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rFactor2 [Updates]


mad_dog

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NOTE TO SERVER ADMINS | With this build you will need to update your servers.

Steam Build IDs:

Client: 7810236

Dedicated Server: 7810246

rF2 Build: 1.1126

Game Loading

  • Optimizations to Game Loading and Series switching.
  • Optimizations to Texture Loading.
  • Added the ability to load cached track files from the component to improve loading times.
  • Improved shader loading and added pre-built shader cache to improve loading times.

UI

  • Fixed an issue where Exaggerate Yaw would default to -80%

GFX

  • Minor pass on cloud texture balancing.
  • Adjusted PFX settings to allow for more exposure in low light conditions.

Audio

  • Updated minimum number of audio effects to 32.
  • Fixed: Number of audio effects sometimes resetting to 1.
  • Fixed: Audio cutting out after changing force feedback settings.

Modding

  • Updated ModDev to save and load CBASH and RRSHD files into track folders so that they can be packaged with content.
  • Detect if VisGroups affect collision and log this occurrence and in ModDev only show a pop up.

Controller Profile Updates (General)

  • Set Exaggerate Yaw to 0
  • Fixed various missing ‘Clutch-In’ entries that had been deleted by accident
  • Fanatec Podium Wheel Base DD1/2
  • Default “Steering resistance type”:0,
  • Added pedal inputs
  • Thrustmaster T300RS Racing wheel
  • Fixed mappings

 

Σκοτώθηκαν στη δουλειά :P

 

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rFactor 2 Build Update  The 2022 UI Update Is Here!

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Under Consideration

  • Esports & stream watch area.
  • Improved singleplayer AI selection & handling.
  • Improved multiplayer server list with more server information.
  • Function to override car logo’s on cars that share manufacturer name with official content.
  • More car telemetry in setup screen.
  • More car telemetry in monitor.

Known Issues

  • Occasional white screen before start screen and when saving display settings.
  • Orange compare numbers do not reset when going back to default setup and still show when changing setup settings with no changeable values.
  • Some special characters are not displayed correctly in the car select page and setup pages.
  • Wheel load is showing N as unit, but value is kg in setup chassis page.
  • Amount of players in server field is cropped when string is too long.
  • Multiclass graphics in the event screens are not visually optimized.
  • There is currently no way to overwrite a custom controller profile.
  • There is currently no way to remove a custom controller profile.
  • Driver label above mini monitor is empty after session change.
  • Steering rate is yet to be implemented in the new UI.
  • Default FOV shows as 9 in graphics settings menu.

 

The 2022 UI Update Build

Client: 8092611

Dedicated Server: 8092617

rF2 Build:

  • Added Push-to-Pass and Weight Jacker.
  • Custom controller profiles no longer save with -80% exaggerate yaw.
  • Yaw override in controller profiles defaults to being disabled unless added manually.
  • Official controller profiles have been updated to override this to 0% for all steering wheels, among other override changes.
  • Reviewed Glare Settings to reduce excessive brightness in day, and improve headlights at night.
  • Some small adjustments to Lighting Parameters, to bring warmer hues to the scene.
  • Improved windscreen rain effects and external car glass specular
  • Fixed stutters in replay monitor.
  • Driver labels re-enabled, updated with new behaviour and style.

rf2_ui_2022_04.gif.8d0d929194752187439b4c71eba20dec.gif

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February Build Update Notes
Steam Build IDs:

Client: 8157914

Dedicated Server: 8157923

UI 

  • Tweaked styling on the buttons in the manage content page.
  • Tweaked styling on the buttons in certain server related pop-ups.
  • Tweaked styling on the Load Replay button in the replays page.
  • Added smoother transitions when navigating between pages in the singleplayer area.
  • Added functionality to copy the controller profile name to the controller profile save text field.
  • Fixed issue where package list sorting on manage content page got undone after content installation.
  • Fixed issue where the driver column with high values in the multiplayer page was cropped.
  • Fixed issue where unintended graphics settings were shown in the event settings screen.
  • Fixed inconsistency in slider value percentage rendering in settings pages.
  • Fixed issue where the restart race button was greyed out in servers.
  • Fixed issue where users couldn’t scroll down in the setup list.
  • Fixed issue where chat order got reversed around midnight.
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May Update Released | New Content Now Available

 

 

Steam Build IDs:

Client: 8703241
Dedicated Server: 8703245

General

  • Updated Safety Car added to Retail and ModDev. Old Safety Car removed.
  • Added a visual driving line feature, this can be toggled from settings.
  • Removed texture cache to simplify loading.
  • Added an option to set the amount of water on roads at the start of a session.
  • Increased the rate of RealRoad calculations by approximately x4.
  • Added a server option to disable faster real road calculations, as this adds approximately an extra 4KBps per client to server overheads.
  • Improved real road update rates. They’re now separate per real road property, with wet road having a higher update rate.
  • Minor update to default weather conditions for different profiles (Rainy/Overcast/Sunny etc).
  • New algorithm for wet road calculations effecting how quickly surfaces get wet and dry, taking into account drainage, humidity, ambient temperature and sky weather conditions.
  • Updated tyre grip calculations on rubbered in areas when surfaces are wet.
  • Updated how road and rain conditions are reported. Old percentage values now snap to a set percent for each tyre of condition, masking the true absolute condition in the game. The Default HUD has been updated to show a text description.
  • Corrected Rear Flap System default wet weather disable point to work with new weather ranges.
  • Fixed an issue where Cameras constrained to specific paths would not work correctly in replays.
  • Extended Freelook mode to allow control via joypads as well as adjustments of exposure, aperture, sensor size and focus.

