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Franconen
Rang 10
Rang 10
Messages : 393
Enregistré le : dim. 13 mars 2016 07:02
Pseudo RaceRoom : Franconen

En avant première la nouvelle Formula RaceRoom US :

[youtube][/youtube]
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David Marcadet
Administrateur du site
Administrateur du site
Messages : 5620
Enregistré le : lun. 28 mars 2016 14:34
Pseudo RaceRoom : FlyDundee
A remercié : 264 fois
A été remercié : 174 fois

Cool ! :super:
Pitchkousn
Rang 10
Rang 10
Messages : 1624
Enregistré le : sam. 30 janv. 2016 13:03
Pseudo RaceRoom : Pitch Team GTR3-Fr

:super:
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ViNcEn666
Commissaires
Commissaires
Messages : 2763
Enregistré le : sam. 30 janv. 2016 16:18
Pseudo RaceRoom : Vincent Menard
A remercié : 7 fois
A été remercié : 51 fois

Aaaaaah l'indycar!!!!

En espérant qu'elle soit dispo sous peu :super:
Pseudo: ViNcEn666

AMD Ryzen 7 2700 3.4GHz - Gigabyte Nvidia GTX 1070 G1 Gaming 8Go - 16GB DDR4 2400 MHz - Thrusmaster T500RS & T3PA Pro - Thrusmaster Rally Wheel ADD-ON Sparco R383 Mod - Fanatec Clubsport Shifter SQ
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Beaware
Adminstrateur fondateur
Adminstrateur fondateur
Messages : 7486
Enregistré le : mer. 6 janv. 2016 17:20
Pseudo RaceRoom : Stephane Beaware
A remercié : 9 fois
A été remercié : 30 fois

FélixTheCat a écrit :Beaware,

Tu aurais préféré que je dise : "Les voitures ne se faufilent plus par le chas d'une aiguille" ??? :hehe:

:mdr3: C'est plus raffiné, mais moins félin :mdr3:
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Intel I7 4790K 4 Ghz - Asus ROG Maximus VII Hero C2 - Asus GeForce GTX 980 Ti STRIX-OC-DC3-6 Go - DDR3 GSKill 32 Go 2400 MHz Cas 10 - Samsung 850 PRO 256 Go - Triple Screen : 3 X 27" ASUS : 5840 x 1080
Cockpit RaceRoom R3033 + Direct-Drive OSW SinCos / SimuCUBE + Pédalier Fanatec CSP V3 + TH8RS
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xavier
Pilote GTR3
Pilote GTR3
Messages : 2005
Enregistré le : sam. 27 févr. 2016 09:10
Pseudo RaceRoom : Xavier Douarre
A remercié : 244 fois
A été remercié : 75 fois

:super: :super:
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Ti-Luc
Rang 10
Rang 10
Messages : 1052
Enregistré le : dim. 31 janv. 2016 18:53
Pseudo RaceRoom : Luc Massé

Cool des indycar! Aurais ils l'intention de nous pondre des oval avec ça...
[SpeedTest][/SpeedTest]boitier: cooler Master, cpu: intel i7 8700 @4.2GHz, ram: 16g ddr4, gpu:Gigabyte GTX 1080 xgaming,
volant: TS-PC racer + roue sparco rally, pédalier Fanatec csp v3,shifter css sq1.5, Oculus Rift le tous monter sur un playseat DIY
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Kingsun
Administrateur du site
Administrateur du site
Messages : 3157
Enregistré le : lun. 11 janv. 2016 16:54
Pseudo RaceRoom : David Kingsun Team GTR3-Fr

Raceroom est en maintenance, ça sent bon le patch de février! :ghee:
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Ice
Rang 10
Rang 10
Messages : 734
Enregistré le : sam. 30 janv. 2016 11:08
Pseudo RaceRoom : iCe Vr oculus

Tu as oublié de mettre un S à patch... :P
:diable:
CPU i7@5Ghz
Carte mère Asus Rog Strix Z390-F Gaming
RAM Corsair Dominator Platinum 16 Go 3000 MHz DDR4
GPU Gigabyte Aorus 3080 Ti Extrem Edition 11Go
Disque dur SSD Samsung 850 Evo M.2 250go + 256Go 840 Pro Sata6
Volant TS-PC
Triple écran DELL U2415 24' 16/10 5760x1200
Alim Corsair CX750M 80+Bronze
Boitier Fractal Design Define R5
Casque Vr Quest 2 (Meta )
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J-F Chardon
Sector3
Sector3
Messages : 14
Enregistré le : jeu. 18 févr. 2016 14:59
Pseudo RaceRoom : J-F Chardon

Game:

