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Timetracker angularjs
Timetracker angularjs









More accurate AI grip based on tire load (makes TBC value "AISens" obsolete).īetter AI support for driving lines where the grip multiplier is not 1.0.ĪI oval track (multiline) racing implemented. This is most noticeable in banked corners where the AI used to pull away slightly. Slightly more accurate AI tire drag if AITireModel is less than 1.0. Improved calculation of AI max cornering speed. Improved AI pit behavior, should no longer slow down for cars heading into pits.įixed "Safety car always drives 10 meters off road/crashes into walls" bug. If all else fails will teleport to their locations. Improved AI behavior when rolling to standing starts on banks. Typeing "status" tells you how he's doing and "finish" will make him end next lap.ĪI'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. The AI will take off and talk to you in chat and tell you how he's doing. Enter a track in Test Day with a single AI. To enable turn on Autocalibrate AI Mode="1" in. The v1081 release only specified the minimum spring rate of 375lbs via the GDB entry.ĪI can attempt to "learn" a track (by learn I mean, better follow the path). The rule is that only a 375, 400, or 425lb spring is allowed.

timetracker angularjs

This also negates the need for the rear spring GDB since entry. Updated all overlays to maintain 4:3 aspect in widescreen mode.Īdded restrictor plate engine as part of the SuperSpeedway package of the NSCRS vehicles so that the track GDB entry specifying the restricted engine is no longer required (but still needed until veh packages are track forced).Īdjusted the rear spring availability for the SuperSpeedway package of the NSCRS vehicles to comply with Stockcar rule for the restrictor plate tracks. Tweaked vehicle visibility algorithm to make sure cars just in front didn't disappear under heavy braking in heavy traffic.įixed minor problems with rear-view dithering and HUD transparency in 16-bit video modes on ATI only. Modified frame rate toggle to allow four states: off, frame rate only, mem bar only, frame rate + mem bar. The existing Texture Detail setting now affects only track textures. Modified player and opponent detail settings so that both texture and object detail are affected by these settings. This will reset any previous setting so please check the display options if you prefer non-default values. Increased the range of available vertical FOV settings. Made enhancements for widescreen mode (specifically three head/single viewport mode) to display UI and overlays in the center of the screen (center monitor).įixed some options pixel shifting issues in (hopefully) all resolutions. Made virtual mirror settings (center + side, center-only, or side-only) stick. This will clamp the amount of memory used for shadow maps regardless of how many cars are loaded, while using bigger maps for closer cars. Defaults to Off.Īdded a plr file option to use a shadow map cache with a preset number of maps based on texture detail. Furthermore, it can only reduce details a certain amount, so please don't expect it to double your framerate.Ĭonverted to the latest DirectX SDK (Apr 06).Īdded option to blur shadow maps (in dx9 mode only). Note that this is NOT a "minimum" framerate - if you desire the game to attempt to maintain a particular framerate, you should set Auto Detail FPS to a value higher than your desired framerate. A side effect of using this feature is that details or other vehicles may appear or disappear depending on your current framerate.

timetracker angularjs

This may be useful if your framerate is low only at the start of the race, for example. Improved shadow code, now faster, and they work better in DX7 mode, also the shadows should not break up at the edge when very early or very late in the day.Īdded "Auto Refresh FPS" to Display options which specifies a framerate threshold below which the game will automatically start reducing detail to try to improve framerate. In general, it should not be used unless the framerate increase is noticeable. Further adjusted ambient shadow so that it fades out if vehicle leaves the ground.Īdded a player file option "Delay Video Swap" which MAY improve framerate in some situations. Improved the static ambient shadow so it stays directly under the car even on extreme banking.

#TIMETRACKER ANGULARJS UPDATE#

Update rate of shadow projectors was reduced to lighten CPU load.Īdditional pipeline and shadow optimizations make this the fastest rFactor ever.

timetracker angularjs

Improved handling of MIP'd cube maps on machines which don't support them. Below is a list of the changes that is included in v1150 of rFactor.ĭisabled some old tree swaying code, since it is not used by us, and was being incorrectly used by some track conversions.įixed a bug in setting the special day/night vis groups.įixed a shadow updating bug with TimeAcceleration=None.









Timetracker angularjs