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EA Sports WRC Full Car List WRC Car List Ford Puma Rally1 HYBRID Hyundai i20 N Rally1 HYBRID Toyota GR Yaris Rally1 HYBRID WRC2 Cars Citroën C3 Rally2 Ford Fiesta Rally2 Hyundai i20 N Rally2 ŠKODA Fabia Rally2 Evo ŠKODA Fabia RS Rally2 Volkswagen Polo GTI R5 Junior WRC Ford Fiesta Rally3 World Rally Cars 2017-2021 Ford Fiesta WRC Volkswagen Polo 2017 World Rally Cars 1997-2011 Citroën C4 WRC Citroën Xsara WRC Ford Focus RS Rally 2001 Ford Focus RS Rally 2008 MINI Countryman Rally Edition Mitsubishi Lancer Evolution VI Peugeot 206 Rally Seat Córdoba WRC ŠKODA Fabia WRC SUBARU Impreza 1998 SUBARU Impreza 2001 SUBARU Impreza 2008 Rally2 Ford Fiesta R5 MK7 Evo 2 Peugeot 208 T16 R5 NOTE: All WRC2 cars can compete in Rally2 car class events. Rally4 Cars Ford Fiesta MK8 Rally4 Opel Adam R2 Peugeot 208 Rally4 Renault Twingo II NR4/R4 McRae R4 Mitsubishi Lancer Evolution X SUBARU WRX STI NR4 S2000 Fiat Grande Punto Abarth S2000 Opel Corsa S2000 Peugeot 207 S2000 S1600 Citroën C2 Super 1600 Citroën Saxo Super 1600 Ford Puma S1600 Renault Clio S1600 F2 Kit Cars Ford Escort Mk 6 Maxi Peugeot 306 Maxi Renault Maxi Mégane Seat Ibiza Kit Car Vauxhall Astra Rally Car Volkswagen Golf IV Kit Car Group A Ford Escort RS Cosworth Lancia Delta HF Integrale Mitsubishi Galant VR4 SUBARU Impreza 1995 SUBARU Legacy RS Group B (4WD) Audi Sport quattro S1 (E2) Ford RS200 Lancia Delta S4 MG Metro 6R4 Peugeot 205 T16 Evo 2 Group B (RWD) BMW M1 Procar Rally Lancia 037 Evo 2 Opel Manta 400 Porsche 911 SC RS H3 (RWD) BMW M3 Evo Rally Ford Escort MK2 McRae Motorsport Ford Sierra Cosworth RS500 Lancia Stratos Opel Ascona 400 Renault 5 Turbo H2 (RWD) Alpine Renault A110 1600 S Fiat 131 Abarth Rally Ford Escort MK2 Hillman Avenger Opel Kadett C GT/E Talbot Sunbeam Lotus H2 (FWD) Peugeot 205 GTI Peugeot 309 GTI Volkswagen Golf GTI H1 (FWD) Lancia Fulvia HF MINI Cooper S Vauxhall Nova Sport Builder Cars WRC Builder Car WRC2 Builder Car Junior WRC Builder Car
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Unreal Engine The first thing fans will notice from the reveal trailer is the graphics: They are far flatter and more realistic than those of Dirt Rally 2.0. Whilst less pretty, this will surely not be a bad thing as immersion will certainly come with the improved engine. – Releasing October 31 in Early Access (Digital pre-order required), November 3, 2023 otherwise. – Releasing on PS5, XB Series X|S, PC via Steam, EA, Epic. – Five DLC packs (they call them VIP passes, I guess). – “Builder” and subsequent explanation suggests you can design your own rally car. – “Moments” suggests you can participate in specific events EA create. – “longer, more detailed stages than previously possible” – “18 official FIA World Rally Championship locations” – “10 current WRC, WRC2, and Junior WRC vehicles” – “68 of the most iconic rally cars spanning 60 years of the sport”
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Le Mans Ultimate UI And Features – “longer lifetime than an annual game” suggests it isn’t one. – Co-op mode offers a month period to complete a race. – RaceControl offers easy server setup. – “cars from yesteryear” suggests vintage content coming. – “latest version of Spa” suggests updated rF2 track. – “scratch builds of Portimão and Fuji” – also mentioned they are laser scanned. – “driver swaps with your AI team mates” and in-progress save games confirmed. – “quick race” and “championship mode” confirmed in either GTE or Hypercars – “performing in a championship can help your online career too” suggests rankings for multiplayer and that proving yourself offline first helps with that. – “presets for newcomers to get their heads around car set-up” suggests support for different levels of difficulty, perhaps driver aids, etc. – Console release “depending on how well the game does” but I actually doubt it will regardless.
