rFactor 2: Build 930 now available

rFactor2 2015-02-15 22-43-18-96.png

Image Space Incorporated has revealed the 30th update for rFactor 2, build 930. The build contains a large number of bug fixes and other changes.

The most ntable updates include changes to the tire model (which can be felt with all cars, new and old) and a new user interface, shown below.

ISI has also revealed that they are working on guides to help newcomers get up to speed with the new launcher and user interface.

Features:
  • Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
  • Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
  • Added new option to select stretch UI width.
  • Implemented “Change Password” button and added option to login dialog.
  • Enabled virtual vehicle selection (and propagation) in multiplayer.
Bug Fixes/Optimizations:
  • Fix issue where clouds sometimes don’t show up in replays.
  • Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
  • Fix broken multihead.
  • Fixed issue where car class was reported incorrectly.
  • Fixed Launcher crash when exiting Mod Manager.
  • Added auto-focus to login dialog input.
  • Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
  • Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
  • Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
  • Fixed multiplayer sort game list by series.
  • Fixed bug where 1st line of credits is potentially a random font
  • Fixed multiplayer game list gizmo text colors.
  • Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
  • Fixed monitor window FOV issues
  • Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
  • Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
  • Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
  • Fix for aspect ratio problems in monitor
rFactor2 2015-02-15 22-42-36-08.png

Graphics:
  • Fade clouds in and out rather than popping.
  • Fixed monitor window FOV issues
Modding/Public Development:
  • No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
  • Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
  • Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
  • Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
  • Updating SDK with latest content and same UI as the main game.
Tyres:
  • Minor update to CPM invalidates previously-generated CPM data.
  • Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
  • Mass imbalance from flatspotting is now correctly modeled.
  • Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).
  • Added some control for tires in the wet (cooling, EARLY version of aquaplaning). Uses WetConductance=(<multiplier_by_dampness>,<multiplier_by_wetness>,<reserved1>,<reserved2>) ... Dampness is non-standing water. Wetness is standing water. As the track gets wet, dampness goes from 0.0-1.0 and then wetness goes from 0.0-1.0.
UI/HUD/Options:
  • New UI with resolution 1920X1080.
  • Removing hard-coded HUD elements shading and alpha.
  • Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
  • Download mode textbox gizmo now only displays name of mod file, not full path.
Plugins:
  • Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.

rFactor2 2015-02-15 22-42-50-55.png
 
Last edited:
I am also confused a bit, because moment ago I searched couple minutes how to fill my poor Skippy with fuel for tonight˙s race... but OK, inflienca viruses (or one gigantic) started to ride across my body this morning, so that could be a reason of my "blindnesses" :D
 
I did a few laps at Hungaroring in the FR 3.5. Ive done 2 seasons in it now and dozens of races and never had a flat spot vibration.
I had a bit of a slide, nothing terminal but a proper lock up into a 2nd gear corner. The vibrations started. When I hit the straight and sped up it was vibrating like crazy, frequency and amplitude increased with speed.
I now know what they mean when they say its horrible driving with a flat spot!!

I pitted for new tyres next time round.
Yep its there now, big time.

And the UI, I was happy with the old one, but Ill live with it.
 
The new ui is an upgrade from the old one....decent at best.
Alot of bug fixes in the build, but no update for missing collision and contact sounds with isi content? or am i the only one experiencing this?
No visual backfire effects on isi content either
Still alot of shadow bugs and weird graphical glitches following the cars/exhaust
Tire model feels great :)
 
I did a few laps at Hungaroring in the FR 3.5. Ive done 2 seasons in it now and dozens of races and never had a flat spot vibration.
I had a bit of a slide, nothing terminal but a proper lock up into a 2nd gear corner. The vibrations started. When I hit the straight and sped up it was vibrating like crazy, frequency and amplitude increased with speed.
I now know what they mean when they say its horrible driving with a flat spot!!

I pitted for new tyres next time round.
Yep its there now, big time.

And the UI, I was happy with the old one, but Ill live with it.
I had that in the Megane a few weeks ago. Never experienced it before. It was really bad, but I continued to finish the race (luckily I can change FFB strength on the wheel :) )
 
text in my car/track selection menus isnt showing for me, i get the white boxes with no text
There is an info in the ISI forum that there are some issues with activated "user defined HDR profiles"
- I set the value in the player json to "false" and had no problems ... but don't know how (still no menu item found) or if to activate user defined HD profiles now

Edit: and it's mentioned in the update info as well:
- If you had HDR legacy enabled, you will get a misalignment in UI after auto updating. You can fix this with a .json file edit to set. See below. Font scaling seems to also cause this, which we'll have to fix too. In the meantime Windows at 100% works.
- You need multiview enabled if using multiple / triple screens (unless you're not bothered by stretching).

"Enable Legacy HDR Profiles":false,
"Enable Legacy HDR Profiles#":"Whether to enable legacy HDR profiles",
 

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