rFactor2 Changelog

What's new in rFactor2 Update 34 Build 1008

Sep 28, 2015
  • STOCK CARS:
  • In order to take full advantage of the stock car features, it is recommended that users do the following
  • Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set ” Enabled” to 1 for both of these plugins.
  • Download and install the “National Stock Car Racing 2015” mod. This contains many rules settings geared towards stock car racing.
  • FEATURES:
  • Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance.
  • Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn.
  • Added a tiny bit of configurability to the new ‘Low Speed Info’ message box. PLR file value “LSI Top” lets you set its vertical position or disable it altogether.
  • Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit.
  • Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter “STOCKCARGAUGE”), and turn them on or off depending on how close the player’s speed is to the pitlane speed.
  • Added .tbc variable “RoadGrooveSqrdGripEffect” so AIs will experience the same grip curve vs. groove as the human driver does.
  • Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don’t necessarily follow the recorded driving lines) Can be disabled by setting playerfile option “AI Logic Override” to 2.
  • Added a gizmo to the UI in order to turn plugins on and off. In the future, you’ll also be able to edit custom plugin variables here.
  • MULTIPLAYER:
  • There exists a new multiplayer.json variable “Plugin Heartbeat Rate” which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning “paused”.
  • FIXES:
  • Fixed slow car cycling
  • Fix for missing update cmps
  • Fix a problem with admin commands /pitby*
  • Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode.
  • Fixed some problems where vehicles were moved or re-initialized at unexpected times.
  • MODDING / PUBLIC DEV:
  • Fixed bug with updates not showing in game UI select list.
  • Fixed bug when creating vmod with updated components.
  • Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors).
  • Added # of waypoints selected to the AIW waypoint selection menu header.
  • Raised line drawning to be 0.1 meters above the track.
  • Mountain Peak Speedway 1.2 Changelog:
  • New AIW
  • Added support for 43 cars
  • Other minor tweaks
  • Bathurst 1.02 Changelog:
  • Fixed some shadow popups
  • Fixed wall collisions
  • Fixed incorrect texture size (stops crashing on some extremely old cards)
  • Tweaked AIW
  • Nissan GT-R GT1 1.6 Changelog:
  • Brand new tyres (CPM).
  • Reduced Max steering lock and moved to new steer lock method (as per other newer cars, which attempts to keep your steering ratio correct).
  • minor increase in CG.
  • Allowing a bit more freedom in anti-roll bar ranges, softened default.
  • Slightly less ‘randomness’ in engine lifetime.
  • Minor aero tweaks.
  • Slower real road rate.
  • Recalculated brake system.
  • Cleanup of old params and updated others to newest params based on build changes.
  • Reduced graphical helmet movement (when looking AT the car)
  • added tv style onboard cam,
  • Fixed the hood glitch
  • updated shaders
  • moved the dash sticker up
  • added new head light glow
  • updated body shaders
  • Fixed a bad shadow at the back of the side window
  • Newer driver model
  • Brianza 2.0 Changelog:
  • Added Junior layout
  • Implemented latest RealRoad shader
  • Applied RealRoad to curb materials
  • Cleaned up road textures and replaced detail maps
  • Improved concrete detail map texture set (pitlane, banking)
  • Improved road wet masks
  • Reconformed painted stripes and enhanced textures and material
  • Fixed minor terrain gap
  • Implemented new terrain shader
  • Remapped terrain for new terrain shader
  • Terrain Radiosity pass + manual pass
  • Reverted all MIP Map bias to default
  • Optimized road and terrain objects for smoother performance
  • Optimized fence textures and materials
  • Optimized billboard vegetation for better and smoother performance
  • Fixed transparent tree issue at banking T1
  • Improved and conformed vegetation texture set
  • Fixed tree and treeline mapping glitches
  • Reduced flickering vegetation
  • Applied subtle random vertex colours to vegetation
  • Slightly enhanced billboard crowd textures
  • Optimized Armco and fences for smoother performance
  • Enhanced stone wall normal map
  • Improved see-through glass textures and materials
  • Optimized buildings for better and smoother performance
  • Optimized grandstands for better and smoother performance
  • Made pit exit lights functional
  • Fixed score tower logo mapping
  • Added marshals in banking score towers
  • Optimized sponsor signs
  • Optimized trackside light objects
  • Slightly improved marshal textures
  • Enhanced and optimized trackside vehicles textures and materials
  • Optimized LOD and shadow distances on all objects for better performance
  • Removed virtually all object popups
  • Repopulated all reflection maps after optimization pass
  • Tweaked fog values
  • Removed HDR Profiles
  • Updated TDF to latest set of values
  • New loading screens
  • Added Test Team RRBINs
  • Updated GDB, includes better movable object reactions
  • Updated AIWs
  • New and updated CAMs
  • Corvette 1.62 Changelog:
  • Implemented CPM
  • Dry tires now suffer more in wet, wets suffer more in dry
  • Various tweaks and fixes

