Hi folks,
Download:
http://rfactor.net/web/rf2/rf2dl/#c6r (or at the top of the page, whichever, same links).
This is an individual component, and represents how content should be released from now on. Per car, per track, etc. Old content, currently only available in rfmod packs, will also be released in the same way.
One thing to note with the C6.R is that you shouldn't get TOO comfortable. There is a new build coming that may alter it a tiny bit in (tire model) handling, but we wanted you to have something fun for the weekend anyway.
That new build is very close to release.
Cheers,
Tim.
Nice Rotax mate.... Crail being its usual wet self in your pics...
What's the crg like?
We run a 2012 tony in jtkm....
Just go to crail to get some serious time in away from everyone else usually at larkhall.
We normally race there and rowrah..
=====================================================
Update 11 (Build 146) Changelog (Febuary 4, 2013):
=====================================================
GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.
GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.
PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.
AI:
————————
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.
UI / HUD:
————————
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed occasional crash-on-exit bug
MULTIPLAYER:
————————
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.
PLUGINS:
————————
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier
REPLAYS:
————————
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.
MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr
Build 156 is available on the downloads page (rF2 section) of rfactor.net now. If you do not plan to use it today/soon, please use the torrent. Auto update will be active fairly soon.
What most will consider small changes and fixes mainly. One change that will be noticed is the new Mod Manager:
This tool is meant for modders to get a better idea of what they have on their system and be able to manage it. One of the planned features (not yet in) is to have packages (mods, components) automatically installed when the sim starts up and sees something new.
So although we are giving mod management more options, our goal is that most consumers of mods will not be digging into this.
Other than that, we are working on implementing some of the things you already have more fully, and have a high priority to release the content you have as individual components (1 car in a file, 1 track in a file) to ease understanding. The content should also be bugfixed and have updates (to shaders, for example) when this is done.
You may follow Jeremy Miller on Twitter for more information on internal testing now. He will remark whether it looks like an update is going to make it or not, so you have more of the kind of information you wanted. It should be noted that we do internal tests weekly, but have no plan on releasing after every successful test.
Here are B156 release notes:
================================================== ===
Update 12 (Build 156) Changelog (Febuary 28, 2013):
================================================== ===
GRAPHICS:
————————
Fixed shaders bug with vertex color adjustments
Fixed headlight bug where headligths would lag one frame behind
Fixed broken tire temp indicator on HUD MFD
Attempt to fix occasional smoke problem with transparent trainer
PHYSICS:
————————
Fixed some issues that happen when upgrades make a change in the number of tire compounds
Added “hard” anti-stall.
Made anti-stall a feature that can be permanently enabled rather than depending on anti-clutch driving aid (HDV: “”AntiStallLogic” =1″, default is 0)
Fixed HDV variable GraphicalOffset so that x&z values don’t affect normal driving physics (y value never did; note they all affect collision, though)
“RearFlapZoneSessions” and “RearFlapWetThreshold” should also be allowed in the RFM (in addition to the GDB); “RearFlapZone” remains the same, GDB-only
Converted TBC parameter “WetWeather” from boolean to floating point value so AIs could judge the level of wetness handled. Exactly zero should still be used for dry weather tires, for the sake of rules.
Added new optional algorithms for engine brake map.
UI / HUD:
————————
Fixed bug on main menu vehicle button if there are no cars installed
In controls menu, highlight controls currently being activated (helps me remember what button is what on my wheel)
Added new playerfile variable “OPT_UI_KeyNav” that toggles keyboard navigation of options.
Removed useless HUD parameters
REPLAYS:
————————
Fixed the situation where replays of races would crash right after track load
MODDING / PUBLIC DEV
————————
Updated ModMgr UI
AI:
————————
Prevent AI cars from fueling if race parameters disallow it.
MULTIPLAYER:
————————
Fixed a bug where 2 clients that have the same custom skin names would sometimes see the other skin on their local car.
Driven by veteran Timo Glock and newcomer Charles Pic in 2012, the MR01 helped the team move ahead of HRT and challenge Caterham for 10th-place in the Constructors Championship, eventually losing out in the final race.
The first car designed by the team itself after previous seasons using a computer aided design process, the car proved to be reliable, and this gave great benefit when taking the fight to the Caterham-Renault team. Using the lower-powered Cosworth 90° V8 customer engine, the team also went without a Kinetic Energy Recovery System (KERS) for the whole season, and this led some pundits to believe Marussia had the better chassis overall.
The car finished in 12th-place in both Singapore and Brazil, and between both drivers only failed to finish six races. The team took 11th-place in the Constructors Championship.
