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For those of us who look around RAS while at work, but cant surf the web and
boards as easily (blocked or monitored). What do you guys know? When is rFactor 2 going to arrive? what else is out there new? well, have a happy holidays anyhow. Plowboy |
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#2
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On Mon, 7 Dec 2009 08:16:58 -0600, PlowBoy wrote:
> For those of us who look around RAS while at work, but cant surf the web and > boards as easily (blocked or monitored). What do you guys know? When is > rFactor 2 going to arrive? what else is out there new? I've been having some fun with nfs shift, but I just hate the "car battle" stuff where you're left without an option other than to ram your opponent into the deepest gravel trap around at the first opportunity. Dunno when rF2 will hit the shelves, but in the meantime there are so many great mods and tracks to try out that rF 1 hasn't managed to bore me a single minute in what, three years now? All the best, Uwe |
#3
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PlowBoy wrote:
> For those of us who look around RAS while at work, but cant surf the web and > boards as easily (blocked or monitored). What do you guys know? When is > rFactor 2 going to arrive? what else is out there new? > > well, have a happy holidays anyhow. > Plowboy > > > In terms of rFactor 2, I've heard anything from Q1 2010 to Q4 2011. It's really anyones guess. -Will |
#4
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Will Bradshaw wrote:
> In terms of rFactor 2, I've heard anything from Q1 2010 to Q4 2011. It's > really anyones guess. In what way will rF2 differ from rF1? Or isn't that clear atm? Cheers! Remco |
#5
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On Tue, 08 Dec 2009 13:48:20 +0100, Remco Moedt wrote:
> In what way will rF2 differ from rF1? Or isn't that clear atm? > > Cheers! > Some wild, unfounded guessing on my part, and as it's xmas soon, here goes: - improved tyre model - multi core support - nfs shift like graphics engine (hopefully configurable blur-wise) - AI stands for "Artificial Intelligence", not "Aggravated Idiots" - dynamic track conditions (marbles, laid-down rubber over the course of an event - the beginnings of weather effects / changeable weather - added content / online store type system that both integrates free mods and "pro level" add-ons that can be purchased online (and I mean "purchased", not "licensed" as opposed to iR's model) All the best, Uwe |
#6
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On Wed, 9 Dec 2009 09:14:31 +0000 (UTC), Uwe >
wrote: >On Tue, 08 Dec 2009 13:48:20 +0100, Remco Moedt wrote: > >> In what way will rF2 differ from rF1? Or isn't that clear atm? >> >> Cheers! >> > >Some wild, unfounded guessing on my part, and as it's xmas soon, >here goes: > >- improved tyre model >- multi core support >- nfs shift like graphics engine (hopefully configurable blur-wise) This is something you would expect anyway. >- AI stands for "Artificial Intelligence", not "Aggravated Idiots" That would be cool! I'm not that interested in online racing anymore, so improved AI is always welcome. It would be even better if you could mod the AI . >- dynamic track conditions (marbles, laid-down rubber over the course >of an event >- the beginnings of weather effects / changeable weather Well, hopefully it's not just some skidmarks and a bit of fog. >- added content / online store type system that both integrates free >mods and "pro level" add-ons that can be purchased online (and I >mean "purchased", not "licensed" as opposed to iR's model) Thanks for your answer, Uwe! Ofcourse it's hard to come up with something absolutely new in this genre, the games are just evolving using the latest hardware. I'm still waiting for a game were you could design your own car within a given rule set which you can race online. And with designing I don't mean slapping some decalls on... Cheers! Remco |
#7
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"Uwe" > wrote in message ... > On Tue, 08 Dec 2009 13:48:20 +0100, Remco Moedt wrote: > >> In what way will rF2 differ from rF1? Or isn't that clear atm? >> >> Cheers! > > - AI stands for "Artificial Intelligence", not "Aggravated Idiots" A bit unrealistic then. |
#8
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