Latest Roadmap Update - August 2017

Discussion in 'News & Notifications' started by Marcel Offermans, Aug 19, 2017.

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  1. peterchen

    peterchen Registered

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    Fine for you! My reality is that most of my leagues are changing to other platforms right now, or just closing the doors.
     
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  2. Will Mazeo

    Will Mazeo Registered

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    I too wish things would happen faster, but honestly try to learn coding and make a simple program, get lost in bugs :D imagine a full sized game that was messed from the begining. No, thanks :D
    At least things are changing. What would be the other way? Abandoned by ISI because they were busy with other stuff?
     
  3. Mauro

    Mauro Registered

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    +1 for more historical contents info
     
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  4. Guimengo

    Guimengo Guest

    Can the UI scale a bit more so it takes advantage of all the room available on the screen, especially higher resolutions? While it is clean, the font on some parts is very, very small. Some color would be nice, like a pleasant shade of blue or dark blue to contrast that off-gray.
     
    Last edited by a moderator: Aug 19, 2017
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  5. aguy0523

    aguy0523 Registered

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    +1 A little bigger on the font. I'm getting old.
     
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  6. shiet

    shiet Registered

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    Any chance for a DX11 compatible gJED? It would be very useful because right now it's unusable for track modding if I want to test textures/materials (which is what gJED is basically for).
     
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  7. TJones

    TJones Registered

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    Yes, font's a bit small, maybe it's some sort of compromise to suit different screen resolution and aspect ratios. BTW hope it works well with 21:9 (2560x1080).
    At first it's good news to get those cars from Tatuus, the F 3 would be my personal favorite. Like many others i just hope the weighting of bringing new content and update the older one's, could shift a bit more towards the latter. Wasn't there some talking about new MR-01 about 3 month ago? :)

    EDIT 23:00:
    I like to add, nice to see that the opponent list is a lot longer now, make it far easier to select. I like also the additional flexibility of sessions. Not to forget ther's now enough space for additional features, for example filters for different category or series.
     
    Last edited: Aug 19, 2017
  8. jerrymcc

    jerrymcc Registered

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    I agree. Why waste all that space with small fonts and little information per page? Many of us are getting older, and more blind. We are smart enough to distinguish gearing and suspension, etc. without needing to load a new page that's named "Suspension", lol.

    But mostly ... rF2's primary users are racers ... we don't want to search through multiple screens to adjust settings, we'd rather make the changes and go racing.
     
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  9. stonec

    stonec Registered

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    The UI passage was kind of short and didn't add a lot of new info, so I was still left wondering about quite a few things. Maybe not all can be answered, but it's worth speculating.

    -Will the UI cover new HUD elements/tech as well, or should the community still rely on TrackMap and stuff like that to see every bit of information?
    -I understand the new UI is HTML5-based. How will this integrate with the main garage screen (monitor) of the game? Will the main game require a separate launch as in Assetto Corsa and will the garage/monitor UI be part of the main game instance or also run in HTML5?
    -Will there be better filtering of tracks/cars? One criticism with old UI was that you couldn't separate modded content from stock content, also there are issues with "duplicate" mod names not showing up correctly.
    -Will there be tools for creating own series/championship (like with MAS2, but integrated to UI)?
    -Will the old launcher be nuked or is it still going to be required? If not, how will mod packages be installed?
    -Will there be more/better options provided for adjusting graphical settings and explanation for each option? Like having properly described AA modes instead of just AA X1-X5.
     
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  10. T1specialist

    T1specialist Registered

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    I hope more graphical bits are added to the ui so it is not just numbers. Human brain is much faster at recognizing shapes and colors than it is with numbers and text. So for every value that has min and max value it would be nice to have a slider or some other effect so you can easily glance over the setup to see if you are closer to monimum or maximum values. The radical stream race is a good example of what happens when all values are visible only in numbers. Unless you go through and read each and every one of the items in the setup it is easy to miss that all your cooling ducts have been taped shut. Using more graphical cues also makes it far easier to quickly glance over and see if anything is out of place and where you are in general.

    Also hopefully the ui is easy to mod so we can add our own background images if we want to. And hopefully all values from config files are finally put inside the gui with explanation so there is no more manual notepad stuff unless you go really small details.
     
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  11. not_him_59

    not_him_59 Registered

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    Only speculation but HTML at least used to use things called style sheets. That is where you define fonts colours and all your screen based objects that have such properties.
     
