****Official rFactor 2 Thread****

Build 342
http://isiforums.net/f/showthread.php/16632-rFactor-2-Build-342-Released

================================================== ===Update 19 (Build 341-unstable, 342-release) Changelog (October 22, 2013):
================================================== ===


FEATURES:
————————
Now allowing user vehicle data (like FFB multiplier) to be stored separately from mods. To enable, set the PLR file option "User Vehicle Data" to 1. The current default is 0, which is the original behavior. If it works well, we will change the default.
Allowing virtual mirrors to be used with onboard cameras now. Also made mirror key apply to swingman and onboards.
Added UI options to create a "virtual" vehicle...based off an existing vehicle. Goto Tuning Page with an existing vehicle...select a loose alternative skin. (if no loose alternative skins are availible, hit the "create dir" button, then the "reload" button and it'll generate one for you (use the skin spinner and select "alt"). Once you select an alternative loose skin, the "create" new driver button should be enabled. hit that...fill in the new driver name and team, and next time you enter the vehicle selection screen you should be able to select your new vehicle. (new "virtual" vehicle will also be available as an opponent) (Doesn't currently work for multiplayer).
Added a more generic way for physics modders to attach pushrods (or spring/damper units); in particular they can be attached to A-arms now.
Added tire compounds to results file.


GRAPHICS:
————————
Changed baseline turbidity to 2.0
Now able to exclude specified objects (such as cockpits) from HDR scene avg luminance computation.
New particle cloud system is being phased in.
Improvements to HDR downsampling.
Reflection maps set to Off now uses a near-static map.
Some improvements to reflection map rendering pipeline.


BUG FIXES / OPTIMIZATIONS:
————————
Fixed case where incorrect password would be saved after a failed download.
Fixed incident reporting and crash sounds, not coincidentally!
Fixed mistake when we added support for 6 controllers.
Garage UI captions that are overridden by one vehicle now get reset to the default if a different vehicle is chosen.
Fixed time length of replay reported in Replay Information box.
Improved handling of the situation where there are more vehicles than garage spots (added warning message, and prevented a possible CTD).
Added a controller.ini variable "Detect Rearranged Controllers" which was and is on by default, but can now be disabled if it seems to cause problems.
Computing main vehicle body extents using collision body only now, since collision is its primary purpose. For some cars, this fixes a problem where the AI thought the car was really wide due to the ambient shadow object.
Fixed a problem where the grid at the monitor would look messed up if adding/removing vehicles while paused.
A hopeful fix for the problem where Windows 8 users are reporting occasional lost controllers.
Fixed the position displayed in front of the driver's name at the monitor, which was usually incorrect when viewing replay.


MULTIPLAYER:
————————
Allow /restartwarmup to go back to the warmup session briefly even if it is disabled. The purpose is to allow pending drivers to join.
Optimized the initialization of temp cars in multiplayer, which reduces the slight hitch when other clients join while you are driving.
Fixed bug where server messages were being labeled as "Your Name:" instead of "[server]:"


MODDING / PUBLIC DEV
————————
Fixed crash from entering game with no AIW file.
Added new gizmo APP_TEXTVALUE_REPLAYDRIVER for OSC modders that only displays driver's name, not position.


AI:
————————
Introduced version 1.0 of new AI learning code. When Autocalibrate AI Mode="2" in the playerfile, AIs will run laps in practice trying to optimize their operating parameters on a per corner basis ( up to the new playerfile variable "AI Calibrate Sample Size" number of trials). They create a database (*.wis file...for "wisdom", in the UserData\player\Settings\componentName\VehicleFile directory) with the results & use these results to adjust their parameters on the fly in a race. Because this is the first release, it's not completely full-featured...for best results, during practice, disable fuel usage, tire wear, and mechanical failures, and try to keep out of their way (they will not currently ignore a result because the the AI was held up by another car). Results are stored between games, so you may run a race with fuel usage, tire wear, and mechanical failures once the databases are created.
When Autocalibrate AI Mode="3", the AI will only read and use existing knowledge.
 
rFactor 2 Build 382


Obviously, as always, this update includes a new demo. That demo includes the newly updated C6.R. If you have friends who you think should try the demo with the new C6.R, feel free to share the link to it http://bit.ly/1cDs53k with them.