Graphics

  • Added spark effects.
  • Decreased interval of Static Mapper updates from 5 minutes to 10 seconds. This should result in smoother lighting changes at dawn / dusk and as weather conditions change.
  • Corrected Sky Colour to remove Cyan effect.
  • Slight adjustments to exposure for sky colour adjustments when sun at it’s highest.
  • Minor Atmospheric Corrections, including linking AirMass to AirPollution.
  • Reducing fog brightness slightly.
  • Reduced Exposure a touch when the sun is around 10 degrees of altitude.
  • Improved cloud selection at different weather settings.
  • Minor cloud texture improvements.
  • Fixed an issue where Clouds would disappear at really high altitudes.
  • Fixed issues with lighting interpolation in sky rendering at Dusk/Sunrise, which would result in jumps in lighting values.
  • Fixed puddle splashes not setting when rain drops are not used (set to off or scene viewer).
  • Fixed lighting on spray during wet conditions, and tweaked particle profile.
  • Updated reflections on PBR Road and Curb Shaders.
  • Updated Rain Particle settings and fixed rendering on ultra wide screens.
  • Passed through particle settings refining Spray, Dust, Smoke and more.
  • Fixed an issue in VR where the scene would over exposure.
  • Fixed an issue in VR where replay mode would not render correctly.

Physics

  • Implemented enhanced cooling system for oil & water. This includes new parameters in the .hdv file. The new model includes:
  • Direct heat transfer between water and oil.
  • Oil radiator.
  • Switchover Thermostat.
  • Separated front and rear brake ducts.
  • Added configurable gear shift protection.

AI

  • Added AI Dry Tyre strategy (Random Dry Tyre in Practice, Softs in Qualifying and try to pick an appropriate tyre for race strategy in race).
  • AI now check if to change Tyre Type just before the pit road entry rather than at the start of the lap.
  • Fixed various issues around AI Tyre Selection when session changes and weather changes – such as not switching to wet tyres when it was dry before but now is wet.
  • Fixed an issue with calculating road conditions when changing session where they would not fully compute.
  • Fixed an issue where cars that don’t allow pit stop refuelling would run a full tank in practice and qualifying.
  • Prevent AI from leaving pits in closed session.
  • Fixed an issue where if there was a set of valid wet tyres, intermediate tyres would default to dry tyres.

UI

  • Always show official sticky servers in the server list even if filters are active.
  • Enabled “Restart warmup” button also when event is in race session.
  • Updated button layout in session controls and setup summary.
  • Added fading out of screen when leaving event or replay.
  • Added condensing of tire name when too long to fit in event standings table.
  • Added help text when hovering over various settings.
  • Added music to showroom.
  • Changed breaking of long chat lines so they only break on full words.
  • Fixed getting stuck in assign control pop-up after assigning tab key.
  • Disabled user text selection everywhere except in text fields.
  • Added highlighting of assigned control key values when hovering over with mouse.
  • Improved transition between different profiles in graphics and gameplay settings menus.
  • Refined styling of car classes in event screen.
  • Refined styling of car classes in fullscreen standings ticker.
  • Disabled “Default max wheel angle” setting when “Max wheel angle mode” is set to automatic.
  • Disabled “Steering wheel range” setting when “Range set by vehicle” setting is enabled.
  • Hid the car selection list when the drive/spectate pop-up is showing when joining a server directly with a join link.
  • Changed searching for cars and tracks so that the list scroll position is kept at the top after search (clearing the search text will scroll to the selected item).
  • Enabled car selection on server during a practice session.
  • Made it possible to add multiple custom graphics profiles.
  • Made it possible to add multiple custom gameplay difficulty profiles.
  • Always sort “All Tracks & Cars” to the top of the list in singleplayer series selection.
  • Added fallback image for showcase tile in case the actual image cannot be loaded.
  • Updated showcase, news and store tiles background image positioning and scaling.
  • Added option to expand server chat window to full height.
  • Setup notes for the highlighted setup (the one you clicked on in the setup list but not yet loaded) are now shown on the setup summary page.
  • Setup notes can now be typed in the setup summary page (the setup still has to be saved to save the changes).
  • When saving a setup, the folder for the current track will be selected by default (instead of the folder of the loaded setup).
  • Removed automatically expanding all found items in car and track selection after search.
  • Added highlighting of selected opponent filters.
  • Fixed multiplayer screen with drive/spectate pop-up showing too soon when using +connect to join a server, and if and when content install is still in progress.
  • You can now select car upgrades directly from the car selection screen without going to the showroom (both in singleplayer and multiplayer).
  • Disabled singleplayer grid position setting if qualifying is enabled.
  • Added two new gearbox graphs:
  • Top speed per gear
  • RPM after upshift
  • The existing graph, gear spacing, is kept as a third option
  • Fixed occasional blank page in the first launch wizard when going to the exit screen and back.
  • Reordered difficulty settings and sliders.
  • Singleplayer RealRoad settings are now enabled only when the weather preset is set to “Scripted”.
  • Renamed “Steering effects strength” setting to “Force feedback direction”.
  • Singleplayer “Race Laps” and “Race Time” settings are now disabled/enabled based on the “Finish Criteria” setting.
  • A singleplayer session can now also be enabled by clicking on the disabled session button in quick event.
  • The “Drive” button now changes to a “Next session” button when session time runs out in singleplayer.
  • Skipping the first launch wizard now takes you to the content selection page, instead of skipping the whole wizard. You can also skip the content selection from there.
  • You can now skip the first launch wizard from any page.

