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MINI Challenge - Round 1 - Oulton Park (LIVE)

Build 125 released

Discussion in 'rFactor 2' started by Jamie Blewitt, Nov 30, 2012.

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  1. The new build is out guys - http://isiforums.net/f/showthread.php/8849-rFactor2-Build-125-Released

    Change log:

    Content:- Skip Barber Formula 2000 (2 configurations, National and Regional).
    - Lime Rock Park (4 configurations: uphill chicane, west bend chicane, both chicanes, no chicanes).

    Known issues:

    - Black boxes on cars for some video cards, current fix is (in the session) settings, then set HDR profile to none.
    - Car skins aren't working yet (Gjon decided to release 125 anyway).
    - Pit speed being 62mph instead of 36mph when you use the ATAC 'mod' as it now is called. Fix is to use the Skip barber mod itself, we think. [​IMG]
    - Readme says Build 124, you have 125.
    - Anything else we didn't fix yet.

    Build notes:
    ================================================== ===
    UPDATE 9 (Build 124) Changelog (November 30, 2012):
    ================================================== ===




    GRAPHICS:
    —————————
    Improved lighting in car paint shaders
    Fixed a bug with generating bboxs for procedural meshes, which was causing problems with shadows
    Leaf wind now working again in shaders
    HDR profiles are again active; packaged profiles will be auto loaded from track component mas files; user-defined profiles are loaded from Player\Settings\track_layout dir
    HDR profiles can be loaded from the Settings menu in the real-time monitor
    prevent 'Auto Detail FPS' from LOD'ing the currently viewed vehicle
    Added support for loading user shaders
    Attempt to improve LOD level flashing while regulating frame rate
    Re-enabled transparency AA setting
    Fixed issue with visual tire wear on AI vehicles




    GAMEPLAY:
    —————————-
    Fixed/changed behavior where we wouldn't use weather settings unless you had actually visited the weather settings page; this was confusing so we always use your saved weather settings now.
    Made track-cutting thresholds configurable in the GDB.




    PHYSICS:
    —————————-
    Fixed some RealRoad setting issue and uninitialized data if file couldn't be read. Note that we had to add a checksum to RealRoad files so the format has changed slightly.




    AI:
    —————————-
    fixed a bug where AI ignored pit strategy needs while out on track.
    fixed issue of AI cars constantly trying to pit for tires if the only tire compound available is a wet road compound.
    added two new variables for AI to the RCD files "UnderSteerEffectOnThrottleMulti" which you can raise higher than 100 if you want AI to more quickly get off throttle when he detects understeer & "UnderSteerEffectOnLineMulti" which you can raise lower than 100 if you want AI to more quickly adjust line wide when he detects understeer.
    hopefully improved AI trainer tendency to spin on high speed corners by lengthening distance we look ahead for disappearing road and slowing rate of lateral movement based on how much lower than 1.0 new RCD parameter "UnderSteerEffectOnLineMulti" is.




    UI / HUD:
    —————————-
    added code that hopefully prevents un-selectable (according to the veh file) cars being selectable
    fixed event picking bug when a MOD with multiple updates has multiple versions of some events
    fixed bug in HUD editor that had mismatched global parameters.
    Made RFM picker scroll in when ARAC button is selected.
    fixed extra character being drawn for newlines in the garage notes
    Add selectable HDR profiles to settings page
    Added a new Options Button to select "All Tracks & Cars". Also removed "All Track & Cars" mod from the spinner.
    Added version numbers to RFM, VEH, & track selection gizmos.
    Fix for showroom not loading first time through
    added gizmo to off-line player monitor page that lets you pick specific AI to add to game.
    made the "leave track" gizmo from the maximized monior page into a new gizmo type that hides itself if no in the dedicated replay mode.
    changed the vehicle labels font to a true type font (to hopefully catch all the foreign characters)




    BUG FIXES:
    —————————-
    Fixed problem where upgrades didn't work first time after installation
    fixed potential deadlock when adding or booting AI in single-player mode
    Fixed a bug to allow mas'd sounds to be loaded in moddev mode




    MULTIPLAYER:
    —————————-
    Fixed it so client gets message if they are being kicked out due to vehicle upgrades changing their class to a disallowed type. Also added to the message what the allowed classes are.




    CONTROLLER/FFB:
    ----------------------------
    Now also resetting steering wheel range whenever 'Reset FFB' is pressed.
    Bumped up maximum number of controllers from 4 to 6.
    Added logging and potential fix for problem where people sometimes lose keyboard input.




    PLUGINS:
    ----------------------------
    We continue to recommend not releasing plugins based on V05 of the interface until it is considered final.




    REPLAYS:
    ----------------------------
    Added ability to resume a session from a replay, which acts like a continuous save file. You can choose any car at any point in the session. While you can use a replay of a multiplayer session, you can currently only resume it as a single-player session. Note that the replay is not and will never be a "perfect" save file, and currently there are some vehicle states that are not properly restored, in particular the state of your tires. Note also that this feature changes the replay format and is not backwards compatible.