Auto update should work now/soon. If you are using a vastly out of date build, consider manually updating.

Manual updates can be done by downloading the Lite installer, and installing it over your currently installation location(s).

If not installing fresh, and noticing any backwards movement in performance or visuals, consider having rFactor2 recreate shaders by deleting all files in \Documents\rFactor2\UserData\Log\CBash. Tracks will load slower first time after doing it, as files are recreated.

The ISI Official Servers should be ready for you to use with B382, or close to being so.

Build Notes:
================================================== ===Update 20 (Build 381-unstable, 382-release) Changelog (December 18, 2013):
================================================== ===
GRAPHICS:
————————
Improved usage of particle cloud for engine effects


FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.


BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some “virtual” vehicles not loading the their skin
Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed “A.I. cars not in private test day list after creating second test day” bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
Fixed shadows not displaying properly in replay mode


MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.


UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
improved track list gizmo to better handle locations that are missing track gdbs.


MULTIPLAYER:
————————

Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.
You can also now renew your rFactor2. You should see an option to do so on the purchase page. If any of you want to assist us in testing it now, renewing early, please do so and let us know of any problems.

Known issues (or possible ones reported by unstable testers/internal testing):
Build 342 rrbin files are not compatible with this build (not intended, don't delete them yet, might be compatible with next build).
Some reports of slow responsiveness in garage menu, usually with nearby AI.
Possible connection between personalized skins and new collision prediction effectiveness.
Some car reflection issue caused by tracks (as seen with our new C6R).
Download links.
 
Lock Drummond v1.1

Loch Drummond v1.1 Released
Loch Drummond v1.1 now available.

You should see quite a nice increase in framerate at this version. Please uninstall and delete v1.01 and install v1.1.

Profile with lap videos: http://rfactor.net/web/rf2/rf2dl/loch-drummond/
Download links: http://rfactor.net/web/rf2/rf2dl/

Changelog:
Fixed upside-down crowd in some grandstands
Fixed several objects intersecting fences
Added invisible colliders to in/outfields
Added canvas in front of tyre walls
Optimized tyre wall LOD distances
Optimized tyre wall reflections
Optimized tyre wall shadows
Optimized Radio Towers: separated into multiple VisGroups
Optimized GrassVerges
Optimized some textures
Removed tyre stack in chicane
Removed tyre wall collision objects
 
Honda Civic NGTC BTCC Car v1.07 Released
http://isiforums.net/f/showthread.php/17729-Honda-Civic-NGTC-BTCC-Car-v1-07-Released


https://www.youtube.com/watch?v=_Kur7NMPdcU


Note: Build 342 captures.

Download:
http://rfactor.net/web/rf2/rf2dl/
Note: I expect the servers to get pounded, even though it's New Year. I emailed to Mirrors the link early, but haven't got one back yet. Will add them as I get them.

Screenshots:
http://rfactor.net/web/rf2/rf2dl/hon...c-touring-car/
Note: Build 342 captures.

Profile:
http://rfactor.net/web/rf2/rf2dl/hon...c-touring-car/

IMPORTANT INFO ON HOW TO DRIVE THE CAR:
http://rfactor.net/web/rf2/rf2dl/hon...c-touring-car/

Servers:
I have three Civic servers up, Silverstone, Mores and Loch Drummond. You can learn about the car together.

RAF Benevolent Fund Web site:
http://rafbf.org

Other notes:
- There are 18 AI I believe.
- Didn't get a huge amount of testing at this version 1.07, but I'm not expecting any huge issues.
- LOD popins may be seen on some TV cams, this wasn't fixed due to FPS concern with a reduced distance on a track like Silverstone - obviously this is temporary.
- When painting, avoid using the 1, 2, 14, 15, 55, 77 cars as your base. They use window, wheel, and ad templates that you would need to overwrite. Other cars just need the main skin.
 
Silverstone 1.14

- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data

- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras

- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone

- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials

- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures

Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.
 