Modding

  • Added IBL Visualizer Debug tool to Scene Viewer (already present in ModDev).
  • Added Texture UV Mip Debug tool to Scene Viewer (already present in ModDev).
  • Added AI Vocal Strategy Player File debug option for Mod Dev (Pit Strategies, Tyre Changes and when selected what they are doing – can be expanded in future).
  • Fixed overcast preview mode (note: this is not exactly the same as in game).
  • Updated sample wet masks at Loch Drummond.

Sound

  • New Sound Engine
  • New 3D rendering.
  • Vastly increased amount of simulataneously playing effects.
  • Environmental effects and filtering system.
  • Proper cockpit filtering.
  • Autodetection of open and closed cockpits for environment effects and filtering.
  • Sound effects such as skid, kerbs, gravel, wind, suspension and many more now work online and in replays.
  • Support for full surround sound setups.
  • HRTF support (Binaural headphone experience).
  • Vastly improved VR experience.
  • Backwards compatible.
  • Many new sound effects.
  • Support for trackside broadcast microphones.
  • Every car causes audible ambient noise around the whole track.
  • Brand new, modern, customisable file format with much more freedom for audio designers.
  • Improved debugging tools for dev mode.

 

Known Issues

  • Sparks cause performance spikes for some users running with uncapped frame rates they can be temporarily disabled by setting specialfx to low (This has minimal impact on other effects)
  • Toggling driver labels doesn’t work in VR
  • Driver labels don’t depth test when MSAA is turned off
  • Spotter may skip words
  • Some terrains may play incorrect scrub sfx
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rFactor 2 Hotfix Update

Steam Build IDs
Client: 8949292
Dedicated: 8949300

  • -Fixed a crash when adjusting number of emitters in session
  • -Fixed ambient sounds not playing in ModDev
  • -Fixed spark performance in multiplayer
  • -Fixed low performance during real road sync
  • -Updated network settings for modern connections
  • -Changed downshift protection to stop H-Shifter exploits(You can now only shift +/- one gear from the one you're in) Only for cars with shift protection
  • -Added a slider to adjust inside/outside sound balance on legacy cars
  • -Added updated Ferrari and McLaren logos to UI
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rFactor 2 Q3 2022 Update and Content Release

 

 

Client: 9261937
Dedicated Server: 9261942

General

  • Updated Track Limits System taking into account many factors to award warning points for infringements with drivers given a short amount of time post cut to give up any gained time or positions in race.
  • Ability to set Track Limits to None/Default/Strict
  • Ability to configure number of Track Limit Points before a Drive Through during race sessions.
  • Improved calculation of infringement during time off track, taking into account, time gained, distance travelled, throttle application, time off track, speed differentials, positions gained during race, wall riding and more.
  • During all sessions invalidate current lap and sometimes next lap, based on how close to the end of the lap and the size of the infringement.
  • During race sessions earn warning points, if 3 points are acquired in one go or you pass the cumulative point limit threshold (5 by default) a drive through is given. The size of penalty increases for extreme cuts.
  • Pit Lane Exit violations are now logged and penalized accordingly (May require content updates)
  • Disabled Pit Exit violations by default on Ovals in none race sessions and added ability to customize which sessions have Pit Exit limits enforced via GDB or RFM.
  • Wrong Way Driving calculations have been tweaked to be more lenient when far from the track.
  • Strict mode intended for eSports, has harsher thresholds and invalidates all off track laps in non race sessions.
  • Improved logging options and ModDev options for analysing cuts.
  • Support for up to 16 input devices
  • Added chat message indicating when there are latency issues and collision is turned off.

HUD

  • Added current Track Limits points to Penalties MFD Page in Race Sessions.

