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

RFACTOR 2 BUILD 906 NOW AVAILABLE!

http://rfactor.net/web/2014/12/16/rfactor-2-build-906-now-available/

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Update 28 (Build 903-unstable, 904-release) Changelog Dec 11, 2014):
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FEATURES:
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Added code to allow non-linear analog gauges.
Added some feedback to 3 AI parameters to dev mode AIW editor (corner caution:, understeer throttle cut:, understeer lat) so that you can watch in realtime as they have an effect.
New Launcher UI.
New remote content package manager integrated with Launcher UI.
Simplified activation process.
Sync Manager now restarts Launcher after update installation with original permissions.

BUG FIXES / OPTIMIZATIONS:
————-
Fixed intermittent crash on vehicle load.
Fixed rain volume which became too loud for some reason.
FXAA fix for monitor.
Fix for extraneous window in ded server mode.
Possible fix to 1st time failure downing vmod install failure on game connect in cases where vmod and components already downloaded but not installed.
Set lower default spotter volume.
Changed the small rfm, veh, and track main page display buttons to not load an image if their image size is set to 0 in either dimension. This is to prevent crash if a UI should have them on the same page as one of another gizmo that uses those assets (and destroys them).
Fixed bug with options not always remembering rfm/vehicle/track list/menu preference.
Fix for replays not loading some *.mas skins. (skins shared over multiplayer may still not load)
Potentially fixed names running over the HUD menus with a new HUD parameter & a fixed algorithm.
Fixed 64 bit Dev Mode inablity to save AIW files.
Fixed a potential crash upon starting AIW editor.
Fixed pit menu selected box from being too small in some cases.
Fixed HUD message center messages from extending beyond the box in some cases.
Fixed bug where virtual vehicles created with a *.mas loose skin file instead of a *.dds skin file wouldn’t show the correct skin in the spinner or on track.
Fixed a rare buffer overrun error in track name text display.
Changed replay letterbox to extend the entire width of the screen instead of just inside the options extent.
Attempted fix for occasional vehicle load/unload loop that appeared to cause network lag.
Fixed some multiplayer “Get Mod” issues with downloading/installing components and cleaned up the UI to be more readable.

UI / HUD / OPTIONS:
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Added APP_TextValue_GarageTireLoad_FrontLeft, APP_TextValue_GarageTireLoad_FrontRight, APP_TextValue_GarageTireLoad_RearLeft, APP_TextValue_GarageTireLoad_RearRight Gizmos back. (not yet used in default options)
Created gizmos for replay mode, length and current position. (not yet used in default options)
Renamed “binkanimations” to “genericanimations” since they not longer use bink
Added HUD parameter for pit menu maximum length.
Added an “instant update” parameter to vehicle and track lists for options that forgo the “accept”/”cancel” mechanism.

MULTIPLAYER:
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Broke up installing of downloaded components on multiplayer join so that the options have a chance to update and get a little bit of ui feedback to the user about what the game is doing

GRAPHICS
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Modified scene post-gamma value to improve color balance.
Ambient boost removed, no longer needed with improved scene gamma.
Improved some HDR automation parameters.
HDP files now deprecated and are disabled by default. HDP files can still be enabled via the plr file option ‘Enable Legacy HDR Profiles’.
Removed specular floor value, which was causing incorrect highlights at night.

CONTROLLERS / FFB:
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Added a Controller.JSON value “Steering Torque Capability” in order to specify the strength of strong FFB wheels (like direct drive). If this is set properly, and it exceeds the NominalMaxSteeringTorque for a given vehicle, it allows a 1:1 correlation between the calculated torque and the actual FFB torque. (However, note that we still don’t model power steering, so the calculated torque is stronger than it should be for some vehicles.)
Increased the number of buttons per controller supported.

MODDING / PUBLIC DEV:
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Updated the component mas file loading (for tracks only) to remove irrelevant layout mas files.
Dev Mode: When editing AI driver parameters we now change the driver to match selected car in the editor window automatically when bouncing between cars

PLUGINS:
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Set the mLastImpact* variables in the telemetry plugin interface.
Made plugin interface to add chat messages work on dedicated servers.
Fixed a few things with the Internals Plugin weather interface, and added a new option to apply cloudiness instantly.
 
