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

Build 156 Released

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.
 
http://rfactor.net/web/rf2/rf2dl/marussia-cosworth-mr01/

Marussia Cosworth Mr01

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.
 
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.

I uploaded a video of a run i did on the crg with fairly new tyres. Was a cold day but more importantly dry.
watch it around 3:22 + when i am behind the tony kart. Going around the first hairpin. Just so much more grip, can go into the corner with loads more speed than the tony kart. Cant wait till my first non msa race in april.
 
http://isiforums.net/f/showthread.php/11540-rFactor2-Build-198-Released

BUILD 198

Build Notes
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.

Download
 
Is it at rF1 levels at least? I could live with that.

Yeah i would say so. If you have the aggression up to max, its pretty much destruction derby. They do race well though and stick to yellow flags.

For custom tracks, its not about the AI. I have noticed some tracks have bad lines for the AI which make them slow down at wrong places etc but you can't hold ISI over that.
 
The payware T5 Touring Series cars are worth a go as well. Nice models, sounds, handling & ffb although they're maybe a little bit to grippy / planted.

Then again I've never driven a DTM spec'd car so who knows.

Depends what track you drive them on. I find that some tracks they are more grippy and others not so much. Could just be the bumps etc. On Lime Rock Park you are pretty much full throttle after the 2nd hairpin.
 
rFactor 2 build 218
rF2 internals plugin, SDK (Dev Mode) updated See: http://rfactor.net/web/rf2/devscorner/


rF2 Build 218 Released. Release notes: http://rfactor.net/web/rf2/devscorne...ild-notes/#218
(Torrents are up, http is up, auto update will be up asap).
Links: http://rfactor.net/web/rf2/rf2dl/


================================================== ===
Update 14 (Build 218) Changelog (May 20, 2013):
================================================== ===


KNOWN ISSUES ON RELEASE:
————————


- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
- Possible MP lag/stutter when player disconnects
- Possible alt-tab crash (we have not been able to recreate yet)
- Wet Weather transparency issues, fixed in upcoming (short timeframe) build
See knownissues.txt for more


GRAPHICS:
————————
- Fixed problem where particles were mis-aligned across viewports in multiview
- Fixed a problem where side views could become un-synced with center view in multiview
- Fixed a shadow-related bug if shaders were initially compiled by showroom
- Fixed several issues with showroom when used with non-HDR mode
- Improved monitor replay view in multiview
- Fixed some overlay bugs in instant replay in multiview
- Changed render order of side views in multiview to fix lagging problem
- Improved rain look
- Re-enabled wet skids
- Fixed a bug causing inconsistent fog among channels in multiview
- Fixed a bug loading default HDR profile
- Fixed uncoordinated rain drops in multiview mode
- Improvements to fullscreen showroom display in widescreen and multiview modes
- Fix for multiview shadow error when tree wind is 0
- Fixed a bug with re-initializing letterbox manager
- Improved instant replay overlays in multiview mode
- Fixed a bug when switching to a non-multiview res, where multiview was still being used
- Fixed replays in multiview mode
- Restrict mem bar display to realtime only
- Fix location of reflection map display in multiview mode
- Fixed a bug with fire being non-alpha


PLUGINS:
————————
- Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
- Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
- Added ignition/starter state to plugin telemetry data.
- Made changes to allow plugins to draw in the options.
- Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.


PHYSICS:
————————
- Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
- Improved the automatic collision hull generation for front and rear wings.
- If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
- Small improvement in collision response.


SOUNDS:
————————
- Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
- Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
- Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
- Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
- Ambient sound effects can now use exponential attenuation like the vehicles do.


FEATURES:
————————
- Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
- In replay, space key now toggles between play and stop.


GAMEPLAY:
————————
- Increased component/mod verify level from None to Normal
- Using additional criterion to differentiate between cmps with same name/version


UI / HUD / Options:
————————
- Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
- Added plrfile option for transparency AA (defaulted to On)
- Fixes for various showroom problems.
- Added a “download in progress” button that only appears when we have a component download in progress.
- Added PLR file option “Start Engine” for whether you want it automatically started
- Fixed vehicle labels in monitor
- Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
- Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
- Corner damage states in HUD now represent body and/or suspension damage.
- Turn off time acceleration when moving to another session.
- When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)


MODDING / PUBLIC DEV
————————
- Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
- Fixed a ModMgr bug reporting MAS file sizes of upated cmps
- Fixed a ModMgr bug with availability of updated mods/cmps
- Component/Mod names now limited to 32 bytes
- Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
- Added justification info to text items that can be added to HUD.
- fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
- Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
- Added ability to remove yellow flag to puppet master mode.


BUG FIXES / OPTIMIZATIONS:
————————
- Fix for broken replay display in triple head mode.
- Also fixed a possible deadlock when trying to resume a race from replay.
- Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
- Fixed an intermittent crash if you were a pending driver and the weekend was restarted.


AI:
————————
- Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
- Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
- Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
- Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
- Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.


