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

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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.
 
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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/
 
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I've not played this since the beta release build. Wiped the dust off my G27 a few days ago and resubbed to iRacing, might need to give this another go. Always loved the Meganes.

I'd also like to compare the Skippy in this as its apparently more realistic than the iRacing one.
 
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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.
 
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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.
 
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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?
 
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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.
 
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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.
 
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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.

Just to expand on the above - In multiplayer getMod is working well for retrieving missing mods (via Mediafire) needed to join a server. In single player, mod update files once dropped in to packages folder update themselves, although still no automated system to check online for these updates.

Point to note: if you installed rF2 and mods yonks ago (eg: you have silverstone 1.0, and 1.0 car vers etc) then you will have to remove them all before installing the latest versions as naming changed - you end up with duplicates that won't load, and inevitably end up stuck on the older ones without realising.

If you're firing up a 2yr old install for first time in 18months+, it may be less frustrating to completely uninstall/delete, and start from scratch (as I had to do last weekend).
 
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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.
 
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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.
 
Soldato
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vett safety car too (unsupported)

http://isiforums.net/f/showthread.p...-Now-Available?p=278003&viewfull=1#post278003

ery07r.jpg
 
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Been loving the indycar on road courses on ovals for now the game engine just isn't upto it hopefully they implement some changes for the oval racing and this car has really given me the itch to make another track for the game. I posted this on the ISI forums but am thinking of making Detroit Belle Isle.
 
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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
 
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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.
 
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RFACTOR 2 BUILD 906 NOW AVAILABLE!

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

=====================================================
Update 28 (Build 903-unstable, 904-release) Changelog Dec 11, 2014):
=====================================================

FEATURES:
————-
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:
————-
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:
————-
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
————-
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:
————-
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:
————-
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:
————-
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.
 
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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
 
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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:
————-
– 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
————-
– 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:
————
– 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:
————-
– 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:
————
– 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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