visible you will not receive any messages and the clients name will be gray in the roster.
- Removed some more unnecessary vehicle graphics initialization from the dedicated server.
- Fixed it so you can maximize dedicated server replays.

Results File
------------
- Added Mod filename and Season to the results XML file.
- Added a little bit more information to the results XML line regarding contact - it now includes what or who the contact was with.


Modding/Miscellaneous
---------------------
- Allow for vehicles to have a series of categories in VEH file, and display a full tree in option.
- Category in .VEH should look like this: Category="Hammer,Sledge,10 lb."
- Added HDV entries to configure the pit menu and the time required to perform pitstop operations. New options are available for which tires to change, what tire compounds are allowed, tire pressures, spring rubbers, wedge, radiator, track bar, fender flare, and more damage repair. See the FormulaIS.hdv file for an example.
- Added configurable yellow flag and penalty rules (available through RFM or GDB entries).
- Added RFM option for when yellow is called. "FreezeOrder" where 0=race to the line and 1=track order gets frozen immediately.
- Added alternate timing for "Max Framerate" player file option due to reports it wasn't working well on some machines. Negating the target framerate will cause the game to use an alternate timing mechanism which is more accurate but uses more CPU.
- Changed code to allow caution light and safety car light animations (must use new animation type "skip frame 0", where frame 0 is off).
- Fixed tracedyn.txt to report possibly useful results with trace=3.
- Eliminated redundant and useless PLR file entries: CURNT and RPLAY settings no longer exist; PRACT, QUICK and GPRIX all share the QUICK setting; and CHAMP info is stored in the CCH files.
- Enabled variable-distanced safety car trigger locations to enable smooth safety laps on unconventionally shaped tracks . In AIW file, look for "SafetyCarReleaseDist=".
- Added ability to control practice/qual/warmup starting times through player file entries without editing an RFM. Included are options for random start times (either 24-hours or only daylight hours).
- Changed practice/qual/warmup configurable durations (in the multiplayer.ini file) to allow 1-minute increments up to 10 minutes.
- Added RFM and/or PLR file "Parc Ferme" settings, a.k.a. "Covered Car" which prevent changing most or all garage settings between qualifying and the race. Also included are RFM options for how the new Parc Ferme options apply to fuel levels and used tires.
- Changed player file option "Fixed Free Settings" to "Free Settings", which is now applicable to both fixed setups and parc ferme setups.
- Modders, please check updated RFM files for all new rules.
- Changed player file value "Blue Flags" to "BlueFlags" with the default value of 7 which now means to take the RFM value "BlueFlags=<0-6>". If player file value is 7 and no value is found in the RFM, the default behavior is 3: show blue flags for vehicles within 0.5 seconds and penalize if receiver doesn't move over in a reasonable amount of time.
- Added pitbox re-skinning (instance and material on track should be named "PITBOX01" to "PITBOX52", vehicle skin should be the same as the default skin with "pitbox" appended).
- Fixed a possible server crash when a full-course yellow is pending and the safety car doesn't have time to pull out of ******* on this lap.
- New terrain data file (TDF) entries allow special road or collision sounds. For example, adding the line "InsideRoad=Secondary\specialroad" under a [FEEDBACK] entry will play an interior sound (the specified WAV file under the GameData/Sounds directory) when driving over that type of road. "OutsideRoad", "InsideColl", and "OutsideColl" can also be used. While you can use each of these multiple times within the TDF file, only one sound file per type can be used currently. In other words, only four unique 'special' sounds can be specified at this time.
- Fixed ambient sound locator so crowd and other noises should now be possible.

Known Issues
------------
- AI doesn't always follow the correct vehicle during cautions, and doesn't always obey lucky dog or double file restart rules.
- Full-course yellows don't happen unless vehicles are stopped on track, regardless of 'Safety Car Threshold' player file setting. New option will be introduced in the future.
- No admin commands to correct scoring errors yet.
- More accurate drafting needed, and more configurable.
- Passing before s/f line isn't legal at all, not even on outside. Need configurable options for this rule.
- Commentary/spotter not implemented yet.
- Need option to force specific upgrades on some vehicles at certain tracks.
- No easy way to hold people at pit exit if the train is going by, although we do add them to the end of the line (doesn't seem to always work properly, though).

rFactor (c) 2006 Image Space Incorporated. All Rights Reserved.


Proud member of;
American Speed Alliance Sim Racing Team
Flashpoint Pro Series
RROL Pro-Stock Series
Oscar Sportsman 1
Can Am rFactor League

Steve Vaughan User is Offline
Posts:19
Pit Lizzard
Pit Lizzard


03/05/2006 3:32 AM Alert 

After what happened tonight, I have reset the CanAm server back to 1.070 so we can run a stable rF3 division. I'm hoping Corbin will be updating his server to 1.087 soon, if he hasn't already, as it seems to run a bit more realistically, at least at Day...uh...Jacksonville.

