rFactor2 Build 101 Released

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rFactor2 Build 101 Released :)

Again, torrent initially, no http, no auto update, they'll come soon (days). Grab either the full installer torrent, or the update torrent, in the downloads thread. http://isiforums.net/f/showthread.php/1396-Downloads
If you are new to rFactor2, please understand this is an update to the test version, and rFactor2 remains in testing.​
UPDATE 6 (Build 101) Changelog (August 3, 2012):​
======================================​
GRAPHICS:​
---------------------------​
Fixed issue where suspension gets distorted wildly when a wheel breaks off.​
Sun occlusion processing now properly restored after lost device.​
Correct a problem where sometimes the visual tire contact equation wouldn't be properly updated.​
smooth out visual contact patch plane equation over time so tire doesn't instantly deform​
Fixed problem where skins would get applied inappropriately (to the windshield, for example).​
Fix a bug with FXAA and multiview​
Correct alignment of horizon haze.​
tweaked pit director position so he's less likely to be standing inside your vehicle​
Added an HDR parameter​
fixed HDR lum histogram from over-accumulation during pauses.​
Ref mapper optimization​
Fix occasional brightness pulsing in HDR mode.​
Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.​
Fixed alt-tab bug in MP mode.​
GAMEPLAY:​
----------------------------​
Added fix for safety car conflicts​
unsportsmanlike conduct penalty should be working again​
attempt to fix issue where drivers wouldn't get appropriately blue-flagged if exiting the pits right in front of somebody​
fixed the fallback case for determining the vehicle class​
PHYSICS:​
----------------------------​
New engine model can be damaged now, and can't be run with the crankshaft rotating the wrong way!​
Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.​
'Simple' garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.​
AI:​
----------------------------​
fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.​
fixed AI slowing down for cars in pits for some tracks (brianza)​
fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.​
fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties​
fixed ai slow downs when only ai on a client (ie, when you're connected to multiplayer game and turn control over to ai)​
fixed ai drivers pulling out of pits and immediately slamming into the wall​
improved ai handling of front-wheel drive cars​
UI / HUD:​
----------------------------​
added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner​
made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)​
made vehicle picking one gizmo instead of two.​
removed all code for old vehicle selection gizmo and a team selection scroll box that wasn't being used.​
tried to autojoin the server after downloading and installing it's mod.​
tried to center loading bars.​
building team list from veh parameter 'category' (fullteam tree path) rather than just team, since cars in wildly different series can share the team... thus some would be culled from the tree display.​
decoupled options and HUD widescreen variable.​
options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.​
also removed WidescreenUI variable getting set to true when in a 4:3 res.​
Now allow HUDs to be in resolutions other than 1280X960.​
New support for options in resolutions other than 1280X960​
mouselessscrollbox text scaling fix​
Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.​
BUG FIXES:​
----------------------------​
a few memory leaks and some other cleanup​
fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)​
Some changes made to speed up selecting a different mod (hopefully this doesn't break anything).​
fixed possible thread-safety issue​
MULTIPLAYER:​
----------------------------​
changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.​
Fixed "Available Opponents" listing on dedicated server, so now multiplayer vehicle filters work.​
fixed multiplayer vehicle filter for list box selector​
fixed multiplayer vehicle filter for scrolling select​
Some multiplayer.ini housecleaning.​
encode name & password​
increased mp download limit.​
added password verification for downloadable mods​
check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles​
CONTROLLER/FFB:​
----------------------------​
setup FFB "effects driver" only once, and also stopped needlessly re-initialized the controllers​
untested attempt to make LEDs work on modified Logitech DFP​
REPLAYS:​
----------------------------​
simplified and improved correction of wheel orientation in replays/multiplayer​
improved replays of parts falling off vehicles​
Replay format has changed slightly for various improvements, sorry it's not backwards-compatible!​
Current tread surface properties now recorded in replay and transmitted in multiplayer.​
Recording tire carcass movement for player now.​
Mostly fixed terrain feedback in replays.​
Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.​
A bit more precision for special effects in multiplayer/replays.​
Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).​
Improved replays of parts falling off vehicles.​
Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren't uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.​
fixed jerking trackside cameras when rewinding in replay​
fixed a couple things regarding wheel orientation in replay.​
MODDING​
----------------------------​
Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.​
Several bug fixes in Modmgr.​
RFACTOR.NET​
----------------------------​
Begun infrastructure for Web portals. http://rfactor.net/rf2mm.php
 
Cant install the update.

Error opening file for writing:
rfactor2\Launch rFactor.exe

Either abort, retry or ignore. Retry and the error keeps happening, and of course the other 2 and it can't update. Get this on both updating via the update after downloading the update file, and on the full build.
 
i have a problem with multi player when i go to a room everything is ok , but when i try another room it still remembers the car and track i used for the other room , then it becomes near impossible to join anything , until i totally restart the game , anyone else have this
 
i have a problem with multi player when i go to a room everything is ok , but when i try another room it still remembers the car and track i used for the other room , then it becomes near impossible to join anything , until i totally restart the game , anyone else have this

Same here Noel, also sometime I cannot pick any car besides the pace-car which is not viuable when I am in game. After a restart, it works again. Really strange....
 
don't know if it's just me, but my performance isn't as good with build 101, seems to stutter a lot more and general running isn't as smooth.

Anyone else noticed worse performance?

When I first installed b101 I was also getting pretty bad performance/fps compared to b90 but I read on the ISI forums that some had uninstalled then re-installed the latest build so I gave that a try and I have to say, it does seem to have worked!

Fps are much better, not quite the performance I was getting with b90 but definitely better.

I`ve also noticed a big performance increase if I turn HDR off but I`m getting a completely black screen with it turned off apart from the odd time when it seems to work ok... strange one.

Anyway, just my tuppence worth. :)
 
Yes Andrew. It's not the correct place indeed to post this, but it is true :).

I just installed it, but haven't had time to check it. I noticed a big problem in the pits of Fuji, but had decent fps on MidOhio. Just did a few metres driving, so not sure how it performs yet. Will check it in the coming days.
 
Cheers for the advice, I will try a full re-install as well as the latest Nvidia drivers and see if this improves things. However, it wont be until next week as I am still waiting the on the delivery of my warranty replacement Logitech G27, and loading into the game without a wheel to play it with would be the same as a recovering alcoholic locking himself in the cellar of his local brewery. :)
 
Quick update for me, I already had the latest Nvidia drivers installed, so tried a clean reinstall of the game and now it is running very smooth, perhaps the best it has ever run for me.

Thanks for the advice!
 
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