RFACTOR 2 BUILD 590 NOW AVAILABLE!

http://rfactor.net/web/2014/03/20/rfactor-2-build-590-now-available/

http://rfactor.net/web/rf2/devscorner/rfactor2-build-notes/#590

=====================================================
Update 22 (Build 589-unstable, 590-release) Changelog (March 18, 2014):
=====================================================

GRAPHICS:
————————
Fixed bug with HDR lum histogram when in SLI mode
Fixed 3D Vision problem with tire shader
Added extended ambient shadows under cars
Modified EnvReflections = Off mode to render only sky/clouds into ref map

FEATURES:
————————
Added “+memstats” cmdline option to output memory usage file

BUG FIXES / OPTIMIZATIONS:
————————
Fixed crash on MP lobby UI page
Fixed an issue with duplicate mas names during packaging; incorporated mutex stuff into masBase to allow toggling of mutex requirement during mas object creation
Fixed bug where 1st time running after fresh install keyboard and controller support will be disabled.
Fixed a potential problem with upgrades that adjust gear settings.
Fix issue where sometimes shadows were fuzzy in cockpit until you hit Insert three times.
Fix for sidebars not clearing when exiting replay mode directly from control screen.
Fix for issue where a vehicle is constantly loaded/unloaded in multiplayer when they have a special skin

MODDING / PUBLIC DEV
————————
Added “Copy To Clipboard” button to TTool.
Fixed viewer.exe crash
Corrected rFactor Mod Mode.exe UI
Fixed lockup when mouse is moved in mod mode

UI / HUD / Options:
————————
Added a button to manually transfer loose livery file, so that you may update the server’s copy or get the latest version of the livery stored on the server.
Disabled Mod button if server and client version do not match.

MULTIPLAYER:
————————
Fixed +oneclick crash
Fixed join button greyed out issue
Message box shown if dedicated server is stated with oneclick but no mod is loaded
Reduced likelihood of problem in non-race multiplayer sessions where vehicles that joined late would usually not load.

CONTROLLERS / FFB
————————

AI
————————
Preventing driver database from growing much larger than it needs with duplicate entries
Loading custom paths from the loose track directory (*.aip files contain info for a single path)
Small change attempting to reduce AI tendency to stay behind a slower car.
 
1999 PANOZ AIV ROADSTER NOW AVAILABLE!
http://rfactor.net/web/2014/03/20/1999-panoz-aiv-roadster-now-available/

Perhaps known to many as ‘the car from Midtown Madness’, you can now download the Panoz AIV Roadster from our downloads page. As always, this is a free download.

The AIV Roadster, designed around the time when most American production cars were not renowned for their handling characteristics, was a breath of fresh air to many. While the car shares many components with Ford (allowing the car to be serviced at any Ford dealership), the things most important to provide a good handling car were meticulously designed to provide a fun, stable car that was just about as quick around the bends as any other sports (or even super) cars of the time.

It employs double wishbone suspension all-round, a near 50/50 weight distribution, light weight, at around 1170kg, and comes equipped with an LSD.

The engine represents a near perfect balance between power and drive-ability, while not producing the insane figures of some modern sports cars, by no means is the car a slouch either. Straight from the Ford Mustang, the engine produces 305hp, 407Nm, enough to propel the car from 0-60mph (96km/h) in just 4.6 seconds. Aerodynamic drag does significantly inhibit the cars top speed, though, to around 135mph (217km/h).

Driving techniques are not particularly difficult or unique to this car. It’s about as much of a fun car as you can have, control is relatively easy and drifting quite possible (though not the fastest way to get around the track).

To get the best lap times, it’s all about braking late and deep, avoiding that inside lockup, and fighting that extremely tempting urge to floor it and drift your way around the corner. Instead, keep it cool, feel where the maximum grip is, the rear should be kept just in a very shallow slide, and use the normal ‘slow in fast out’ technique common to most forms of motor racing.

The car has most of the common characteristics of street vehicles, some minor lift oversteer, and you can get power on oversteer with excessive throttle too, but in general the Roadster is a well balanced vehicle.

Tyres:
245/40 R18 Optimum temperature around 80 degrees.
295/35 R18

Brakes:
No ABS. They work well from low temperatures, but ideal after the first stop. Some fade sets in around 650°C. Corrected brake bias is about 62% forward, and there is no adjusting it.

Gears:
Keep in mind 5th gear is all but useless during competition in this car, designed to improve mileage during highway use. The other gears are also designed for specific speeds, more than to allow smooth shifting. There are noticable differences in redline in specific gears that will take some time to get used to.


