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rfactor2 rFactor2 [Updates]


mad_dog
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Today is a good day. Today is a new build day. You may have heard on the sim racing grapevine something about a new competition system within rFactor 2 that is under development..? Yes, that’s right, our December build update is here and a very first pass at organizing rFactor 2 multiplayer action has come with it, marking a very important line in the sand for us here at Studio 397 as we continue working incredibly hard to ensure the simulation delivers an experience our users demand.

The Competition System is now live as part of this build update, with the first racing events due to be uploaded and set to begin on Thursday December 24th.

November Roadmap | More Details On Competition Roadmap: Click Here.

Before we talk about the changes that have come as part of this new build release, let us remind you a little about why we want to include a competition system within the software in the first place.

Online racing, from a local level all the way up to organized and professional esport activities are an important aspect of the rFactor 2 journey, and have for a long time been very well represented by the many numerous community created sim racing leagues throughout the world.

Whilst these leagues are doing an incredible job of offering sim racers outstanding opportunities to race their favourite cars within the simulation, we realize that for the largest part of our user base racing in scheduled league events isn’t always the most convenient or accessible way for them to get involved in online multiplayer action, and finding servers that host content they want to race, at a time in which they would like to race it, has proven to be more difficult than it ideally needs to be.

Driven by a desire to offer quality racing for everyone, in a structured and organized way that increases the opportunities for our fantastic community to get involved, we have devised a new competition system within the software, one that offers up regularly scheduled racing in a variety of different car and track combinations within the sim and brings with it an element of matching together drivers of similar skill and ratings, to help streamline and improve the racing experience for our users, and put the emphasis back on what is important – getting on track and having fun.

Of course, this new system has been developed with expansion in mind, so what you will see as part of the new build today is certainly going to grow and expand over time – with so much obvious potential to enhance our multiplayer experience, we have taken the decision to adopt a cautious and regimented approach to deployment. What this means in reality is that we intend to spend time at each phase of development taking onboard community feedback in regard to how the system is working, and what features and behaviours the community would like to see brought to the system in future builds. By adopting this approach, we aim to maximize the potential of the system based on how it is used, and how the vast majority of people would like to use it going forward, to collectively develop something that adds genuine value to your sim racing experience within rFactor 2.

Before we take a look at the system in its current initial release status, it may be useful for those of you who missed it within the November Development Roadmap to have another look at our planned ‘mini’ roadmap of development over the coming months:

Ratings — are probably one of the most anticipated features, and one of the reasons for not having them active right from the start is that we want to test our algorithms on real-world data before publishing anything. Our current philosophy is to have a single rating system that encapsulates both your skill and safety record.

Protests and decisions — are also high on our roadmap list as we will no doubt have situations where an incident will need to be reported and evaluated by our stewards. Our goal here is definitely to let the in-game systems do a lot of the (easy) work here, monitoring when you cut the track or commit other offences and directly handing out penalties. At the same time we are aware that not everything can be decided by robots.

More competition formats — are things we will probably gradually introduce but as a feature they certainly need to be mentioned on any roadmap. We intend to run our GT championship, various hotlap styles, some completely new formats as well as more “league style” competitions in the system.

Roles and team based driving — will be added to allow multiple drivers to share an “entry”, or car, in a competition. Roles can be defined so teams can also have a manager or race engineer. Other roles are stewards, race control, and cameramen to facilitate broadcasts.

Broadcast integration — is probably another feature that will be gradually introduced, but obviously when broadcasting sessions that belong to a competition, we want to make sure that overlays showing standings, points, participants and calendars accurately reflect the competition they’re a part of.

Offline Championships — will be added once the online part is running smoothly. We will leverage the features we use online to also facilitate offline championships, where you can race against our AI.

These features will take us well into 2021, and we will revise and update them as the year progresses.

These features and developments will largely be driven by how the system is adopted by the current and future rFactor 2 racing community of course, and should be taken as a broad guideline as to our development intentions rather than a set of absolutes. We are exceptionally keen to ensure this development phase is driven by the wants and desires of our community racers, as we look to build something together than improves and enhances the overall experience of racing within rFactor 2. 

With that all said, let us take a look at what has changed as part of the new build today.

  • Fixed v-sync not working
  • Fixed an issue where certain car classes would not show in a session
  • Various minor graphical bug fixes
  • Fixed issues with aspect ratio
  • Added competition system

So that’s it for the new build update, but it certainly isn’t the end of the rFactor 2 story this month. Tomorrow afternoon we plan to release our new Endurance Pack 2 DLC, adding three pretty fantastic new cars in the form of the Cadillac DPi-V.R, the LMP2 specification Ligier JS P217 and the brand new GTE Chevrolet Corvette C8.R… three cars we are sure you will enjoy racing just as much as we have enjoyed developing over the last few months. 

From all at the studio, enjoy the new build and have a great Christmas and New Year! 

Le_Mans_2020_update_007.jpg
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  • 3 weeks later...

rFactor 2 Update

  • Client build ID: 6045847
  • Dedicated server build ID: 6045848

Change Log

  • Fixed an issue with software vsync not strictly adhering to the actual limit in the UI.
  • Several improvements to VR rendering in the UI that should eliminate the flickering people saw.
  • Added a missing error prompt in dev mode if some file was missing.
  • Changed a timeout value when interacting with Steam to not give up as easily.
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  • 4 weeks later...

Roadmap Update – January 2021

Hello dear sim racers! That time of the month is here once again, where we put our collective heads together (socially distanced of course) and have a look at pulling together a neat summary of the month just gone, while casting our virtual gaze further afield to share some insight into the immediate future of our simulation, and the continued workings behind the scenes. 

Unbelievably, we’ve pretty much finished the first month of 2021 already, boxed up and put away the festive decorations, started our varied regimes to lose those additional kgs we acquired during the holidays and generally started to get back into the swing of normal life (well, as normal as is possible in the current climate) following the merriment of December. 

Here at Studio 397, we’ve had an incredibly busy month of activity with rFactor 2, some of which went well, some slightly less so… 

rF2-Jan-Roadmap.jpg

Build Updates

Let’s get this one out of the way right at the very start of the Roadmap. Back in the early days of January we released a new build of rFactor 2 to the public branch of the simulation (6098993), containing a number of fixes and a few nice improvements that we hoped would drive the simulation forward, and act as a base for continued development during January. Despite our best intentions, it quickly became apparent that a some unforeseen issues had crept in with the update, and the following days would generate a number of reports from the community about areas of the build that required our attention. 

Keen to rectify these issues and put the new release back on the right track, it quickly became apparent to us that despite deploying follow-up hotfixes, the fundamental issues discovered within the latest build would be significant enough to require a roll back to an earlier version of the sim, allowing us to take further time to investigate and understand what we need to do to improve and stabilise the build. The decision to roll back to an earlier version, with a few smaller updates included, was in the end an easy one to make in order to ensure each of our players enjoyed a stable base on which to play rFactor 2 – but of course this is certainly not a situation we like to see within our simulation, and something that we are working hard to address to ensure a similar situation does not happen again in the future. 

Mitigation Plans – Future Builds

With the lessons learned from the build update that swiftly wasn’t, we’ve doubled down on our processes here at the Studio in an effort to avoid similar such situations occurring in the future. Of course, software development is a deep and complex activity that often throws up the unexpected, and we feel we have room to further strengthen our internal processes to reduce the risk of similar scenarios occurring in future updates – coupled with a simplified and streamlined method of issue reporting (more on that later in the roadmap), we expect that the measures put in place now will prove beneficial in the long term development of rFactor 2. 

Of these changes, many of which are related to internal processes, one of the most visual changes to the public will be related to the way we release updates in future. When a new build has been created and tested by the internal beta-test team, we will release a “public-beta” branch of rFactor 2 that users can activate. The public beta contains all the proposed changes and improvements, and will run for a period of a week to a month before it is transferred to the stable public build – assuming no major issues are detected. With this new process, our players have the choice of remaining with the main build of rFactor 2, or opting in to try the new updates early – giving us the opportunity to monitor the state of the branch against a wider section of our player base, and ensure we don’t hit upon any unexpected issues that failed to crop up during internal testing. The new process will be applied for our next build update in February, and compliments the improved bug reporting mechanism we plan to launch next month, of which more will be explained a little later in the Roadmap…

Bug Fixing – Now And In The Future

Our plan for the immediate future is to spend considerable development time addressing the most urgent bugs/features based on the community feedback and our internal testing. We’ve spent a lot of time recently checking up on the status of our current coding backlog, and digging into the various communication platforms we host in order to ensure we’ve captured the vast majority of the issues that have been reported by our community here at rFactor 2. A lot of these issues we’ve managed to recreate internally and pass to the development team to investigate, and some of you will have already received direct communication from the team in order to provide further insight into issues where we need additional information in order to understand exactly what you’ve been experiencing, so we can look closer at the problems and put the relevant measures in place to work out the right solutions. 