LIME ROCK PARK V2.0 NOW AVAILABLE!

http://rfactor.net/web/2014/12/19/lime-rock-park-v2-0-now-available/


CHANGELOG (v1.43 -> v2.0)

NEW BITS
Updated roads, curbs and concrete to use Real Road Shader
Replaced trackside vehicles with more detailed ones
Replaced all sector timing lines
Redone all verges and fixed the most important mapping glitches
Redone groove mapping
Set new static reflection map position
Filled hills with more treelines
Applied new terrain shader and re-blended terrain
Applied vertex-based terrain shading (Radiosity + manual tweaking)
Added billboard weeds on terrain embankments
Added collision object for vehicles (hit at own risk)
Added crude –but effective– concrete wall to close off infield terrain gap
Added (lightweight) RC Layout
Increased number of pit spots
Included Test Team RealRoad Preset Pack

FIXES
Fixed black faces on pit, paddock, Skip Barber and outer buildings
Fixed vegetation Vertex Alpha
Fixed crowd Vertex Alpha
Fixed unusually odd glitches on building glass
Fixed glowing marshals
Fixed hard seams at treeline edges
Fixed oil waste bin normal map
Fixed curb mapping
Fixed seam in curb mapping
Fixed tree mapping
Fixed gaps at T1, Podium and Paddock terrain
Fixed smoothing issues on some trackside objects
Fixed tyrewall popups
Fixed vegetation popups
Fixed tyre collision detection
Fixed building collision detection
Fixed floating crowd due to missing buildings on lower detail
Fixed outstanding shadow popups
Fixed some texture saturation
Fixed Paddock stripes to line up with pit building
Fixed Paddock cones to line up with pit building
Attempted to reduce tree transparency issue

IMPROVEMENTS AND ENHANCEMENTS
Improved movable objects reaction
Improved crowd material
Improved pit building normal maps
Improved outhouse normal and specular maps
Improved vegetation materials and textures
Improved and optimized glass materials
Improved road and terrain texture sets
Improved painted stripes
Improved armco normal map
Improved vegetation randomness through vertex shading
Added bump/spec maps for fence-mounted ivy
Added key terrain reflections
Moved fire truck to narrow the incorrect pit exit shortcut
Reduced aliasing on Barriers and Tyres
Reduced aliasing on Terrain
Reduced aliasing on Vegetation
Reduced aliasing on Buildings
Reduced aliasing on Structures
Tweaked fog

OPTIMIZATION
Optimized roads, curbs and terrain for smoother performance
Optimized road and verge decals for smoother performance
Optimized armco for smoother and better performance
Optimized fences for smoother performance
Optimized tyres for smoother and better performance
Optimized buildings for smoother performance
Optimized structures for smoother performance
Optimized small props for smoother performance
Optimized vegetation for smoother performance
Optimized crowds for smoother performance
Optimized vehicles for smoother performance
Optimized wet surface reflections
Optimized environment reflection on carbody
 
RFACTOR 2 BUILD 930 NOW AVAILABLE!
http://rfactor.net/web/2015/02/15/rfactor-2-build-930-now-available/
We’ll also be working on some guides, featuring the newer launcher and UI, explaining how to do some of the basic things newcomers may find daunting. Stay tuned for those…

As always, both the demo and SDK/Dev mode have been updated to reflect the changes in the latest build. Download installers here, or the SDK here.

Release notes (changes from Build 910):

FEATURES:
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– Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
– Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
– Added new option to select stretch UI width.
– Implemented “Change Password” button and added option to login dialog.
– Enabled virtual vehicle selection (and propagation) in multiplayer.

BUG FIXES / OPTIMIZATIONS:
————-
– Fix issue where clouds sometimes don’t show up in replays.
– Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
– Fix broken multihead.
– Fixed issue where car class was reported incorrectly.
– Fixed Launcher crash when exiting Mod Manager.
– Added auto-focus to login dialog input.
– Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
– Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
– Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
– Fixed multiplayer sort game list by series.
– Fixed bug where 1st line of credits is potentially a random font
– Fixed multiplayer game list gizmo text colors.
– Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
– Fixed monitor window FOV issues
– Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
– Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
– Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
– Fix for aspect ratio problems in monitor

GRAPHICS
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– Fade clouds in and out rather than popping.
– Fixed monitor window FOV issues

MODDING / PUBLIC DEV:
————-
– No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
– Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
– Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
– Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
– Updating SDK with latest content and same UI as the main game.

TIRES:
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– Minor update to CPM invalidates previously-generated CPM data.
– Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
– Mass imbalance from flatspotting is now correctly modeled.
– Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).

UI / HUD / OPTIONS:
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– New UI with resolution 1920X1080.
– Removing hard-coded HUD elements shading and alpha.
– Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
– Download mode textbox gizmo now only displays name of mod file, not full path.

PLUGINS:
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– Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.

Notes:
– If you had HDR legacy enabled, you will get a misalignment in UI after auto updating. You can fix this with a .json file edit to set.
– You need multiview enabled if using multiple / triple screens.
 
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