DOWNLOAD

http://rfactor.net/web/rf2/rf2dl/
 
Karts 0.991 and Quebec SuperKarts 1.07 track available

http://isiforums.net/f/showthread.php/19089

Wasn't expecting a release today, so some bare minimum stuff here at the moment.

Please consider reading the preview posted a few days back, it will help!
http://rfactor.net/web/2014/03/27/kart-preview/
Or the Kart profile page (largely same info, more info on profile though):
http://rfactor.net/web/rf2/cars/karts/

Getmod should be working if you host with them.

Download from the cars, tracks and/or the downloads page so you don't have to use getmod:
http://rfactor.net/web/rf2/rf2dl/
Click 'configurations' on the track to see layouts and links to vids.

Our Youtube channel has laps of all the layouts in the Junior kart, trailers, races, etc.
http://rfactor.net/web/rf2/videos/
https://www.youtube.com/user/ImageSpaceInc/videos

Screenshots (were already public):
http://rfactor.net/web/rf2/screenshots/
https://www.dropbox.com/s/ns4qdstj34...40327karts.zip

OPTIONAL (install/uninstall/select in the customize menu):

HUD - http://rfactor.net/web/getfile/kart-hud/
Showroom (I wouldn't bother unless you use the UI as well) - http://rfactor.net/web/getfile/kart-showroom/
UI - http://rfactor.net/web/getfile/kart-ui/

Known issues: Rear axle visuals misaligned with AI. Visual driver position, bit high. Will be altered later. Shadows showing under bridge (but I don't think this is mod specific). Of course, this content is older than most recent content. Although the Karts have been updated a few times, the track really hasn't, so it compares with content pre-Mores, probably pre-Brianza, in terms of textures, etc. Still can look good at times, and is ENORMOUS fun to drive.
 
http://rfactor.net/web/2014/04/15/rfactor-2-build-660-new-touring-car-demo/

It has been a busy month here at ISI, with the free releases of Build 590, the Panoz AIV Roadster, two types of Karts, and the Quebec karting track. Today, April 15, we release Build 660: This build is part of what should be an ongoing effort to consolidate the features of rFactor 2, in shorter timescale releases, while we work on newer features in the background, holding off on introducing them to the public product until they are at later stages of development.

Of important note is that our demo content has been changed. We have removed the Corvette C6.R GT2 and Lime Rock Park, replacing those with the Honda Civic Touring Car and Silverstone Circuit. If you want to run door-to-door with Matt Neal, Gordon Shedden and 2013 BTCC Champion Andrew Jordan while you find out about rFactor 2, now is your chance! Download below!

Note: C6.R and Lime Rock are still available freely to those who own rFactor 2. Simply download them from our cars and tracks pages after purchase.



#660 Patch Notes
http://rfactor.net/web/rf2/devscorner/rfactor2-build-notes/#660

GRAPHICS:
————————
Added texture sharpening option to plr file allow mip lod bias adjustments (alt-m no longer required)

BUG FIXES / OPTIMIZATIONS:
————————
Made presets actually available in RealRoad gizmo for tracks besides the first one loaded.
Fixed scoreboard tower code.
Fixed a newly-introduced crash if there were no trackside cameras.
Fixed potential crash if transparent trainer is enabled on client.
Fixed it so trace.txt doesn’t go to VirtualStore.
Fixed minor memory leaks.

MODDING / PUBLIC DEV
————————
Report some inner tire temperatures to plugins.
Computed some missing telemetry info.
Added some replay control to the plugin interface.

MULTIPLAYER:
————————
hooking up skin download/upload progress bar to the actual transfer library progress
Implemented a likely improvement in multiplayer collision.
 
Ok.

I purchased this at launch with a Lifetime sub but took them up on their offer of a refund as it was not at a level I wanted at that time.

Has the mod update service worked out as intended? Are mods updated automatically if the author does the appropriate donkey work?

Mod updating is a piece of cake. The only problem is most people are lazy, and you need to keep and eye out on updates. If they had some sort of system built into the launcher that automaticaly updates standard rfactor 2 mods, it would be better! A built in mod browser with 1 click install would be ideal.
 
http://rfactor.net/web/2014/04/20/happy-easter-from-isi/

HAPPY EASTER FROM ISI!

