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

BUILD 107

http://isiforums.net/f/showthread.php/7412-rFactor2-Test-Build-107-Released

UPDATE 7 (Build 107) Changelog (August 29, 2012):
======================================

Note: These release notes were compiled from small dev notes. Wrong category is possible.


GRAPHICS:
---------------------------
Added some HDR debug

GAMEPLAY:
----------------------------
made spin correction not work while on pitspot.

PHYSICS:
----------------------------
turbo code
working turbo code minus intercooler (but we're ignoring the decreased charge density until that's in)
for turbos, made configurable the location of boost pressure measurement for wastegate purposes
fixed intake manifold pressure calc for turbos

AI:
----------------------------
fixed AI miscalculating fuel needs for fuel multiplier values greater than 1

UI / HUD:
----------------------------
made multiplayer list "event name" field now "venue name, event name"
virtual mirrors (and toggling them) now work the same for cockpit and TV cockpit
added 2 pairs of x,y offsets to mouseless scroll boxes that can define the position of the specific image within the scrollbox item. (the image used to always be placed at 0,0 and extend to the full extent of the scrollbox item)
increased multiplayer game list buffer & standardized internal buffers for safer future upgrade

BUG FIXES:
----------------------------
fixed keyboard handling in UI editor (we weren't handling Windows messages in a special tight loop)
made gamedatabase switches more robust.
fixed net lag issue (which was caused by extra data being sent without regard to appropriate bandwidth limit)
fixed skinning bug with non-retail showrooms
removed redundant gdb value "GrandPrixName"...since it was always identical to "EventName".
fixed track selection gizmos from stocking multiple copies of the same event.
fixed a bug where main page veh, rfm, or track icon would not show up because it was the wrong format.

MULTIPLAYER:
----------------------------
Added sort field for sorting by location to NetCommUtil
made the text color of the racegrid participants customizable instead of hard-coded.


http://rsrl.de/include.php?path=contentarchive&type=4
HTTP link.
 
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http://ravsim.com/2012/09/05/rfactor-2-fia-formula-2-drivers-preview/

Since opening the doors to their open beta back in January, ISI have been relatively quiet on the development of rFactor 2. The sim, pushed to a beta at quite an early point in development, has come in for mixed reception, with division in the community as to whether it is the next “sliced bread” or not. Meanwhile, development has plodded on, and with each new build released to the baying public there are improvements in almost every area. Sure, sometimes those improvements are subtle, sometimes you have to really dig, but for the attentive, it is clear to see that rFactor 2 (rF2) is developing into a vehicle simulation of quite some scope.

One area that until recently has remained limited for rF2 is in licences for real world tracks, cars or series. Naturally, some feared that this may persist, and then the Brabham BT20 was announced, and a little sigh of relief was heard. Still, much of the content in rF2 is a familiar picture named with an alias, and you get the feeling that ISI may not have as many dollar bills to throw at licencing as some other sim developers can muster.

This made it very welcome news to hear of the agreement signed by ISI to licence the FIA Formula Two series within rF2. Formula Two (F2), in its current guise, features a field of young, up and coming stars, trying to make their mark on the motorsport world in high powered single-seater racing cars developed to specification by Williams F1.
f2-2.jpg
 
F2 Cars Released
http://isiforums.net/f/showthread.php/7614-FIA-Formula-Two-Williams-JPH1B-Released

This is the officially licensed Formula Two car, as seen in this championship: http://formula2.com/

It has become my favorite rFactor2 car, and considering how much I love the historic cars, is really saying something. I hope you enjoy how thoroughly drive-able it is, and although it does have a lot of downforce, how much it moves and gives you that 'seat of the pants' feel the historics tend to.

HTTP: See downloads thread. 296MB
HTTP Mirrors: See downloads thread.
Torrent: Download. 296MB
Paint template: Download.