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V1.1LE ChangeLog Version 1.1LE - New Physics LE version by Nicola Acciarri - New Physics HE version by Nicola Acciarri (available into Coloni DLC Content). All Cars Updated. New Cars 1.1 LE and 1.2 HE
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Lister Storm GT Coming To GTRevival Lister Storm GT Towards the end of the 1990s, after Group C had very much disappeared and as LMP classes were tiring sports car fans, a new GT class emerged. GT1 brought forth a new age of sports car racing in which GT cars were at the forefront of people’s minds. With the class came a number of oddball vehicles. LISTER STORM GT Specifications Engine: Jaguar V12 SOHC 24 valves Displacement: 7.0 L 6,996 cc (426.9 cu in) Compression: 10.5:1 Power: 554 PS (407 kW; 546 hp) at 6,100 rpm Torque: 786.37 N⋅m (580.0 lb⋅ft) at 3,450 rpm Top speed: 335 km/h (208 mph) Acceleration: 0-100km/h 3.8s Coefficient of drag: Cd=0.35
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v2.50 Historical content update - 24 Hours of Dundrod - Add new "24 Hours of Dundrod" layout with temporary road lights exclusively for endurance events. - Set historical accurate race date in September for "TT" layout, which affects sun angle & day night duration. All other layouts have race date set in June. - Add historical track lights with different configurations for each layout. Temporary road lights are available only for 24H & Reverse layout. The TT layout has the least track lights in order to stay authentic to the historical event. - Add random power fluctuation animation to track lights. - Rebuilt main broadcast building with more historical details. - Recreated the quarries left-hand hill elevation with additional historical fences, crowds, vegetation, houses. - Add historical landmark farm houses at Rushyhill, Deer's Leap, Wheeler's corner, Hairpin. - Add historical caravans, big top tents, outhouses, race event signboards. - Add historical no-entry sign at pit exit during pit closure. - Add more 3D & texture details to tents, banners, speakers, bridges, stone walls, farm gates, improved material effects. - Add more crowds and warning signs to various historical locations. - Remodeled all 2D chimneys & stone walls to 3D, fixed shadows casting issue. - Optimized collision wall, removed collision wall that can strand vehicle. - Removed grid lines from TT layout. - Fixed some minor road UV map issues. - Updated lakes using the new IBL water shader. - Removed rainbow from race session. - Replaced some 2D tree walls with billboards trees that fits better with scenery. - Improved large amount materials, textures, objects. - Increased overall material brightness by 5%. - AIW workaround to fix AI crashing and stuck issues while exiting pit lane. - Improved AI path at Hairpin for GP Reverse layout for wide range of vehicle types. - Reworked track-side camera groups with more coverage and additional angles that closely matches historical footage.
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Motorsport Games Might Not See the End of 2023, Tries Selling NASCAR License The reports are in, and they do not look optimistic: Motorsport Games has made its Q2 2023 Earnings Report public, which presents a bleak outlook on the company's future. MSG might not even see the end of the year - what does that mean for the licenses of racing series it holds? CEO Stephen Hood highlighted positive events of Q2 2023, such as the announcement of Le Mans Ultimate and key updates to rFactor 2. Suprisingly, the Next Gen Car Update DLC for NASCAR Heat 5 was also mentioned as a highlight due to it being "on track to become our most downloaded content update" - which is surprising, considering that Heat 5 is the predecessor to NASCAR 21: Ignition. The latter saw an issue-filled launch in late 2021, and the Next Gen Car DLC has been received overwhelmingly negative with Motorsport Games Could Fold, Shopping NASCAR License | RaceDepartment
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Improvements: The curb sounds have been updated to provide a more realistic and immersive experience. The sound of the BMW M4 GT3 has been updated to provide a more realistic and immersive experience. The tyre rotation animation has been improved to provide a more realistic and immersive experience. The cut detection system has been improved to prevent players from cutting corners. The movement correction algorithm has been improved to prevent players from getting stuck in walls or other objects. Bug Fixes: A number of bugs have been fixed, including one that caused the game to crash when players tried to join a multiplayer race. Fixed a bug that caused the game to lose track of the player’s position in a race.
