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#3210763 - 02/17/11 07:49 PM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
guod Online   cowboy
Lifer

Registered: 09/29/00
Posts: 21658
VHR 2011 server's up with 'Dega.
Setup is from our 2010 'Dega race.
No clue how a 2010 setup works with the 2011 version.

SimHQ Motorsports 4
No password (for now...testing server connections so watch out for the wreckers smile )

Client download (should be faster than the VHR site)
http://simhq.net/downloads/motorsports/rfactor/SimHQ_2011_VHR/VHR2011_1.0.exe
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#3210771 - 02/17/11 08:02 PM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
Darren_Blythe Offline
SimHQ MotorSports Editor
Member

Registered: 04/14/10
Posts: 1353
Loc: Middlesex, UK
I've been having fun with this on and off today. At the moment i find the new engine noise irritating but (oddly) bizzarely cool and i'm having jumpy framerates and flickering track textures in places. Judging by the VHR forums i'm not alone in this....but some nice physics tweaks and at least the AI seems better - even if they still can't get out of the pits. (i thought this was supposed to be fixed??) Lighting and shadows seem improved and it's obvious everthing has had a touch up but i'm still unsure if it's for the better. I also have a suspicion we'll be left with a lot of the same annoyances but i think that's more a limitation of rF than the Mod itself.

If any of you are struggling with the stupid default cockpit view then you need to manually change the FOV in the display settings to get it looking 'normal'.

The jury is still out so i'm not uninstalling 2010 just yet, but it's very early days. I'm sure it'll grow on me biggrin

PS. Server seems to be working fine, thanks Guod smile

PPS. The new Daytona is like driving on a billiard table. V.fun
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#3210781 - 02/17/11 08:21 PM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
guod Online   cowboy
Lifer

Registered: 09/29/00
Posts: 21658
By the time we have our Dega race there will probably be at least one patch out fixing the big stuff. He has been pretty good about incremental updates to VHR.
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#3210782 - 02/17/11 08:24 PM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: Darren_Blythe]
Force10 Online   zombie
I'm just a
Member

Registered: 07/10/05
Posts: 1403
Loc: CA
I came here to post exactly what you just said Blythe. The car engine sound is static sounding. My screen is flickering whether it's in game or watching the replay. The cars not being able to leave the garage and practice with you bothers me the most i think. It really helps with the immersion of a race weekend if they can practice with ya. I think maybe they can take a cue from NR 2003 and just have the cars start on pit lane if possible. I dont see why they need to start in the garage. Anyway, with the sound and flickering I might be running my offline season in the 2010 version. I know this is an early 1.0 version but I'm bummed. darkcloud
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#3210803 - 02/17/11 08:52 PM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
Force10 Online   zombie
I'm just a
Member

Registered: 07/10/05
Posts: 1403
Loc: CA
After further testing looks like 2011 is going to be a no-go for me in it's current state. My framerate is terrible with just 1 car on the track. I made sure I mirrored all the settings from 2010 and I get 24 fps all by myself on the track. In 2010 I get a solid 60 with v-sync and 41 cars visible in the settings. I tried all the d3d.dll things from the VHR site and even tried deleting it all together since 2010 didn't have one in its folder. <sigh>
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#3210851 - 02/17/11 10:23 PM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
LawnDartLeo Offline
Member

Registered: 01/11/08
Posts: 158
It has left me more than a little perplexed. Maybe I was (unreasonably) expecting something leaps and bounds better... but it feels like a step backwards. 2010 just has a polished feel to it that 2011 lacks. I can't put my finger on what exactly is wrong except to say that is just does not feel right.
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#3210943 - 02/18/11 12:18 AM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
guod Online   cowboy
Lifer

Registered: 09/29/00
Posts: 21658
Something is screwy guys.

Honestly... I'm running it with all my settings on Full except shadows on medium and blur is off. This is on my Asus laptop with an ATI 5700 video card, 4 GB ram and an i7-720 processor. The graphic settings are on Auto for Shader Level, Level 3 for Anti Aliasing and windowed. Vsync is off.

On my i7-920 with 6 GB ram, ATI 5870 it runs even smoother than 2010 did at 1920x1080 full frame and same settings.

Checking... Chunx had hell getting his VHR 2010 to look right till he cranked his textures to high or full. Try that if you haven't already.

At risk of me being a one note charley, you guys have rerun DirectX redist? Get it here and try it again.
http://www.microsoft.com/downloads/en/details.aspx?FamilyID=3b170b25-abab-4bc3-ae91-50ceb6d8fa8d

I'm having much more problem with getting a good drivers view. I've adjusted the fore/aft, up/down, field of view is cranked down to 35, the mirrors -- virtual and the big-arse mirror that practically blocks the windshield.

I'm uploading a video I just grabbed. I'll post in here.
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#3210950 - 02/18/11 12:36 AM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
Papa_K Offline
Member

Registered: 11/09/04
Posts: 2494
Loc: Anchorage, AK
It took a while for me to transfer or set all the in-game and in-file settings to the new stand-alone VHR, but I'm not seeing any problems.
I turned the engine sound down quite a bit. Cockpit seems clean and sharp... and no sticky-notes. The shift lights and gauge light color changes that show the shift points are a nice touch.

Framerates may be a slightly lower than the previous version, but I'm seeing rFactor readouts in the upper 180s at least.

On the setup, it may be worth using the default as a starting point. It seems very usable for now. (I didn't try it online yet.)

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#3210952 - 02/18/11 12:38 AM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: guod]
Panther Offline
Senior Member

Registered: 07/10/05
Posts: 4179
Loc: Nellis AFB, NV
Originally Posted By: guod
I'm having much more problem with getting a good drivers view. I've adjusted the fore/aft, up/down, field of view is cranked down to 35, the mirrors -- virtual and the big-arse mirror that practically blocks the windshield.


It took me a while to get my chin off the dashboard but I found a number of 60 works for me (leaving the fore/aft, up/down alone) and I also edited the following in my .plr file:
Code:
Self In Cockpit Rearview="15" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)


Code:
Rearview="1" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off)
Allow Rearview In Swingman="1"
Virtual Rearview In Cockpit="1"


I love the new sounds and really like the dash.
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#3210982 - 02/18/11 03:19 AM Re: VHR 2011 - Feb. 16...errr, make that 17th! [Re: LugnutUSA]
guod Online   cowboy
Lifer

Registered: 09/29/00
Posts: 21658
Here's my test video. It's still processing as I write this so only cheesy 240 is available. 1080 will display once processed. More notes beyond what I wrote earlier in this thread on the YouTube page.

http://www.youtube.com/watch?v=zX0ZMqMbhVM


I read the "15" reference on the VHR intro but I thought it was referring to field of view. Thanks Panther, I'll try that tomorrow.
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