Notes:
- This mod is standalone. It doesn't require other rfmod packages to be installed.
- This mod comes with a new version of Palm Beach.
- There are 20 AI drivers from F2. Run with 19-20 AI for a full field.
- Markus Pommer (F2 driver) is not simulated in the F2 series itself due to his sponsor. We will replace the sponsor, and add him, in a later update.
- AI are using statistics and results from the first 12 rounds. Any drivers who participate or get better/worse after round 12, will be added/edited in a later tweak.
- Players may want to run an unaccelerated/unskipped qualifying session (30mins, unlimited/30 laps) at the moment. By allowing the AI to set times, the race will run more realistic (less slow drivers causing bunching) as the grid will be more ordered.
- Overboost is disabled until proper rules are implemented.
- In-car adjustable front wing not yet implemented.
- Some users may experience white LED shift lights.
- Some users who use filtering in their FFB, may want to use more for this car. Or see this. Later tire tweaks may take away the need to do this.
- We believe wet tyres are too slippery in heavy wet conditions and are waiting on more data.

Screenshots and videos (these are older than the version you are going to download):
rFactor2_f2_2s.png

Download Link
 
Last edited:
How does one go about finding their product key for this? I've had the game uninstalled for a while (well, because I reformatted a couple of months ago) and I wanted to get back on it having recently rediscovered my addiction to racing games and the fun of a wheel (I played the RaceRoom Racing Experience teaser the other day for an evening and have been on FVA all day so far today). I found the confirmation email from when I bought it a while back, but somehow out of sheer stupidity accidentally deleted it (although I didn't actually see a product key from my quick glimpse of the email).

Just load the rF2 launcher, click purchase, click manage account, log in :)
 
Rfactor 2 Pedal Overlay

Neat little mod that adds a throttle brake and clutch overlay when driving.

Here's version 2 of the rF2PedalOverlayPlugin, which adds an rF2PedalOverlayPlugin.ini file containing:

[General]
OffsetX=0 // Horizontal offset from left edge of UI
OffsetY=0 // Vertical offset from top edge of UI
BarWidth=10 // Width of each bar
BarHeight=50 // Height of each bar

When calculating offsets bear in mind that the code adds 1 pixel to both X & Y offsets automatically.

Please remove the previous version before installing this one as I've changed the file name slightly, from rF2PedalOverlay.dll to rF2PedalOverlayPlugin.dll.

If no ini file exists then it will create one on first run, with the defaults shown above, alongside the DLL in the Plugins folder.
 
BUILD 118 RELEASED

http://isiforums.net/f/showthread.php/8184-Build-118-Released

This build is available on:
- Auto updater
- Torrent for update.
- Torrent for full installer.
- http for update.
- http for full installer.
(see downloads thread for links).

To use the auto updater: Make sure you are logged into the launcher, and then go to the update tab. Or, you can update/full install manually as you have for previous updates. It's also VERY possible you will crash the auto update server. That's sort of what we want.

Post-release notes:
- Your readme says 117, don't worry, you have 118.
- People have reported issues with the track surfaces. Some have fixed it by deleting the \Documents\rFactor2\UserData\player\player.PLR file, others by uninstalling and reinstalling the content (mod) files.

UPDATE 8 (Build 118) Changelog (October 19, 2012):
======================================


GRAPHICS:
—————————
Fixed a bug with inconsistent shadow detail between channels in multiview
Added 3 levels of shadow filtering speed vs quality
Enhanced autodetail framerate processing to better maintain minimum FPS
Added auto detection of multiGPU setups to improve some processing and support more than 2 GPU
Fixed a quadgrid culling bug
Fixed bug with pendulum texture animations
Bloom is now working properly with multiview
Different texture detail levels between player and opponents now (almost) works
FPS counter now shows yellow when frame rate is being regulated
Attempt to fix 'left-behind-shadows' problem
Separated auto detail processing from visible vehicles processing
Limit auto-detail FPS option to the current refresh rate
Selecting multiview now works; changed widescreen HUD to only stick if Apply button is pressed, just to be consistent with the rest of the settings on that page.
Sync shadow groups between views in multiview
Added code to visible vehicles calculation to maintain minimum framerate.
Improved multiGPU awareness of HDR processing


GAMEPLAY:
—————————-
Corrected code to always use track GDB SettingsFolder override
Setting session starting times default to 9am
Changed default steering help from low to off because it confused a lot of people
Re-enabled transparent trainer and added some options for it.