New in rFactor2 Update 33 Build 998 (Aug 27, 2015)

  • FEATURES:
  • Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1.
  • Added the admin command /pitbyvehicle. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file.
  • On line map, put player’s icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of.
  • Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location.
  • Added results file tag which lists the layout MAS file.
  • Letting “virtual” cars override “Classes” & “Category” from the base vehicle file. (in a text editor, by hand.)
  • Made the key for triple-head configuration and the TGM display into a single configurable control.
  • Added onboard right track bar adjustment, which requires the HDV [SUSPENSION] setting OnboardRightTrackBarAdjustment=1.
  • Expanded multiview adjustments to allow separate side channel settings
  • Added multiview adjustment tool, toggle with ctrl-equal
  • Default pace car is Corvette
  • Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally).
  • FIXES:
  • Corrected albedo levels on several particle textures.
  • Fix for not checking mod versions when changing mods
  • Fixed an issue where a rear axle adjustment was essentially being done twice in initialization.
  • Fix for server not writing correct results when everybody leaves session.
  • An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. This still needs to be tested (using the admin command /forwardseconds should help).
  • Fix for locale errors in config.ini
  • Corrected static ARB forces (already accounted for non-symmetric ride heights, but now accounts for non-symmetric springs and weights as well)
  • Fixed underbody scraping sound.
  • Small fix to prevent the upgrade tree list from updating the current track when not in realtime.
  • Fixed place readout and camera cycling by place in normal (i.e. non-instant) replay mode.
  • The wheels on other clients’ vehicles should usually rotate at approximately the correct speed now.
  • Attempted fix for race rejoin where client still thinks vehicle is under AI control.
  • Fixed a bug in the stock car rules plugin where DNF’d or DQ’d cars could be in the track order of cars under caution.
  • Fixed a bug in the stock car rules plugin that could incorrectly identify a vehicle as not “up to speed” and therefore should be ignored in the track order of cars under caution.
  • MODDING / PUBLIC DEV:
  • Added “none” to AIW editor text display options. Fixed step distance/speed not getting saved for track overrides in AIW editor.

New in rFactor2 Update 32 Build 982 (Jul 10, 2015)