As you can imagine, identifying and working on certain issues often has some level of cross pollination with other aspects of the software, so it isn’t simply a case of “fix A” and move on, but more a process of looking at the individual issue in regard of the wider impact of the overall development of rFactor 2. That said, with a view to opening up a more transparent relationship with our community and giving you all some better insight into the inner workings of the activity here at Studio 397, we’ve noted down in this Roadmap a selection of some key issues / developments we are paying particular attention to in the immediate future:

  • Bring back the steering and pedal inputs overlay in the replay viewer.
  • Fixing and documenting our anti-aliasing options.
  • Bringing back and improving the driver labels showing above cars.
  • Fix broken mouse click assignment in UI controls. 
  • Review and improve the performance of the way the showroom behaves.
  • Investigate and fix potential white screen crashes related to controller assignments. 
  • Add code for informing users around disabled Steam overlay related to shopping cart appearance in Competition System. 
  • Permanent fix for corrupted car bodies in multiplayer. 
  • Review and rectify showroom upgrades not showing issue. 
  • Review and improve day to night transition.
  • Look at UI behaviour and performance.
rF2-Jan-Roadmap-2.jpgrFactor_2_Ferrari_488_GT3_EVO_2020_07.jp

Bug Fixing – New Reporting Process & Overview

While the above list has been put together with the intention of showing our community some of the key areas we are looking into at present, we also felt it would be beneficial to offer a more permanent review tool for our users to review whenever they want a little insight into the status of our development. A simple-to-read front end dashboard, together with a more streamlined and practical reporting procedure is something we think will go a long way towards helping both the studio and the community understand where the most pressing concerns exist within the software at any given time.

Bug Reporting – At present it has become somewhat apparent that reports from the community about existing issues can arrive in many and varied places on the internet, and often without the necessary information required to help us understand and reproduce the problem back at the studio. Not only does this present the potential danger of important reports being missed by the team, but inevitably if we don’t have the information required to properly reproduce the issue back at base, delays in rectifying the issue will be encountered and valuable development time lost to trying out different scenarios without guarantee of a valuable outcome. 

As such, we have resolved to release a dedicated bug reporting form within the Studio-397 forum software that walks users through the required steps needing to be completed to create a bug report, breaking down the report into various categories and channelling the user into providing the information we need to act upon the report – this should prove a very powerful tool to aid the development process.

Bug Reviewing – Additionally, we plan to develop a public facing dashboard view that allows our community to see what bugs have been added into the reporting system, and a broad view of the status of the report – developed with the intention of providing an easy-to-understand basic reference for interested people to see what is in our system for review and action, and broadly what status of development each particular issue is at. We are still looking at how this might look and work in reality, however we hope to put something together over the course of the coming weeks.

Competition System – Blog Next Week

rF2-Comp-System-2.jpg

January has also seen the launch of our new, weekly, Competition System Development Blog postings here at Studio 397, where we offer insights and updates into the ongoing development of our newest rFactor 2 feature, and where we give our community the opportunity to post their own questions about the system for answering by the Studio. Already we’ve posted three separate blogs on the new Competition System (Blog 1 / Blog 2 / Blog 3), however as we’ve been a little on the busy side over the last few days, we’ve elected to move the fourth post over one week, with a scheduled release date of Wednesday 4th January. We are still logging community questions, so if you’ve got something pressing you wish to ask, feel free to pop it down in the comments section of THIS THREAD and we will do our best to answer it in the next, or upcoming blog postings.

Competition System – Development

On the subject of our Competition System, we are delighted to see many of our players are engaging in the daily races and having fun racing in rFactor 2 against other drivers – exactly why we developed the system in the first place! Although we are very much in a Beta phase with the CS so far, I think it would be fair to say we are quite pleased with how things are progressing, and the improvements brought to the system since we launched at the end of 2020 have for the most part been well received, and have gradually enhanced the end user experience. Don’t worry, these are just the very tip of the iceberg for the Competition System, with plenty more tweaks, changes, features and depth set to be added as we progress through the development phase. 

A side effect of running so many races using the Competition System, was the rather visually impressive but incredibly annoying ‘laserbeam’ cars – where a graphical glitch on some vehicles would explode car bodies and take up a lot of the visual real estate of the player – making participation in races a bit more challenging. This bug has been a tough one to track down and resolve, however after much investigation we finally managed to get to the bottom of the issue, and deployed a hotfix update to temporarily remove the problem. Since that hotfix, we have found a more permanent solution to the issue, and will include that fix in the next upcoming update to the sim. It turns out this bug has been in the codebase for more than two years now, so we’re glad it’s gone now!

In terms of the system itself, so far we have put together a nice mix of free and paid content for our drivers to enjoy, with players having the opportunity to race in such varied machines as LMP3, GTE, GT4, Cup and Tatuus formula cars. Speaking for myself personally, this has opened my eyes to a number of interesting combinations that I’ve not previously explored fully, and I think it fair to say the variety of content used so far has proven popular with our active racers – with more to follow in the next weeks and months! 

rF2-Comp-System.jpg

Formula E 2021 And Attack Zones

rF2-Formula-E-Release.jpg

January would see another piece of premium content added to rFactor 2 with the introduction of the 2021 ABB Formula E FIA World Championship DLC – bringing the very latest and greatest from the world of Formula E back to rFactor 2 once again. Rather than “just” a new season pack DLC, this new release would prove special for a couple of very good reasons. From a performance point of view, the 2021 car features brand-new and overhauled physics and tyre behaviours, producing a very different driving characteristic to the way the cars act out on circuit, improving what was already a very fine racing experience. 

On the visuals side, another new element to this DLC that we are very proud to introduce to rFactor 2 for the first time is the inclusion of Attack Zone – a unique to Formula E strategical element of racing where a driver must navigate through a dedicated Attack Zone gate during the race, to activate an additional boost for 35kW of power – for a limited time period. The Attack Zone has been added to our four existing Formula E circuits, and is represented by an on track graphic that lights up during activation; and of course the LED Halo illumination that flashes blue when a driver has the additional power boost activated within their car. 

This is an interesting and unique strategic element of racing within our Formula E content, and something that adds a very exciting new strand to what are already highly entertaining cars to drive and race. 

As an further bonus, we have added the 2021 pack to the existing 2020 Formula E store item, which means anyone who already owns the 2020 cars will get this content for free, and any players who purchase the 2021 pack will also get the cars, teams and drivers of the 2020 season included in their download! 

Formula E 2021 | More info: Click Here

Formula E 2021 | Steam Store: Click Here

Track Updates – Indianapolis PBR

rF2-Indy-Roadmap-January.jpg

February is set to be the month where we release something that has been on the wish list of our community for quite some time – the much anticipated PBR update to our fabulous Indianapolis Motor Speedway circuit! Yes, one of the older but still wonderful tracks within rFactor 2 is set to be given a new lease of life this coming February thanks to the excellent work of our track team here at Studio 397, with all the latest PBR graphical development goodness set to be applied to Indianapolis Motor Speedway, and the various configurations found within the simulation. Yes, gone is the original 2013 version to be updated to 2020 standards – including the modern track layout! 

A fresh lick of PBR magic, a wholesale asset update, some AI tweaks and a new variant – it’s going to be wonderful, and it releases for free in early February!

Looking Back On January

Now normally we start these Roadmap posts with a look back on the month just gone, then move on to future matters – however seeing as we’ve had some pretty pressing things to discuss about the immediate future, we decided to switch it up a little and put the rearwards facing element of the roadmap towards the bottom of the post. Updates and rollbacks aside, which we spoke about at the very top of this article, what other rF2 related things have been happening in the opening days of 2021?

GTE Updates

rF2-GTE-Update.jpg

Warming to the theme of updating content, January 2021 would see a nice fresh set of tweaks applied to our existing GTE class of cars within the simulation. Comprising of models from Ferrari, Aston Martin, BMW, Chevrolet and Porsche, the new build deployed on January 6th brought about a number of small but important improvements to our closed top GT machines. Tweaks to the balance of performance parameters around weight and power, plus an important fix for some aerodynamic drop off issues we had been experiencing in close proximity to other cars were just the headline items, plus of course the introduction of these vehicles within our Competition System – making for some very nice and close racing within our community!

rFactor 2 | Steam Store: Click Here

Formula E Accelerate Start

Super tight driving and plenty of attacking – here are your highlights from round 1 of Formula E: Accelerate! #FEAccelerate pic.twitter.com/yxGeKCaqB5

— ABB FIA Formula E World Championship (@FIAFormulaE) January 29, 2021

In terms of competitions, at the time of our Formula E 2021 release January would also see the launch of the brand-new Formula E Accelerate Esport series – the official Formula E esport championship that brings together an impressive collection of big name drivers from the virtual world across a six round championship with our new Formula E cars. Reigning F1 Esports World Champion Jarno Opmeer, 2017 Vega E-Race champion Bono Huis and rFactor 2 star and World’s Fastest Gamer finalist Erhan Jajovski are just some of the big names fighting to take home their share of the 100,000 euro prize pool (and a test in a real Formula E car!) this season, and if the opening round at New York is anything to go by – the series looks set to provide some fantastic action.

Formula E Accelerate | Catch all the action: Click Here

Sim Formula Europe 2021

rF2-SFE.jpg

As one Esport series starts, so another completes. January would see the conclusion of the 2021 Sim Formula Heusinkveld Peregrine competitions on rFactor 2, which brought together some of the top rFactor 2 drivers via a qualification process to race head-to-head on the Zandvoort Grand Prix Circuit in the now legendary McLaren Ford MP4/8.

While the main series did much to entertain the viewers at home, just a few days prior to the finals we also ran our Heusinveld Peregrine competition for drivers who qualified through a hotlap competition.  Taking to the circuit in specially liveried Audi R8 LMS GT3 cars adorned with community created livery designs in the theme of the Peregrine Falcon, the Heusinkveld Peregrine race at the recently updated Maastricht Street Circuit produced a fantastic event from start to finish, showing off both the driving skill of the racers, and the wonderful artistic talents of our sim racing livery painting community.