Graphics

  • Driver labels now correctly depth buffer regardless of display mode
  • Added Light Dust Particle Profile
  • Expanded Decal Features on IBL Road Shader
  • Fixed orange ambient bug

UI

  • The first launch wizard controls configuration can now be re-run from the “Calibrate controls” page
  • Moved “Electronics” setup settings (TC and ABS) under the “Engine” heading, which has been renamed to “Engine & electronics”
  • Fixed damage multiplier setting description in singleplayer session settings
  • Moved damper setup settings to their own tab
  • Fixed sporadic empty car list on server join
  • Added “Track Limits Rules” singleplayer setting
  • Added “Track Limits Points Allowed” singleplayer race setting
  • Added Tender Springs to suspension setup page
  • Added description/tooltip to Tender Springs setup
  • Improved description/tooltip for Traction Control and ABS
  • Fixed alphabetical sorting of opponent filters and opponents list
  • Fixed race countdown timer format for duration longer than one minute
  • Updated Aston Martin logo
  • Added a button to refresh the setup list
  • Added two settings into the “Visuals” column in graphics settings to adjust the vertical and horizontal position of the Track Limits Info (TLI) screen
  • Fixed alphabetical sorting of car selection list

Physics

  • Dynamic track temperatures based on weather conditions and cars driving on track
  • Added a toggle to load temperatures from real road files on main game/moddev/dedi
  • Added improved anti-lock braking and traction control systems. (Only available on the TEST version of the McLaren Senna GTR)
  • Added Traction Control Power Cut map to control the amount of TC to apply. (Only available for the new TC)
  • Added Traction Control Slip Angle map to control the target (maximum) slip angle before TC activates. (Only available for the new TC)
  • Added ABS/TC dash LEDs which show the amount of slip and show when the systems activate
  • Added Tender Springs functionality (Only available on the TEST version of the Porsche 991 GT3 Cup)
  • Fixed ABS/TC aid through settings

Networking

  • Cars that lag too much or teleport will have collision disabled for 5 seconds.
  • Network speeds now enforce the player limit to max out at the highest acceptable number the connection can support

Sound

  • Fixed loops not restarting correctly
  • Fixed loud audio spike when loading into multiplayer sessions
  • Fixed random shift sounds in the garage
  • Separated TC and Pit Limiter events
  • Fixed audio loop points
  • Fixed spotter and start lights not playing or being delayed
  • Fixed game startup without audio device or with +nosound enabled
  • Performance: Sound system now uses another thread, eliminating random frame time spikes and improving game performance
  • Fixed tracks with lots of ambient sounds not playing any sound at all in some conditions
  • Fixed other cars crashing online playing crash sounds on the player car
  • Fixed HRTF selection
  • Fixed a rare crash when crashing sounds play

Live Stream Overlay

  • Updated broadcast overlay live timing page
  • Fixed live timing page not loading
  • You can now customize the styling with custom CSS (custom_livetiming.css)
  • Added CSS classes: car class for each row and last sticky row
  • Added car class and team name columns
  • Added car livery images
  • Added tire icon
  • Added configurable scrolling and multiclass mode

Modding

  • Batched loading warning pop up messages together for fewer popups (Dev Mode/Scene Viewer)
  • Added warning popup for assets exported with default LOD Out for optimization debugging (Dev Mode/Scene Viewer)
  • Added cancel button to show no more messages that session (Dev Mode/Scene Viewer)
  • Fixed various content issues with Showrooms and Joesville (Dev Mode/Scene Viewer)
  • Added Sideview_UI showroom to ModDev for UI screenshots of cars.
  • Fixed an issue in MapConverter where it would crash with textures named *_M_<type>.TGA
  • Added “FarLight” parameter to IBL Shaders in Material Adjust section. This allows us to set materials to be in shadow beyond shadow cascades.
  • Fixed crash when no AIW file present

Known Issues

  • UI – Steering lock second bracket is cut off

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New Content and Q4 Update

 

 

The Update
Client: 9873443 

Dedicated Server: 9873452

General

  • Enabled Alt+F4 and X closing the game
  • Fixed a rare crash when changing cameras
  • Fixed game crashing with “null” in controller.json
  • Fixed game crashing when pressing escape to monitor
  • Added Key Assignment to toggle Freelook Mouse Control
  • Improved package install speeds
  • Updated DRS regulations to be restricted in all zones by default and not allowed if there are no drs zones.
  • Added RFM parameter “RearFlapNoZonesAllowed” to allow DRS when no zones are available.
  • Fixed online temp car not lighting correctly at night.
  • Improved visibility of pitbox marker at night.
  • Fixed anonymous steam IDs being reported in the results.xml when players left the server before the file gets written.
  • Sped up Race Event creation in MAS Tool regardless of size/age of pkginfo.dat
  • Fixed premium content unavailable offline