  • FEATURES:
  • This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We’re still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED IN DEV CORNER.
  • Max vehicles for the All Cars & Tracks default mod was increased to 45.
  • Added a configurable control for “Skip Formation” (but if none is configured, the Space key will be used).
  • Added AI self-preservation reaction to preventing tipping.
  • Increased effect AIW parameter AISpec has on AI acceleration and max speed.
  • Added cockpit readouts “BESTLAP” and “LASTLAP” for modders to use.
  • Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots.
  • Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set “Steering Effects Strength” to 9999 instead of 10000.
  • FOV now stored per (exact) vehicle.
  • Added steering wheel ranges to plugin telemetry.
  • Now recognizing GDB track type of “Oval” in addition to the original types “Superspeedway”, “Superspeedway Oval”, “Speedway”, “Speedway Oval”, “Short Track” and “Short Track Oval”. Despite all these choices, the app code doesn’t actually differentiate them, other than to identify these track types as not being a “Road Course”. The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called “inside/outside” (ovals) or “left/right” (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
  • Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
  • Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
  • Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
  • Forcing vehicle body collision model to be below a certain limit now (automatically LOD’ing if necessary). This is done for performance reasons.
  • FIXES:
  • Fix for the “WCCLOUD.GMT” multiplayer loading error.
  • Fixed mod sig missing when server publishes to matchmaker.
  • Fixed some controller detection and rearrangement issues.
  • Addressed issue where a matrix in AI physics drifted away from being orthogonal.
  • Some improvements/fixes to replay and resume-from-replay for non-race sessions.
  • Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn’t.
  • Gold playerfile now stores Mod name instead of RFM file name for “Game Description”, since we can’t guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
  • Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
  • Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn’t know their correct grid location.
  • MODDING / PUBLIC DEV:
  • Fix for driver editor so you can go back to main menu from track specific parameters menu.
  • Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo.
  • Look for digital flags up to the number of corner workers so that track builders don’t need to name digital flags consecutively.
  • Fixed potential bug with custom rFm file when creating mod with wizard.
  • MULTIPLAYER
  • In multiplayer cars will now reload if using the car switcher only to change upgrades.
  • Fixed remembering of column sort state for matchmaker list.
  • Fix for number of pitstops being reported as zero in multiplayer.
  • Added admin command “/forwardseconds X” in order to fast forward time by X seconds, where X is from 0-65535.
  • Added admin commands “/pitbydriver” and “/pitbyteam”.
  • GRAPHICS:
  • Fixed rear view tonemapping
  • Adjust post-gamma
  • Fix for dirty sideviews in multiview
  • Fixed extra slashes at end of Shader dir in viewer
  • More HDR process optimizations
  • Improved spotlight priority sorting
  • Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
  • Fixed for FXAA not working since last release.
  • Additional SLI optimizations when using reflections.
  • UI / HUD / OPTIONS:
  • Made the UI consistent with in-game with regards to the names of the Steering Help levels.
  • Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
  • Changed password failure page to be more informative
  • Added a “remove forced upgrade” button to the tuning page to easily undo user created “force upgrade” actions.
  • Shrink button text to fit inside bounds
  • Indianapolis Motor Speedway v1.3 changelog (from v1.03):
  • New additions:
  • Added “Brickyard 400″ layout for Stock Cars
  • Added road (micro)bump for 2007 layout
  • Added road (micro)bump for 2013 layout
  • Added road (micro)bump for 2014 layout
  • Added 2007/2013 and 2014 curb texture variations
  • Added service pitlane fence posts for 400/500/2014
  • Added Pit In cone for 400/Stock Cars
  • Added dashed line on pitlane for 400 and 500 layouts
  • Removed pitwall fences for 400/500/2014 layouts
  • Enhanced AIWs for Speedways — less extreme Block Path
  • Tweaked dashed painted stripe length
  • Replaced loading screens for all layouts
  • Fixes:
  • Fixed various terrain gaps on drivable surfaces
  • Fixed missing piece of road/terrain for 2007 and 2013 layouts
  • Fixed gap in S1/T3 road for 2007/2013 layouts
  • Fixed curbs gaps for 2007
  • Fixed various painted stripe glitches
  • Fixed and tweaked various GDB entries
  • Fixed garage back door colliders on F1 pit garages
  • Fixed UV mapping glitches on Gift Shops
  • Fixed pit entry line for 400 and 500 layouts
  • Fixed minor errors in all AIWs
  • Fixed and improved various trackside cameras
  • Specific AIW tweaks for 2007 layout
  • Stopped AI hitting garages when leaving
  • Reduced false positive cut track warnings
  • Improved AI speed in some corners
  • Made LEFT Path to pit entry transition smoother
  • Dallara DW12 Indy car v1.63 changelog (from v1.62):
  • Removed redundant sound files.
  • Added tyre sounds and wind noise directly into package file.
  • Reverse the order of ‘Model” upgrades, so that road course is at the top and hence selected by default.
  • Fixed minor texture issues on some cars
  • Dallara DW12 Indy car v1.62 changelog (from v1.5):
  • Physics / Setup:
  • Fixed fuel tank capacity.
  • Fuel tank position corrected (slightly lower and further forward)
  • Allowing both compounds during race.
  • Added ‘weight jacker’. Garage only at this time.
  • Brand new CPM enabled tyres.
  • Better undertray points.
  • Better fuel estimation.
  • Better ride height ranges and defaults.
  • Caster range now 4-10 as per real life.
  • Accurate suspension geometry that varies between oval / road course.
  • Tyre pressure ranges more realistic (as are defaults)
  • Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks.
  • Minor Turbo error correction.
  • Aero corrections for both speedway and road courses. (Main change is more accurate and higher downforce for speedway config)
  • Recalculated brake system & restricted brake bias range.
  • Improved unsprung masses.
  • Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119″ is ideal for speedways, 120″ may be ok for road courses.
  • Increased the weight of the car (was ~missing driver weight).
  • Slightly more damage sensitive.
  • Increased CG height according to new data.
  • More accurate default RC toe angles.
  • Increase AI’s grip a touch (road course).
  • Recalc’ed and more accurate anti-roll bar rates, ranges.
  • Fixed small error on front wing range (now goes up to 32° on RC / SC)
  • Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate.
  • Allowing stiffer springs.
  • Now using spool differential (locked axle).
  • Increase in chassis flex.
  • Min brake ducts now have MUCH less cooling, Max similar.
  • Brake Duct drag and lift reduced (so penalty is a little lower).
  • Steering system updated.
  • Opponent sound attenuation increased (so other cars are slightly less audible).
  • Steering ratio corrected (default, options not available yet).
  • Very slightly less sensitive to turbulent air, Auto-shift tweak (AI)
  • Visuals:
  • Fix so rotation matches in-game.
  • Fixed problem with Alternates showing as Primaries at race start
  • air intake gap fixed
  • hands animation fixed
  • new tyre damage texture
  • spinner scene fixed
  • Fixed tyre compound visibility in spinner.
  • Digits on the steering wheel increased to 5
  • Digital Yellow message “Yel” aligned
  • Graphics : whole model rescale (+2%),
  • Front susp arms corrected.
  • Mirrored rear wing back logo (#27 #77)
  • – Various texture fixes