As we’ve had many requests for dirt vehicles and in particular help with dirt type tires by modders / mod teams. The ISI content team decided to have a little fun and experiment with what’s possible within the current tech. While rFactor 2 doesn’t have full support for loose dirt / soft terrain modelling at present, rF2 is more or less capable of what rF1 was, and provides somewhat reasonable correlation. The results of this experiment is yours to download and we hope you can see the entertainment value that these vehicles bring.

Interceptor Quad65MBApr 20, 2014 – v0.91ORConfigurations: 1
Lost Valley80MBApr 20, 2014 – v0.9ORConfigurations: 1
For modders, the tyre was basically generated in the normal procedure, while the [realtime] section was altered to resemble something like dirt characteristics. You might note that this content was done in a relatively short space of time, and naturally this shows in a few areas, but it is our hope that this proves that ISI still remain committed to bringing dirt simulation to rF2 in the future.

We’d like to wish everyone a happy Easter from ISI and we really hope you enjoy this little project.
 
http://rfactor.net/web/rf2/cars/formula-renault-3-5-world-series-car/

FORMULA RENAULT 3.5 2014 WORLD SERIES CAR

World Series Formula Renault 3.5 is without doubt one of the top tiers of open wheel motor racing and often the final step for aspiring drivers into Formula One. We present to you, the latest iteration of the car in all its 2014 specification glory.

Designed with driver development in mind by Dallara, the Formula Renault 3.5 comes equipped with technology used at the very highest level, such as semi-automatic gearboxes, carbon brakes and DRS. The combination of a 530bhp V8 engines, considerable downforce and Michelin tyres results in an extremely efficient car, capable of cornering at high speed.

rf35_aeroAerodynamics
The rear spoiler features a drag reduction system (DRS) that can be activated by the driver. This system disrupts the airflow in order to increase straight-line speeds. Designed using computational fluid dynamics and later tested in a wind tunnel, DRS is a low-cost way to improve aerodynamic efficiency and increase performance.
rf35_suspSuspension
The suspension adopts a classic system for a single-seat racing car: double wishbones, pushrods and adjustable spring-damper units (one front, two rear). The two-way adjustable dampers are identical at the front and the rear. They are ultra-light and allow a weight saving of 4kg for the car as a whole. Similarly, the machined aluminium hub carriers increase rigidity by 65% and reduce the unsprung weight by 3kg per wheel.
rf35_brakesBrakes
The brake discs, gripped by Brembo sixpiston monobloc callipers, are identical at the front and rear of the car. The discs use a new form of carbon and are designed for enhanced cooling.
This, combined with the car’s aerodynamic features, makes the brakes hardwearing and efficient, with short stopping distances.

rf35_engineEngine
Performance is achieved via a 530bhp V8 engine, developed by Zytek Engineering and connected to a semi-automatic gearbox with pneumatic activation. It offers a wide operating range, with the rev limit set at 9500 rpm (running on 102 octane fuel).
rf35_gearboxGearbox
The Formula Renault 3.5 employs a Ricardo six-speed sequential gearbox, which is teamed with a pneumatic rather than hydraulic control. This setup, developed with Shiftec, improves usability and saves weight. The selflocking limited slip differential offers four engine-transmission combinations, and the magnesium casing supports the rear suspension anchor points.
 
http://rfactor.net/web/2014/05/24/indy-car-and-indy-now-available/

INDY CAR AND INDY NOW AVAILABLE!

We are happy to announce that the Indy car and Indianapolis Motor Speedway are now available, free, to rFactor 2 users. This was an epic project for us, with the oval and roadcourse originally surveyed in 2012, we visited the facility five more times since, including being there the day after the asphalt was laid late last year. We’re extremely proud to be the first simulator to feature the new 2014 Grand Prix of Indianapolis roadcourse as well.

Our track team have gone above and beyond by including the 2007 Grand Prix, 2013 Grand Prix, 2014 Grand Prix and 2013 Oval layouts for you to enjoy. All for free to those of you who own our product.

There are three physically different Dallara DW12 chassis configurations and it has two engine configurations, making a total of six technically different cars. Within the roadcourse configuration, we also have two tire options, Primary (black-sidewall) and Alternate (red-sidewall). This means effectively seven combinations, not including wets. Again, all free for rFactor 2 users.
 