Thanks, the crg in my opinion is the best chassis i have ever been on. I have not had it out on proper tyres or in the full dry yet but from what i have experienced it feels very solid. The chassis feels like new and it looks like new. Turning into corners it feels very responsive, it does what you want even with worn out sl6s (not using my new mojos in the wet/cold testing days). The brakes are just unbelievable. You brake as soon as the corner starts then you turn in, no braking to slow down before you turn into the corner. I cannot compare it to other chassis. I have never been on anything new. My previous chassis was saxon predator for my biland sa250. It was bad. It was very floppy in the corners. My chassis before that was a 2005 tony kart what won the scottish championship in 2006 from the guy i bought it from. That is a good chassis but to soft for my liking. Going into corners you are always lifting a wheel no matter what setup you do. The CRG has that extra stiffness in the rear to stop that from happening. It's all about personal preference to me and driving style. The CRG suits my style, little wheel movement and sharp brakes.
I take it you have been to crail before? do you go regularly?
Yeah I always drove TonyKart in Rotax but always wanted a CRG. Driven then a couple of times in Junior Max and they always felt incredibly responsive and planted (at least in the dry). Alas all the teams I ran with knew and stocked Tony Kart/Alonso primarily so that's what I ran with, but I'm pretty sure they've all swapped to CRG since I stopped.
Just a bit of fun, this scale RC car is best used on special layouts which use trackside cameras as the driving position.
GRAPHICS:
————————
Adjusted reflection parameter
Re-enabled rain spray
Tweaked rain spray algorithm so that light spray doesn’t last as long as heavy spray
Adjusted minimum water depth to create rainspray
Narrow the rainspray slightly if car is only partly over wet track.
Fix for misaligned sun in reflection map
Fixed minor math problem in “Moving Rearview” algorithm that caused mirrors to reflect forwards if you moved your seat halfway towards them.
Added a color space transform to HDR processing
Now using a more accurate gamma conversion after HDR processing
PHYSICS:
————————
Small tire tool improvements
GAMEPLAY:
————————
Changed default Cut* GDB variables to match the ones at LRP.
Found some problems with driver swap.
Convert drive-thru’s to stop-go’s if there’s effectively no pitlane speed limit (like in historic mods).
CONTROLLER/FFB:
————————
Added controls to increase/decrease FOV (find the mappings under the ‘SEAT’ tab, not the ‘CAMERA’ tab).
New Controller.ini variable “Reset Steering Wheel Range Time” feature to fix the steering wheel range (to fix issue with Logitech wheels losing track randomly.)
Doubled the default value for controller.ini variable “Off-road multiplier” to counteract reduced off-road terrain bumpiness values and also because tire parameters have been refined over time.
UI / HUD:
————————
Fixed bug where ATAC selection was not displayed upon entering mod picker page.
Added some HUD variables to position tire/damage overlays seperate from the background car map image
Added in-between steps for custom HUD digital tachometers for better precision. Remaining backwards-compatible, the available settings changed from (SDID_RPM1, SDID_RPM2 … SDID_RPM23) to (SDID_RPM0H, SDID_RPM1, SDID_RPM1H … SDID_RPM23, SDID_RPM23H). Note that the RPM range used for these come from the cockpitinfo.ini value TachometerRange which is also used for analog tach’s.
Added HUD values “RearFlapDetected” and “RearFlapActivated” in addition to the existing “RearFlapStatus” which appears to mean it is allowed but not currently activated.
MODDING / PUBLIC DEV
————————
Fixed a problem when using a full path in the plrfile Packages dir
Fixed some bugs in ModMgr
Added component filtering option to ModMgr in Options menu
MAS2 now starts up from last location, also multimonitor mode startup is improved
Fixed waypoint selection/deselection bug in dev mode
BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem with g-force meter that caused it to pause briefly but repeatedly.
Fixed crash when upgrades change number of possible values for a garage setting and that garage setting is using special values.
AI:
————————
Allowing ai driver’s “start skill” an upper limit of 150 from 100 to allow them to react to the starting gun as fast as a human can.
Fixed AIs blowing up on grid in timed races
MULTIPLAYER:
————————
Addressed one part of issue where sometimes a client gets delayed significantly when the server changes session
Changed default minimum voters from 2 to 1.
Fixed tire wear multiplier for player vehicle.
Fix for broken default temp car
Implimented a way to propagate multiple *.dds for loose skins in multiplayer games. Easiest way was to allow *.mas files containing all the loose dds files as player livery so only 1 file needs to be transfered. So if you have a loose skin with multiple DDS’s, put them all in a mas file (with the same base name as your base dds) in the loose skin directory and the game should correctly load them and transfer them in multiplayer games.
How is the AI in the latest build?
I'm considering buying rF2 for some offline racing, but unsure if the AI's up scratch at the moment.
It is better, but still not perfect
Is it at rF1 levels at least? I could live with that.
RFactor2
Yesterday
Updated components now available for the historic GP cars and tracks.
Cars: http://rfactor.net/web/rf2/rf2dl/#historicf1
Tracks: http://rfactor.net/web/rf2/rf2dl/#historic
Release Notes: http://rfactor.net/web/rf2/devscorner/