New in rFactor2 Build 946 (Apr 4, 2015)

  • FEATURES:
  • Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
  • Added local content management to Launcher.
  • Added support for batch downloads in Launcher’s remote content tab.
  • Added ring stiffness multipliers to TGM files.
  • Added third party content publishing to Launcher.
  • FIXES:
  • By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
  • Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
  • Made unlimited laps in qualifying truly unlimited.
  • Fix for aspect ratio problems in monitor.
  • Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
  • Added HTTP Basic Authentication to dedicated server mod downloads.
  • Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
  • Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
  • Fixed unnecessary reloads of matchmaker list.
  • Lined up vehicle labels in monitor.
  • Made vehicle labels more legible under different conditions.
  • Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
  • Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
  • Fixed a crash that could happen while resuming a replay of a non-race session.
  • MODDING / PUBLIC DEV:
  • Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
  • Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
  • simplified grid, pit, & garage spot marking.
  • Allowed AIW editor to set number of garages per pit spot for ease of editing.
  • Fixed Camera FOV editing.
  • MULTIPLAYER
  • Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
  • In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
  • Improved multiplayer skin transfers so there is less chance of name mix up.
  • GRAPHICS:
  • New tonemapper
  • Optimized single-pass HDR for multiview.
  • Adjusted some hdr/sky params to work with new tonemapper

New in rFactor2 Build 930 (Feb 16, 2015)

  • 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.

New in rFactor2 Build 904 (Dec 16, 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.

New in rFactor2 Build 880 (Oct 31, 2014)