PHYSICS:
—————————-
Added code to allow RealRoad to be pre-conditioned in a number of ways
Moved some real road computations into road shader
Fixed typo that prevented the middle turbo dump sample from playing
Improved turbo dump
Added minor effect of turbo spool friction
Fixed a small problem with auto reverse


AI:
—————————-
Attempts to get the fuel-less AI to slowly pull off the road.


UI / HUD:
—————————-
Fixed bug on skin spinner where sometimes the skin listed wouldn't match the skin displayed in showroom
Fixed statbar car position map to correctly scale with screen/hud resolution.
Now checking livery availability on vehicle change to make sure it's valid....clearing out the playerfile value if it is not found.
Eliminated more conditions where the player vehicle gets incorrectly set to Pace car.
More UI stuff for RealRoad loading/saving
Minor fix to info display on Video Res page
Scaled text on mouseless spinners to correct value based on screen res and res of options.
Added ability to add boost gauges to cockpit and HUD.


BUG FIXES:
—————————-
Fixed crash in multiplayer
Fixed some memory/resource leaks
Fixed crash when changing tire compounds in pitstop
Small optimization with regards to buffering data between simulation & multimedia threads


MULTIPLAYER:
—————————-
Added dedi server RealRoad options
Fix occasional flash of opponent vehicles in wrong spot during heavy multiplayer races
Fixed a glitch that caused it to confirm you closing the dedicated server when clicking the window manager close button at the final window


CONTROLLER/FFB:
----------------------------
Enabled and expanded Fanatec support. We can now set the steering wheel angle to match the vehicle, as long as the wheel isn't using a preset. Note that these wheels must be connected and turned on before rF2 is started in order for specific features to be supported.
Removed double initialization of controllers. It's still a mystery why force feedback is occasionally lost, and the lack of error codes returned by drivers doesn't help much (this applies to all manufacturers ... please return error codes if the force feedback isn't working).
"Reset FFB" control now also resets steering wheel range, which also gets changed occasionally for no apparent reason.
Now automatically holding clutch and brakes on grid for people using a combined axis for throttle & brakes (this feature was already available for people using auto-shifting). This Feature activates *if* Auto Clutch is enabled as well as "Hold Clutch On Start" and "Hold Brake" in the controller.ini file.


PLUGINS:
----------------------------
Completed custom plugin control (this invalidates old Version05 plugins)
A little bit more robustness with respect to saving and restoring custom plugin control mappings


REPLAYS:
----------------------------
Fixed issue where transparent trainer would flicker in replay; note that this changes the replay format


MODDING / PUBLIC DEV
----------------------------
Fixed bug with render target selection for all 3DS Max plugin versions
Added a new default method for generating normal map tangent basis. original method (meshmender) is still available as an option.
Added _v25 to the names of all plugin dlls
First release of scene viewer, located in ModMgr directory
Fixed some problem with component Install/Uninstall in mas2 packaging tool
Updated modmaker doc to sync with latest tools
Added CG visualizer to Ctrl-U dev tool
Added support for RealRoad file reading in viewer
 
http://isiforums.net/f/showthread.php/8807-Progress

Its been a while since our last update so I wanted provide some info on our progress. We were expecting to release an update many weeks ago but I asked that it include an auto skin transfer feature that had some basic functionality. I was told it was too flawed to test so the underlying functionality was rewritten. That lead to some other issues and its still being sorted. Since its been this long already, I've asked that it be completed so we can get some feedback from the wider community.

Unfortunately this delay has also held up the latest car/track mod release. We'll get this out as soon as the build update is ready.
 
BUILD 125
http://isiforums.net/f/showthread.php/8849-rFactor2-Build-125-Released

HTTP links will be added as I get them up. Also, patience with the torrents. Expect to go to bed tonight and race it tomorrow.

Content:
- Skip Barber Formula 2000 (2 configurations, National and Regional).
- Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).

Known issues:
- Black boxes on cars for some video cards, current fix is (in the session) settings, then set HDR profile to none.
- Car skins aren't working yet (Gjon decided to release 125 anyway).
- Pit speed being 62mph instead of 36mph when you use the ATAC 'mod' as it now is called. Fix is to use the Skip barber mod itself, we think.
- Readme says Build 124, you have 125.
- Anything else we didn't fix yet.