Build 770

http://rfactor.net/web/2014/07/01/rfactor-2-build-770-now-available/

Highlights of this build are improved memory usage in 32bit, realroad got some major tweaks and is no longer accelerated (unless you want it to be), flag rules without disqualification as an option, lots of AI improvements, new matchmaker technology in the back end, enhanced plugin reporting, some modding tool changes, and various fixes and tweaks. 64bit exes are available to openly test (see below).

As we see a lot of people using out of date SDK builds, don’t forget we also update the dev mode exe with every build! Find it in the dev corner.

Download the new build here.

=====================================================
Update 23 (Build 769-unstable, 770-release) Changelog Jun 30, 2014):
=====================================================
GRAPHICS:
————————
Fixed sun block bug which caused inconsistent occluder values.
Fixed a bug where HUD textures refuse to load.

FEATURES:
————————
Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables.
Upgraded to latest version (9.3k) of Miles Sound System.
Updated projects to latest OpenSSL (1.0.1h)
Support added for gear-specific rev limit offsets.
Added additional Flag Rules option “Full w/o DQ”.
Eliminated race condition that could cause race rejoin to fail.
Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions.
Added the ability to control vehicle- and tire-specific effects on RealRoad.

BUG FIXES / OPTIMIZATIONS:
————————
Optimized memory usage.
Fixed thread safety issue that could produce crash when crossing finish line while recording a best path.
Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor.
Fixed issue where leftover RealRoad events could be applied in the wrong session.
Fixed inconsistent writing of config.ini if installed to write-restricted path.
Improved collision with temp cars.
Fix reporting of anti-stall to plugins.
Potential fix for exiting game while skin transfer is unfinished.
Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters.
Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads.
Fixed issue if server was password protected it would not verify server content was installed on client.

MODDING / PUBLIC DEV
————————
Added OpenMP to Mod Mode and Dev builds (improves speed of TTool).
Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind).
Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK.
Attempt to use AVX (if available) in 64-bit TTool.
Fixed double screenshots in TTool.
Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup.
Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page.

UI / HUD / Options:
————————
Added new gizmo action to clear multiplayer password.
Possible fix for HUDs picking up & using unrelated but identically named assets.

MULTIPLAYER:
————————
Sync up RealRoad on new clients at an accelerated pace.
Changed upload/download speed variable so that higher rates could be set in the dedicated server.
Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients.
Fixed multiple players in dedicated server startup dialog.

CONTROLLERS / FFB
————————
Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this.
Output FFB value to plugins even if no FFB devices are detected.

AI
————————
Added checks to be sure only real AIs can talk and request pits.
Improvements to superspeedway AI.
Added AI control to PhysicsOptionsV01 in plugin interface.
Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without.
Fixed AI cars swerving on formation lap skip and transition from formation lap to race.
Removed unnecessary AI braking prediction that had them tapping the brakes needlessly.
Reset “add AI” menu when leaving page
 
Build 798

http://rfactor.net/web/2014/07/22/rfactor-2-build-798-now-available/

Another new build for rFactor 2 this month, with a continuation of our focus on fixes/adjustments to existing features, and the memory usage updates like 64bit being the priority.

This build sees the introduction of 64bit executables in an official capacity, with the launcher now selecting to run 64bit if possible to do so (you can choose to run 32bit by using the Advanced tab on the rF2 launcher). This meant a change in file structure, which means those of you who already own rFactor 2 (or have an older demo installed) should either use auto update or freshly install the product core to avoid duplicated or orphaned files.

Unsure of how to do a fresh install? There are various opinions on what that is, here is an example.

You can discuss this update in our forum, or ask for advice there.

What is 64bit? Why? Here is an earlier news post explaining 64bit.

=====================================================
Update 25 (Build 797-unstable, 798-release) Changelog July 21, 2014):
=====================================================

FEATURES:
————-
Moved plugins dir to Bin32 and Bin64 for 32 and 64 bit plugins.
Launcher now runs 64 bit executables if possible.
Updates no longer require login.

BUG FIXES / OPTIMIZATIONS:
————-
Fixed crash on exit.
Fixed inability to scroll mp lobby after server item in list was selected.
Fix problem where players rejoining a race would lose any laps over 63.
Fixed a typo where the Real Road Time Scale setting for qualifying was used for race and vice versa.
Fixed dedicated server memory leak.
Reverted a change made to window style which broke some windowed modes

MODDING / PUBLIC DEV
————-
Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
 
Back
Top Bottom