Shared Memory: Added information on upcoming flag system, updated minor version number. Flag system is currently awaiting UI implementation and made unavailable to players.
Shared Memory: Changed how tire wear is reported so it matches the tire wear text in data displays (1.0-0.0 range when tire wear was between 1.0-0.94).
Added support for starting the game on any detected screen. The option resides in General Video Settings. Fullscreen changes are only applying after a game restart.
Fixed an issue with updating a profile avatar with the game in fullscreen where the dialogue box would appear behind the game
Added a possible fix for a rare case where only the car shadow of a car would be rendered after switching focus from car to car or from camera set to another
Implemented Reputation System that will run and track player incidents. This is in alpha stage and we’re gathering data in the background. Nothing will be visible for players just yet.
Fixed bug where opponents session data sometimes caused championship files to be broken due to conflicting ids.
Fixed so the game doesn't crash when trying to load championships affected by the bug above.
Fixed issue with game window using the wrong style when going from fullscreen to windowed in a resolution that's lower than the default resolution.
Fixed a menu issue with percentage stepper buttons not being enabled when switching from minimum<->maximum allowed values.
Broadcast : Fixed a case where camera selection requests were resulting in the game cycling through cameras instead.
Added an upper deadzone setting for the throttle axis in advanced controller settings.
Fixed an issue with DRS getting disabled before the race ends in timed based race sessions.
Fixed an issue where the race was starting without the player if Race Monitor was clicked instead of “Drive” at race start.
Fixed an issue where the DRS wing animation would remain deployed after the race.
Fixed an issue where on certain tracks the result timing was showing A.I. cars doing an extra lap.
Made lap times go invalid if player is speeding in the pitlane, so you can’t get fastest lap that way. New HUD overlay to signal it. (Stowe Long is a good example of where pitlane could be exploited to shortcut the first chicane)
Fixed a crash that happened in Single Player championships if the player clicked the pit preset button and then the continue to next race button before game entered the pit preset menu.


Multiplayer:
Fixed the issue where a player's contact shadow was being left on the track after disconnecting from the server.
Fixed an issue where a time penalty for a non performed drivethrough had no effect on results.
Various fixes to some inconsistencies that was occurring on certain IPv4 to IPv6 mappings.
Fixed issue with MP results taking a long time to arrive when running a dedi locally where MW communication doesn't work.
Fixed issue with DRS animation not working in race sessions for opponent cars.
Fixed so multiplayer replays are now marked as such in the Media Hub.


VR:
Rendering through coupled draw calls to improve performance while also taking care of the issue reported that objects and cars would appear 2D from time to time.
Multi-threaded some of the rendering to improve performance
Added three bindable keys to modify the user’s headset translations multiplier, which alters in-game head movement and eye-to-eye distance. Default value is 0.9.
Fixed an issue where the Startup Argument that was set for RaceRoom in the Steam client wasn’t being used when launching game from an external link. (ie a competition webpage)
Shortened the distance at which lower poly car models are used.
Temporarily disabled the rendering of particle clouds. They’re bugged at the moment in VR.


Sounds, Cameras, Physics & AI:
Fixed a bug where H-pattern gearbox cars would receive delays for both up and downshifts.
Fixed TV cameras at the bridge and gantry areas for Nordschleife Tourist layout
Cars no longer hover a few cm above the track
Formula RaceRoom 2 and Formula RaceRoom US have a special pitting system allowing them to perform fast pitstops.
Reduced bigly the probability of stress induced mistakes by AI’s
Fixed an issue where AI’s were accumulating stress by being followed by an opponent in the pitlane.
AI’s now ignore cars in the pitlane entrance lane if they’re not on it themselves.
Improved AI navigation in the pitlane.
Fixed an issue where AI would never start a qualifying lap around Nordschleife 24H when fuel multipliers were enabled.
Fixed so only damaged AI or AI’s on their inlap will use the Nordschleife VLN / 24H pitlane entrance by the start/finish straight
Fixed an issue where an AI going back to garage during a practice or qualifying session would never go out on track again
Fixed AI using up their P2P in the beginning of a race without saving them
Many more AI code tweaks to improve awareness


Formula Raceroom 3 : Improved the blending of the sound samples
Turbo cars : unloaded turbo pressure increased to deliver a better boost from a standing start.

Laguna Seca : Tweaks to AI lines
Mid Ohio GP and Chicane : Tweaks to AI lines
Moscow : added TV camera sets
Suzuka GP : Tweaks to AI lines

Art:

Bentley Continental GT3 : added data display
DTM cars : added data display
Formula RaceRoom 2 : added data display
McLaren MP4 12 C : added data display
Tatuus F4 : added data display
WTCC TC1 cars : added data display (except Lada Granta)
Hockenheim : Smoothed out bumps
Laguna Seca : Smoothed out bumps, audience update, updates and tweaks
Lausitzring : Smoothed out bumps, audience update, fix to vegetation
Monza : Smoothed out bumps, updated the track to match 2016 season
Norisring : Smoothed out bumps
Nuerburgring : Smoothed out bumps
Sachsenring : Smoothed out bumps
Sonoma : Smoothed out bumps
Zandvoort : Smoothed out bumps
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