Another great competition, and one to look forward to seeing more of next season.

Sim Formula Europe | Catch up on the racing: Click Here

 

 

 

So that’s it for another month ladies and gentlemen – plenty happening and plenty still to come. Thank you once again for taking the time out of your day to read this latest roadmap post, stay safe, stay healthy and see you all out on the virtual racetracks of the world! 

rF2-Roadmap-Footer-1.jpg
 
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  • 2 weeks later...

February Build Update and Indianapolis PBR Release

CHANGELOG

  • We’ve removed the Max 2012 plugins as they no longer work, and provided the last working Max 2017 plugins. We have no intention to upgrade them any longer as we can’t get these versions of Max any more to test. Furthermore, we urge the modding community to upgrade to current Max versions.
  • Fixed: Reflection mapper in Scene Viewer, so it renders from the same point as the user sees.
  • Fixed: Bind a mouse click to any input control.
  • Fixed: Issues with showroom performance.
  • Fixed: Missing error prompt when textures are missing from content.
  • Fixed: Issue with a white screen you get when you try to assign a control.
  • Fixed: Visible damage sometimes corrupting car bodies, to properly fix the hotfix that temporarily disabled the visible damage.
  • Fixed: Issue where clouds could show similar corruption as car bodies.
  • Fixed: Showroom Upgrades not displaying which require MAS Files.
  • Fixed: Glitch where “the lights would suddenly go off” when transitioning from light to dark at dusk.
  • Fixed: Exploit where you could still set the FE car to use 250kW in the setup in a race when that setting is reserved for “attack mode”.
  • Fixed: Overlays would not correctly follow the attack mode countdown timing.
  • AIW Editor: Added new line smoothing option, and added soft selection for manual adjustments.
  • Added an internal option to the player.json to turn off multi-threading in the UI. Defaults to “on”.
  • Added code support so we can detect a disabled Steam overlay, to warn you about why a shopping cart won’t show up.
  • Changed how a dedicated server shuts down when asked so it no longer crashes with a non-zero return code.
  • Pausing sessions in a dedicated server will now only pause the first one.
  • Increased an internal timeout when talking to Steam to give it more time before we give up or retry.
  • Scene Viewer Changes: Moved Web UI Port to 5396 by default and added support for up to 128 scenes in configuration file

rF2-Indy-Update-2.thumb.jpg.0184d918d49ef119308d0c1098b60394.jpgrF2-Indy-Update-6.thumb.jpg.f14df88b84b8eb867a33c0b3fd3c1374.jpg

 

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  • 3 weeks later...

Motorsport Games Enters Into Binding Term Sheet to Acquire rFactor 2 and Developer Studio 397

3.JPG.23a1ae54a868e7041b4781f2cb1e73cc.JPG

https://www.studio-397.com/2021/03/announcement-motorsport-games/

 

March 2021 New Build Release

https://www.studio-397.com/2021/03/rfactor-2-march-2021-new-build-release/

 

 

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Diriyah E-Prix Circuit

https://www.studio-397.com/2021/03/released-diriyah-e-prix-circuit/

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New Release Candidate update:

Latest Release CandidateSteam Build IDs
Client 6133456
Dedicated 6426499 Changelog

  • General- Added SteamID of each client to race results logs generated by a Dedicated Server
  • Fix issue with Attack Mode overlay information not correctly resetting.
  • Stopped AI playing wipers when in Garage
  • Added automatic headlight and wiper settings for player.
  • These show as an extra step in the key toggles (Headlights: Off / Auto / On) or (Wipers: Off / Auto / Slow / Fast)
  • Skip Auto option when the setting is disabled
  • Added a message about windscreen wiper state to the message centre. Don't show a message if the vehicle does not have wipers.
  • Auto Headlights and Windscreen Wipers are forced on if no key is assigned"
  • Fixed issue where automatic gears would require a false top gear to correctly downshift for some vehicles
  • Report steam branch and build number on startupHUD- Fixed spacing for weather info in HUDGraphics- Renamed Anti-Aliasing options to show the amount of MSAA applied.
  • Adjust Sunflare strength so that they work with different field of views
  • Added a blend out at screen edge to smooth transition of Sunflare going off screen.
  • Fixed an issue where a texture sampler would not set correctly
  • Fixed an issue that DigitalFlags would behave as Marshals online
  • Reworked Auto Exposure to reduce the calculated exposure "bouncing" around in different conditions
  • Enabled Auto Exposure in Cockpit Cameras
  • Fixed Water not rendering on TV Screens
  • Removed GPU V-Sync option from Graphics Configuration settings
  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
  • Ambient light probes now allow for more advanced blending options
  • Fixed stuttering on Replay Monitor screen.UI- Added sector and lap timing to full screen replay bar.
  • Updated the styling and alignment of the full screen replay bar.
  • Fixed UI stopping updating when clicking repeatedly on the track map in the event screen.
  • Corrected the display of FXAA to On/Off
  • Fixed the units to seconds for displaying Transparent Trainer Lead Timer
  • Fixed the display units for Low Speed Information to show a percentage
  • Fixed race countdown not always showing for a multiplayer race.
  • Fixed showing the maximum time for a single player race before the race start.
  • Improved formatting of time durations.
  • Fixed issue where RealRoad setting was carried over from previous track selection in session setup screen
  • Fixed an issue where some tracks would not show in game due to having packed SCN files which were not valid track layouts
  • Added Auto Blip, Auto Lift, Hold Brakes, Hold Clutch, Repeat Shifts, Start Engine, Auto Wipers and Auto Headlight settings to difficulty screenModding- Fixed some minor issues with sample ModDev content
  • Added pop up (mod dev & scene viewer only) / logging to paths where the RRBIN file fails to load
  • Force an update after loading RRBIN in scene viewer or moddev so that it shows correctly straight away.
  • Updated default RRBIN filename scene viewer / moddev tweakbar rollout
  • Setup a stable and beta version of Max Plugins 2021. Stable is the last fully tested internally. Beta is built to the absolute latest code.

Please note - the main 'Opt Out' build of rFactor 2 remains unchanged - this is an update to the current Release Candidate build of rFactor 2, available on the 'beta' tab within Steam Properties.

 

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  • 3 weeks later...

Announcement  Motorsport Games Complete Studio 397 Purchase

Motorsport Games Complete Studio 397 Purchase

Press release - interesting news  https://motorsportgames.com/archives/17053

  • – For over a year Studio 397 has been providing physics, tire modeling and AI for upcoming reboot of the NASCAR video game franchise, due for release later in 2021
  • – rFactor 2-powered physics will be coming to NASCAR game on consoles
  • – Studio 397 will maintain its brand and name while continuing to develop the rFactor 2 platform
  • – Studio 397 will be working on other Motorsport Games titles
  • – Studio 397 will also be “central to” forthcoming British Touring Car Championship and the 24 Hours of Le Mans titles
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  • 2 weeks later...

New rFactor 2 Build Update Available

Sunflare.thumb.jpg.8decb5fdd09911d4b6c1afbc41d62a07.jpg

Steam Build IDs

Client 6660506 
Dedicated 6660508
General

  • Added SteamID of each client to race results logs generated by a Dedicated Server
  • Fix issue with Attack Mode overlay information not correctly resetting.
  • Stopped AI playing wipers when in Garage
  • Added automatic headlight and wiper settings for player.
  • These show as an extra step in the key toggles (Headlights: Off / Auto / On) or (Wipers: Off / Auto / Slow / Fast)
  • Skip Auto option when the setting is disabled
  • Added a message about windscreen wiper state to the message centre. Don’t show a message if the vehicle does not have wipers.
  • Auto Headlights and Windscreen Wipers are forced on if no key is assigned”
  • Fixed issue where automatic gears would require a false top gear to correctly downshift for some vehicles
  • Report steam branch and build number on startup

HUD

  • Fixed spacing for weather info in HUD

Graphics

  • Renamed Anti-Aliasing options to show the amount of MSAA applied.
  • Adjust Sunflare strength so that they work with different field of views
  • Added a blend out at screen edge to smooth transition of Sunflare going off screen.
  • Fixed an issue where a texture sampler would not set correctly
  • Fixed an issue that DigitalFlags would behave as Marshals online
  • Reworked Auto Exposure to reduce the calculated exposure “bouncing” around in different conditions
  • Enabled Auto Exposure in Cockpit Cameras
  • Fixed Water not rendering on TV Screens
  • Removed GPU V-Sync option from Graphics Configuration settings
  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
  • Ambient light probes now allow for more advanced blending options
  • Fixed stuttering on Replay Monitor screen.

UI

  • Added sector and lap timing to full screen replay bar.
  • Updated the styling and alignment of the full screen replay bar.
  • Fixed UI stopping updating when clicking repeatedly on the track map in the event screen.
  • Corrected the display of FXAA to On/Off
  • Fixed the units to seconds for displaying Transparent Trainer Lead Timer
  • Fixed the display units for Low Speed Information to show a percentage
  • Fixed race countdown not always showing for a multiplayer race.
  • Fixed showing the maximum time for a single player race before the race start.
  • Improved formatting of time durations.
  • Fixed issue where RealRoad setting was carried over from previous track selection in session setup screen
  • Fixed an issue where some tracks would not show in game due to having packed SCN files which were not valid track layouts
  • Added Auto Blip, Auto Lift, Hold Brakes, Hold Clutch, Repeat Shifts, Start Engine, Auto Wipers and Auto Headlight settings to difficulty screen

Modding

  • Fixed some minor issues with sample ModDev content
  • Added pop up (mod dev & scene viewer only) / logging to paths where the RRBIN file fails to load
  • Force an update after loading RRBIN in scene viewer or moddev so that it shows correctly straight away.
  • Updated default RRBIN filename scene viewer / moddev tweakbar rollout
  • Setup a stable and beta version of Max Plugins 2021. Stable is the last fully tested internally. Beta is built to the absolute latest code.