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Having gotten the developer core of the GTR series back together, Straigth4 Studios is working on a new sim that should follow in the - certainly enormous - footsteps of both previous titles in the series. Now, the very first in-engine screenshot is available, courtesy of Studio Head Ian Bell, in addition to a logo for the project. GTR Revival is the exciting new project from Ian Bell’s nascent Straight4 Studios, featuring input from GTR 2 development alumni. We share everything we know about the game so far. GTR Revival will use Unreal Engine 5, as indicated by a tweet from Straight4 Studios boss Ian Bell. In the tweet, Bell used images from a freely available Unreal Engine tech demo of an Audi road car to highlight the potential of the new game’s graphics. GTR Revival is set to feature a variety of race and rally cars, with the possibility of road cars too. GTR Revival is set to use AI chatbots to provide AI-generated commentary and engineer chatter. Preview videos show the systems working seamlessly, and it’s definitely something different within sim racing. We’re excited to see how this plays out in the final game and how those who provide the base vices are renumerated. GTRevival Shows Two "Eye Candy" Group C Cars GTR Revival – First In-Game Screenshot New Preview Image Teasing Classic Ferrari 550 GTS
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BMW 330I M SPORT BTCC V1.63 Added 2023 teams Added AI antiroll Fixed visual damage HYUNDAI I30 FASTBACK N PERFORMANCE BTCC V1.61 Added 2023 teams Added AI antiroll HONDA CIVIC TYPE R BTCC V1.61 Added 2023 teams Added AI antiroll FORD FOCUS ST BTCC V1.61 Added 2023 teams Added AI antiroll INFINITI Q50 V37 BTCC V1.61 Added AI antiroll TOYOTA COROLLA GR SPORT BTCC V1.61 Added 2023 teams Added AI antiroll VAUXHALL ASTRA BTCC V1.61 Added 2023 teams Added AI antiroll
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v2.1.0 - Friction Circle Widget & Force Module New customizable options: 2.1.0 (2023-05-22) [New]Friction Circle Widget Show longitudinal & lateral g force as friction circle with 2 orientation layouts. Show longitudinal & lateral g force readings. Show max longitudinal & lateral g force readings. Show reference circle from max average lateral g force reading. Show g force trace plot with customizable sample size, and line or points style. Show center mark and up to 5 customizable reference circles. Radar Widget Fixed wrong outline drawing when set "vehicle_outline_width" to 0. [New]Force Module Provide vehicle g force and downforce data calculation for Force & Friction Circle Widget, Add customizable options for g force calculation. Misc Add "Remember position" position to main window Config menu, which auto saves & loads last window position. Minimize main window to taskbar at startup if both "minimize_to_tray" & "show_at_startup" are false. Fixed an issue with config value validator under certain system language locale setting. Fixed widget windows not show on top on linux (thanks to srlemke for help & testing).
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Straight4 Studios And Reiza Studios Confirm Strategic Partnership Straight4 Studios - Straight4 Studios And Reiza Studios Confirm Strategic Partnership
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F1® 23 | Braking Point 2 & F1® World Deep Dive
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F1® 22 στο Steam (steampowered.com)
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BTCC 2023 and Cupra Content Drop
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v2.0.0 Major update [New]Battery Widget [New]Brake bias Widget [New]Brake pressure Widget Brake temperature Widget Deltabest Widget Flag Widget Fuel Widget Gear Widget [New]Lap time history Widget Pedal Widget Radar Widget [New]Standings Widget Steering Widget [New]Track map Widget New widget control tab & config dialog: And new "color text entry box" let you preview color changes directly New module control tab & config dialog: New preset tab & file operation context menu: New global display units config dialog: Congratulations, svictor. The studio-397 must write you a check for 10,000 euros.