  12. Vincent Dimaio

    Vincent Dimaio Registered

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    I hope that the optimization of DX11 will happen one day ... :rolleyes:

    Save the multiview ... ;)

    cordially
     
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  13. jayarrbee36

    jayarrbee36 Registered

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    Looking at the UI screen shown, I'm hoping we'll be able to select opponents individually, not just as a group from the filters. *crosses fingers*
     
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  14. burgesjl

    burgesjl Registered

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    I had some hopes that a sim developer somewhere would innovate on the UI. What we have here is just another iteration on the 'bunch of numbers' interface. I've always felt there are two things you need to know about setups; first is the inputs, and second is the outputs. One of the things I most liked about the old rFactor interface, was the little graph they had with the gearing. This showed a graph of speed per gear, with rpm on the Y axis. This allowed you to see at a glance, whether the spacing between gears was giving you a smooth transition or was grouping the higher gears (1,2, 3) closer than the lower gears (4,5,6). So I'd extend that to just about any other set of structures. If you go online to find a manual for two-way shocks/dampers, you'll see that what they provide you with is a whole bunch of graphs that describe at what point the transition from low-speed to high-speed damping occurs, and you can see the slope of the line change. You can see how the different elements of the dampers change the curves. This is much more intuitive than just a bunch of numbers or 'values'. In a damper, they often have dials on the top with values (1-20) so you know whether you are going stiffer or softer. I've always thought this was best displayed by an actual graphic of that unit - a 3D model. Also, of the entire suspension. If memory serves, there was something like this in ICR1 or ICR2. You could do the same with wing angles. rFactor had a graphic of a car behind the various settings and the values overlaid onto that graphic of the car. It felt you were making changes to an actual car, not just a 'bunch of numbers'. Frankly, I see this like the old joke about having roomfuls of monkeys clacking away on keyboards, eventually one of them will write Shakespeare. We are all just a bunch of monkeys clicking away at setting values, going out onto track, and then seeing if the cars is faster. Click and repeat ad nauseum. We aren't learning about what a setting does, or why it works, or why changing the low bump damper will affect the corner entry understeer I have and fix it. I had high hopes of iRacing for this, they added some tooltips, particularly when they included Atlas, but you got no tutorials, no idea of what you are looking at, no way to make it simpler for people to understand (S397 will allegedly give us Motec, but the same considerations still apply - fool with a tool). Now, I am a degree-qualified mechanical engineer. They've done nothing to share the knowledge or get people into it. (I'd also say, one of the interesting things about 'hacking' the old rFactor files was you could actually get to see the torque curve for the engine, etc. and the tire grip curves and in many cases that would give you clues about why certain changes made you faster). So like I said: changing how we see the inputs (3D models, overlays of values to car graphics) and the outputs (graphs of results).
     
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  15. JuanitoRPM

    JuanitoRPM Registered

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    Dear Marcel, studio397 (and you) is still having a pending subject with Lemans... ;)
     
  16. Lazza

    Lazza Registered

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    Have to appreciate the irony of UI-related posts being nearly unreadable due to the lack of paragraphs.
     
  17. aguy0523

    aguy0523 Registered

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    There's a couple setup guides on the forum if your interested. They explain the various settings and the effects on the car.

    As for not being happy about, "Click and repeat ad nauseum" that's what racing is. I used to road race in RL and all day we would do laps, pit to make adjustments and do more laps over and over. It sucks, I know, but for hours we would do this until we found a good setup for the track. You have to do it, there's no way around it. The engineers use velocity / force graphs to design the shock but that is waaaay out of scope relative to rF2.

    Rest assured the Motec plugin is not needed at all. They're are plenty of sim-racers that don't use it and are top 3 in events. rF2 is great, but it's still a consumer product for the PC. There's only so much you can simulate before you reach a ceiling that is still far, far way from real life. I would love the technology the Formula One teams have but I'm a couple million dollars short unfortunately. LOL.
     
  18. DaVeX

    DaVeX Registered

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    Setup like the old rfactor with a background 2D image of the car is a good idea. Better if every time you change a setting the part interested is highlighted in red.
    I like the idea of graphics too for gears or similar stuff.
    [​IMG]
    [​IMG]
    Old ideas with new graphics works better in my opinion...(and closed beta testers aren't always the best solution, specially for things like UI, they are competent people, maybe aliens too on track, due to this they will understand numbers even without a graph...but noobs like me not and I will never feel comfortable on changing values without a "visual" help)
     
  19. 2ndLastJedi

    2ndLastJedi Registered

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    Good to see more information on the future! Thanks.
    But... Is there any more exciting content that will be getting updated? Honda NSX, Corvette C6 just to name a couple and im sure there are still lots of tracks (Loc Drummond, Lime Rock and more) that could do with some love.

    Edit : lol just reread my comment in @mancslo 's post and realise i cant spell ! existing content , not exciting , even though i do find the NSX and C6 exciting .
     
    Last edited: Aug 20, 2017
  20. 2ndLastJedi

    2ndLastJedi Registered

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    Agree, i play on a UHD 55" screen and sometimes sit on a lounge 4 metres away with DS4 instead of my CSWv2 and its near in possible to find the current mouse point and read the UI so i hope the new UI will scale to 4k well.
     
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