rFactor 2: Build 770 Now Available!

Formula 3_5.jpg

Image Space Incorporated released a new build of rFactor 2 adding more features and improvements to the popular PC racing simulator.


Highlights of this build are improved memory usage in 32bit. The RealRoad received some major tweaks and is no longer accelerated (unless you want it to be). Flag rules without disqualification as an option. Lots of AI improvements. New matchmaker technology in the back end. Enhanced plugin reporting. Modding tool changes, and various fixes and tweaks.

Of course a new demo exe is available as well. Plus the experimental 64bit exes are available to openly test.

Find the full changelog and download link below.

GRAPHICS:
  • Fixed sun block bug which caused inconsistent occluder values.
  • Fixed a bug where HUD textures refuse to load.
FEATURES:
  • Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables.
  • Upgraded to latest version (9.3k) of Miles Sound System.
  • Updated projects to latest OpenSSL (1.0.1h)
  • Support added for gear-specific rev limit offsets.
  • Added additional Flag Rules option “Full w/o DQ”.
  • Eliminated race condition that could cause race rejoin to fail.
  • Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions.
  • Added the ability to control vehicle- and tire-specific effects on RealRoad.
BUG FIXES / OPTIMIZATIONS:
  • Optimized memory usage.
  • Fixed thread safety issue that could produce crash when crossing finish line while recording a best path.
  • Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor.
  • Fixed issue where leftover RealRoad events could be applied in the wrong session.
  • Fixed inconsistent writing of config.ini if installed to write-restricted path.
  • Improved collision with temp cars.
  • Fix reporting of anti-stall to plugins.
  • Potential fix for exiting game while skin transfer is unfinished.
  • Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters.
  • Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads.
  • Fixed issue if server was password protected it would not verify server content was installed on client.
MODDING / PUBLIC DEV
  • Added OpenMP to Mod Mode and Dev builds (improves speed of TTool).
  • Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind).
  • Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK.
  • Attempt to use AVX (if available) in 64-bit TTool.
  • Fixed double screenshots in TTool.
  • Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup.
  • Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page.
UI / HUD / Options:
  • Added new gizmo action to clear multiplayer password.
  • Possible fix for HUDs picking up & using unrelated but identically named assets.
MULTIPLAYER:
  • Sync up RealRoad on new clients at an accelerated pace.
  • Changed upload/download speed variable so that higher rates could be set in the dedicated server.
  • Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients.
  • Fixed multiple players in dedicated server startup dialog.
CONTROLLERS / FFB
  • Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this.
  • Output FFB value to plugins even if no FFB devices are detected.
AI
  • Added checks to be sure only real AIs can talk and request pits.
  • Improvements to superspeedway AI.
  • Added AI control to PhysicsOptionsV01 in plugin interface.
  • Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without.
  • Fixed AI cars swerving on formation lap skip and transition from formation lap to race.
  • Removed unnecessary AI braking prediction that had them tapping the brakes needlessly.
  • Reset “add AI” menu when leaving page
Download the new build here.
 
Just tried the latest build and just wow.. What a massive improvement in performance. I can run it fine with Core2Duo 3Ghz and GTX260. Of course everything set to low or off but that doesn't bother me, i'm not after eyecandy. Not very often one can see this much improvement on the low end spec PC, really impressed. Is there a lot of difference between single player and multiplayer since the latter is what i'm after (i don't care about AI, at all..)

This also means that PrestoGP is one step closer for moving to rF2, which is really good news for us all ;)

Now i just need good FFB settings for Momo black. I know i can search and read tens of pages but i'll rather just ask if anyone has tips or even setup file for it. It isn't bad but it does feel like FFB is clipping. One does not need to turn the wheel much to get almost full force.
 
Try SLI bits: 0x00500005 in Nvidea inspector.
122fps for me in single screen SLI enabled and Physx rendering unticked.
Make sure you use V-sync in game on video, You'll need some head room for rendering. Or else you could have some flickering in textures. If I V-sync at 100 everything is silky smooth.

And now i'm going to rewire everything back to triple screen. :whistling:

Didn't help unfortunately. If I hit escape in the middle of a race, the FPS jumps to 150fps, but as soon as I return to the race, it drops back to 30fps.
 
