rFactor 2 Demo Changelog

What's new in rFactor 2 Demo Build 1108 Update 2

Feb 2, 2017
  • Sounds:
  • Added a completely new pack of sounds that should be a lot closer to the way the original car sounded.
  • Graphics:
  • Added additional tyre compounds, the car now has soft, medium, hard, intermediates and full wet compounds.
  • Added additional rim types to reflect the ones used by the different teams.
  • Added fluorescent shader for digits on the dashboard.
  • Added backfire graphics.
  • Fixed a gap between the driver helmet and the body.
  • Fixed tyres going through the fenders when under load.
  • Updated body 3D shape, adding a missing floor, correcting the front fender shape and some smaller tweaks.
  • Updated icons.
  • Improved cockpit textures on the fans, door handles and several other small details.
  • Improved body reflections.
  • Improved level of detail (LOD) models.
  • Improved exhaust model and textures.
  • Improved windows in cockpit view and added the missing side windows.
  • Improved liveries.
  • Improved headlights, now with lens flares.
  • Physics:
  • Added new tyre compounds to match those added to the graphics.
  • Updated a few garage settings.
  • Slightly tweaked the AI physics.
  • Code (Build 1108 update 2):
  • Added code that allows car modellers to tweak the body roll for AI physics to ensure tyres don’t go through fenders graphically.
  • Introduced a simple mechanism for distributing templates with cars (which will end up in a “Templates” folder until the new UI is released).
  • Fixed a problem where the launcher accidentally URL encoded passwords, making it impossible to join servers with certain characters in the password.

New in rFactor 2 Demo Build 1108 Update 1 (Dec 29, 2016)

  • Added an empty “Packages” folder to the dedicated server and to rFactor 2 itself. Both distributions were missing this folder, which caused some confusion.
  • Fixed an issue with nonexistent workshop items. If you were subscribed to a workshop item that was subsequently removed or made invisible to you, Steam would continue to report you as “subscribed” to that item. Because the item no longer exists, it would, however, cause our Launcher to hang whilst waiting for it to download, which could never happen, of course. We’ve made the code more robust and tried to detect all such cases, so you should no longer experience this issue.

New in rFactor 2 Demo Build 1108 (Dec 21, 2016)

  • Stock Car:
  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Better awareness of what to do under caution:
  • Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.
  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
  • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
  • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
  • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
  • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"
  • AI:
  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.
  • Physics:
  • Temperature and load of the tyre contact patch.
  • Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.
  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.
  • Driver Swaps:
  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.
  • Graphics:
  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserDataLogShaders) when making this change.
  • Removed the option to disable HDR.
  • Dedicated Server:
  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.
  • User Interface/Launcher:
  • Engine mixture settings are part of the setup.
  • Added an Engine Mixture setting to garage so it can be saved as part of a car setup.
  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.
  • Additional Changes:
  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.

New in rFactor 2 Demo Build 1098 (Jun 13, 2016)

  • FEATURES:
  • Session starting times now default to track GDB values rather than always 9am.
  • Changed default for Controller.JSON value “Use thread” from “true” to “false”.
  • TTool: added a way to set the Surface Load Goal during Quasi Static Analysis, rather than using Surface Height directly
  • Restore garage setup upon race rejoin, if server’s Multiplayer.JSON setting “Race Rejoin” is set to the new value of 3. Note this may be used to restore the fixed setup when that feature is enabled.
  • Added mixture adjustment.
  • Added diffusive adhesion to tire model
  • Tire planar contact compliances can now be adjusted based on tire pressure, etc
  • Added ability to automatically mirror tires rather than re-running TTool tests on a mirrored tire.
  • FIXES:
  • Various fixes for multiple pitlanes tracks.
  • For rear flap rules, check track wetness in all sessions, not just race by default.
  • Fixed bug where if an AI retires early due to mechanical failure & doesn’t make it completely off the road (to the right), AI following him might try to avoid him….by turning straight into him.
  • When the player’s car is under AI control & the race finishes, he will now retire to the pits and stay retired.
  • Changed the way FFB gets ‘paused’ to avoid halts with certain FFB drivers.
  • Fix for 2nd pitlane cars not finding the right pitlane in race.
  • Fixed exploit that could allow people to change the fuel level when that wasn’t supposed to be allowed.
  • Fixed some issues with virtual vehicles not showing up in car list.
  • Fixed AI cars in pitlane when yellow flag gets thrown getting confused about what they are doing.
  • Anisotropic filter setting fixed for gJED GMTs.

