rFactor 2 update (build 85) released!

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Ole Marius Myrvold

JWB 96-13
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Finally a new build is here. Only torrents so far.

We've posted Build 85, Renault Megane v1.1, Formula Renault 3.5 v1.2, GT World Endurance v1.1 and ISI Formula Masters v1.0 in the forum. Currently to torrent only. Auto update should be tomorrow.
RELEASE NOTES
From readme.txt of Build 85.

UPDATE 4 Changelog (MAY 18, 2012):
======================================

GRAPHICS:
---------------------------
Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer

GAMEPLAY:
----------------------------
Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.

SOUNDS:
----------------------------
Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true

AI:
----------------------------
fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control

PLUGINS:
----------------------------
Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.

UI:
----------------------------
fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.

BUG FIXES:
----------------------------
Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed 'Temporary Boost' button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.

FUNCTIONAL ADDITIONS:
----------------------------
Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.

MOD MODE/PACKAGING
----------------------------
fixed not being able to switch UIs in mod mode.
removed "no ai" restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages
Source

DOWNLOAD LINKS

Source

Personally currently downloading everything, and will give it a go! :)

Will be interesting to see. They have added DRS rules and control options for that as well!
 
This latest build has been a pain in my ass from the get-go. I had to nuke my installation and start from scratch and every mod I try has issues. Tracks all look WAY too bright (the road surface), mirrors are so bright they are washed out (the mirrors that work anyway) the Z has an annoying wiper that disappears and reappears at random, shadows don't look right and it's a huge step back in a lot of ways.

GRRRRRRRRR :mad:
 
It's true in some ways indeed. Not saying this build is only bad, but there are a lot of issues which are no improvement to me.

The track surface is terrible. Look at the difference on Fuji before, and after the update. It's day and night. Mirrors don't work well, all previous made mods are useless, it just feels like a pre-release of a update for a tester. Not a release for Beta.

ISI is great in testing functionality, but it seems that they are not that good in testing the what if scenarios. Those things that do NOT happen in the predicted order or sequence.

Anyway, there are also improvements in the build. They are listed in the first post.
 
I was enthousiastic about the game from the first time I played it, which is before official release. I still feel that way, and indeed David, the F2 and 3 alone make the game worth every penny of it for me! Those are SO good to drive.

Also, the first nice car mods are coming now. The Maserati is a joy to drive as well to me. Really like that one. So for me, a refund is out of the question. Actually, I am upgrading my year subscription to a lifetime one ;)
 
Yeah why would I want to get a refund? I'm going to buy it no matter what anyway and this is all free play- once it's gold I'll get a year membership anyway, so I'm not losing anything now. It's a beta, and as such it has beta issues. Like Marco said though- I have all those issues. I just wish when they had released 85 that they had tested these issues first
 
The only thing I like are the historic open wheelers, They have been spoilt a bit by the last update and I have occasional freezing and track IR problems which seem to be associated with the mirror problem sometimes. I still like them though and I'm sure I'd really like ISIFM If I could get around Malasia full loop in under 2 mins.:rolleyes:
It seems to me there are a lot of issues that have not been addressed in this update And if I'm honest, I'd say I'm disapointed. More issues have been introduced for me than solved. Let's hope the next update isn't so long in coming.
 
just installed the new build. massive improvement on all cars and tracks for me the renault 3.5 what a blast. the megan seems alot more harder to handle unfortunatly but i was using default set ups on all cars. graphics have very much been updated hdr now works fine. still needs alot more tweeking but i can already see this sim is going to be with me for many years to come.
 
How long it usually takes to release a new build? I played rFactor for the first time yesterday and I have to say I have never had so much fun while driving, but there are thing which I am concerned about right now - bad optimization, bad HDR setup (along with bloom, slight motion blur and others, but thesewill come I'm sure) with very bright shadows - well, it's too bright overall. But as I am an iRacing driver, I have to say the driving model and the feel is absolutely superb.
 
Yes, the drive and experience is awesome. I agree on that.

In terms of updates, it depends. The first one was after 1 month. The second one as well, and the third took almost 2 months. So it's not perfectly clear.
 
I am sorry I fill this thread with questions, but is there a way to know how to shift these 60' cars properly? I mean, I would like to know, if the formulas are H-pattern, sequential, if there's a lift neccessary or there's a throttle cut, if clutch and heel toe is required and so on... is there any source of information about this? I didn't find it anywhere.
 
i think it's an h pattern gearshift, that's what I use. I think the lift and indeed, the press of the throttle is required when changing up or down and the revs are too far out of sync with the gearbox. Heel and toe, great if you can do it. But I don't really know what I'm doing anyway. I have to remember back to my schooldays. I think, on F1 it was possible to twist the chassis if pushed the throttle too hard. But that was probably told to me by another schoolboy. I know the engines were big and the cars a bit flimsy. There are people on RD who probably do know and a thread on these old cars, especially driving, would be welcome. Maybe we should double de-clutch but i would think that that is earlier still
 
The bigest thing for me is the sense of speed. RF2 has got that in the visuals and the ffb. For me, Race 07 is near but not quite. That is why I prefer RF2. Belting along Spa in the classic F1 is as good as it gets
 
I am sorry I fill this thread with questions, but is there a way to know how to shift these 60' cars properly? I mean, I would like to know, if the formulas are H-pattern, sequential, if there's a lift neccessary or there's a throttle cut, if clutch and heel toe is required and so on... is there any source of information about this? I didn't find it anywhere.
540deg of rotation
12:1 (22.5 lock with 540°) to 15:1 (18 lock with 540°) steering ratio
H-Pattern shifter and clutch, lift on upshift + clutch and blip on downshift + clutch (Heel and Toe) required

:)
 
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