MULTIPLAYER:
————————
- Fixed Mod download that failed to complete would prevent future successful attempt to install
- Offer only actual mods, not multicmps, as choices to start a dedicated server.
- Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
- Attempt fix for driver swap “name confusion”.
 
Rfactor 2 Build 228

We would like everyone to try auto update feature first to update. We'd essentially like you to crash it by overloading it. If it does and you end up stuck, then download 228 Lite and install it over your current installation.

Download links for Content and Lite installers are here:
http://rfactor.net/web/rf2/rf2dl/
No free demo with build 228.

NOTES:
Build 198 had a bug which stops is updating. Download 218 or 228 Lite and install that over your current installation. 218 and 228 should update fine to future versions.


================================================== ===
Update 15 (Build 228) Changelog (June 10, 2013):
================================================== ===


GRAPHICS:
————————
Fixed an error with frame buffer textures in a few cases
Fixed a problem with HDR bloom when running multiview
Did some adjustment of multiview HDR processing
Added detail levels to env and road reflection options


SOUNDS:
————————
Fixed bug where the audio mixer treats the player as an opponent when going under AI control.
For onboard cams, setting Flags2 to 1 will make them use external rather than internal sounds.


FEATURES:
————————
Attempt to correct controller IDs if they get switched around when plugging in other input devices like joysticks.


GAMEPLAY:
————————
More tidying up of multiview replay


UI / HUD / Options:
————————
Clearing sidebars from replay gizmo when bouncing back to main monitor from large replay window in multiplayer


MODDING / PUBLIC DEV
————————
Fixed a crash in ModMgr when switching from detailed to simple view
Fix up some minor UI problems in MAS2
Added ability to place listeners for ambient sounds using the editor.
Added ability to see the path the AI last took in AIW editor show/hide menu
Fixed an issue in ModMgr where an install to a new directory would use last known working and packages folders - new installs will now use new working and packages folders until modified by user.
Added menu option to cancel recording paths in AIW editor and to trigger path recording with "External Signal Left" mappable input.


BUG FIXES / OPTIMIZATIONS:
————————
Fixed a bug when toggling FXAA from in game where the shaders were not being recompiled properly
Fixed alt-tab crash in MP caused by multiple rearview inits
Demo set as PREFERRED_RFM
Fixed recently introduced bug where clients would sometimes halt when another client exited the race.
Fix skins on dedicated server replays, not yet sure if this helps with skins on client replays.
Fixed "Get Mod" password entry box to send player to the right screen when "Enter" key is used to progress forward
Fixed a bug with incorrect billboard rotation when wind/crown motion deactivated
When mapping controls to a controller axis, fixed a minor problem where the axis settings could get stuck in a bad configuration (more specifically, while we tried to detect whether you were trying to use a half axis or a full axis).


AI:
————————
Fixed bug where sometimes AI would get stuck in an extremely slow state.
Closed potential slowdown loop when yellow flag is thrown and freezing running order for AIs.


MULTIPLAYER:
————————
Fixed an alt-tab crash specific to MP only
Added send rate control to built in HTTP server
Added server & admin commands "/dq" and "/undq" to disqualify and re-qualify drivers.
Remove exited clients' cars if restarting weekend.
Added basic race rejoin after disconnect, which must be enabled on the server to work (with the multiplayer.ini setting "Allow Race Rejoin"). Currently you just get a new car in the garage.
 
Build 240

http://isiforums.net/f/showthread.php/13055-rFactor2-Build-240-Released

Update 16 (Build 240) Changelog (June 27, 2013):
=====================================================

FEATURES:
————————
Doubled the number of upgrades a vehicle can possibly have.
Added some dynamic adjustments to weather-based road params

GRAPHICS:
————————
Fixed lagging road reflections.
Set HDR on by default

UI / HUD / Options:
————————
Computed rake in spinner so that both front and rear tires would be on ground.
Added progress bar to component download page

MODDING / PUBLIC DEV
————————
Fixed RFM spinner in mod mode exe to work correctly even without and “All Tracks & Cars” mod button.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed auto-detection of controller on first startup (i.e. no player file exists).
Made parking box work when swapping drivers.
Added track signature variable to playerfile so that 2 different versions of a track can be selected and displayed.
Fixed launcher verify issue that was related to data.path being placed in the update.
Fixed one issue that could accidentally change the vehicle setup during a driver swap.
Removed some DX API calls which were interfering with desktop color calibrations – these should now work in full screen mode.
Quick fix for new lag problems when someone leaves a race.

AI:
————————
Fixed an AI slowdown bug that could prevent pace car from entering the track when called upon.
Fixed half second throttle lift when car detects a tire bounced off road (usually from a rumble strip) but otherwise no grip issue.
Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.
Roughly halved the cornering radius that can (among other things) trigger throttle lifts when sliding out.

REPLAY:
————————
Made replay monitor’s lap and sector info a little more useful when viewing in realtime (or near realtime)
Change to max # of upgrades changed the replay format, but in this case it was easy to make the replay code be backwards-compatible.
 
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