The new Public build is available on the standard release branch of rFactor 2 within Steam (Betas – None). Players can chose to opt into this build version by right-clicking on rFactor 2 in the Steam Library list, selecting options – betas – none from the drop-down list.

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Roadmap Update – May 2021

Welcome to the Monthly Development Roadmap post for May – the latest look behind the curtain of Studio 397 as we continue on our exciting rFactor 2 journey. 

Thankfully and somewhat later than hoped for, the warm weather is starting to take hold around Europe (allegedly), and even with the significant temptation to venture out into the great outdoors, our team here at Studio 397 have remained hunkered down in our home offices working hard to keep up the flow of updates, tweaks, improvements and fixes to the title coming together at a pace – with plenty having gone on behind the scenes in what has been a satisfyingly successful and busy few weeks of development. 

As is always the case with these development roadmap posts, the intention today is to give you a brief insight into what we are working on within the simulation going forward, and to wrap up our most recent achievements for those within the community who perhaps don’t follow our progress on a day-to-day basis. 

Studio 397 Now Officially Part Of Motorsport Games Family 

MSG-Purchase.jpg

Now with that introduction out of the way, and before we dig deeper into upcoming developments, we must start off with some rather big and satisfying news for everyone here at the Studio. Following up on the announcement about our impending purchase by Motorsport Games, we finally managed to see that deal over the line earlier this month, and from here on in are now a part of the ever expanding Motorsport Games network – a move that we believe will significantly help us strengthen our core skills and resources as we continue to push forward and develop rFactor 2 in the weeks, months and years ahead. 

Motorsport Games Complete Purchase of S397 | More Details: CLICK HERE

The new relationship is still very much in its infancy at the moment, with much of the current activity focusing on Motorsport Games and Studio 397 colleagues getting to know each other, understanding where our respective skills, strengths and weaknesses all lye and slowly starting to get a feel for how we can collectively work together to drive our various roles and responsibilities forward in the years ahead. Although these kinds of major ownership changes take time to bed in and settle down before any real insight into what benefits each party can and will bring to the table, we are just as keen as the community is to know how this new arrangement will impact the development future of rFactor 2. As such, in a bid to help clear up some facts and share insights with the community here in rFactor 2, we have planned a long and detailed video interview with Motorsport Games President Stephen Hood, where we plan to sit down at the Motorsport Games HQ in Silverstone and really get into the details about how this new arrangement is expected to work going forward. Furthermore, once that interview has been released, and the subsequent questions that will no doubt produce, we will produce a follow-on session with Marcel Offermans from Studio 397, where we plan to mop up any following questions from the community, and likely throw a few curveballs at Marcel from our side as well! 

Unfortunately, the initial plan was to head down to Silverstone week ending 28th May, however quite frankly I had a delayed Covid-19 vaccination jab the day before departing, and suddenly the task of a 240-mile round trip felt significantly less desirable than when the meeting was initially arranged. As such, the original plan has been delayed slightly, with a new date for the interview set to be arranged for the first week or two of June.

Development Focus For June

Each month in these development roadmap posts we attempt to share a little insight into some activities and developments we are working on behind the scenes with rFactor 2. Due to the level of complexity of game development, and the many varied states of either bug fixing or feature improvements we are working on at any given time, with the software, sometimes the amount of information we feel able to share with the wider public can vary in its detail. This can be for a number of reasons, some related to our confidence on getting round to starting / finishing any given piece of project work, through to certain aspects of development having a longer lead time than others, often meaning that key areas of improvement can roll over into consecutive months, especially if some of the necessary background work that needs to be undertaken is often behind the scenes, and doesn’t produce something that will affect the game play experience of the public in general. 

With that said, much of what the team are focusing on for this coming month will centre around some key areas of the software – from background tooling, maintenance and code revisions that will support future development objectives, to other major changes the likes of our new SSR implementation, that although set to bring a significant visual improvement to the title, are major pieces of work in their own right. 

Following up from what we discussed in the April Development Roadmap, this month much of our work continues to look at ways we can develop and improve the user experience within the simulation, as the team look at the smaller and more fine detail aspects of the UI in a bid to streamline and smoothen out both the experience and the flow of using the front end aspects of rFactor 2. Much of the ground work for these changes has already been discussed in our previous roadmap post, however for the month ahead we hope to bring many of these small but important updates forward within the next upcoming Release Candidate build of the simulation – with much work still being undertaken by the development team to further polish and improve the experience and performance within the UI.

Shadow Cascading Improvements

A long time issue of the graphics engine in rFactor 2, I’m sure many of you will have noticed the shadow cascading (or so called running shadow) effect in rFactor 2 over the years. As we continue in our push to improve the overall visual experience for rFactor 2 players, this is one of the aspects of the simulation that has long been on our laundry list of items that we would like to review and improve over time. Back at the very start of the rFactor 2 journey we considered this to be one of those aspects of the graphics engine that would unfortunately prove to require too significant of a development to effectively review and improve in the immediate future, however as the graphical prowess of rFactor 2 has moved on significantly in recent years, it has become more and more apparent that this aspect of the way shadows are produced in the software needs to be improved, and upon closer inspected we are delighted to report that early trials and investigations have brought back some very encouraging results so far. 

Although it would be fair to say we are still some way off from creating a solution that is robust enough to move into any public facing build versions of the simulation, we still feel it is a point worth raising with the community that this side of the graphic engine is being looked into, and that we are optimistic that the work being undertaken at present will have real value to the ongoing visual improvements in the software in the near future. 

To give you a little bit of insight into the current state of these tests (very early and without any AA applied), check out the comparison gifs from before and after the changes below:

Before

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After

Blend.gif

Additional Hardware Support

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Another aspect of the continued strive to make our UI experience easier and more customisable for the end user has led us to look at the introduction of further visual references for the calibration of hardware within the simulation. As many of you will know, rFactor 2 works with an incredibly wide range of sim racing hardware, from all different kinds of popular (and not so popular) wheel and pedal sets, to handbrakes, motion systems and pretty much any other type of hardware device one can imagine. Of course, with such a varied amount of hardware now available within the sim racing marketplace, we recognise the fact it is important to our users to have the power to adjust and tweak their equipment to provide an realistic and enjoyable experience. That said, we also recognise that further fine tuning and adjustments are valuable to our players in order to perform those final tweaks to dial in their hardware, as such, we have resolved to bring further pedal calibration options into the UI, that will allow players to access a simple and visual tool within the software that will enable maximum and minimum inputs to be set across the whole raw range of pedal travel – similar in functionality to what was available in the former UI configuration pages. 

Furthermore, we also intend to look at offering a reverse FFB forces option natively within the UI, which will be helpful for correcting forces on some wheels that are inverted on calibration. These changes, along with the previously mentioned sever password save option, asynchronously server loading, new sorting options, removed waiting time for ‘favourite servers’ and other quality of life improvements are all at lesser or greater stages of development, and should be making an appearance within upcoming builds of the title in the very near future.

New Overlay Features

overlay_battle_box_drs2.png

With the next Release Candidate build we intend to ship a new overlay feature for DRS (Drag Reduction System) within the core offering of rFactor 2. Many cars in the title, both first and third party, feature some kind of DRS functionality, and while we already support this natively on certain tracks with DRS zones, as well as on all tracks as unregulated activations, the next build of rFactor 2 should bring with it the ability to visually represent how DRS is being deployed on the broadcast overlay functionality within the sim. Telling a story to the viewers on a broadcast, either from the commentary team or on screen by way of broadcast graphics is an important aspect of producing compelling racing coverage, and we are excited to introduce some very interesting DRS related features within the next build. Chief amongst these updates will be the introduction of a ‘1v1 battle box’ that will display in scenarios when a chasing driver has enabled DRS, plus the ability to display each row of drivers with active DRS in the timing tower and the extended battle box, as well as a “DRS ACTIVE” text in the 1v1 battle box if the chasing driver has DRS active – all part of the ongoing improvements and additions to our broadcast overlay system within rFactor 2. 

Competition System – New Features

CS-Updates.jpg

The main noticeable change to the Competition System this month will undoubtedly be the introduction of our new three-race ‘Summer Showdown’ series of events, where we have compiled three very different types of racing action in our StockCar, IndyCar and GT3 car sets across three very different circuits, with the top split qualified drivers featuring in their own live streamed race on the rFactorLive Twitch channel on Saturday evenings. We are quite frankly delighted with the level of interest and engagement these races have generated within the community, and it has been a great pleasure for us to see the enjoyment (and excellent racing) that these events are producing so far as we head into the final ’60 Minutes of the Ring’ later in June. With such a great uptake on this new format of special edition races, we very much plan to continue this trend going forward for a little while longer – so expect more special edition broadcasted events in the weeks and months ahead! 

monza_2021_screen_04.jpg

Still keeping to the topic of the Competition System, one other new feature that is likely to be introduced into the main system in the very near future is the ability to host fixed setup race events, something that we have heard many requests about from the community and are happy to finally be able to introduce into the system for future events. Of course we recognise that some players enjoy the aspect of building and racing a custom setup, so don’t expect all events to feature this new option – we will work hard to ensure our planning of future races offers up a nice mix of both fixes and custom setup racing, much like we do with our mix of paid and free content within the Competition System – as we try and offer a mix of something for all different types of rFactor 2 users. Earlier this month we also provided an update to our roadmap, making some changes and elaborating on a few others.