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Official Gameplay Features Deep Dive
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v1.12.0 - Hybrid & P2P Widget Known limitation: 1. The current P2P mechanism is that if player has pressed P2P activation button during P2P cool-down duration(5s for BTCC), the cool-down duration will be extended. However the current game API does not output player's P2P activation button state, and when P2P enters cool-down duration, the available data from API can not tell whether player has pressed P2P activation button again, thus "P2P ready" color indicator would not match the actual P2P status in game under this situation. 2. After battery completely drained (0%), P2P can still be activated in game (and onboard dash screen will continue to count P2P activation time). However, when activate P2P at 0% battery, the game API data(motor state value) would always return "inactive" state, thus it is not possible for the widget to continue count P2P activation time. Note: The current P2P widget activation condition check options are set for BTCC, which are 15s max duration per lap, 5s cool down, minimum 3rd gear with over 120kph and positive throttle for activation. Those condition options can be customized in JSON file.
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Automobilista 2 V1.4.7.1 & Nürburgring Historic V1.4.6.4 -> V1.4.7.0 CHANGELOG CONTENT Tracks Added Nürburgring Historic 1971 featuring Nordschleife, Südschleife & Gesamtstrecke layouts (Part of Nürburgring DLC( Cars Added Stock Car Pro Series season 2023 GENERAL Fixed wear state of all tires being reset in pit stops when less than four tires are changed Fixed incorrect race 2 date for custom championships Fixed champ editor incorrectly showing +1 lap for pre race sessions Fixed track cut detection not working on some terrains (like the green area on the final chicane of Montreal) Full servers are no longer hidden in Multiplayer lobby Fixed rule preset selection issues when client doesn't have access to all DLC Fixed an issue that could lead to a crash if an unknown class was encountered in lobby list Servers are now hidden from lobby list if it can be determined they contain content the client does not have the 3rd party content installed UI & HUD Fixed white pixel in upper left of TTotW menu PHYSICS Adjusted tire treads for all RWD TC Vintages & GT Classics; Adjusted carcass heating for BMW 2002 Further adjustments to extreme, intermediate, wet & slick tires handling of water on a wet track, correcting various inconsistencies AI Fixed bug where the AI drivers would choose the race starting tyres based on the weather of the previous session F-Ultimate Gen2: Adjusted AI differential to fix inside tire smoking out of slow corners F-Retro Gen3: Further AI calibration Copa Truck: Fixed instant engine failure for some AI drivers during standing starts AUDIO Adjusted tire skid and scrub sound for BMW 2002 Turbo, Corvette 73, Lotus 23 and Mini Cooper S 1965 Revised starter timing and starter sound for: F-Vintage Gen1 M1, F-Vintage Gen2 M1, Lotus 49C, Brabham BT26A, Brabham BT44, Brabham BT52, F-Retro V8, Lotus 72E, McLaren M23, Brabham BT46B, Brabham BT49, F-Retro Gen2, Lotus 79, Brabham BT52, F-Retro Gen3, McLaren MP4/1C Corvette GTP: Corrected tire sound effects Brabham BT52: Fixed missing starter sound & adjusted starter timing TRACKS Bathurst 1983: Expanded track side crowd density Kyalami Historic: Corrected csm garage building wall material VEHICLES F-Classic Gen4: Fixed driver position in M1 & M3 F-Vintage: Fixed low riding looking cars in Gen2: Adjusted tachometers for all models F-Inter: modified interior texture for outside view to match the cockpit screen User Livery Overrides: Added Cadillac DPi, Group A touring cars , GT Classics and Vintage Touring Cars Tier 1 and 2 helmets and race suits; Fixed BMW M1 Procar & Porsche RSR 74 helmets and suits; Fixed materials for Ginetta G58 BMW 2002: deleted right wiper artefact on the chassis 3d mesh Added cracked glass effects for crashes in cars with glass windshields Caterham Supersport: Add correct badge and headlights Brabham BT49: Fixed cockpit tire bug V1.4.7.1 CHANGELOG GENERAL Fixed occasional CTD when viewing cars from trackside camera Helmet liveries from specific drivers are now excluded from the random pool of helmets for other drivers that don't have one assigned Fixed an issue where the player driver would use a random helmet livery instead of the assigned one Fixed an issue where the AI drivers would be loaded with the wrong helmet liveries in saved replays, multiplayer and championship mode Championship Editor: Fixed a potential