Track Limits

  • Added Relaxed Track Limits Mode
  • Added Penalties Only display mode
  • Added Test Day support for GDB Settings (via Practice settings)
  • Increased penalties for passing illegally and increased time to return place.
  • Made it possible to change modes in Dev Mode
  • General improvements to pit lane, removing unnecessary reports inside the pitlane, and fixing pit exit line cut detection if content is setup correctly.
  • Reworked Track Limits dialogue to use HUD Font and add indicator strip
  • Updated track limits display, showing all warnings and penalties via messages.
  • Fixed AI editor adding connections from pit lane to main path where the game should not (in some cases due to waypoint locations)
  • Fixed an issue where going off track again before penalization would not continue the investigation.
  • Added ability to configure Track Limits display in HUDs, but fix to set display if not configured.
  • Added “HUD” option to Display position options for Track Limits Info, when set at this it will be placed where the HUD configures. You can manually adjust the position otherwise.
  • Added sample parameters to default HUD
  • Removed loose fonts from ModDev and fixed font loading from mas files
  • Added HUD editor support for Track Limits element
  • Headlights
  • Added Headlight Pulse. Defaults to J key. On activation headlights will pulse 4 times for a second. Previous headlight state is retained and this will not cause issues with headlight requirements.
  • Set Auto Headlights to turn on at night even if not required.
  • Fixed an issue with Headlight assignment not being kept after a driver swap.
  • Fixed Max Headlights PLR value not being respected
  • Updated Headlights to be culled based on the position of selected vehicle. Note in Freelook mode to make sure you have selected the vehicle you are focusing on if you are having issues with the headlights not being rendered.

Graphics

  • Improved in Game Exposure in VR
  • Fixed omni lights being falsely applied to objects with Omni not enabled
  • Added ability to set an emissive map on the Terrain shader. Intended for baking distant lighting into terrain.
  • Fixed delta not resetting correctly after a driver swap
  • Fix crash when trying to display the game in borderless on a third monitor with a different solution than the first.
  • Fix using the resolution of the first screen when displaying on any other using borderless.
  • Fixed a crash when changing monitor when in fullscreen.
  • Fixed changing resolutions in windowed mode.
  • Fixed reverting resolution picking the wrong resolution to revert to. Used to pick the first with the same width.

UI

  • Settings across the UI can now be adjusted more quickly:
  • Right mouse button: 10x multiplier
  • Middle mouse button: 50x multiplier
  • Holding down left mouse button:
  • 5x multiplier after 2 seconds
  • 10x multiplier after 4 seconds
  • Greyed out setup settings (including the name and value) that cannot be adjusted
  • Fixed camber setup setting description
  • Ambient and track temperatures in the event screen are now shown in Celsius of Fahrenheit based on the selected units
  • MultiView monitor side angle setting has been limited to 90 degrees in graphics settings
  • Updated refreshing of setup list
  • Fixed subscribing to “All” content collection in the First Launch Wizard
  • Fixed setup settings becoming greyed out when one of the step values is “N/A”
  • Fixed multiplayer admin session controls
  • Fixed setting next race length (note: new race length will be displayed after switching to another session, e.g. practice → qualifying)
  • Fixed restart race button being disabled during a race session
  • Fixed showing percentage for the singleplayer “Race time” setting when “Race criteria” was set to “% Track Time” or “% Track Default”
  • Fixed “Torque split” setup setting description typo (read wheels → rear wheels)
  • In multiplayer session controls, fixed selecting spectators when there are more than one
  • Fixed selecting driver/spectator in multiplayer session controls when there’s a driver and spectator with the same name on the server
  • Fixed not being able to delete the first replay in the list

AI

  • Fixed erratic throttle and brake inputs
  • Fixed waypoint lookahead to fix jerky steering motion
  • Fixed an issue with driveline noise that could cause AI to brake partially off track and spin, or cut too much
  • Fix for problematic behaviour introduced in RC where AI would lose track of the target waypoint or get stuck driving the wrong way.

Physics

  • Refactored engine code

Sound

  • Minor fixes
  • Fixed an issue with sounds disappearing (other, similar issues still exist!)
  • Fixed a rare crash when loading AI cars using the new sound system
  • Fixed issue with sounds disappearing

Live stream overlayModding

  • Added the ability to animate any maps UVW via Scroll and Step options on IBL Standard and IBL Standard Blend shaders.
  • Fixed buggy background on telemetry debug screens in ModDev.
  • Added OnScreen ModDev Tweakbar for debugging Car Cockpit readouts and debugging of LED values. 
  • IBL Road Shader: Added the ability to blend out alt normal map via RDT.b
  • IBL Vegetation Shader: Added optional detail map with extended blend options.

Known issues

  • Skip updates button on package install is unresponsive
  • Going off track and returning on track with a return pass message visible will reset the counter to 5 seconds
  • There are some issues around track limits violations being converted into time penalties if you finish the race before the violation is evaluated.
  • Transmission sounds don’t play correctly
  • Setup list doesn’t work correctly in mod dev

AI Updates AI Improvements 

Probably one of the most popular changes to rFactor 2 we could have done, improving our AI has been something we have long had on the internal ‘to-do list’ here at Studio 397, and now we finally have some enhancements to share with you all. It would be fair to say that underneath the noise, the base rFactor 2 AI is already a very solid offering with some powerful features, however this always proved to be a little too buried behind the obvious issues around how the AI controls the cars – issues that have been introduced to the simulation in historic updates, and further regressed in the years since. 