Monza! New Track Announcement

monza_2021_screen_01.jpg

Finally we have been able to confirm the latest new circuit to be added to rFactor 2, with the announcement of the much anticipate addition of the Autodromo Nazionale di Monza – fully laser scanned and up-to-date with the current racing season. We headed out to the beautiful Monza park back at the end of March, and since then the track team here at Studio 397 have been working at an incredible rate to bring together the many hundreds of GB of data into a working circuit model within the simulation. Now of course I’m not going to fall into the trap of predicting a release date for this new circuit, however I think (ha, ha) I’m probably on safe ground to say we should be looking to get this out to the public within the next two or three months. 

Monza Announced | More Details: Click HERE

monza_2021_screen_03.jpg

As work continues at a pace back in the studio on this track, we will continue to keep you all updated with regular progress reports on the various Studio 397 social media channels, from video previous, shots of the work-in-progress development and side-by-side comparisons to the real circuit, so if you aren’t already following us on Twitter, Facebook and Instagram, make sure to give us a like and not miss out on any of the awesome progress that is happening with this great new track.

Major Sebring PBR Update Incoming

Sebring_2021_screen_01.jpg

Sebring International Raceway | Steam Store: CLICK HERE

Keeping very firmly on the subject of tracks, despite the announcement of a brand-new venue in the form of Monza, and with a couple more we are about to secure licences for in the next few weeks, we are still very much focussed on updating and refreshing the current roster of content within rFactor 2 to ensure all our content offerings to the community reach a certain level of quality expected by our community. Recently we introduced a pretty substantial PBR update to the free Lime Rock Park track within the sim (more on that below), and the next venue in our list to get the PBR update treatment is one of our absolute favourite tracks in rFactor 2 – the Sebring International Raceway! 

Sebring_2021_screen_02.jpg

We’ve had a version of the newly updated track in our internal testing team for a little while now as we look to ensure everything is behaving as expected from the new update, and so far things are looking very good indeed for a release within the month of June. As one can expect from a full PBR refresh, we think Sebring looks absolutely spectacular in this new build, and we cannot wait to get this big update out into the general public for you all to enjoy the fruits of our track teams labour. Already the track looks fantastic in the different time of day and weather conditions in rFactor 2, and coupled together with the upcoming SSR update, we thing our players will notice a considerably improved visual experience in this top draw American race circuit. 

More PBR Track Updates and Remodelling In The Works

With a PBR update release of Sebring quite close to being deployed to the public, we have already started work on an even bigger PBR update and remodelling task for another of our existing tracks within the simulation, however we will keep the details of that to ourselves for now, and likely tell you more about what is next on the list in the June Development Roadmap – needless to say, our track team are very busy with new and existing content !

Looking Back On May

May was a very busy month for the team here at Studio 397, and we have been delighted to get plenty of goodies out into the public domain for our wonderful community to enjoy. From new content updates in the form of our massive Lime Rock Park PBR refresh, to a pretty significant development by the KartSim team, plus a number of fixes and tweaks to the core simulation itself –  May was a good one indeed!

Lime Rock Park PBR Refresh

LRP-PBR-Update.jpg

Lime Rock Park | Steam Workshop: Click Here.

A popular track made even more attractive thanks to the great work of the rFactor 2 track team, we were absolutely delighted to release the free PBR update refresh for this mighty little American venue last month, and the reaction from our community has been incredibly heart-warming to see how much fresh love and affection this little and often overlooked venue has received since the new update was deployed back on the 5th May. We’ve always been fans of the lesser known venues here at Studio 397, despite acknowledging that many players very much appreciate the more well-known tracks we have to offer, we are sure many of you like ourselves enjoy the odd guilty pleasure of tearing up the tarmac on lesser known little gems like this one. 

Lime Rock Park has been a staple venue of rFactor 2 for many a year, having originally released for the simulation all the way back in the 2013, and thanks to its grand old age it would be fair to say that the little 2.462km track needed this new refresh in order to bring it back into line with the quality standards you’ve all now become accustomed to with our more recent content offerings. 

For us at the studio it was an really rewarding experience bringing this track back into the spotlight, and so far it very much looks like all of our hard work is paying off, as the track has been very warmly received by the community, and already has been the scene of some epic racing adventures in our Competition System. Lime Rock Park is back, and more beautiful that ever!

Opt-Out New Build

Opt-Out-Build.jpg

rFactor 2 Build 6660506 | More Details: CLICK HERE

May would also see the introduction of a new build of rFactor 2, as we moved over the existing ‘Release Candidate’ version of the software into the main public build of the simulation. The latest new release, deployed to the title on May 19th was the result of several weeks of development focus on address key areas of bug fixing and development that have been identified through both our internal testing processes, and via the valuable feedback reported from our community. Under normal circumstances, the introduction of a new build release would generate a complementary new ‘Release Candidate’ update for players to choose if they wish to opt into that experimental build, however due to the size and complexity of the new for the next RC build SSR implementation, we have taken the decision to delay the launch of our next RC update, until such a time in the very near future that we can be sure the build is stable and suitable for the public to try. 

What this means in reality is the current public ‘Opt-Out’ and ‘Release Candidate’ builds of rFactor 2 are for the moment identical, until such a time as when we elect to deploy the new Release Candidate build to Steam. 

Client 6660506
Dedicated 6660508


General

  • Added SteamID of each client to race results logs generated by a Dedicated Server
  • Fix issue with Attack Mode overlay information not correctly resetting.
  • Stopped AI playing wipers when in Garage
  • Added automatic headlight and wiper settings for player.
  • These show as an extra step in the key toggles (Headlights: Off / Auto / On) or (Wipers: Off / Auto / Slow / Fast)
  • Skip Auto option when the setting is disabled
  • Added a message about windscreen wiper state to the message centre. Don’t show a message if the vehicle does not have wipers.
  • Auto Headlights and Windscreen Wipers are forced on if no key is assigned”
  • Fixed issue where automatic gears would require a false top gear to correctly downshift for some vehicles
  • Report steam branch and build number on startup

HUD

  • Fixed spacing for weather info in HUD

Graphics

  • Renamed Anti-Aliasing options to show the amount of MSAA applied.
  • Adjust Sunflare strength so that they work with different field of views
  • Added a blend out at screen edge to smooth transition of Sunflare going off screen.
  • Fixed an issue where a texture sampler would not set correctly
  • Fixed an issue that DigitalFlags would behave as Marshals online
  • Reworked Auto Exposure to reduce the calculated exposure “bouncing” around in different conditions
  • Enabled Auto Exposure in Cockpit Cameras
  • Fixed Water not rendering on TV Screens
  • Removed GPU V-Sync option from Graphics Configuration settings
  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
  • Ambient light probes now allow for more advanced blending options
  • Fixed stuttering on Replay Monitor screen.

UI

  • Added sector and lap timing to full screen replay bar.
  • Updated the styling and alignment of the full screen replay bar.
  • Fixed UI stopping updating when clicking repeatedly on the track map in the event screen.
  • Corrected the display of FXAA to On/Off
  • Fixed the units to seconds for displaying Transparent Trainer Lead Timer
  • Fixed the display units for Low Speed Information to show a percentage
  • Fixed race countdown not always showing for a multiplayer race.
  • Fixed showing the maximum time for a single player race before the race start.
  • Improved formatting of time durations.
  • Fixed issue where RealRoad setting was carried over from previous track selection in session setup screen
  • Fixed an issue where some tracks would not show in game due to having packed SCN files which were not valid track layouts
  • Added Auto Blip, Auto Lift, Hold Brakes, Hold Clutch, Repeat Shifts, Start Engine, Auto Wipers and Auto Headlight settings to difficulty screen

Modding

  • Fixed some minor issues with sample ModDev content
  • Added pop up (mod dev & scene viewer only) / logging to paths where the RRBIN file fails to load
  • Force an update after loading RRBIN in scene viewer or moddev so that it shows correctly straight away.
  • Updated default RRBIN filename scene viewer / moddev tweakbar rollout
  • Setup a stable and beta version of Max Plugins 2021. Stable is the last fully tested internally. Beta is built to the absolute latest code.

Ligier JS P217 Update 

Ligier-Update-1-1.jpg

Ligier JS P217 Released | More Info: Click HERE.

The lovely Ligier was another piece of content that received update treatment during the course of the month about to pass, as we took out the time to check back and review this awesome LMP2 car and address some of the issues that have cropped up since we released the car as part of the Endurance Pack 2 DLC back in December.

More of a quality of life tidy up than a major development overhaul, the new build took the car to version 1.17 and as well as adding a new O-Rouge themed livery, also cleared up some issues around the cockpit graphics – namely tidying up a reflection issue on the steering wheel glass, repaired the underbody shadows of AI cars bug and other minor wiper and IBL shaders on wheel rims issues, as you can check on the update release notes link above.

Competition System 

rFactor-2-summer-showdown-poster-1-1.png

Well, well, well – plenty has been happening in the world of the rFactor 2 Competition System this month! We’ve had the debut of regular hourly races in the legendary USF2000 open wheeler, the final throws of the GT Challenge series and of course, a brand-new initiative in the form of the very first ‘rFactor 2 Summer Showdown’ series of events – an open invite three race competition where rFactor 2 drivers are invited to register within the competition system and set a time for three high profile and very different types of racing action.

