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.
 
So trackmap works for 32 bit version only, all plugins do not work with 64 bit. Setups are still missing ingame, I'm guessing the game just saves them in a different location but I have no clue where. It's interesting cause I saved a setup ingame and when I try to search it with windows seach I just can't find it anywhere. The file is just missing.
Have you changed the left button in the Setup screen from "Vehicle" to "All".

Just save a new setup and see where it is saved in case the location has changed, if not the Vehicle/All button should do the trick.

I havent updated so far and have to wait until the plugins I used are up to date.
 
Have you changed the left button in the Setup screen from "Vehicle" to "All".

Just save a new setup and see where it is saved in case the location has changed, if not the Vehicle/All button should do the trick.

I havent updated so far and have to wait until the plugins I used are up to date.
I clicked it like 100 times, nothing seem to happen. When I save a new setup it's just gone somewhere and even windows search can't find it anywhere but of course it's ingame...
 
I clicked it like 100 times, nothing seem to happen. When I save a new setup it's just gone somewhere and even windows search can't find it anywhere but of course it's ingame...
That sounds misterious.
One idea maybe rF2 has set the settings folder back to Documents and Settings\...

In the first installations that was default, which I personally hated and after that it was always in the rF2 directory. So maybe you are searching in the wrong place.
Otherwise I don't know how rF2 should do it, because it needs a setup file to show up a setup :D
 
That sounds misterious.
One idea maybe rF2 has set the settings folder back to Documents and Settings\...

In the first installations that was default, which I personally hated and after that it was always in the rF2 directory. So maybe you are searching in the wrong place.
Otherwise I don't know how rF2 should do it, because it needs a setup file to show up a setup :D
It's not misterious at all... It's just the game being stupid with the update. Turns out it created a brand new user "player"...
 
To summarize:
1. To make the real road working you need to select "scripted weather"
2. Current plugins do not work with x64 version of the game, we need to wait for these to be redone
3. The game doesn't work with customized player folders. If you want to keep your old settins and setups you need to rename you customized folder to "player", otherwise the game just creates a new "player folder" and you're missing all your setups and controller settings.

That's what I found today with the help of Dewald.
 

Thanks but all that did was confirm that there's no current working SLI profile for rF2. Everyone else with two Nvidia cards is having the same issue. rF2 is one of the only games that I own that negatively scales with SLI, meaning that if I get 60fps with a single video card, I get 30fps with two cards enabled in SLI. In most games if SLI isn't supported, you just don't get any benefit from a second card, the game runs the same as it does with one card, but rF2 actually cuts framerates in half with two cards enabled in SLI.
 
Still waiting for a working Nvidia SLI profile and some graphical glitches to be fixed but damn rF2 is fun to drive.

I guess, I'm so lucky!!! :) I'm running on 2 x GTX660 ti on triple screens. No problems here and performance is better then 1 card. Those GTX 660 ti's are no graphic card monsters. So i can't max out everything. But I can if i use only 1 screen which i couldn't on 1 card. 60fps V-sync in game and the nvidea profiler is default.

About changing SLI bits: there are lot off recommendations, but they won't make sense without mentioning if they run on triple screen or single screen. SLI works differently on a single screen setup as for a triple screen setup.
 

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