  • FEATURES:
  • Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible.
  • Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading.
  • Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables.
  • BUG FIXES / OPTIMIZATIONS:
  • Fixed crash on exit.
  • Fixed TrackIR in 64-bit.
  • Forcing playerfile variables to exist between their min and max upon load from file.
  • Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out.
  • Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file.
  • Reduced some violent collisions caused by tiny gaps in the wall.
  • Prevent physics blow-ups caused by negative wheel inertias.
  • Fixed possible crash at shutdown.
  • MULTIPLAYER:
  • New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server.
  • MODDING / PUBLIC DEV:
  • Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
  • Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working.
  • AI:
  • Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track.
  • Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage
  • Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at 0 speed instead of being based on original driver rcd stats
  • AIs now turn off engine when heading back into garage.
  • Fixed a bug where AI can forget how to stop on their pit spot.
  • Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well.
  • Nissan GT-R GT1 v 1.47:
  • Chassis flex implemented and new steering parameters.
  • CG increased.
  • Downforce reduction and slightly less yaw stable.
  • Slightly less downforce sensitive in slip-stream.
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • Automatic shift aid works a little better (less reluctantly).
  • You now also have to blip on down-shifts as per the real car.
  • Minor AI tweaks.
  • Additional radiator setting to prevent overheating in high ambient temperatures.
  • ‘Central’ TVCockpit / bonnet camera.
  • Tweaked headlight parameters should improve night racing.
  • Now using newer sound attenuation parameters.
  • LOD distance tweaks
  • Updated to latest shader settings
  • New driver helmet
  • Additional teams / liveries added
  • Rim Blur added.
  • *There are additional minor undocumented changes.
  • Nissan 370z GT4 v 1.47:
  • 2 versions now available, European and Dutch, which more closely match rules from specific series.
  • Chassis flex implemented and new steering system.
  • Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann).
  • Caster range reduced.
  • Slightly stronger suspension.
  • CG increased, further forward and more laterally offset.
  • Slight downforce reduction.
  • Slightly less downforce sensitive in slip-stream.
  • Minor setup tweaks.
  • Gear ratios replaced.
  • Brake system completely recalculated.
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • Minor AI tweaks.
  • ‘Central’ TVCockpit / bonnet camera.
  • Tweaked headlight parameters should improve night racing.
  • Now using newer sound attenuation parameters.
  • Updated to latest shader settings
  • New driver helmet
  • Rim blur added.
  • New team liveries added.
  • Fixed reversed / mirrored logo on the side.
  • Fixed wheel shadow height.
  • *As usual there are some small additional undocumented changes.
  • **Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete.
  • Chevrolet Camaro GT3 v 1.49:
  • CG raised
  • Minor setup tweak
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • Slight downforce reduction and drag increased.
  • Minor AI tweaks.
  • Small engine torque correction.
  • Slight increase in shift duration, ignition cuts more correctly on upshifts also.
  • Slight damage tweak (suspension a tiny bit stronger).
  • Wheel / brake shadowing issue resolved
  • Updated to latest shader settings
  • New driver helmet
  • Chevrolet Corvette C6.R GT2 v 1.49:
  • Weight distribution adjusted.
  • Force upshift ignition cut.
  • More accurate steering range and lock including new variable steering ratio system.
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Slight geometry tweak.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • 2009 & 2010 spec engines available.
  • Reduction in overall downforce level and slight increase in yaw sensitivity.
  • Small AI tweaks.
  • Slight damage tweak.
  • Updated shader settings
  • Fixed the rear diffuser shape
  • Now using latest driver helmet
  • Rim blur was added
  • *There are additional small undocumented fixes not noted in logs.

New in rFactor2 Build 860 (Sep 22, 2014)