Quite frankly we have been delighted with the uptake from our community with these races so far, and already the first two events (StockCar Challenge at Portland and the rF250 at Indianapolis) have already produced some excellent top split broadcasted racing action. We’ve only got the final 60 Minutes at the Ring event left to run on June 12th, but don’t worry – this type of thing looks like it is something our community enjoy, so expect more of these type of events in the immediate future.

In terms of the Competition System itself, as part of the now bi-weekly CS Blog postings Marcel has issued a new and revised top level development roadmap for the Competition System, details of which you can see just below the catch up links to the latest Q&A sessions below: 

Latest Competition System Roadmap Update:

More competition formats — we decided to pull some of the different competition formats forward, and we just finished running the first season of GT Challenge in the Competition System. That taught us some valuable things about where we need to add more flexibility to the system, and how we can better accommodate the different styles and formats of racing that we know are so important to our existing and potential new players of rFactor 2. With these findings in our growing databank of knowledge, we’ve elected to spend some more time focussing on this area in the immediate future, however that said, this is probably going to be a continual task, so expect more formats to emerge in the upcoming months.

Protests and decisions — This is a topic that we have decided is best managed by splitting it into two distinct parts. The first part of it, making sure we can handle protests and having race control take decisions, is in place in terms of the basic mechanics, which we will continue to monitor, test and expand upon as the system matures and clear trends and requirements make themselves apparent. We have some firm ideas of what we expect this system to look like and the things we plan to achieve with it, however we are also finding it valuable to absorb the excellent feedback from within the community, feedback which will no doubt have an impact upon the finished product going forward. 

Ratings — based on the data we have gathered, we have completed the internal testing of our algorithms, so our next steps are to look at how to integrate them into the UI and decide what competitions we want to use them for. 

In parallel, we’ve also been looking at some forms of safety ratings, but as I’m sure you can imagine, this is an aspect of the system we want to be fully confident is producing fair and balanced results for all of our users, as such this is very much under evaluation back at the studio as we look to ensure we can offer a robust and well-thought-out solution come public release.

Stewarding — This is another thorny topic of discussion, and arguably one of the most labour-intensive aspects of running racing events on any sim racing platform. When we introduced the idea of the Competition System in rFactor 2, one of the key goals of the platform had to be around how to make life easier for event organizers to put on top quality racing activations, rather than being bogged down with unnecessary levels of administration that doesn’t add to the quality of life experience of our drivers and participants. With this in mind, we have always aspired to offer a significant amount of automation within the system, with aspects such as protests and decisions being one of the key areas we are working to streamline. Of course, this is a rather large area of discussion, and as the system continues to evolve and develop in this regard, we will expand further on this top separately. Our goal is definitely to let the in-game systems do a lot of the (easy) work here, monitoring when you cut the track or commit other offences and directly handing out penalties. At the same time we are aware that not everything can be decided by robots.

Broadcast integration — no big changes here, as we are gradually introducing these features, first internally and then also as part of our overlay package. Some things you will have seen in GT Pro and Challenge over the last couple of months. The goal is still to make sure that overlays showing standings, points, participants and calendars accurately reflect the competition they’re a part of.

Roles and team based driving — This is something that many of you within the community have been requesting from the rFactor 2 Competition System in recent months, and as keen endurance racing fans ourselves, we are certainly incredibly enthusiastic to bring this level of functionality to the system for you to enjoy.  As things stand currently, we are working on adding the ability to allow multiple drivers to share an “entry”, or car, in a competition. Additionally, we plan on allowing roles to be defined within the system, which means that teams can elect to allocate specific roles for a manager or race engineer for example. Other roles are stewards, race control, and cameramen to facilitate broadcasts.

Offline Championships — I’m sure you will appreciate that a lot of our development attention has been focused on improving the online experience of rFactor 2 lately, however with these changes we are also looking at introducing new features to benefit the offline portion of our player base. Already we have identified ways to implement the much request offline championship mode within the core simulation – this will be added once the online part is running smoothly. We will leverage the features introduced as part of the Competition System to allow players to develop their own custom championship tool to race against the AI, something that has been a long time coming to rFactor 2, but hopefully should be worth the wait! 

Integration — This is a topic that is currently under active discussion within Motorsport Games, the new owners of Studio 397 and rFactor 2 With the rFactor 2 engine becoming the base of many new games, the Competition System is being reviewed and considered for those, as well as integration of it in the Traxion.gg website. No decisions have been made here. We’ll update you as time goes on.

Recommended Viewing – rFactor 2 Esports Competitions

GT_Pro_Season3_poster.png

Fun as it is to get out onto the virtual tarmac for yourself, it is also somewhat enjoyable to watch the efforts of others in one of the many sim racing esport broadcasts available on the internet during these boom days of virtual motorsports. As a leading simulation platform, rFactor 2 enjoys its fair share of esport racing action, and to keep things nice and easy we’ve once again put together a list of some potential highlights for the month ahead:

Saturday 5th June | 14:30 CEST | VEC 24 Hours of Le Sarthe | VEC YouTube

Monday 7th June | 20:00 CEST | GT Challenge Round 6 |  rFactorLive TwitchTraxionGG YouTube

Saturday 12th June | 21:00 CEST | Summer Showdown Race 3 | rFactorLive Twitch 

Thursday 17th June | TBC | Something Special – TBCrFactorLive TwitchTraxionGG YouTube

Sunday 20th June | 20:45 CEST | Formula Sim Racing Round 8 FSR YouTube

Monday 21st June | 20:00 CEST | GT Pro Relegation Season 4 rFactorLive Twitch/ TraxionGG YouTube

Thursday 24th June | 20:00 CEST | RCCO World eX  Championship Round 5 Motorsport.TV

Saturday 26th June | 14:00 CEST | GTR24h Nürburgring 12h GTR24h YouTube

As always, thank you for your time in reading our latest update from the world of rFactor 2. Please do continue to stay safe, stay fast and see you out on the (virtual) track!

 
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Sebring_2021_screen_09.thumb.jpg.50935d8566aba54a948a0a9b6c2fe1bb.jpg

rFactor 2 Release Candidate Update Notes:  https://www.studio-397.com/2021/06/latest-release-candidate-june-2021/
Steam Build IDs
Client 6847975
Dedicated 6847983

General

  • rFactor 2 Build Bumped to 1125
  • Added MetallicNoise.dds to Vehicle Common Maps so that it does not need to be packed with each car
  • Updated Flag Stations so they will not assign to the Pit Path.
  • Updated parsing of Flag Station Instances (cornerworkers, safetyworkers, digitalflags) so all instances are parsed and do not require any specific naming order.
  • Added auto grouping of flag stations to the same point on track. Note: It is now recommended to only place Safetyworkers next to Cornerworkers or Digital flags to ensure a flag is waved or shown correctly.
  • Made the distance to group flag stations together configurable (GDB: FlagStationGroupDist=30)
  • Updated Yellow Flag and Blue flag logic to work correctly with flag station grouping
  • Made the distance before and after an incident at which a yellow flag is waved configurable (GDB: FlagStationIncidentMinDist=20, FlagStationIncidentMaxDist=250)
  • Fixed digital flags all flashing checkered the second a car finishes the race. Instead they now follow the logic of other flags and only flash progressively around the track as cars finish.
  • Enabled chat command “/callvote nextsession” on a dedicated server to advance to next session.
  • Removed Hide Cursor default assignment to “delete” key from controller settings. Note this does not affect existing profiles.
  • Fixed cars showing up with the team name missing when using a custom team in multiplayer via the new UI
  • Synced min/max ranges for options in the backend (playerbasefile) with the new UI’s default (JNIOptions)
  • Added ability to specify slot using steam id for some chat commands
  • Save steam id when a driver disconnects from a session
  • SteamId is saved when somebody disconnects, so it appears in the result xml

Graphics

  • Reviewed & updated all Cloud Textures
  • Improved Lighting Calculations on Clouds and Atmospherics
  • Fine-tuned and optimized rain particles (50% less particles now)
  • Improved ModDev options with ability to force a specific cloud texture as well as set cloud cover at any point.
  • Ensured that cloud textures are never loaded ad hoc, which would previously cause some stuttering online or in replays.
  • Fixes for various issues that were present when the cloud update was previously released.
  • Fixed an issue when saving PNG screenshots via the built-in game function where alpha information seems to get saved around the glows and glares, for example around the sun.
  • Fixed an issue where Sunglare at dawn or dusk on ultra-wide or triple screens would be undriveable.
  • SSR – screen space reflection implementation for wet road reflection
  • Reduced Sky Exposure and rebalanced auto exposure for these changes
  • Fixed issues with Night Time under-exposing.
  • Enabled Auto Exposure adjustments whilst game is paused
  • Slightly reduced TV Camera low-sun exposure levels
  • Faster Exposure Adjustment on TV Cameras to reduce the noticeable fade when changing camera
  • Fixed Differences in ToneMapper and Exposure in Showrooms vs In-Game
  • Added Missing Ambient and Static Mappers to Default Showroom
  • Fixed an issue where Static Mappers would not update after a game session time change