crash when exiting class selection screen and add proper guidance that at least one class must be selected Altered some default values (for G-Wheel) and improved / lowered on center knock that is felt with some cars (g-wheel) UI & HUD Fixed FR next compound button on Edit Strategy page AI Copa Truck: Fixed instant engine failure for some AI drivers during standing starts AUDIO Increased volume for ignition sound effect Wastegate sound is now prevented from playing when RPM's are too low Shortened engine shutdown sound timer; Prevented artificial engine sound volume bump for a more natural sounding startup Mini Cooper: adjusted external sound for player and AI cars, adjusted starter timing and starter sound. Stock Car Pro Series: Fixed incosistent tire sounds for Stock Corolla '21, '22, 23 TRACKS Nürburgring 1971: Completed artwork for release and fixed reported issues Cascais 1988: Fixed LOD on animated 3D crowds VEHICLES F-Vintage Gen2: Corrected tachometer orientation McLaren MP4/5B: Corrected steering wheel position for better cockpit display visibility; Fixed rear wing disappearing at a distance V1.4.7.2 CHANGELOG GENERAL Further adjustments to G-Wheel damping AI Updated AI lines & corridors for both Nürburgring Südschleife & Nordschleife AUDIO Mini Cooper S '65: Revised starter sound & timing, fixed AI/replay car onboard sound incosistency Lotus 23: Fixed incorrect onboard sounds from AI/replay car Ginetta G40: Adjusted starter sound & timing TRACKS Nürburgring 1971: Minor art updates & trackside objects LOD adjustments; Added more 3D animated marshals; Adjusted TV cameras VEHICLES McLaren Senna: Optimized liveries to take up less disk space
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Content Roadmap for 2023 We’re very pleased to say that we are formalising our content release strategy for 2023 onwards, so you’ll know exactly what to expect from Raceroom through the year. From now on, you can expect regular pack releases every three months, around the end of each quarter, neatly interspersed with tailored drops of single cars, tracks or series livery updates. This means you can expect to see new content about every six weeks. As ever, each new release will tie in with exciting online esports competitions and events. Each pack will contain multiple cars – and sometimes tracks – curated around a particular theme. We’ll always try to introduce new cars that either strengthen existing classes or provide a new class that we think will bring something new and exciting to Raceroom. This year’s three remaining pack releases will be at the beginning of July, the beginning of October and then our usual pre-Christmas special release. The intermediary content will be smaller, very affordable releases, typically of individual cars or the latest new season livery updates for key championships. Following on from our On The Edge pack release at the beginning of April, in around five weeks you’ll be able to get your hands on the first of the new intermediate releases. We’re extremely happy to announce that it will be the new BMW M4 GT3, which will ship with a whole range of liveries from the international series it runs in. This will be followed in July by the second of this year’s quarterly packs, which will be geared around some officially-licensed Porsche content. This pack will star their new GT3 racer, the 992-model 911 GT3-R, which when added to the M4 is another boost to our already strong GT3 class. The GT3 will be accompanied by the latest generation 911 GT3 Cup (represented by official liveries from the 2023 Carrera Cup Germany Championship) and a real classic in the shape of the 944 Turbo Cup from the mid 1980s – the latter rocking some particularly old school liveries! The next main quarterly pack release, due in October, will see the release of a touring car themed pack based around the release of an iconic street track: Circuit De Pau Ville in the south of France. Pau is an absolute classic and a star of our old Race touring car game series: we’ve wanted to bring this into Raceroom for a long time – and we thinks it’s going to be worth the wait! We’re also still committed to touring cars, and there will be some exciting news to reveal on that front over the coming months. We’ll bring you more details on the remaining intermediate releases in the very near future: we've got a lot of fantastic content in the pipeline. Of course, we also keep a close eye on the community, and will always try and steer content themes around what we see people are asking for. We’ll also be delivering regular physics and general development updates over the coming months. Watch this space for more details!