New in rFactor 2 Demo Build 1084 (Apr 29, 2016)

  • Known issues:
  • Lost wheel intermittent repair after driver change, possibly more likely with higher damage percent set. ‘Normal’ damage repairs function as intended.
  • There are still some issues with various security suites that we are not in control of. Depending on what software you use, you will need to find a workaround based on how it reacts or what it blocks. We would be grateful to see these false reports passed onto the developers of those suites so that they can whitelist our software.
  • Build notes:
  • FEATURES:
  • Stopped overwriting your own Unsportsmanslike Driving multiplayer setting when you joined a server (should only affect the current setting). This would only matter if you used the same Player.JSON for both servers and clients.
  • FIXES:
  • Fixed sun occlusion bug in showroom.
  • Adjusted particle params for rain spray.
  • Removed error msg from Mas2.
  • Fix for steam launcher getting “Password invalid” when attempting to download missing components from a password-less dedicated server.
  • Workaround for lag in options when using Thrustmaster drivers 2016_TTRS_1.
  • Rearranged throttle/brake/clutch pedal mappings for Logitech G920 because they will be rearranged with the next Logitech driver/firmware release (which are in Beta as of this writing). If any users continue to use the previous Logitech drivers, they will need to re-map the pedals after loading the Logitech G920 profile.
  • Attempt to prevent Knockout Qualifying plugin from overwriting manual grid edits.

New in rFactor 2 Demo Build 1080 (Apr 15, 2016)

  • FEATURES:
  • Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.)
  • Added Low Speed Information display position gizmo.
  • Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways)
  • Added average water depth to internals plugin data.
  • Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(,,,)
  • Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED
  • User skin directory will now spill over to multiple lines if needed rather that off screen
  • Default gamepad controllers now set various driving aids for an easier experience.
  • Created an Un-Disqualify button for admins to use on the multiplayer vote page.
  • Reason for penalty (if any) is now given in result files and log files.
  • Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x.
  • Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value “Skip updates”, but can also be disabled by setting the new Controller.JSON value “Use thread” to false.
  • Moved in-game server list to Launcher (Steam version only).
  • New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.
  • Damage stays after driver swap
  • FIXES:
  • Fix for skin transfers when using +connect commandline parameters.
  • Fixed static camera orientation not saving changes in Mod Mode
  • Likely fix for occasional dedicated server crash during race rejoin.
  • Fixed occasional race rejoin bug where only 63 laps were restored when it should have been more.
  • Fixed bug where track & vehicle selector didn’t register changes when existing page immediately after closing a category branch.
  • Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called “AdjustUntilYellowFlagState” which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp).
  • Fixed several potential UI crashes when switching between multiple video adapters.
  • Corrected issue where grass skids sometimes did not appear.
  • GRAPHICS:
  • Reverted back to more analytical headlight model.
  • Fixed soft particle blending and updated general particle parameters.
  • Fixed particle exclusion zones sometimes becoming disabled.
  • Improved particle lighting/shadowing.
  • Improved sun occluder.
  • Static reflection mappers now updated properly between sessions.
  • Minor adjustments to sky turbidity and some cloud albedos.
  • Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.
  • MODDING / PUBLIC DEV:
  • Camera activation zones can be moved in the camera editor now.
  • Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type “ai learn” in the chat back…..he’ll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he’s better following the line you can type “ai save” & he’ll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there).
  • TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity.
  • Fixed bug in ModMgr which showed duplicate updates for mods with an update.
  • Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.

New in rFactor 2 Demo Build 1052 (Feb 9, 2016)

  • FEATURES:
  • Water temperature now starts at the same value as oil temperature.
  • Added a few more details to lap records in CCH file.
  • Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
  • Added ability to cancel damage repair during a pitstop.
  • Added the ability to paste clipboard text into text boxes.
  • Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
  • Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
  • Qualifying on by default for new playerfiles.
  • Replaced ‘_’ characters with spaces in opponent filter list display.
  • Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
  • Safety car with lights (thanks to traveller)
  • FIXES:
  • Fixed problem where a broken engine would become fixed and indestructible after rejoining.
  • Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
  • Fixed (removed) extra useless multihead onboard cameras.
  • Only allow admins to issue /pitby* commands.
  • Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
  • Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
  • Tightened up text input boxes to prevent drawing outside of box.
  • Fixed virtual vehicle loading with random car if base vehicle not found.
  • MODDING / PUBLIC DEV:
  • Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
  • Enabled Ctrl-D physics tool in public Mod Mode build.
  • Command line option added for Mod Manager: -b[DatFile] [index …] = build mod/cmp at specified indices from DatFile. Use -help if needed.

New in rFactor 2 Demo Build 1036 (Dec 10, 2015)

  • FEATURES:
  • Made the pit menu wing adjustments use the same display value as the garage.
  • FIXES:
  • Fixed idiot light when vehicle rev limit is smaller while in neutral.
  • Attempted fix for laps sometimes being lost on a race rejoin.
  • Fixed a crash when starting ded server if borderless mode was previously selected
  • Fixed a problem where the wrong port was used to tell Steam friends about the server you are on.
  • Removed the condition that only non-demos can change the opponent list.
  • Fix for “join as spectator” problem.
  • PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed.
  • Fixed occasional ‘missing gears’ problem.
  • MODDING / PUBLIC DEV:
  • Increased size of some mas2 dialogs
  • Added a confirmation before deleting all waypoints in mod mode
  • Added delete next/prev to selected waypoint menu.
  • Changed “delete branch” to only require single waypoint selecte.
  • Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.