Links:
- Resume from replay feature info.
- Skip Barber Formula 2000 profile page (this whole section is very WIP, but I thought the technique section might be helpful now).
- Lime Rock Park profile page (again, very WIP, download links video links won't take you anywhere special).
- Screenshots of new content. (these are from the profile pages anyway)
- Torrents - Full installer - Update 118 to 125 - Skip Barber + LRP rfmod
- HTTP downloads - Full installer - Update 118 to 125 - Skip Barber + LRP rfmod

Auto Updater:
This build may not be going on the auto updater AT ALL. We have effectively released an 'unofficial' build, you will be able to update from this to the next official one.

Build notes:
================================================== ===
UPDATE 9 (Build 124) Changelog (November 30, 2012):
================================================== ===




GRAPHICS:
—————————
Improved lighting in car paint shaders
Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
Leaf wind now working again in shaders
HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from Player\Settings\track_layout dir
HDR profiles can be loaded from the Settings menu in the real-time monitor
prevent 'Auto Detail FPS' from LOD'ing the currently viewed vehicle
Added support for loading user shaders
Attempt to improve LOD level flashing while regulating frame rate
Re-enabled transparency AA setting
Fixed issue with visual tire wear on AI vehicles




GAMEPLAY:
—————————-
Fixed/changed behavior where we wouldn't use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
Made track-cutting thresholds configurable in the GDB.




PHYSICS:
—————————-
Fixed some RealRoad setting issue and uninitialized data if file couldn't be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.




AI:
—————————-
fixed a bug where AI ignored pit strategy needs while out on track.
fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
added two new variables for AI to the RCD files "UnderSteerEffectOnThrottleMulti" which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & "UnderSteerEffectOnLineMulti" which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter "UnderSteerEffectOnLineMulti" is.




UI / HUD:
—————————-
added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
fixed event picking bug when a MOD with multiple updates has multiple versions of some events
fixed bug in HUD editor that had mismatched global parameters.
Made RFM picker scroll in when ARAC button is selected.
fixed extra character being drawn for newlines in the garage notes
Add selectable HDR profiles to settings page
Added a new Options Button to select "All Tracks & Cars". Also removed "All Track & Cars" mod from the spinner.
Added version numbers to RFM, VEH, & track selection gizmos.
Fix for showroom not loading first time through
added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
made the "leave track" gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)




BUG FIXES:
—————————-
Fixed problem where upgrades didn't work first time after installation
fixed potential deadlock when adding or booting AI in single-player mode
Fixed a bug to allow mas'd sounds to be loaded in moddev mode




MULTIPLAYER:
—————————-
Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.




CONTROLLER/FFB:
----------------------------
Now also resetting steering wheel range whenever 'Reset FFB' is pressed.
Bumped up maximum number of controllers from 4 to 6.
Added logging and potential fix for problem where people sometimes lose keyboard input.




PLUGINS:
----------------------------
We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.




REPLAYS:
----------------------------
Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a "perfect" save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.




MODDING / PUBLIC DEV
----------------------------
Fixed a bug in Mas2 with crashing during mod install
Fix for viewer to support no dyn vbuf
Removed confirm dialogs from Mas2 for mas'ing and packaging components and mods
Changed multi-cmp file extension to .rfcmp


Minor changes made to improve meshmender tangent basis generation
Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won't be
gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
gMaterial plugin has a "Reset Shader Location" button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
Added fix for loading mas'd sounds in mod mode
RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.


Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
 
This game feels like it's been in production for the last decade .... wtf lol

Does it look like it'll be any good?

I'm waiting for GTR 3 so not sure if I'll get this when it comes out or not, depends on the reviews.

It does not feel as good as RF1 because the lack off community and mods, but you got to remember it still is a beta.

Physics wise and driving, it feels a lot better than rF1, depending on what car. They are a few mods out there that feel incredible! I think it will be good :)
 
BUILD 134
http://isiforums.net/f/showthread.php/9252

Last build before the New Year, unless we messed something up.

Note that issues which require an update to the component or rfmod will persist.

Should be on auto update soon, and all other links are already posted in the downloads thread. Torrent should be fairly well seeded this time, we would prefer you to use those, where possible.

Notes (will add to these as things come in, if needed):
- Skin transfer is DISABLED. It didn't make this build.