UI

  • Load server lists (Internet, LAN, Favorites, Friends) asynchronously
  • Added extra UI options for setting up steering wheel rotation settings (Rotation limit mode, max wheel angle mode, default max wheel angle).
  • Ensured that appropriate settings are enabled/disabled with the right options.
  • Readjusted Controller Calibrate layout so that all items fit without scroll bar
  • Fixed Point to Point tracks wrongly closing loop
  • Fixed unnecessary scroll bar on Display Options Screen
  • Made it possible to sort the packages list by the installed column. Also made it possible to sort the multiplayer list by version while refactoring the table component config a bit.
  • Fixed standings table alignment where long class names would cause problems.
  • Replaced underscores in car class name with spaces and allow it to wrap to second if needed.
  • Fixed bottom shadow sometimes being positioned wrongly in the lap history pop-up.
  • Fixed an issue when losing a connection to the dedicated server that the network connection error dialogue would only show up when leaving a subsequent single player session.
  • Added spectators to player list when in race monitor, and allow kicking/banning of them via the same process as kicking/banning an active player
  • Updated event full-screen so only data that is needed for the elements being visible is fetched and updated.
  • Fetch live standings in event screen with WebSocket instead of polling.
  • Show total race time for race winner and the final gaps to winner for other drivers as they finish the race.
  • Added start-up Wizard to assign basics controls at startup
  • Fixed server join button not working if you clicked it on the outside of the “join” text.
  • Fixed upgrade description not being visible with a long list of upgrades on the tuning screen.
  • Fixed shadow positioning in packages table with only a few packages showing
  • Fixed series list being empty if there were two series with the same name
  • Added checkbox option to remember the password for a server.
  • Your last selected server list type (Internet, LAN, Favorites, Friends) is now remembered on the multiplayer matchmaker screen.
  • Removed useless scrollbar on options calibrate page when in an event.
  • Added UI setting for toggling FFB strength direction between negative and positive.
  • Added track type and length to track loading screen.
  • Added disabling of “next session” button in single player admin controls when there is no next session.
  • Made list layout the default layout on all pages that use it.
  • Made changes to reduce time the light grey screen is shown, for example when leaving an event and returning to the main menu.
  • Fixed the current selection (series, car, track) sometimes not loading in the main menu start and race screens.
  • Made sky setting also affect the rain chance setting.
  • Added showing raw range (min, max) for control axes on the options calibrate page.

Live stream overlay

  • Class colors on text no longer working: No code changes; text color needs to specified with a “color” field in the custom overlay config.json along with the previous “backgroundColor” field.
  • Added RPM, speed, gear and pedal inputs to the driver info overlay.
  • Added error checking for endpoints failing when overlays folder does not exist.
  • Added driver name options drop down to overlay control panel and updated overlay elements to use it.
  • Added DRS active classes to battle box, extended battle box and tower overlay elements.
  • Added DRS active text to battle box element.
  • Fixed color swipe animation being positioned slightly wrong on some overlay elements.
  • Fixed in-game panel toggling not always working.
  • Fixed overlay not working at all if the configured overlay folder does not exist.
  • Added prev/next buttons for season standings and in-race season standings elements.
  • Added background color to control panel table rows when showing multiple car classes. The color is faded from the one defined in config.json for that class.

Modding

  • Added a content error if a Cube Map is wrongly assigned.
  • Added New AI Editor Methods for updating Cut Corridors including Finding, Normalizing, Setting to Corridor values, Setting to Collision Corridor values as well as setting if adjusting Corridors effects Cut Corridors.
  • Added specific functions for Normalizing Corridors and Normalizing Collision Corridors.
  • Fixed RealRoad errors loading Loch Drummond in ModDev
  • IBL Road Shader: Made configurable the effects of the blue channel of a Road Detail Map. Now can enable/disable masking of the overlay function and the decal map.
  • Added the ability to constrain a Camera to the Pitlane or the Main Track.
  • Enable Trace logging by default in ModDev

 

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The Formula Series Car

We are building a brand new car for Formula Pro and Formula Challenge! While we’re keeping the car under wraps for now, below are some of the specs of the car. We’re extracting 800 HP from a 18000 RPM screaming engine. 680 KG is leaning on the tires at stand still, with an additional 2400 KG worth of downforce leaning on top of that at speed! To keep the car in top shape during all your Formula Series races, the cars is fitted some serious tires, meaty brakes and double wishbone suspension with 3rd elements all-round.

formula_series_spec_sheet-2.thumb.png.59041add7bdde63533dbc1db69330ba3.png

formula_series_poster_02_raw_720p-1.thumb.png.913354bd58997aec3217ae47ff859783.png

formula_series_poster_01_raw_720p-1.thumb.png.261d03f89e3c52b959f02edbb119ed50.png

 

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  • 2 weeks later...

Roadmap day!

Believe it or not, the end of June is here and much of the world should be, in theory at least, basking in glorious sunshine as we approach the height of summer across much of Europe. While the warmer days and shorter nights are a pleasant distraction for sure, it most certainly doesn’t mean things have slowed down any here at Studio 397, with our dedicated team of developers and artists continuing to work long into the nights to bring all the latest goodies and improvements to rFactor 2.

We’ve certainly had another busy month here at the Studio, with plenty of new content being released, a big ‘Release Candidate’ build deployment and lots of work behind the scenes to make sure all the building blocks are lined up for successful future development, so let’s take a quick look at some of the things we’ve got to look forward to in the weeks ahead, and catch up on a few of our key achievements from the month gone by…

 

Announcing The New Formula Pro Car

 

A new car is about to be released for rFactor 2, in the form of the mighty Formula Pro – a realization of how top tier open wheel formula racing will be represented in the years ahead. The introduction of the Formula Pro in rFactor 2 will mark the fastest and most modern open wheel machine within our collection of vehicles, featuring no-less than an eye watering 800 HP delivered to the real wheels of a car that weighs just 680 KG. Complete with modern safety devices like Halo head protection system, this new car takes a lot of skill and effort to race, and gives us all a small insight into how open wheel racing is set to develop in the very near future

 
Formula-Pro-2.jpg
 
Formula-Pro-1.jpg
 

In order to bring the car to players early enough to allow drivers to become acquainted with the nuances of such a demanding machine in race conditions, we have decided to release the new Formula Pro in a two phased approach, with an early ‘Shakedown’ build set to be released this July 1st, ahead of the qualifying rounds of the upcoming new Formula Challenge S1 Championship, and then a further development update set to drop ahead of the full ‘Version 1’ release scheduled for a little later in July. This means that the initial build of the car scheduled for tomorrow afternoon will receive more development work and improvements in the very near future, so get practising and enjoying the incredible performance this car offers ahead of more goodies and tweaks coming to the machine over the course of the next few days.

 

Keen to try this new beast out in the spirit of competition? The brand-new Formula Challenge Series qualification begins on on July 2nd and runs until July 12th, all within the rFactor 2 Competiton System. Find out more about how to take part in this new series by clicking on the following link: HERE.

 

Release Candidate and Beta Progress

RC-Update.jpg

June Release Candidate Update | More Information: CLICK HERE

 

Earlier this month, we deployed a substantial new ‘Release Candidate’ build update for the simulation, bumping the version number for this latest RC build and adding the new and (we believe) dramatically good-looking first pass at Screen Space Reflections (SSR) – vastly improving the way rFactor 2 represents reflections in wet road conditions, adding a much appreciated level of graphical depth and quality to the simulation when racing in the rain on any given track within the title. Of course, with such a considerable improvement to the graphics of the software, we anticipate small fixes and updates will be required over the comings weeks to ensure everything is performing exactly as expected, something that we are monitoring and working on at a near daily basis back at HQ. 

What this does mean, following a release of this size, is that much of our attention is currently focussed on supporting the quality of life and development of the latest Release Candidate update – addressing any issues that have been presented by the community and generally making sure that everything is performing correctly, and addressing any bugs and problems that crop up between now and when we turn this latest Release Candidate build into the main rFactor 2 branch on Steam. 

Already we have received a few reports of various items of interest from the community, which we are in the process of reviewing and tweaking for the next hotfix update currently in development. 

Although a lot of our resource capacity is quite rightly focussed on the continued improvements to our current RC build, we are also turning our attention to the next batch of updates that are underway behind closed doors (the workflow never stops!) – although these changes are still at an early stage as we focus mostly on supporting the current RC, we have plenty of interesting fixes and improvements planned for our next update. 

 

Tyre Compounds In Overlay

livestream_overlay_tires.jpg
 

One of the key areas we are looking at expanding in the near future is the amount of information shared to the game overlay, something that should help enrich the various rFactor 2 broadcasts that are regularly run both centrally here at Studio 397, and out within the wider rFactor 2 community. With the introduction of the upcoming Formula Pro open wheel car, and the inevitable selection of tyre compounds that machine comes with, we have resolved to upgrade our overlay system to show the viewers at home which compounds are in play for each driver at any given time – something that we feel will bring a positive improvement to the broadcast experience within the simulation. 

As many of you will likely have noticed from the last Release Candidate update, we have already added a few new features to the in-built overlay that have proven to be popular amongst our active racing community, namely the introduction of a brand-new DRS display, as well as the welcome addition / return of RMP, speed, gear and pedal inputs. Needless to say we will continue to look at refining and expanding this powerful tool within the simulation, as well as continuing to enjoy the many varied event broadcasts our outstanding community so impressively produce.

 

Competition System Linked Sessions

We are delighted to see our Competition System continues to produce some excellent regular online racing action within the rFactor 2 community, and while progress from the outside may seem to have slowed down a little in recent months, we can assure you that we continue to look at ways we can improve and add value to this aspect of rFactor 2 going forward. Right from the very early days following the introduction of the CS back in late 2020, our community have requested the ability to join different races directly after the previous event has finished, without the need to back out of the Competition System itself and register for the next event. 