 

...and yes Gil...Jacktona does seem a little more narrow than it should...


Steve "Thumper" Vaughan
#68 Sleeman Breweries Garage
CanAm Racing League Admin Staff
Ralph Allen User is Offline
Posts:40
Pit Lizzard
Pit Lizzard

11/26/2006 11:52 PM Alert 
All I get is INCONPATIBLE GAME VERSION ?????????????????????????????

#57 Magnum Racing Team
Magnum Racing Team
Flashpoint Pro Series
Flashpoint Hard Core Series
Flashpoint Truck Series
Roadkill User is Offline
Posts:0


11/27/2006 8:17 AM Alert 

Do you have the latest version of rFactor installed?? The only major install issues I've heard of recently are some anti-virus programs causing problems and getting TSW wheels working properly takes some tinkering.

A lot of guys have been e-mailing me for rFactor / SCE install - setup help so I'm putting together an install guide guys can add stuff to. Maybe have it done today.

Ralph Allen User is Offline
Posts:40
Pit Lizzard
Pit Lizzard

11/27/2006 11:20 PM Alert 

When it Loads it says version 1.087 but when I connect to a race I still get that incompatible game version I'm at a lost

Plus I'v tried to reload it agin and still the same thing


#57 Magnum Racing Team
Magnum Racing Team
Flashpoint Pro Series
Flashpoint Hard Core Series
Flashpoint Truck Series
Russell Smith User is Offline
Posts:152
Driver
Driver


11/28/2006 1:50 AM Alert 
When you mention what version, are you talking about in the lower left corner? Mine is 1.150.

Russ

#63 US Army Racing Dodge Charger
American Speed Alliance Sim Racing Team
Flashpoint Roaddog SCE Series
Ralph Allen User is Offline
Posts:40
Pit Lizzard
Pit Lizzard

11/28/2006 8:24 PM Alert 

yip lower left corner 1.087

where do I find that version ????


#57 Magnum Racing Team
Magnum Racing Team
Flashpoint Pro Series
Flashpoint Hard Core Series
Flashpoint Truck Series
Russell Smith User is Offline
Posts:152
Driver
Driver


11/28/2006 10:00 PM Alert 
I d/l'd rFactor from the pits site and then got SCE from the site mentioned above from Gil, that's the only downloads I have besides the track pack and car packs from ddegaming. Hope it helps.

Russ

#63 US Army Racing Dodge Charger
American Speed Alliance Sim Racing Team
Flashpoint Roaddog SCE Series
Russell Smith User is Offline
Posts:152
Driver
Driver


11/28/2006 10:08 PM Alert 
Here is the link to the downloads, if you haven't registered on this site you will have to to get access.
http://www.rfstockcars.com/index.php?name=CmodsDownload&file=index&req=viewdownload&cid=1&orderby=dateD
The newest version is 0.97 for SCE

Russ

#63 US Army Racing Dodge Charger
American Speed Alliance Sim Racing Team
Flashpoint Roaddog SCE Series
Ralph Allen User is Offline
Posts:40
Pit Lizzard
Pit Lizzard

11/29/2006 10:02 PM Alert 
ok I think I got it figured out now even got some tracks loaded. Now its on to setups ??????

#57 Magnum Racing Team
Magnum Racing Team
Flashpoint Pro Series
Flashpoint Hard Core Series
Flashpoint Truck Series
Roadkill User is Offline
Posts:0


11/30/2006 7:41 AM Alert 
Look in rFactor/gamefiles/vehicles/evolution and there is a setup folder that has some sets for the JNS tracks. They aren't perfect but better than the default ones that come with the tracks. Don't be afraid to try different ones at different tracks. There's also a .pdf read me that I would advise printing out. Has lots of good setup info.
Ralph Allen User is Offline
Posts:40
Pit Lizzard
Pit Lizzard

11/30/2006 11:32 AM Alert 
ok thanks gil very very much

#57 Magnum Racing Team
Magnum Racing Team
Flashpoint Pro Series
Flashpoint Hard Core Series
Flashpoint Truck Series
Ralph Allen User is Offline
Posts:40
Pit Lizzard
Pit Lizzard

11/30/2006 11:32 AM Alert 
ok thanks gil very very much

#57 Magnum Racing Team
Magnum Racing Team
Flashpoint Pro Series
Flashpoint Hard Core Series
Flashpoint Truck Series
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