rFactor 2 (Build 90) Released!

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Build notes:
UPDATE 5 Changelog (June 14, 2012):
======================================


GRAPHICS:
---------------------------


Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change


GAMEPLAY:
----------------------------
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.


AI:
----------------------------
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.


UI:
----------------------------
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.


BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).


MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.


FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.


MOD MODE/PACKAGING
----------------------------
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.
 
UPDATE 5 Changelog (June 14, 2012):
======================================


GRAPHICS:
---------------------------


Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change


GAMEPLAY:
----------------------------
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.


AI:
----------------------------
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.


UI:
----------------------------
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.


BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).


MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.


FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.


MOD MODE/PACKAGING
----------------------------
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.
 
The Brabham makes up for a lot for me. This is how a cockpit driver needs his office to look. Much closer anyway. Even got wing mirrors. We need more F1 in the racing club. It's just a matter of getting to grips with them and what better track than Brianza,
 
Liking the new build and updates but only done a very small bit of testing so far...

Pitty the blacked out mirror bug for the Eve`s etc hasn`t been sorted up but the new BT20 is pretty good to drive and does have working mirrors. :)

Only managed a lap and a half but liking Brianza too... :)
 
I used the 85 -> 90 update, and the Classic F1 and Brianza updates. All ran very smoothly and works, including the "bugs" noted elsewhere (mirrors, BT20 water gauge, frame rate hit, etc.). I'm running NVidia 560, and it also loses 10% to 20% frame rate with 10 AI. All previous mods, including all the ones from RD seems to be working fine, though I haven't tested all of them. I didn't uninstall and re-install; I just ran the 85 - 90 updater, ran the F1 updater, and installed the track.
 
yer...fps drop for me too..realy **** tbh..and have someone also the problem that when u drive the nissans and have sequential **** i cant get into reverse gear from 1st..only from start when "N" is in...when i shift into 1st i cant shift down in N or R .....
 
I`ve just noticed that when driving the Eve`s etc with the BT20 the Eve`s etc have working mirrors:





I was offline at Old Monza in the rain and decided to watch a replay and flick to the other cars and low and behold the other 60`s cars have working mirrors. :D

Don`t know what this tells us about the bug but it`s good to see the Eve`s etc with working mirrors. :)
 
In my experience Marco the 60`s 1.1 update hasn`t sorted the problem of the blacked out mirror`s as whenever you drive the Eve`s etc by themselves, offline, the blacked out mirror`s are there. It`s only when I was driving with the BT20 and the Eve`s etc that I noticed the working mirrors. :)
 
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