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  1. I spoke to Lasercutter today and have made a small update to the circuit as we have a upcoming league race and found the same clutter in the pitbox issue. I've removed the clutter so now cars can use all the pitboxes (the 27 limit still remains) and remade the loading screen. There are no other changes at this point however I may look further into updating textures/road detail in the future. Download can be found at:
  2. Hi everyone, Let's try this again: We have released rFactor 2 Build 300 (yesterday's 298 had issues with some third party mods). There's been some comments about improved framerates from testers, hopefully that experience carries over to you! We've also started to implement a new constraint system (which is used in the upcoming historic Howston cars), that allows many new physics features, such as chassis flex. Most importantly, this system allows suspension geometry and wheel rates to be more accurate than the old model was able to simulate. This system adds complexity and accuracy, but has already been optimized, with no notable additional CPU usage. Of course older cars will be updated in the future, and new cars will use the new system going forward. Fortunately, it's quite easy to convert... Documentation will follow. ===================================================== Update 18 (Build 300) Changelog (September 6, 2013): ===================================================== BUG FIXES / OPTIMIZATIONS: ———————— Fixed startup crash caused by mods with exceptionally long descriptions. Fixed TTool draw error, etc. Fixed static reflections. ===================================================== Update 17 (Build 298) Changelog (September 4, 2013): ===================================================== FEATURES: ———————— Added “FuelLevelDigit*” to cockpitinfo.ini. Changed when the low fuel warning comes on. Work-in-progress on restoring vehicle state upon race rejoins (server optional). Added new constraint system that supports chassis flex and more. Not 100% ready for primetime yet. Removed “hand held” functionality from cameras when cycling through cameras in spectator mode. GRAPHICS: ———————— Made some improvements to reflection mapping. MODDING / PUBLIC DEV ———————— Improved default tracking cam values. Implemented a “clear all cheat values” for a specific path because the old way required selecting all waypoints to be cleared first. Added option to only show selected camera’s activation zones. BUG FIXES / OPTIMIZATIONS: ———————— Fixed bug where uninstalled components were polluting inventory during loading. Fixed memory leak. Fixed some ttool problems when writing out TGM files. Fixed random message box spam during recon lap. Removed FlushPreviousFrame option from plr file to eliminate confusion, this param was moved to config.ini a year ago. Added fail-safe to make sure pit exit eventually turns green in race. Prevent pit exit from getting stuck at red during an early safety car. Fixed client confusion when restarting weekend after another client has left a race. Fixed a bug with incorrect use of bloom in showroom. Fixed a problem with track bar geometry introduced a while back (doesn’t affect any current ISI content). AI: ———————— Probable fix for multiplayer AI cars parking in wrong pit spots and blocking garages. Fixed AI chatting in response to contact (apology or anger depending on perceived fault). MULTIPLAYER: ———————— Now uses a single port for simulation data. +port is the command line option. Simulation port in multiplayer.ini. Can now run server and client on the same machine. Download links: Auto update should be live, and I would recommend you use it, as the download servers will be struggling until we get some mirrors up. To manual update, download lite, and install it over your existing installation as usual. Thanks, Tim
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