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ABB FIA Formula E – Gen3 Car Formula E Gen3 Car User-Guide Required Controls There are two new controls you’ll need to map: Increment Electric Motor Map Decrement Electric Motor Map You’ll find these under the electronics tab. You’ll also need Arm Attack Mode, if you don’t already have that mapped. Going from left to right, we have: Engine mode. The engine mode is in red, there are four total modes, 100kW, this is for safety car periods, 250kW, this is not normally used, 300kW, this is normal race power, and 350kW, this is automatically used with attack mode. SoC and Battery bar. This will show your battery amount in a number, and a bar to show how much battery remains. If you change your ‘Battery Units’ setting, it will display the remaining amount in kW, or percentage, depending on your choice. M Temp, this is the temperature of the motor. Speed, this shows your current speed. Brake Temp, this shows your front brake temperatures, there are no rear brakes, so we have no need to display those. Previous, this shows battery used on the last lap. Purple box, this will show your current lap time. Bias, this shows brake torque bias. Tire Temp, this shows the current temperatures of the tires. Target, this shows the amount of battery you can use per lap to make the end of the race. Note, this will be blank in practice sessions. Gear, this shows what gear you’re in. Batt Usage, this shows the amount of battery you’ve used this lap. The number can go negative if you regen more than you use. White box, this is the lap time delta. Regen bar, this will show how much you’re regening.
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2023 Q2 Update and DLC Released General Fixed assigned Screenshot button not working in UI in Retail Fixed Photo Mode depth option not working Linked Photo Mode Screenshot Format and Depth saving to player.json setting Removed non functional copy to clipboard screenshot player.json setting Disallow assigned Screenshot button in Photo Mode Allowed toggling of showroom background in Retail (via key 1 or via button). Added player.json setting “showroom background” for default state of rendering background. Added Sideview UI showroom for taking screenshots of cars for icons. Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game. Fixed crash when changing resolution options in VR Fixed intermittent crash when installing content CONFIGURATION APPLICATION Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change. Setup a VR specific config file. This file will copy from the default file on first run of VR. Allowed the option to configure multiple files from the config application Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes Fixed windows version reporting in config app Updated displaying of PC Specs to show only relevant information in config app Removed various unused settings from config file Physics Ensured that results files / ai report battery state when it’s the primary energy source Various fixes for battery energy consumption Graphics Updated Dashboard Elements Shader to use IBL Setup for better lighting Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these. Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap Updated Moddev Tweak Bar displays for new options Updated method for sharing if a rain light is active over network, to ensure better consistency when it is used to show in the pit lane, battery regen or due to the weather. Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure: RegenLightRequireThrottle=1/0 (requires higher throttle than brake) RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light) AI Reworked AI throttle behaviour Less overshooting, more controlled deceleration Improved acceleration with less wheelspin Improved corner exits Eliminated even more sources of oscillation Improved laptimes for certain vehicles Pit speed limit won’t be overshot Stop positions (grid, pit box) will no longer be overshot Reworked AI reaction to other vehicles (road courses) AI will now properly slipstream other vehicles Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel Multiclass: Faster classes will no longer slow down when trying to overtake slower classes Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists AI will now be more cautious when other cars are around AI can now use more of the space following other cars, for proper drafting behaviour More cautious when yellow flags are ahead or under FCY Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible When cars ahead are in a fight, AI will now set up for an overtake on corner exit AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous Less incident prone with large grids HUD Updated Default HUD with multiple options for different element combinations Added Battery State & Usage options, as well as LEDs for P2P and Battery Fixed HUD only rendering one gauge correctly Added Throttle, Brake and Clutch gauge options to HUD Added ability to change text colour in MFD in HUDs UI Added Battery Unit setting (Percent or kW(h)) Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect Package Management Server now verifies that connected clients own the content they are using Modding Map Converter Updates Now checks for file updates every 500ms. -f (force all textures to update) command will only run once and exit. -o (once) command will only run once and exit DDS files are only copied from source folder on first pass. Improved output display with more information. Mod Dev\Scene Viewer Added extra lighting debug information for fog and direct light direction Added toggling of shadow groups via shadow key (U) in scene viewer. Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason). Added missing Limit Path option to Static Cameras in Camera Editor Material Editor Updates Added ability to set blend modes per material Added ability to set texture options for chroma and no detail reduction. Known issues AI will fail to line up for FCY Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time AI aren’t particularly good at evading cars parked on track and will slow down considerably, sometimes just lining up behind them AI behaves badly when there is a large performance delta between cars Auto Shifting on the FE Gen 3 will not shift out of neutral