2023 Q2 Build Update and Hot-Fix

Full changelog May 17
General

Fixed game crashes caused by corrupt shader compiles

Fixed freeze on startup when offline with auto updates enabled

Fixed game locking up after changing resolution

Fixed a rare crash when an object has texture shadows casting but no textures assigned to the material

Adjusted the way Trackside TV displays enable/disable to stop crashes for some users.

Fixed game resetting to lowest resolution instead of desktop resolution when there is invalid data in the config file.

Fixed Track Limits not giving time to return place when passing another car after returning to track when gaining time.

Disabled depth buffering on driver labels to fix clipping issues

Physics

Fixed energy consumption and power output mismatch on electric cars.

Added check on temporary boost to not over-ride P2P

Fixed battery data not always exported to telemetry plugins

Disable [PLUGIN] section to be overridden in upgrades

Fixed electric cars shifting to neutral when braking with auto-shift on.

HUD

Fixed HUD Message Centre text and LED Icons rendering at wrong resolutions at non HUD native resolutions.

Fix for Track Limits display overlapping Flag Icons on Default HUD

Fixed ModDev deployment of HUD so choice can be changed in menu.

Fixed Track Limits dialogue not showing text in ModDev.

Removed Encryption from HUD mas files.

Fixed some issues with cockpit readout icons rendering

Fixed boost map not showing on Cockpit Display

AI

Fixed AI not shifting properly when using the old engine format

Fixed AI behaviour during Full Course Yellow including:

  • Fixed AI randomly slowing down
  • Fixed AI order during FCY if cars exit the pits before the leader crosses the line
  • General FCY track order fixes
  • During FCY, AI now follow the correct line
  • Fixed AI minimum speed during FCY, so they won’t come to a full stop even if the car they should be following is behind
  • Fixed some situations in which AI would force themselves to drive too fast during safety car conditions, causing them to overtake
  • Fixed AI sometimes slamming the brakes when crossing the line for the first time during FCY
  • Fixed small AI throttle spikes during formation laps and FCY
Fixes for AI behaviour on formation laps including:

  • Fixed formation lap speeds so AI can catch up properly
  • Fixed formation laps getting messed up on some circuits
  • Fixed AI attempting to shift in reverse when standing on the grid waiting for the car ahead to go if formation is done by position rather than relative
Improved AI obstacle avoidance including:

  • AI no longer rejoin onto the racing line infront of other cars, especially if they are spun on track
  • Improved AI ability to avoid obstacles on track
  • Reintroduced emergency obstacle avoidance for very unexpected obstacles
  • Fixed some issues with AI mispredicting movement of other cars, causing them to collide
  • Fixed AI not giving up position when they get pushed off the road
Fixed a small issue causing minor AI pedal input oscillations

Fixed a bug in AI acceleration and brake prediction, causing them to be either overly aggressive or overly cautious in corners

Fixed issues where cars would struggle to line up on the grid or enter their pit boxes on certain tracks

Fixed a crash in AIW creation

AI will no longer attempt to aggressively overtake around the outside

Nighttime will no longer cause AI to drive very slow

Added optional HDV defines to prevent AI from flipping over:

  • AIAntiRollActivationDistance=0.01
  • AIAntiRollDeactivationDistance=0.20
Formula E Gen3 2023

v1.051

  • New throttle map to give more precision, especially at higher RPM
v1.05

  • Added Mahindra rims
  • Fixed Penske #1 alpha channel
Master Build: 11248244 / 11248250
 
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What would be nice :coffee:

Fixes for AI behaviour under local yellows including:

AI won't pass under local yellows

Without that being fixed any AI improvement is rather pointless for mine.

Like I said for 10 years if you want good offline racing turn off all flags.
 
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I am assuming these Full Course Yellow fixes are for when you are running StockCarRules? I have been trying to run Indy Brickyard with IR-18 this weekend and the AI is a mess. I have flags on Full. Maybe a verify to update files?
 
I am assuming these Full Course Yellow fixes are for when you are running StockCarRules? I have been trying to run Indy Brickyard with IR-18 this weekend and the AI is a mess. I have flags on Full. Maybe a verify to update files?
Did you use the Brickyard layout? That's the stock car layout, you should use the oval layout for IndyCar races.
 
Did you use the Brickyard layout? That's the stock car layout, you should use the oval layout for IndyCar races.
I have heard both layouts suggested for the Indy 500 and was using Brickyard. I'll try the Oval and see if its better. The Stock Cars did seem to run OK on Brickyard. Cheers.
 
Did you use the Brickyard layout? That's the stock car layout, you should use the oval layout for IndyCar races.
Switched to Oval layout ( with Superspeedway setups as usual) and using the StockCarRules series, I got a better AI race....only 20 mins, but the race started OK, then a crash after 2 laps.....SC comes out and the pack behaves very well, lining up single file and then double file for restart after 4 laps. They get away alright, 3-4 wide and moving about...then another crash after 2 laps and the SC again. After the 2nd SC ( and some pitting and retirements) got a good race to the end of 20 mins. ( not many laps though). Finish OK then a huge pile up in the pits as they exit the track. Not perfect, but it may work.
 
Switched to Oval layout ( with Superspeedway setups as usual) and using the StockCarRules series, I got a better AI race....only 20 mins, but the race started OK, then a crash after 2 laps.....SC comes out and the pack behaves very well, lining up single file and then double file for restart after 4 laps. They get away alright, 3-4 wide and moving about...then another crash after 2 laps and the SC again. After the 2nd SC ( and some pitting and retirements) got a good race to the end of 20 mins. ( not many laps though). Finish OK then a huge pile up in the pits as they exit the track. Not perfect, but it may work.
After watching the real Indy 500, I not sure my rFactor experience is un-realistic!
 

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