Racer v0.8.34 released

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Ruud

RACER Developer
Racer v0.8.34 is out! Get it at http://www.racer.nl/download/racer0.8.34.7z (48Mb, note the 7z extension; you'll need 7-zip from http://www.7-zip.org ).

Enjoy!
Ruud

Changes:
- Bugfix: Director cam didn't work
- Bugfix: Rain didn't affect grip (snow did)
- ENet upgraded to v1.3.3 (small change to avoid unreliable packet regression, and disconnect fix)
- Added input limiters for Pacejka curves for slipangle/ratio/camber/load (see data/cars/default/car.ini)
(wheel<n>.pacejka.slipangle_min/max etc); see http://www.racer.nl/reference/pacejka.htm#inputsoutputs
- Bugfix: Replay was never painted; no camera was defined.
- Bugfix: particles in replays were not animated in reverse mode. Now they are (although not entirely correct)
- Turning AI on while offroad would cause a crash.
- Added ai.spring_factor in car.ini to add some magic forces to keep the car on track (use 'ai scale' for example
to add some speed to the AI line; check out 'ai save' and such).
- CurvEd import of ASCII txt and CSV added.
- CurvEd imports were buggy (zero) if more than 50 points were imported.
- Added textures.stub in racer.ini to optionally load a single texture for every loaded shader; useful
when testing mipmapping (if you're using mipmaps effectively, see http://www.racer.nl/tutorial/stub_textures.htm)
- Added data/images/texture_stub.dds as a default images for the feature above
- Added dev.fast_fade in racer.ini to allow quick fades while developing
- Added wheel roadnoise filtering to simulate rubber; see http://www.racer.nl/reference/wheels.htm
- Added ai.rc_factor in car.ini to be able to help AI if you give it a high grip_factor as well. See http://www.racer.nl/reference/carphys.htm#ai
- Added ai.cg_factor in car.ini to lower effective CG height to help AI drive faster through turns without flipping.
See also http://www.racer.nl/reference/carphys.htm#ai
- susp_implicit_integration now set to 0 for explicit physics. It seems stable for F1 cars with tire_damping,
and the implicit method creates buggy load values in the tires.
- Added ghost.update_if_loaded (defaults to true) to determine whether to update the ghost lap (if you're faster),
even if you've explicitly loaded one with ghost.load.
- Materials without names in DOF files used to get the exact texture name (ie 'body.tga'). The extension is now cut, so it'd become 'body').
 
I'm running as well XP3 ; for integrated GPU as well, you have normally some kind of available settings, if you right click your desktop, you should have the ability to tweak your graphics. You could do the same via your Configuration Panel.
 
maybe is just my integrated GPU is too weak... is just 64 mb LOL but the racer 0,65 runs at 20-30 fps... i know that newer versions have better FPS, and I just wanted to try them out... but i think I will wait to buy a better stand alone GPU for my PC then xD

THX anyway :D
 
1gig VRAM is a good idea.

I guess it all depends on your budget, and your existing mobo etc.

I tend to buy 1yr old 2nd hand GFX cards now. Older higher end kit seems to be better than newer mid-range stuff, especially for Racer!

Dave
 
Thx guys! I appreciate your help and advices! This is actually not my PC, it's an DELL OPTIPLEX GX260, very lame and very slow xD My PC is with burned out GPU and waiting for a new one... Guess I need to buy a 1GB one, and play whit new betas :)

BTW, whats wrong with Ruud and it disappeared some months ago... I'm waiting for the next final beta to start updating D1GP mod
 
17l3.jpg


:tongue:
 
Hiya KS, thx for that picture !

Looks great, I hope they moved to a save location, guys, all the world seems to brake apart, get yourself prepared, WE ENTERING THE FIFTH WORLD, with INFINITE & FREE POWER !

1 LOVE TO ALL OF YOU !
Take Care !
 
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