================================================== ===
Update 10 (Build 134) Changelog (December 19, 2012):
================================================== ===




GRAPHICS:
—————————
Fixed problem on some AMD video cards where black squares would appear if bloom was used.
Fixed problem with reflections offsets for mesh hierarchies.
Fixed flashing shadows.
Now allowing users to run the sim even if below minimum video mem requirements.
Fix in usage of.hdp files for viewer.
Fixed issue where mirrors get corrupted if we either had zero vehicles temporarily or alternately the only vehicle in the session has its graphics reloaded.
Add some better defaults for LDR rendering.
Potential fix for graphics corruption after screen shot.
Re-disabled transparency AA until all mods can be properly updated.




GAMEPLAY:
—————————-




PHYSICS:
—————————-
Water/oil temps or oil/fuel/boost pressures now using metric units in the INI files in order to match the rest of the simulation.




AI:
—————————-
Fixed "resume from replay" issue where safety car would drive off despite not being active.




UI / HUD:
—————————-
Fixed a potential crash in a spinner.
Added info to show in the controller setup that controls for time accel, framerate, and CPU automatically use the Ctrl key.
Halved the size of the pop-up icons (rf logo, Ai control, & plug ins initializing).




BUG FIXES / OPTIMIZATIONS:
—————————-
Skip recomputation of AIW parameters if nothing changed.
No longer rebuilding collision every single time, which should reduce load times a bit.
Make "none" HDR profile stick between track loads.
Booting Transparent Trainer will no longer crash; however, it will always come right back unless you disable it in the UI.




MULTIPLAYER:
—————————-


Fixed problem where dedicated server couldn't load RealRoad files and forgot the weather settings.
Added an icon that conveys the state of downloaded custom skin for a particular slot. grey = queued, redish purple = downloading, green = successfully downloaded, black = failed download.
Hopefully fixed issue where servers stopped accepting new clients, often after one of those "? is removed" messages.


Use +ui=NONE on the rFactor2 Dedicated.exe to start with no user interface. +ui=CONSOLE for console interface and +ui=WIN32 (default) for Windows interface.
The following command have been added to rFactor2 Dedicated.exe's console user interface.
:restart_race
:restart_event
:next_session
:next_event
:add_ai
:shutdown
:boot <number>
:ban <number>
:move_up <number>
:move_down <number>




CONTROLLER/FFB:
----------------------------




PLUGINS:
----------------------------




REPLAYS:
----------------------------
Hopefully fixed replay smoke issue, but needs to be tested in multiplayer as well. Changes replay format!




MODDING / PUBLIC DEV
----------------------------
Fixed bug in SampleSM3.gfx which caused viewer to hang on startup.
Fixed a problem with Mas2 stalling when losing focus on Windows XP.
Tidied up some UI bugs in Mas2.
Updated ModMode.exe UI disaply page to match retail exe
Fixed a bug in Max plugins which caused a crash in Win XP




LAUNCHER
----------------------------
Start rFactor2 Dedicated.exe with a console UI by selecting the check box on the Advanced Tab

http://isiforums.net/f/showthread.php/9252
 

Took the flag rules off and gave this layout a go. Very good :P pitty it is not in the game :( Sorry for the lag, i had to convert it :\ youtube did not like the format. I used msi afterburner. Next videos I will use good old fraps.
 
Chevy Corvette C6.R GT2 Released
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.

Source


Seems they have added a basic page for all official RF2 stuff

Here it is :)

http://rfactor.net/web/rf2/rf2dl/
 
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Nice Rotax mate.... Crail being its usual wet self in your pics...

What's the crg like?

We run a 2012 tony in jtkm....

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?
 
Just go to crail to get some serious time in away from everyone else usually at larkhall.

We normally race there and rowrah..

Nice, would love to try out rowrah but i only do non msa races. Not really any point me getting my licence as i only do like 1 race a year now. Last year i did 1 race at crail in my biland, then it blew up big style. So we bought the CRG kart with engine for £500 less than a total rebuild for the biland :p well worth the money.
381815_4658920598287_898072748_n.jpg

544950_4658627150951_604042480_n.jpg
found at other end of the track.
 
Build 146

http://rfactor.net/web/rf2/devscorner/rfactor2-build-notes/#146
=====================================================
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
 
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