Well, with this new update, we have very much looked at eradicating these problems, so now the AI should accelerate and brake realistically, with much smoother and more controlled behaviour behind the wheel, leading to cleaner, smarter and more sensible racing against the computer controlled opponents – a big plus for offline players. These changes, plus a substantial cleaning up of the admitted messy legacy code, should act as a superb base for us to build from and move forwards in the weeks and months ahead. 

 

Croft Circuit

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Thruxton CircuitThruxton-Release.thumb.jpg.9b9bd6e1fbbb8ff9c3e78227a3a64301.jpg

 

London E-Prix

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Bahrain International Circuit

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BMW 330i M Sport

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Vanwall Vandervell LMH

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Hotfix 3 Changelog:
Build: 9944753
Dedicated Server: 9944759

  • Fixed Track Limits pass timer being reset to 5s when going off track.
  • Fixed Track Limits penalties not scoring/penalizing when you finish the race/session.
  • Removed subtracting laps in some situations when penalties are not served before the end of the race.
  • Less strict Track Limits in wet conditions
  • Require cars to travel at 80% as opposed to 66% of racing speed to penalize off-track passes.
  • Added “Admin” message centre mode which will report all penalties awarded and served in the message centre and chat boxes.
  • Fixed fenders not activating when they should.
  • Fixed TC settings not being adjustable in the car.
  • Fixed oil & water not heating up enough from the engine.
  • Fixed setups in mod dev
  • Fixed left-eye flickering black in VR
  • Replaced 32-bit MAS Util, ModMgr, and Config with 64-bit equivalents
  • Fixed AIW editor crash on pit exit
  • Fixed certain sound effects playing erratically in private practice
  • Increased AI acceleration in the pitlane in practice sessions
  • Fixed AI overshooting their pitboxes
  • Re-added the old AIW smoothing algorithm in addition to the new one
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Q1 2023 Update and DLC Released

 

Client: 10601581

Dedicated Server: 10601594

General

  •  Track Limits: reduced sensitivity to switching paths, such as near the pit lane entrance, and reduced strict penalty points for an invalid pit lane to main path change from Drive Through to 1 point.
  •  Vehicle option for brake repair in a pitstop
  • Added “+VR” command line option to launch the game using VR. Added new steam option when starting game.
  • Added “Steam Matchmaking Broadcast” option to Multiplayer.json. This will allow the server to be hidden from matchmaking. Current matchmaking status will be shown on the Dedicated Server UI.
  • Reworked controller and keyboard controls to default to a new, improved steering sensitivity filter that simulates vehicle forces
  • Replaced inaccessible steering rate configuration with steering aggression slider to control how aggressively the new controller filter allows turn-in
  • Reworked steering configuration page to replace wheel-only settings with non-wheel relevant settings when a non-wheel device is in use
  • Reintroduced adjustable steering rates
  • Added selection for gamepad steering filters
  • Made both steering filters adjustable independently
  • Added snappiness slider to steering rates configuration – 0% is original behaviour, higher % is more snappy without having to increase steering rates
  • Made new steering sensitivity filter more direct
  • Server keys are now machine independent and can be shared between any machines

Track Limits

  • Scale certain factors of scoring down when we go less than a third of the track width off track.
  • Fixed a rare possibility of cuts not being scored.
  • Added extra data to logging & ModDev Debug mode

Cinematics

  • Added soft blend when changing selected vehicle
  • Added ability to hold current camera
  • Added ability to pause car tracking. Pressing the SHIFT key whilst this is enabled will reset tracking to the closest point the tracking is paused at.
  • Added camera group tracking for cars traveling close together, by default in race sessions only.
  • Allow the previous laps S/F line camera to remain valid when using cycle method. This allows for different cameras over the start finish line.
  • Reduced strength of shake effect on cameras with this enabled.
  • Allowed zooming in / out / reset on TV Cameras with out any extra modes being enabled. Optionally allowed this to persist after changing cameras.
  • Added acceleration and deceleration to Freelook for smoother movement.
  • Added the ability to load custom cameras from Userdata\Cameras
  • Added auto calculation of spectator camera directions to the nearest waypoint to the first activation location.

Photo Mode

  • Split out from Freelook camera adjustments (aperture, exposure, focus) options to a separate Photo Mode.
  • Photo Mode allows configuration of visual settings, in addition to the usual Freelook options. However is not available when driving.
  • UI accessible from replay screen, with full configuration options and key hints.
  • Renamed all controls to FreeMove/FreeLook/FreeLens as these are not accessible in the full Photo Mode.