  • FEATURES:
  • Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible.
  • Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading.
  • Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables.
  • BUG FIXES / OPTIMIZATIONS:
  • Fixed crash on exit.
  • Fixed TrackIR in 64-bit.
  • Forcing playerfile variables to exist between their min and max upon load from file.
  • Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out.
  • Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that don’t exist in any RCD file.
  • Reduced some violent collisions caused by tiny gaps in the wall.
  • Prevent physics blow-ups caused by negative wheel inertias.
  • Fixed possible crash at shutdown.
  • MULTIPLAYER:
  • New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server.
  • MODDING / PUBLIC DEV:
  • Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
  • Improved AIW editor waypoint by waypoint calculated speed matcher. It’s now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working.
  • AI:
  • Added an “AI setup” button to the “car tuning” page so that one can set the upgrades the AI should use for a specific track.
  • Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage
  • Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at 0 speed instead of being based on original driver rcd stats
  • AIs now turn off engine when heading back into garage.
  • Fixed a bug where AI can forget how to stop on their pit spot.
  • Changed “AI Setup” button so that user dictated setups can’t overwrite upgrade configurations dictated by component. Renamed it to “Force Setup”, because it’s not just AI that are forced to use this setup, but the player as well.
  • Nissan GT-R GT1 v 1.47
  • Chassis flex implemented and new steering parameters.
  • CG increased.
  • Downforce reduction and slightly less yaw stable.
  • Slightly less downforce sensitive in slip-stream.
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • Automatic shift aid works a little better (less reluctantly).
  • You now also have to blip on down-shifts as per the real car.
  • Minor AI tweaks.
  • Additional radiator setting to prevent overheating in high ambient temperatures.
  • ‘Central’ TVCockpit / bonnet camera.
  • Tweaked headlight parameters should improve night racing.
  • Now using newer sound attenuation parameters.
  • LOD distance tweaks
  • Updated to latest shader settings
  • New driver helmet
  • Additional teams / liveries added
  • Rim Blur added.
  • There are additional minor undocumented changes.
  • Nissan 370z GT4 v 1.47:
  • 2 versions now available, European and Dutch, which more closely match rules from specific series.
  • Chassis flex implemented and new steering system.
  • Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann).
  • Caster range reduced.
  • Slightly stronger suspension.
  • CG increased, further forward and more laterally offset.
  • Slight downforce reduction.
  • - Slightly less downforce sensitive in slip-stream.
  • Minor setup tweaks.
  • Gear ratios replaced.
  • Brake system completely recalculated.
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • - Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • Minor AI tweaks.
  • ‘Central’ TVCockpit / bonnet camera.
  • Tweaked headlight parameters should improve night racing.
  • Now using newer sound attenuation parameters.
  • Updated to latest shader settings
  • New driver helmet
  • Rim blur added.
  • New team liveries added.
  • Fixed reversed / mirrored logo on the side.
  • Fixed wheel shadow height.
  • As usual there are some small additional undocumented changes.
  • Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete.
  • Chevrolet Camaro GT3 v 1.49:
  • CG raised
  • Minor setup tweak
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • Slight downforce reduction and drag increased.
  • Minor AI tweaks.
  • Small engine torque correction.
  • Slight increase in shift duration, ignition cuts more correctly on upshifts also.
  • Slight damage tweak (suspension a tiny bit stronger).
  • Wheel / brake shadowing issue resolved
  • Updated to latest shader settings
  • New driver helmet
  • Chevrolet Corvette C6.R GT2 v 1.49:
  • Weight distribution adjusted.
  • Force upshift ignition cut.
  • More accurate steering range and lock including new variable steering ratio system.
  • Updated to use new tyre mass method and slightly more accurate unsprung masses used.
  • Slight geometry tweak.
  • Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
  • 2009 & 2010 spec engines available.
  • Reduction in overall downforce level and slight increase in yaw sensitivity.
  • Small AI tweaks.
  • Slight damage tweak.
  • Updated shader settings
  • Fixed the rear diffuser shape
  • Now using latest driver helmet
  • Rim blur was added
  • There are additional small undocumented fixes not noted in logs.

New in rFactor2 Build 798 (Jul 22, 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.

New in rFactor2 Build 770 (Jul 2, 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

New in rFactor2 Build 660 (Apr 16, 2014)

  • 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.
  • AI:
  • If AI has front wheels off the track pauses any steering changes until wheels back on the ground.

New in rFactor2 Build 590 (Mar 21, 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.

New in rFactor2 Build 494 (Feb 27, 2014)

  • GRAPHICS:
  • Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”.
  • Fixed calculation and tweaked numbers to reduce cloud pop-in.
  • There’s a few items missing from this changelog, shadow draw, etc.
  • FEATURES:
  • Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
  • For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
  • Created some options for the suspension deformation code that allows more generic connections like brake lines.
  • BUG FIXES / OPTIMIZATIONS:
  • Fixed problem recovering from ctrl-alt-delete in Win 7/8.
  • Fixed some missing translations in rFConfig.
  • Fixed plugin callbacks PreReset() and PostReset().
  • Fixed a crash from the RFM spinner in strange cases.
  • Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere)
  • Fixed problem reading older RealRoad files.
  • Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
  • Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
  • Fixed a couple problems with Resume From Replay, including one potential crash.
  • Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
  • Fixed potential crash in transparent trainer code – probably only happened in multiplayer.
  • MODDING / PUBLIC DEV:
  • Fixed bug in ModMgr when displaying large (> 2GB) mod files.
  • Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
  • Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
  • Fixed rcd values write out from realtime editor.
  • Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.
  • UI / HUD / Options:
  • Fixed ‘enter’ key moving between min and max replay mode for other languages.
  • When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI.
  • Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode.
  • Fixed issue with true type fonts sometimes (usually after UI switch) not loading.
  • MULTIPLAYER:
  • Official ISI server now show on top of mp lobby list (until user manually sorts).
  • If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
  • Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server.
  • Detecting & reloading livery changes in multiplayer quick vehicle change.
  • Disabled new prediction algorithm by default, until issues are worked out.
  • CONTROLLERS / FFB:
  • Added profile for the Thrustmaster TX Racing Wheel.
  • Added an optional minimum FFB torque to the controller.ini file. Disabled by default.
  • AI:
  • AIs now attempt to restart engine when toggling AI on with a stalled engine.
  • Fixed some cases where RCD files were not loading.

