Sound like some port issues but I'm no expert, it took me days of fustration and reading forums to sort my hosting. Thanks for answer me and sorry for my late reply, i did exactly what you said, does works, finaly i can find my own server but unfortunately recieving the following message: " server connection failed" after join my server. Originally posted by RebelDiamonds88:I host races with friends but make a package first, which is I believe considered a 'mod' as opposed to 'all tracks and cars' Someone may have a better explanation, but that method works for me In single player you will see you can launch that as a series, and in your dedi server you will see the mod also in the drop down, with cars associated with tracks so you get the general idea. If that sounds confusing perhaps subscribe to the F1 1988 mod in the workshop. When you choose to host a game the RFMOD you have created will be available in the first drop down menu - "select which game database to use in this server". You can set that file to be downloaded when someone wishes to join you, but as I play with just a few friends I email the RFMOD, they install it as well as any tracks and vehicles used in the mod, and we're all good to go online. It will install it in your rfactor2 and you can test when you launch in single player ( in game you will see an option to switch between all cars and tracks and series, the RFMOD file you made will be a series. Then package this up and you will create a RFMOD file, usually just a few kb's. This will take you through selecting the cars, tracks etc and other things you may wish to add. In your rfactor 2 launcher, choose the mas utility (box with a no 2) and create new package. Packed RRSHD & CBASH for improved loading times.I host races with friends but make a package first, which is I believe considered a 'mod' as opposed to 'all tracks and cars'.Minor foliage & terrain material tweaks.Fixed Flag being rendered without poles. Fixed minor verge issue near paddock exit.Fixed distance marker texture brightness.Improved AI behaviour on all layouts, including pit entry behaviour.Key headlines for this new build is the introduction of further AI tweaks for a better offline racing experience, the addition of CBASH and RRSHD shaders for faster loading times, and various graphical improvements to further uplift the visual experience on track – amongst other, smaller tweaks as can be seen in the update notes below. Lime Rock Park | Steam Workshop: CLICK HEREĪ firm fan favourite amongst rFactor 2 players, and a track that benefitted from a significant PBR update refresh as recently as May last year, Lime Rock Park in the USA again comes under the microscope of the track team here at Studio 397 for this latest update release. Removed Full Course Yellow settings from GDB files.Optimization of RaceSurfaces for possible performance gains.Optimized track side RVs with reduced poly count.Fixed some issues with safety vehicles.Improved Oval AI pit entry, prevent from brushing wall at T2 & T4, fixed occasional braking over Start Finish line and reduced chance of passing on yellow line during turns.In this new version 1.15 update, our track team have worked on both the Road Course and oval layout configurations, including a further performance pass to improve framerates, multiple fixes to AI behaviour on the oval and road course configurations, and other, smaller fixes and tweaks. Our most recent track release for rFactor 2 benefits from some minor quality of life improvements identified over the first few weeks of release. RFactor 2 Steam Store | Steam Store: CLICK HERE Having taken the last few weeks to review community feedback on a number of our current tracks, the Studio 397 track team have taken the opportunity to revisit some of these popular venues from within rFactor 2 to address a number of outstanding issues and bring forward planned improvements, as we continue to actively try to balance our resources between upgrading existing releases, and developing new and exciting pieces of content for our community to enjoy.Īlthough we are scheduled to deploy our next, new content drop in May, we couldn’t resist taking the opportunity to get these updates out into the hands of the public, with all changes now available within the respective workshop or store items. The rFactor 2 development team are pleased to release a collection of updates and improvements to some of our key free and paid tracks within rFactor 2 – introducing a number of quality of life improvements to these circuits outside our standard quarterly release cycle schedule.
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