Thanks for the update Scott. This all sounds very promising Looking forward to see some shots of the new particle fx. btw please dont forget the SPARKS, that would be far more important then fire imo. http://www.abload.de/img/2004-06-27-011zs7e.jpg http://h-1.abload.de/img/wallpaper161024x7682hry5hh.jpg http://h-2.abload.de/img/d09bel12490bsi.jpg http://www.abload.de/img/1994portugalalesi0wnr0pa.jpg
@Georg: +1 @Julian: I don't even start quoting you As Georg said, it all sounds/reads VERY promising!
Nice to let us now on what you are working. Thx for the update, it sounds really good to me. And yes, we need some cool sparks! Thx again guys.
Awesome update, thanks! And for the people talking about it, Arma 2 probably has the most realistic lighting in terms of realism you will ever see, by that I mean every star, sun and moon cycle is there. All the stars and constellations are real, and the moon goes through proper 28 day cycles, which have a huge impact on how much you can see at night. For a racing sim that is not important to me at all, I don't think you need stars to correctly navigate a racing track haha. But just thought I'd put that out there!
Thanks for the update Scott its sounding all very good! I was especially heartened by the last paragraph about the AI, personally I've had some amazingly good fun racing against the AI in rF1.....needless to say I'm looking forward immensly to the improvements in RF2
@Slimjim ISI (Scott probably?) confirmed recently that there will be dynamic clouds, casting dynamic shadows (yes, that beautiful shadows that makes the track bright to dark to bright again ). Also wind will move that clouds (that's how I understood that) making different cloud levels around the track and different weather conditions. I hope that in rF2 sun will actually hide below the horizon. In rF 1 unfortunatelly it's not, so my friend had a hard time when making real sun in rF1 EDIT: As for fps saving... what can be demanding on today's machine, will be taken with ease on a PC one year later. I prefer to have everything available, even when right now that would mean having 10fps at full details. I always can lower details to high or med and have good performance (and switch to full when my hardware will be fast enough), than having good performance today at full details, but graphics quality not up to nowadays standards. Of course I assume that the graphics engine has been writen as should, with fairly good optimisations to the code
Thanks for the update, Scott! And I can't appreciate enough your commitment and the development approach that you guys are taking in relation to the community compared to other game developers. The final product can't possibly go wrong with it. Gjon Camaj shed some light on some of these in his Inside Simracing interview in March.
Thank you very much Scott Juliano by giving us information about your progress. Is very appreciated. But, Scott & Luc are the only buys on ISI's Staff who are working ? I don't think so Then, why the guys working on Physics simulation & FFB, or on dedicated server & online races processes...etc don't tell us also little things about some new features? Scott & Tim are taking all responsibility on advancing news of rF2. Maybe we want to read words of anyone more....
Ahem... Well, part of Tim's job is PR, so that's to be expected. It's my choice to post any info beyond what Tim puts out. And as you can see, I only have time to do that once every 3 or 4 weeks at about 3 in the morning. We're all just exceptionally busy, and at this point in production the programmers have WAY more work to do then I do, so cut them a bit of slack, please We do have a Q&A coming up, from what Tim tells me, that will answer a lot of questions from the game play point of view, so there will be news soon, I think....
I think it's a GOOD idea... could it be responded by someone? =D EDIT: The colors of team members could be the same colors of the custom cars? Like a new template for then clothes?
Well, someone making a mod of a particular racing series could easily link team members to a particular garage where that team's cars are spawned. So yes, you could have crew members uniformed for each racing team. If that makes sense. It really just depends on how much work the mod maker wants to do... We're representing many different types of racing, so our team colors/uniforms have to be a bit more generic. But it IS set up to show mod makers what CAN be done....
@ZeosPantera. As the maker of Canberra 400, I'm working on Canberra v2.0 particularly for rF2 after it's release. I have made many changes based on feedback already and some advice sort from Neil (who helped make Bathurst) to bring it up to a much better standard, but see it a waste of time to release it now when more changes will come based on the feedback from ISI so far ie moving clouds, sky, dust, rain etc.. So you can add my track as one that will be updated for rF2 once it's been released and hopefully not long after it's release as finding 'me' time at the moment has been pretty difficult. Sooo looking forward to rF2 and thanks ISI and the community, in what will be I am sure, the best racing sim out there. Lets just hope that more tracks will be converted or brought up to standards to make rF2 a huge success over the other vendors.
Thanks Scott. Just a thought: could it be possible to automatically calculate (via a color extractor, if that exists) the 2 most used colors from a car-texture and use these two colors for the corresponding crew members? Let's say F1 Renault: yellow and black. The crew members will then have yellow shirts and black pants. It would save a lot of work and provide a more uniform look/feel to the game, instead of varying quality between mods. Or is this to much out of our/your league?