    MODDING / PUBLIC DEV
    ----------------------------
    Fixed a bug in Mas2 with crashing during mod install
    Fix for viewer to support no dyn vbuf
    Removed confirm dialogs from Mas2 for mas'ing and packaging components and mods
    Changed multi-cmp file extension to .rfcmp


    Minor changes made to improve meshmender tangent basis generation
    Alternate tangent basis generation is now available, this may be a better choice in certain cases, but most likely won't be
    gMaterial plugin now only requires .GFX (shader description) files, complete shader code is no longer necessary to get shader list
    gMaterial plugin now prompts (first time only) for location of .GFX files or MAS file containing .GFX files
    gMaterial plugin now searches all MAS files in the GFX file location for shader desc files
    gMaterial plugin has a "Reset Shader Location" button at the bottom, after restarting 3DS Max, you will be prompted again for shader desc file location
    Added fix for loading mas'd sounds in mod mode
    RealRoad loading dev-mode fix, plus a slightly forgiving checksum for RealRoad files in case track makers make minor tweaks to vert locations for seams or whatnot
    fixed corner cutting corridor manipulation to match regular corridor manipulation (moves 10 times faster and left alt to slow it down)
    made changes so that you can adjust Message center and chat fonts on the fly from HUD editor.


    Added sample vertex and pixel shaders in Moddev\Shared which demonstrate how to use ISI macros in add-on shaders
     
    • Like Like x 3
  2. Knut Omdal Tveito

    Knut Omdal Tveito
    Premium Member

    Thats a nice combo:thumbsup:
     
  3. Just make sure you download the skip barber mod as well as the update as it comes separately.
     
  4. Skip Barber 2000 car is surprisingly difficult trainer car to drive. With the default setup the Barber 2000 have tendency to oversteer when you are off the throttle and you need to apply throttle to correct that situation. You really need to concentrate when driving this little drift machine.
    Fun car though....:)
     
  5. According to information on the trainer, it is designed to be balanced, safe and accurate as long as you drive it as it should be driven. It is said that you should be turning with the throttle and balancing with the wheel. There was also mention that if you can drive the skippy car well, you can drive just about any car well.

    No clue if any of that is true or not, but the car is fun to drive around in ;)
     
  6. Andrew Ford

    Andrew Ford
    Premium Member

    any tips for downloading this?
    once before i tried downloading and update and lost all my settings. can't remember the advice i was given so as not to lose settings and controls etc
     

  7. I have just done a full install and all went well. This is what I did. Note that I have Win 7.

    1. backup the folder .rFactor found in C:\Users\YOUR_USER\AppData\Roaming\.rFactor

    2. backup the folder UserData found in your rFactor2 install

    3. backup the Packages folder in your rFactor2 as this contains the mods

    3. Uninstall rFactor2 and then delete any remaining files from the folder

    4. Install rFactor2. Copy over the UserData folder to your new install. The files in .rFactor were not touched in my case

    5. Copy back the Packages folder

    6. Fire up rFactor2 and install the mods again.

    It took me around 15 mins so its not a big deal.

    Cheers
     
    • Like Like x 2
  8. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member

    Thanx Stefan, that is exactly how I do it too. :)
     
    • Like Like x 1
  9. rF2´s manual really described this car very well. National version of Skippy 2000 is much easier to drive and regional versions tendency for lift off oversteer is greatly reduced.

    National Skippy is still a challenge to drive but its great car and its definitely one of the most enjoyable cars I have driven in simulator.
     
  10. I cant install the Skippy or Limerock. Package downloaded ok and in the right folder, but nothing in the mod manager.
     
  11. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member

    Did you run thru this post?
     
  12. Yeah, but nothing in there is of any help. It doesn't appear in the mod manager, anywhere. Includes the 'show mods' option. Not even under the "unable to install the following mods".
     
  13. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member


    That sounds really starnge.....Did you unzip/unrar the file first?..Just asking... If you did maybe try re-downloading it again...
     
  14. Just re-downloading.

    However..I've read of a seperate track and car package for Limerock and the Skippy cars..but only see one download on the ISI forum for the Skippy cars??
     
  15. Tom

    Tom
    Staff Emeritus Staff

    Skip Barber & Limerock are in the same file, I think. I didn't install the track on it's own and it was there after installing the Skip Barber file - so it's either that or the track was included in the patch itself.
     
  16. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member

    Look in the mod manager for Driving school, both (can and track) are in there. :)
     
  17. Worked after redownloading the file (via torrent, again)...for some bizarre and inexplicable reason.
     
  18. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member

    Good to hear you got it to work Nick! :)
     
  19. I was considering not even bothering with this update and sort of just leaving rF2 alone until release, but i am so glad i got this update and LR +Skippy combo, my rF2 fires have been reignited and i can now see the future a bit more clear now, these cars went instantly way up high on my "best ever sim cars" list.
     
    • Like Like x 2
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