Physics

  • New electric motor implementation (used for btcc cars) including
  • Electric Motor map
  • Added to onboard controls (not in gui yet)
  • Regeneration map
  • Added to onboard controls (not in gui yet)
  • Push to Pass map
  • Added to onboard controls (not in gui yet)
  • Plugin API updated to include physics output (also see plugin example):
  • Battery charge
  • torque
  • rpm
  • motor temperature
  • water temperature (if applicable)
  • motor state (inactive, propulsion, regenerate)
  • Updated p2p system with new options to accommodate btcc:
  • time limit per lap
  • minimum gear activation requirement
  • minimum time between activations
  • turn off when crossing start/finish
  • Fixed bug where SteeringInnerTable wasn’t always properly applied
  • Fixed bug with reading brake maps from hdv/engine files. It now reads definitions with less than 11 entries again.
  • Fixed visual steering lock mismatch at low speeds when using non-standard steering lock in the vehicle setup
  • Fixed temporary boost not taking into account session boost limit

Graphics

  • Improved visual progression of wet road with a more linear progression.
  • Added new IBL Water Shader which uses SSR for more accurate reflections.
  • Added motion blur.
  • Fixed various stutters with cloud movement in replays and online
  • Live TV Screens: Added option to disable, Fixed aspect ratio when running non 16:9 resolutions, Improved shader visually.
  • Forced use of high power GPU on devices with multiple GPUs (i.e. Laptops).
  • Tweaked PostFX profiles for more realistic depth of field on broadcast cameras

AI

  • Improved management of Driver fuel calculations, making sure that we only update when a fully valid lap has been completed.
  • Fixed error in default calculations which would mean with fuel scalars, AI would not add extra fuel to tank
  • Improved logic for cars leaving pits in practice and qualifying sessions. Encouraging AI to use up all laps, and making sure they attempt to set a lap time in short sessions.
  • Fix for AI being prevented from passing when pitting in on a race lap
  • Fix for AI running into the back of other vehicles

HUD

  • Cockpit Display now shows Brake Bias correctly as the bias to the front in whole percent.

UI

  • Fixed being able to set race laps to below 2 in single player session settings.
  • Fixed the singleplayer quick event page layout being broken sometimes on page load.
  • Added new “Cinematic cameras” tab in Settings → Assign controls
  • This tab holds new cinematic settings along with previously existing assignable controls
  • Renamed “Cameras & seat” tab to “Driving cameras & seat” and re-organized the assignable controls
  • Made the hitbox for checkboxes in the content screen table slightly bigger
  • Fixed the ‘Default’ FOV setting showing as ‘9’ instead of ‘Default’
  • Corrected various camera control help tips

Package Management

  • New system to allow store items to be unsubscribed / resub scribed through the UI
  • Packages can be download in the background without blocking the UI
  • Packages in the content management are grouped by workshop or store item
  • The install UI can be minimized when downloading content
  • Package states now show as orange when an operation is in progress
  • Content you don’t own can now be installed from the content management page
  • On the cars and tracks lists, greyed out cars and tracks that you do not own and added a button to access the store page for that item
  • You can spectate on any race even if you don’t own anything assuming the content is installed
  • You can only race in cars that you own on tracks that you own
  • When joining a server cars you do not own will be grayed out
  • When passenger swapping you can only ride as a passenger in vehicles you own you should only be able to select those vehicles you own
  • Added information about required content to join the server on the join error page
  • Greyed out entries with cars you do not own in the spectate popup
  • Disabled “Resume” replay button for entries with car you do not own

Modding

  • Added PBR Debug Tool for Mod Dev and Scene Viewer. This allows artists to debug the component outputs of the PBR pipeline.
  • Added IBL Water Shader which uses SSR for reflections
  • Fixed occasional glitchy car tracking in camera editor
  • Updated ModDev to load RCD files from Vehicle folders
  • AI Editor Improvements:
  • Allow the removal of multiple paths in one go
  • More consistent AIW path adjustments
  • Fixed editing of pit paths wp positions
  • Fixed updating of path positions when editing waypoint positions
  • Added fuel to various ModDev debug screens (Driver and Vehicle screens)
  • Added new cockpit elements:
  • BoostMotorTempDigit
  • BatteryLevelDigit
  • P2PActivationsThisLap
  • P2PActiveTimeThisLap
  • P2PACTIVE_LED
  • P2PAVAILABLE_LED
  • Improved ttool perfomance significantly. It’s now more than twice as fast. The checksum will differ, but results are the virtually the same.

Known issues

  • Cancel updates button is unresponsive
  • Driver labels are sometimes out of position on screen or sort incorrectly with certain transparent objects
  • Motion blur is disabled for cockpit cameras
  • Booting in offline mode can cause premium content to display as pending uninstall in the content management screen, returning to online mode restores the correct display
  • It is not possible to take a pit stop when pitlanes without a boundary do not have a clear break in the cut corridors between the pitlane and the main track.

 

Q1 2023 Update Highlights

 

Announcing Photo Mode and Cinematics Upgrades

 

3.thumb.png.43a14c8c340812872a07a618b4f6c6e8.png

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  • 2 months later...