New in rFactor2 Build 382 (Dec 21, 2013)

  • GRAPHICS:
  • Improved usage of particle cloud for engine effects
  • FEATURES:
  • Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
  • Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
  • Changed the way tire compounds are reported in the results file.
  • BUG FIXES / OPTIMIZATIONS:
  • Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
  • Fixed the problem where replays would slow down in the middle if they were really long.
  • Fixed issue with some “virtual” vehicles not loading the their skin
  • Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
  • Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
  • Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
  • Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
  • Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
  • Fixed “A.I. cars not in private test day list after creating second test day” bug.
  • Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
  • Fixed massive frame rate hit on car selection list page.
  • Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
  • minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
  • Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
  • Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
  • Fixed shadows not displaying properly in replay mode
  • MODDING / PUBLIC DEV:
  • Camera editor now always shows FOV info for active camera in upper left.
  • UI / HUD / Options:
  • Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
  • Replaced UI option sun occlusion with soft particles
  • Added soft particles as UI display option
  • Now able to get true type fonts from UI as well as shared.
  • OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
  • improved track list gizmo to better handle locations that are missing track gdbs.
  • MULTIPLAYER:
  • Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.

New in rFactor2 Build 342 (Oct 25, 2013)

  • FEATURES:
  • Now allowing user vehicle data (like FFB multiplier) to be stored separately from mods. To enable, set the PLR file option “User Vehicle Data” to 1. The current default is 0, which is the original behavior. If it works well, we will change the default.
  • Allowing virtual mirrors to be used with onboard cameras now. Also made mirror key apply to swingman and onboards.
  • Added UI options to create a “virtual” vehicle…based off an existing vehicle. Goto Tuning Page with an existing vehicle…select a loose alternative skin. (if no loose alternative skins are availible, hit the “create dir” button, then the “reload” button and it’ll generate one for you (use the skin spinner and select “alt”). Once you select an alternative loose skin, the “create” new driver button should be enabled. hit that…fill in the new driver name and team, and next time you enter the vehicle selection screen you should be able to select your new vehicle. (new “virtual” vehicle will also be available as an opponent) (Doesn’t currently work for multiplayer).
  • Added a more generic way for physics modders to attach pushrods (or spring/damper units); in particular they can be attached to A-arms now.
  • Added tire compounds to results file.
  • GRAPHICS:
  • Changed baseline turbidity to 2.0
  • Now able to exclude specified objects (such as cockpits) from HDR scene avg luminance computation.
  • New particle cloud system is being phased in.
  • Improvements to HDR downsampling.
  • Reflection maps set to Off now uses a near-static map.
  • Some improvements to reflection map rendering pipeline.
  • BUG FIXES / OPTIMIZATIONS:
  • Fixed case where incorrect password would be saved after a failed download.
  • Fixed incident reporting and crash sounds, not coincidentally!
  • Fixed mistake when we added support for 6 controllers.
  • Garage UI captions that are overridden by one vehicle now get reset to the default if a different vehicle is chosen.
  • Fixed time length of replay reported in Replay Information box.
  • Improved handling of the situation where there are more vehicles than garage spots (added warning message, and prevented a possible CTD).
  • Added a controller.ini variable “Detect Rearranged Controllers” which was and is on by default, but can now be disabled if it seems to cause problems.
  • Computing main vehicle body extents using collision body only now, since collision is its primary purpose. For some cars, this fixes a problem where the AI thought the car was really wide due to the ambient shadow object.
  • Fixed a problem where the grid at the monitor would look messed up if adding/removing vehicles while paused.
  • A hopeful fix for the problem where Windows 8 users are reporting occasional lost controllers.