I just tried to install 770 and I have gotten the following message "Core component Location Common v1.0j is missing, invalid or damaged. Unable to continue. Please reinstall rFactor2"

So I uninstalled rFactor2 and moved the folder with all the tracks and such to a different drive and then attempted top reinstall again and I got the same message.
Any help would be appreciated.

From the cmpReport.txt I found this information

Component "Standard HUD 1.0a" failed to verify, removed from inventory
Component "Location Common 1.0j" failed to verify, removed from inventory
Component "Shared 1.2j" failed to verify, removed from inventory
Component "core ui 1.0" failed to verify, removed from inventory
Component "Vehicle Common 1.2u" failed to verify, removed from inventory

I also posted this on the ISI forums but have not gotten a response yet.


Thanks,
John
 
Just wondering if anyone has an idea how to fix my problem.
Can still play using x32bit but would like to try x64bit and I'm at a loss cause I have even uninstalled completely and reinstalled and still the same gmotor 2 error
 
Just wondering if anyone has an idea how to fix my problem.
Can still play using x32bit but would like to try x64bit and I'm at a loss cause I have even uninstalled completely and reinstalled and still the same gmotor 2 error

looking at the screen shot you posted
I never have a single game installed in the programs files (x86) folders (can cause issues)
that is for 32 bit stuff
You now have a 64 bit software game installed into that folder.
Maybe make a separate folder just for games on your C drive and install into that, always run as Admin.
see if that helps :)

i also got rid of the 32 bit .exe's from inside the core folder
 
Last edited:
With such a significant build, recommend a fresh install. Download the lite version, copy your existing packages folder to another place then uninstall rF2. Reinstall and shove in your package contents into the new packages folder. Have to say, immensely impressed with this build. Loving 64-bit too.
 
What do you mean? In a GT car you always sit on the right or left side depending on the car you are in.

Using a Porsche
With the Cockpit View You'r in the drivers seat with the wheel on the left hand With the TV cockpit view it used to be in side the cab with a center view. Now it is inside the cab with a right hand view as if you are a passenger.

Looks like its me , not the game. Tried different Mods and the TV Cockpit view is centered,
Sorry for the confusion
 
Last edited:
Hi, someone knows if has a way to use trackmap on 64bit? The developer or someone is already working in convert it to 64bit?
The problem here seems to be that the author of the plugin doesn't seem to be active anymore. I hope that maybe someone else can somehow take over this plugin as it is immensely important imo. I will definatly continue to use the 32bit exe because of that for now.
 
I did a RAM test in 64bit.
- Track : nordschleife v1.5 :geek:
i want to make shure that there are as much different cars loaded as possible and not 29 copies of 1 car.
- So, i selected all i have :sneaky: And 29 AI.

RAM usage: 4980Mb :) and i've plenty left for more cars. :p
20fps at the starting grid.:unsure: But it climbed back to 60fps once all the AI were out of the picture. :whistling:

Can anyone do better? :D
 
I did a RAM test in 64bit.
- Track : nordschleife v1.5 :geek:
i want to make shure that there are as much different cars loaded as possible and not 29 copies of 1 car.
- So, i selected all i have :sneaky: And 29 AI.

RAM usage: 4980Mb :) and i've plenty left for more cars. :p
20fps at the starting grid.:unsure: But it climbed back to 60fps once all the AI were out of the picture. :whistling:

Can anyone do better? :D
There are ways to get more t han 29 AI on the grid. I think @Miroslav Davidovic knows how. Maybe he can show us 200 cars there :roflmao:
 

Latest News

How long have you been simracing

  • < 1 year

    Votes: 559 17.4%
  • < 2 years

    Votes: 379 11.8%
  • < 3 years

    Votes: 341 10.6%
  • < 4 years

    Votes: 243 7.6%
  • < 5 years

    Votes: 390 12.1%
  • < 10 years

    Votes: 367 11.4%
  • < 15 years

    Votes: 215 6.7%
  • < 20 years

    Votes: 168 5.2%
  • < 25 years

    Votes: 136 4.2%
  • Ok, I am a dinosaur

    Votes: 419 13.0%
Back
Top