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

image-3-1.thumb.png.f44a526845f88b300a4a14a0652ac941.png

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

 

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  • 3 weeks later...
  • 4 months later...

Introducing the New Online Experience for rFactor 2: Powered by RaceControl

 

 

A look at the Daily Race menu inside the UI

rFactor-2rFactor2.exe-Screenshot-2023_10.04-18_45_17_11.thumb.jpeg.5b5b0e2b2a550ca90bf0bf9cd4639cfa.jpeg

 

Driver Profile, Results and Statistics

rFactor_2_rFactor2_exe__Screenshot_2023_10_05_-_09_29_00_05.thumb.jpg.79cae9acd3c028b6f11ed135ded52200.jpg

 

Server Hosting

rFactor-2rFactor2.exe-Screenshot-2023_10.05-13_32_52_64.thumb.png.157bf5da67d4afed64f7ddd388ffdf29.png

 

Release Notes
General

  • New feature allows servers to specify that downloaded mods should be treated as temporary by the client
  • The client can opt to mark all mods downloaded from servers as temporary
  • Temporary mods are deleted on start-up
  • Fixed crash on AMD hardware with certain drivers
  • Added extra options to Driving line aid for “Paddock” and “Paddock & Pit Entry”. The game defaults to paddock setting for all users.
  • Added key assignment for toggling Driving line aid in the game.
  • Improved Track Limits handling of illegal passes with regards to when a passed car goes too slow to be counted, but then later becomes valid. This should no longer become valid again.
  • Reworked “Stabilize Horizon”-feature using a different method of filtering
  • Added an additional step of stabilization
  • Enabled roll stabilization for “High” and “Ultra” steps
  • Added full horizon lock option
  • Fixed an issue that could cause AI to drive towards left walls while overtaking, causing collisions

rFactor 2 Online

  • Added Daily Races online mode with practice servers
  • Added Special Events online mode with practice servers
  • Added Hosted Servers option with credit bundles available through the store
  • Added Driver Profiles and Statistics
  • Moved Store to the front page
  • Moved Servers to Online > Servers

rFactor 2 Online – Known Issues

  • If you register for two races, both event pages will receive the first event’s server details when that race begins
  • Some circuits, such as Nürburgring may have the server start a few minutes later than expected – you may need to wait up to 4 minutes after a server is due to be started
  • Practice servers are becoming too full too quickly and may give a timeout error (we are currently working on this) – Races are unaffected so please still register
  • Practice servers not running through the night (reminder – we pause the service at 3am CEST)
  • Bottom split has the minimum drivers to make the race official (currently 5 rather than equal size splits)
  • Some nationality flags are not showing correctly
  • The schedule page does have incorrect times for some users
  • Some users are unable to submit reports
  • Navigation bar is sometimes not showing updated ranking after a race
  • Could not get your split error – for now, please try going back to the previous menu and enter the event page again or restart
  • Leaderboard has a bug where does not consider the specific track layout
  • Not all mod files being deleted on boot
  • The join server button occasionally does not activate – please try leaving and rejoin the event page to get the join server button
  • Password on hosted server is not working
  • Qualifying results are showing incorrectly
  • Incorrect rank shown on post-race screen
  • Profile/Email update is not saving
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  • 1 month later...

New rF2 Online Experience now live in public build!

RC-UI_Nov23-7.thumb.png.779bd5b25b76bc44f8d37e10ddeb837b.png

 

In-Game Server Hosting – Your Race, Your Rules

RC-UI_Nov23-2.thumb.png.a5b90cf7bdf558098ab2dd154e853a5a.png

 

Changelogs (from previous main build)
General

  • Fixed crash on AMD hardware with certain drivers
  • New feature allows servers to specify that downloaded mods should be treated as temporary by the client
  • The client can opt to mark all mods downloaded from servers as temporary
  • Temporary mods are deleted on start-up
  • Added extra options to Driving line aid for “Paddock” and “Paddock & Pit Entry”. The game defaults to paddock setting for all users.
  • Added key assignment for toggling Driving line aid in the game.
  • Improved Track Limits handling of illegal passes with regards to when a passed car goes too slow to be counted, but then later becomes valid. This should no longer become valid again.
  • Reworked “Stabilize Horizon”-feature using a different method of filtering
  • Added an additional step of stabilization
  • Enabled roll stabilization for “High” and “Ultra” steps
  • Added full horizon lock option
  • Fixed an issue that could cause AI to drive towards left walls while overtaking, causing collisions
  • Added half a second grace when a penalty just becomes valid as we are about to score a violation
  • Fix for track limits issues when a starting grid spot is inside the pit entry line
  • Tweaked default parameters, to be harsher on distance and time spent off track.
  • Added retry attempts and better logging when failing to connect to a server

rFactor 2 Online Changelog

  • Added Daily Races online mode with practice servers
  • Added Special Events online mode with practice servers
  • Added Hosted Servers option with credit bundles available through the store
  • Added Driver Profiles and Statistics
  • Moved Store to the front page
  • Moved Servers to Online > Servers
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