rFactor 2 update (build 60) released!

Marco Bijl

Axe Travels
Tim Wheatley;47825 said:
Hi folks,
Tim Wheatley;47825 said:
Firstly, thank you for helping us to test rF2.

Second, we're putting out an update today, build 60, don't rename it (it has a funny name) or it won't work.

Automatic updating will NOT be available for a few days. You'll need to download the exe to your rF2 data directory, and put it in the updates dir, for me this is located at: C:\Users\Tim\Documents\rFactor2\Updates - After placing it there, run the launcher, go to the update tab and click the one grey button available to you. It should detect the update. Click it again to run the installer.

I have posted a changelog here.

Again, rF2 is a test version and will remain so after this update. With this in-mind I have reset all the bug report forums as a blank canvas for you to post reports about this build ONLY. If something is still a problem from build 49, please link to a build 49 post in the archive, but make a new post about it in the fresh bug report forums.

There will also be some content (rfmods) coming, but I've not yet confirmed when.

Here is the update TORRENT: View attachment 1198
We haven't done much seeding yet, so would appreciate your help there.
Temporary HTTP: http://www.mediafire.com/?od3mavt20k3ua1y

Thanks,

Tim.


The change log for Build 60

Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60. Download is not presented yet, but it will come very soon now!

Source:
http://isiforums.net/f/showthread.php/1396-Downloads-(Installer-ISI-cars-tracks-Templates)?p=20192&viewfull=1#post20192

UPDATE 1 Changelog (Febuary 15, 2012):
======================================
MULTIPLAYER:
----------------------------
Configurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini).
Reducing collision work in multiplayer (including completely turning off remote car vs. scene collision for now) in order to prevent slowdowns.
Modifed Dedicated server and mpfile to allow/disallow nicknames.
Fixed in-car chat for extended ASCII characters.


GRAPHICS:
---------------------------
Fixed showroom sun occlusion problem.
Fixed sun occlusion toggle.
Improved HDR debug output.
Moved all HDR processing to GPU.
Now enforcing deformable meshes.
Fixed and improved "visible vehicles" algorithm.
Updates to static meshes now disabled.
Fixed AI brake lights.
Fixed some issues doing HDR/Post on monitor.
Fixed up some postFX problems.
Updated sun occlusion.
Improved post FX integration with HDR.
Dixed bug that could result in cam file having more shadow parameters than the array that holds them.
Fixed problem with using post with HDR.
Fixed up hdr debug output, also improved post-processing.
Tidy up line drawing, also deactivated pre-caching for now as a test.
Fixed up hdr debug output.
Fixed a crash when loading a new profile to an existing track.
Shaders are recompiled if vid driver or HDR changes.
Reverted virtual mirrors back to using options settings rather than video settings.


UI:
----------------------------
Fixed car skin spinner not selecting current selected skin when entering screen.
Fixed path error for loading truetype fonts.
Fixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. (so picking a car near the end of spinner would select the wrong car.)
Fixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.
Fixed bug where one couldn't select a new UI.
Fixed gear graph text in wide-screen mode with non-wide-screen UI.
Tidy up some loading bar problem.
Fix HUD pit menu selector box.
Added tire volume slider.
Added new options for VSync and FXAA.


AI:
----------------------------
Extra code to prevent ramming from behind when attempting to pass.
Generally made AI initiated player crashes less likely.
Made line transitions safer (for example moving from fastest to blocking line).
Fixed exaggerated pitspot slowdown.
Implemented 1st round of VERY basic wet weather tire logic.
Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy).
Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring.
Made AI cars more likely to pass another car in the straight if given the opportunity.


GAMEPLAY:
----------------------------
Fix for timescaled mechanical failures.


CONTROLLER:
----------------------------
Added controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.
Changed default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.
Added new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.
Added controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. Actually that's the only example right now.
Added ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way).
Set default control for 'Display Vehicle Labels' to TAB key.


OTHER OPTIMIZATIONS
----------------------------
Various collision optimizations, including better automatic LODs for trackside collidable objects.
Fixed crash that occurred when no sound devices was enabled on Windows 7 Machine.
Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness.
Minor SSE optimizations added.
Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).
Fixed dedicated server not updating scoring for plugins.
Fix for "Unknown" name in player file.
Fixed wide characters aborting the results file write.
Mirror toggle control lets you go through all 5 permutations in cockpit now.
Fixed a potential problem alt-tabbing with SL.


FUNCTIONAL ADDITIONS:
----------------------------
Allow nickname and attempt to allow wide char names.
Added a "Steering Wheel" option for "No Arms".
Added user car skin support.


MOD/PACKAGING
----------------------------
Fixed a bug with packaged files which could have allowed tire data to be overridden by external components.
Fixed a minor issue with encrypted mas.
Fixed ttool crash.
 
I have not driven a lot with AI, so I can't really tell. Only times i had AI in, was because I wanted to test graphic settings, so I did not pay attention to the driving skills of them.

I can't seem to remember reading about lousy AI as well. What have you heard about it?
 
Basically that if you were to compare its AI to GP4, GP4 would be at 85%, with rFactor at 30% - that rFactor isn't much of a singleplayer game. If rFactor 2 rectifies that, I'm definitely interested because once the mods get going, you've basically got a one stop shop for all your racing needs!
 

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