  • Fixed the position displayed in front of the driver’s name at the monitor, which was usually incorrect when viewing replay.
  • MULTIPLAYER:
  • Allow /restartwarmup to go back to the warmup session briefly even if it is disabled. The purpose is to allow pending drivers to join.
  • Optimized the initialization of temp cars in multiplayer, which reduces the slight hitch when other clients join while you are driving.
  • Fixed bug where server messages were being labeled as “Your Name:” instead of “[server]:”
  • MODDING / PUBLIC DEV:
  • Fixed crash from entering game with no AIW file.
  • Added new gizmo APP_TEXTVALUE_REPLAYDRIVER for OSC modders that only displays driver’s name, not position.
  • AI:
  • Introduced version 1.0 of new AI learning code. When Autocalibrate AI Mode”2? in the playerfile, AIs will run laps in practice trying to optimize their operating parameters on a per corner basis ( up to the new playerfile variable “AI Calibrate Sample Size” number of trials). They create a database (*.wis file…for “wisdom”, in the UserData\player\Settings\componentName\VehicleFile directory) with the results & use these results to adjust their parameters on the fly in a race. Because this is the first release, it’s not completely full-featured…for best results, during practice, disable fuel usage, tire wear, and mechanical failures, and try to keep out of their way (they will not currently ignore a result because the the AI was held up by another car). Results are stored between games, so you may run a race with fuel usage, tire wear, and mechanical failures once the databases are created.
  • When Autocalibrate AI Mode”3?, the AI will only read and use existing knowledge.
  • KNOWN ISSUES:
  • General:
  • While driving Historics, AI can not safely slow down and enter their pit stall.
  • Because work on rFactor 2 is ongoing, newer mods and components may have issues if played on earlier rFactor 2 versions than the version for which they were intended.
  • Networking:
  • Server does not warn user if IP:port is already in use.
  • No Server ping in MP Lobby.
  • Server detail sharing does not work in some cases.
  • Some odd collision behavior is happening in multiplayer.
  • Graphics:
  • Environment mapping is not yet fully optimized and may cause slowdowns, especially on multi GPU systems.
  • FXAA post processing does not work with any level of MSAA enabled – disable MSAA if you are using FXAA
  • Replay:
  • Some vehicle states like tire temperatures are not restored when resuming a session from a saved replay.
  • The accuracy of the g-force meter may depend on replay quality level. Similarly, watching an AI or human opponent live may result in a very “spiky” meter.
  • Tire Model:
  • Contact patch load distribution model is not final, which means tire pressure does not have the full effect that it should.
  • Aquaplaning is not implemented, so wet weather driving is only properly modelled when the track is damp but with no standing water.
  • There are other relatively minor loose ends.
  • Curbs, white lines have almost no grip in rain.
  • Collision:
  • Loose objects (cones, haybales, etc.) “fall asleep” inappropriately, sometimes up in the air, and essentially turn into solid objects.
  • Weather/RealRoad:
  • Groove build-up and track wetness/drying happen at an artificial, accelerated rate.
  • Wind and humidity do nothing.
  • Controllers:
  • Some older force feedback drivers cannot handle rFactor2's high-fidelity update rate and in fact make the simulation fall out-of-realtime (you’ll notice if things get jerky and slow and the purple bar on the CPU Time graph goes to 100%). There are two possible fixes: 1) get updated drivers from your hardware manufacturer (recommended), or 2) open up controller.ini and set “Skip Updates” to a non-zero value. Note that the presets for new Thrustmaster wheels include the second fix in case users haven’t updated their drivers. Again, we recommend updating the drivers and setting “Skip Updates” back to 0.

New in rFactor2 Build 300 (Sep 7, 2013)

  • BUG FIXES / OPTIMIZATIONS:
  • Fixed startup crash caused by mods with exceptionally long descriptions.
  • Fixed TTool draw error, etc.
  • Fixed static reflections.

New in rFactor2 Build 298 (Sep 6, 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.

New in rFactor2 Build 240 (Jul 2, 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.

New in rFactor2 Build 228 (Jun 11, 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.

New in rFactor2 Build 218 (May 21, 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”.

New in rFactor2 Build 198 Beta (Apr 3, 2013)

  • 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.

New in rFactor2 Build 156 Beta (Apr 2, 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.