Discussion in 'News & Notifications' started by Christopher Elliott, Feb 17, 2017.
if you say so, it means you don't know what occlusion is.
I know what occlusion is, thank you
or is that delusion ?lol
So loving the dx11 look - rich & full with loads more depth - great
New UI looks polished & nice! & new/enhanced spotter will be welcome - thanks for keeping us in the picture with your roadmaps!
2 things, small-ish things too:
The tintop headlights are nearly completely ineffective at dusk - but then powerful & good at night, so we don't hold pm-into-night races online, which is something we miss
Would be so nice to see the rain landing on your car windscreen & bodywork - both tintop & open-wheel experiences would be improved by this
Have you ever driven a car during dusk? If you did you would know that headlights are barely visible from the inside of a car. I caught myself checking my headlights switch many times when driving at dusk because I didn't see any difference so that's accurately reproduced in the sim.
Any news on the private modding forum? I started a conversation but no asnwer
It's Saturday so they may not be in the office until Monday
Cool stuff! Thanks for the read.
Indeed, we at S397 are enjoying our weekend, so we will start processing requests first thing on Monday!
Thanks for the update.
Definitely prefer the darker UI, not as much retina burn
The DX11 shots look good, though screenshots only show a certain point. A video would show the change much better I think.
No news about dirt on cars and body damage (vertex and texture)?
Maybe DX11 will help...
the GT500 gets dirtier through a session I believe
Well I was hoping those features will be a standard and not car related...
+1 I would love to have body damage again like the original rFactor.
As part of the VR experience is it possible to have animated head movement so one driver can see another driver looking and hopefully later hand gestures?
Vertex damage constraints and multipliers have to be defined in the car to avoid weird effects (as in rFactor 1), and dirt on cars would probably be the same.
If you need or looking for some feedback on track spotters and how they use protocall to communicate situations, i would not mind at all adding to your project involving what spotters communicate, as I have held a national license to work those positions in the states and would not mind giving my 2 cents if asked...
Exactly, I think we should have this features on all the cars by default, not only 1-2...(AMS have vertex damage and works)
We also need proper clutch coded and other things we wait since ISI released rF2...
Btw, S397 is doing a great job, this is the main reason we are more and more demanding after every update...
@DaVeX Ah, I see. I thought you meant you wanted the game to implement them on already existing (and all) cars. Understood.
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