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rFactor 2 - Racing into the future!


Alfred ita

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  • 2 weeks later...

Some new updates!

rFactor 2 Q1 2023 Hotfix #2

Main Build ID: 10664585

Dedi Build ID: 10664583

General: Fixed not being able to pit when no boundary is set on the pitlane.

Track Limits: Disable pit lane detection when no boundary is set on the track.

Track Limits: Fixed some cases of not penalizing an illegal pit exit.

Graphics: Fixed IBL Water Shader not rendering in Specular Mappers

Fixed blurry cameras when shadows are disabled

Fixed missing audio samples in moddev

Competition System: You can now sign up to a competition if you own at least one paid car and track used in the competition, or if the competition uses a free car and track.

Competition System: Replaced “open cart” button with a button that will take you to the UI store basket page for any content you may need to purchase.

UI: Added “install missing content” button on server join error page. This will install missing/uninstalled store content.

Content Updates

Stock Car 2018x v1.20

Fixed CTD with wet tires

Vanwall Vandervell v1.19

Updated drag and downforce values to better match the real car

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The much anticipated return of our popular GT Challenge series is nearly upon us

Taking advantage of the newly updated GT3 cars, rFactor 2 is set to play host to an intense series of races!

Psssst, you still have a chance to qualify! Click the link below to see all of the details

https://www.studio-397.com/2023/02/announcing-gt-challenge-2023/

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Our newest hotfix is now live The update is available to download now which tames AI tyre grip, adds camera controls in photo mode, updates the track limits screen display, and much more! Check out the tweet replies below to read the full list of updates

Track Limits: Updated on screen display to show illegal non race session laps in strict mode where you go off track but don’t gain time with a purple icon Fixed Formula E AI starting sessions without a full battery

Fixed content not auto downloading after purchase Fixed motion blur incorrectly being enabled in cockpit views in VR

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  • 2 weeks later...

Q2 2023 Release Candidate Update is Now Available!

https://www.studio-397.com/2023/03/q2-2023-release-candidate-update-is-now-available/

General

  • Fixed assigned Screenshot button not working in UI in Retail
  • Fixed Photo Mode depth option not working
  • Linked Photo Mode Screenshot Format and Depth saving to player.json setting
  • Removed non functional copy to clipboard screenshot player.json setting
  • Disallow assigned Screenshot button in Photo Mode
  • Allowed toggling of showroom background in Retail (via key 1 or via button).
  • Added player.json setting “showroom background” for default state of rendering background.
  • Added Sideview UI showroom for taking screenshots of cars for icons.
  • Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game.
  • Fixed crash when changing resolution options in VR

Configuration Application

  • Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change.
  • Setup a VR specific config file. This file will copy from the default file on first run of VR.
  • Allowed the option to configure multiple files from the config application
  • Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes
  • Fixed windows version reporting in config app
  • Updated displaying of PC Specs to show only relevant information in config app
  • Removed various unused settings from config file

Physics

  • Ensured that results files / ai report battery state when it’s the primary energy source
  • Various fixes for battery energy consumption

Graphics

  • Updated Dashboard Elements Shader to use IBL Setup for better lighting
  • Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these.
  • Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background
  • Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked
  • Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap
  • Updated Moddev Tweak Bar displays for new options
  • Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure:
  • RegenLightRequireThrottle=1/0 (requires higher throttle than brake)
  • RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light)

AI

  • Reworked AI throttle behaviour
  • Less overshooting, more controlled deceleration
  • Improved acceleration with less wheelspin
  • Improved corner exits
  • Eliminated even more sources of oscillation
  • Improved laptimes for certain vehicles
  • Pit speed limit won’t be overshot
  • Stop positions (grid, pit box) will no longer be overshot
  • Reworked AI reaction to other vehicles (road courses)
  • AI will now properly slipstream other vehicles
  • Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel
  • Multiclass: Faster classes will no longer slow down when trying to overtake slower classes
  • Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex
  • Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists
  • AI will now be more cautious when other cars are around
  • AI can now use more of the space following other cars, for proper drafting behaviour
  • More cautious when yellow flags are ahead or under FCY
  • Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible
  • When cars ahead are in a fight, AI will now set up for an overtake on corner exit
  • AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous
  • Less incident prone with large grids

HUD

  • Updated Default HUD
  • Added Battery State & Usage options, as well as LEDs for P2P and Battery

UI

  • Added Battery Unit setting (Percent or kW(h))
  • Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect
  • Package Management
  • Server now verifies that connected clients own the content they are using

Modding

  • Map Converter Updates
  • Now checks for file updates every 500ms.
  • -f (force all textures to update) command will only run once and exit.
  • -o (once) command will only run once and exit
  • DDS files are only copied from source folder on first pass.
  • Improved output display with more information.

Mod Dev\Scene Viewer

  • Added extra lighting debug information for fog and direct light direction
  • Added toggling of shadow groups via shadow key (U) in scene viewer.
  • Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason).
  • Added missing Limit Path option to Static Cameras in Camera Editor

Known issues

  • Battery Usage in Percentage does not show clearly (always says below 0.01%)
  • AI will fail to line up for FCY
  • AI tend to try to overtake around the outside, but quickly realise that won’t work
  • Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time
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Below are all of the changes made in this update:

- Fixed HUD only rendering one gauge correctly

- Fix for HUD sometimes showing invalid data for Fuel Laps Remaining

- Updated Grid/Pit Marker to use Lowlumemissive shader

- Added Throttle, Brake and Clutch gauge options to HUD

- Added ability to change text colour in MFD in HUDs

- Further improvements to updated HUD with multiple options for different element combinations

- Fixed updated dashboard shader not setting vertex colour

- Added missing help text on Battery Units option in Settings

- Material Editor: Added ability to set blend modes and texture chroma and no detail reduction.

- Fix AI slowing down when they’re close to other cars, even when they’re ahead

- Fix for AI not leaving room when entering pits

- Made AI more careful if they're missing wings

- Reworked AIW pit box interpolation - This fixes various issues with AI not pitting correctly, such as retiring or colliding in pits - This also fixes AI not doing more than a single stint in sessions

- Fix AI waiting for cars pulling into pits even when there’s no need to wait

- Fix race condition crash in obstacle debug stats screen (moddev)

- AI Aggression now controls how much overlap AI want to be able to achieve before entering a corner before they commit

- Fixed some minor issues that could cause fast classes to hesitate overtaking slower cars out of corners

Known issues:

- When in VR the game saves changes to the wrong config file

- AI will fail to line up for FCY

- Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time

- AI aren’t particularly good at evading cars parked on track and will slow down considerably, sometimes just lining up behind them

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