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rFactor2: Build 146 Released
Image Space Incorporated announced today that the newest build of rFactor2, 146, has been released. This build comes just days after the new Corvette C6.R GT2 has been released. This build can be downloaded here and contains the following additions and fixes.
GRAPHICS
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.
GAMEPLAY
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.
PHYSICS
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.
Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.
AI
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.
UI / HUD
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.
BUG FIXES / OPTIMIZATIONS
Fixed occasional crash-on-exit bug
MULTIPLAYER
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.
PLUGINS
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier
REPLAYS
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.
MODDING / PUBLIC DEV
Fixed some sorting and display problems in ModMgr
For more rFactor 2 discussions, mods, setups, online races and more check out our rFactor 2 forums.
[source: ISI]










8 Comments
Woohoo great stuff, i need to get onto rf2 sometime & get the dust off
Sounds nice! Thanks Tom, for spotting it!
Was hoping for some performance enhancements, still very low FPS compared to the image quality, especially on my triplescreen.
When i put most graphic details down i bump the FPS somewhat but not even so much as expected.
By than the image quality is lower as rFactor 1 with some good mods.
On lower graphic settings the sim starts to look really muddy.
Luckely the physics are quite good for most cars.
Yes you do Scott, i miss racing against you!
gtx 680 ere 3 screens and get great fps and i run everthing on high and shadows on medium.
Yay the auto-updater works
I guess rFactor gets along better with nVidia.
Running on a Radeon 6970, get aournd 40 fps on those settings.
nivida seems to keep there drivers more up to date at the moment i think ati will do more when the first release of rf2 is out if they dont a lot of ppl will be going to nivida.