Although we have long agreed with this desire, we have had to temper expectation a little as we work behind the scenes to test out various different scenarios and ensure what we have already is robust enough to act as a base for further developments and expansion. Although we feel testing and tweaking with this sort of thing could very easily go on for the foreseeable future, we do feel that we now have a good gap in our development schedule to look at how we can best included ‘linked’ sessions within the Competition System – which will basically mean that a driver can join an event and race, and stay within the system and progress straight into the next track session – something we are very excited to finally be able to work on and hopefully bring to the community in the very near future. 

 

2022 BMW M4 GT3 Announced

BMW-M4-GT3.png

BMW M4 Class 1 2021 | Reveal Event: CLICK HERE

 

If you tuned in to the recent BMW Reveal Event ahead of our new BMW M4 Class 1 2021 announcement, you may have noticed a cheeky little reference to another new car towards the end of the show – that’s right, we have signed a licence agreement with BMW to bring the new for next season 2022 BMW M4 GT3 to rFactor 2 – a car that will represent the 14th GT3 model in the simulation, and should prove to be a very exciting and dramatic modern upgrade for the rapidly expanding field of GT3 cars already on offer in rFactor 2. 

Developed as the successor to the M6 GT3, the new machine represents what BMW hope will become the new standard in GT3 performance. Based on the latest generation BMW M4, the new car not only looks dramatically different to its predecessor, but should pack a greater punch out on the circuit with improved consistency and tyre life one of the key cornerstones of this latest design. Of course, it is still very early days for the sim version of this car, as the real world M4 GT3 is still very much undergoing intensive testing and select race outings ahead of its 2022 competition debut, so stay tuned on the Studio 397 website and rFactor 2 social channels for further updates and news about this exciting new addition to rFactor 2 in the weeks and months ahead. 

 

 

That’s about it for the things we can talk about going forward, rest assured these are just the very tip of the iceberg here in rFactor 2 land – we’ve got PBR updates, new licences, new cars, feature improvements, bug fixes and many other things besides all cooking away in the background – but more on some of those topics another day. 

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  • 4 weeks later...

Released | July 2021 Build Update

CS-Blog-21.7-USF-3.thumb.jpg.cb5df7d60052f9c4451925a5de30d2b9.jpg

Build Update Notes
Steam Build IDs

Client 7070526
Dedicated 7070530

 

General

  • rFactor 2 Build Bumped to 1125
  • Added MetallicNoise.dds to Vehicle Common Maps so that it does not need to be packed with each car
  • Updated Flag Stations so they will not assign to the Pit Path.
  • Updated parsing of Flag Station Instances (cornerworkers, safetyworkers, digitalflags) so all instances are parsed and do not require any specific naming order.
  • Added auto grouping of flag stations to the same point on track. Note: It is now recommended to only place Safetyworkers next to Cornerworkers or Digital flags to ensure a flag is waved or shown correctly.
  • Made the distance to group flag stations together configurable (GDB: FlagStationGroupDist=30)
  • Updated Yellow Flag and Blue flag logic to work correctly with flag station grouping
  • Made the distance before and after an incident at which a yellow flag is waved configurable (GDB: FlagStationIncidentMinDist=20, FlagStationIncidentMaxDist=250)
  • Fixed digital flags all flashing checkered the second a car finishes the race. Instead they now follow the logic of other flags and only flash progressively around the track as cars finish.
  • Enabled chat command “/callvote nextsession” on a dedicated server to advance to next session.
  • Removed Hide Cursor default assignment to “delete” key from controller settings. Note this does not affect existing profiles.
  • Fixed cars showing up with the team name missing when using a custom team in multiplayer via the new UI
  • Synced min/max ranges for options in the backend (playerbasefile) with the new UI’s default (JNIOptions)
  • Added ability to specify slot using steam id for some chat commands
  • Save steam id when a driver disconnects from a session
  • SteamId is saved when somebody disconnects, so it appears in the result xml

Graphics

  • Reviewed & updated all Cloud Textures
  • Improved Lighting Calculations on Clouds and Atmospherics
  • Fine-tuned and optimized rain particles (50% less particles now)
  • Improved ModDev options with ability to force a specific cloud texture as well as set cloud cover at any point.
  • Ensured that cloud textures are never loaded ad hoc, which would previously cause some stuttering online or in replays.
  • Fixes for various issues that were present when the cloud update was previously released.
  • Fixed an issue when saving PNG screenshots via the built-in game function where alpha information seems to get saved around the glows and glares, for example around the sun.
  • Fixed an issue where Sunglare at dawn or dusk on ultra-wide or triple screens would be undriveable.
  • SSR – screen space reflection implementation for wet road reflection
  • Reduced Sky Exposure and rebalanced auto exposure for these changes
  • Fixed issues with Night Time under-exposing.
  • Enabled Auto Exposure adjustments whilst game is paused
  • Slightly reduced TV Camera low-sun exposure levels
  • Faster Exposure Adjustment on TV Cameras to reduce the noticeable fade when changing camera
  • Fixed Differences in ToneMapper and Exposure in Showrooms vs In-Game
  • Added Missing Ambient and Static Mappers to Default Showroom
  • Fixed an issue where Static Mappers would not update after a game session time change
  • Fixed some road objects not having wet weather reflections
  • Improved Puddle Normal Maps
  • Fixed some issues with how reflections work at the side of the screen.
  • Improved blur and general tweaks to level of road reflections
  • Fixed some car parts not reflecting (including enabling reflections on car headlights)

UI

  • Load server lists (Internet, LAN, Favorites, Friends) asynchronously
  • Added extra UI options for setting up steering wheel rotation settings (Rotation limit mode, max wheel angle mode, default max wheel angle).
  • Ensured that appropriate settings are enabled/disabled with the right options.
  • Readjusted Controller Calibrate layout so that all items fit without scroll bar
  • Fixed Point to Point tracks wrongly closing loop
  • Fixed unnecessary scroll bar on Display Options Screen
  • Made it possible to sort the packages list by the installed column. Also made it possible to sort the multiplayer list by version while refactoring the table component config a bit.
  • Fixed standings table alignment where long class names would cause problems.
  • Replaced underscores in car class name with spaces and allow it to wrap to second if needed.
  • Fixed bottom shadow sometimes being positioned wrongly in the lap history pop-up.
  • Fixed an issue when losing a connection to the dedicated server that the network connection error dialogue would only show up when leaving a subsequent single player session.
  • Added spectators to player list when in race monitor, and allow kicking/banning of them via the same process as kicking/banning an active player
  • Updated event full-screen so only data that is needed for the elements being visible is fetched and updated.
  • Fetch live standings in event screen with WebSocket instead of polling.
  • Show total race time for race winner and the final gaps to winner for other drivers as they finish the race.
  • Added start-up Wizard to assign basics controls at startup
  • Fixed server join button not working if you clicked it on the outside of the “join” text.
  • Fixed upgrade description not being visible with a long list of upgrades on the tuning screen.
  • Fixed shadow positioning in packages table with only a few packages showing
  • Fixed series list being empty if there were two series with the same name
  • Added checkbox option to remember the password for a server.
  • Your last selected server list type (Internet, LAN, Favorites, Friends) is now remembered on the multiplayer matchmaker screen.
  • Removed useless scrollbar on options calibrate page when in an event.
  • Added UI setting for toggling FFB strength direction between negative and positive.
  • Added track type and length to track loading screen.
  • Added disabling of “next session” button in single player admin controls when there is no next session.
  • Made list layout the default layout on all pages that use it.
  • Made changes to reduce time the light grey screen is shown, for example when leaving an event and returning to the main menu.
  • Fixed the current selection (series, car, track) sometimes not loading in the main menu start and race screens.
  • Made sky setting also affect the rain chance setting.
  • Added showing raw range (min, max) for control axes on the options calibrate page.

Live stream overlay

  • Class colors on text no longer working: No code changes; text color needs to specified with a “color” field in the custom overlay config.json along with the previous “backgroundColor” field.
  • Added RPM, speed, gear and pedal inputs to the driver info overlay.
  • Added error checking for endpoints failing when overlays folder does not exist.
  • Added driver name options drop down to overlay control panel and updated overlay elements to use it.
  • Added DRS active classes to battle box, extended battle box and tower overlay elements.
  • Added DRS active text to battle box element.
  • Fixed color swipe animation being positioned slightly wrong on some overlay elements.
  • Fixed in-game panel toggling not always working.
  • Fixed overlay not working at all if the configured overlay folder does not exist.
  • Added prev/next buttons for season standings and in-race season standings elements.
  • Added background color to control panel table rows when showing multiple car classes. The color is faded from the one defined in config.json for that class.

Modding

  • Added a content error if a Cube Map is wrongly assigned.
  • Added New AI Editor Methods for updating Cut Corridors including Finding, Normalizing, Setting to Corridor values, Setting to Collision Corridor values as well as setting if adjusting Corridors effects Cut Corridors.
  • Added specific functions for Normalizing Corridors and Normalizing Collision Corridors.
  • Fixed RealRoad errors loading Loch Drummond in ModDev
  • IBL Road Shader: Made configurable the effects of the blue channel of a Road Detail Map. Now can enable/disable masking of the overlay function and the decal map.
  • Added the ability to constrain a Camera to the Pitlane or the Main Track.
  • Enable Trace logging by default in ModDev

 

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