Archive for November, 2015


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NEVADA Test and Training Range Map for DCS World 2 Open Alpha now available!

DCS 2 Web installer: http://www.digitalcombatsimulator.com/en/downloads/world/2.0/

DCS World 2.0
Загружаемая открытая альфа-версия.

Digital Combat Simulator World (DCS World) это бесплатная компьютерная игра – военный авиасимулятор, сфокусированный на боевых действиях в воздухе. Игра включает бесплатные самолеты: штурмовик Су-25Т и невооруженный TF-51D Mustang, а также может расширяться дополнительными модулями с летательными аппаратами, наземной техникой и картами.

DCS World 2 работает совместно с новым модулем ландшафта: учебно-испытательный полигон Невады (NTTR). Полигон Невады имеет самую большую территорию, доступную для проведения военных учений в мирное время и включает в себя системы, имитирующие ПВО потенциального противника, макеты аэродромов и несколько мишенных полей. В свое время территория NTTR использовалась также как место проведения ядерных испытаний. Сегодня же здесь проводятся всевозможные военные учения, в том числе и одно из самых известных – RED FLAG, к участию в котором привлекаются пилоты из множества стран со всего мира. Карта NTTR для DCS World 2 включает в себя авиабазы Nellis и Creech, а также пользующуюся дурной славой авиабазу Groom Lake (более известную как “Зона 51”). Кроме того, в состав карты входит город Las Vegas, международный аэропорт McCarran и уникальная плотина Гувера.

Кроме того, DCS World 2 включает:

  • Мощные редакторы миссий и кампаний
  • Мультиплеер
  • Внушительный список летательных аппаратов, наземной техники и кораблей
  • Усовершенствованный ИИ
  • Быстрый генератор миссий
  • Динамическую погоду и смену сезонов
  • Обучающие миссии
  • Систему проигрывания треков
  • Летную книжку пилота
  • Поддержку различных карт (театров военных действий)

Данная, исключительно детализированная и реалистичная платформа симуляции, гарантирует непередаваемый опыт ведения боевых действий в горячих точках. DCS является настоящей “песочницей” среди авиасимуляторов, имея в своем распоряжении огромное количество всевозможных летательных аппаратов и наземной техники. По желанию игрока DCS World 2 позволяет играть в реалистичном или упрощенном режимах.




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Changelog:

1.3.5
– New Audi R8 V10 Plus bonus car
– Fixed Nissan GT-R Nismo fuel gauge
– Fixed Mercedes SLS GT3 default tyre texture
– Fixed Lamborghini Huracan GT3 Hard tyres name, causing issue on MP tyre compound restriction
– acServer: fixed issue with timing who caused session skipping
– ksEditor: Added fuel and brakes script tools
– Corrected Alfa Romeo 4c alignment and setup values
– Eliminated wrong tags from Ford GT40
– Works on the tyre heating model continues with new surface rolling heat generation on some cars
– Performance optimization on car multithread physics
– New improved smoothing and “anti lag” systems for both client and server

1.3.6 hotfix

– Audi R8 V10 Plus cockpit changeable brake balance disabled
– Tweaked Alfa Romeo GTA default setup
– Ferrari F458 S3 on V6 tyres and small electronic diff tweaks
– Client side anti-lag improvements
– Removed chatty debug log messages in MP
– Tweaked “default” Post Processing effect
– Fixed limiter sound for Pagani Zonda



GSC-E

Stock Car Extreme V1.51 is now available on Steam & via GSC Sync (for Non-Steam users).

This update addresses some of the bigger bugs verified with v1.50 and brings along some other minor improvements.

Main changelog for v1.51:

Track:

  • Adds Velo Cittá Club Day layout (from “Acelerados” TV show);

    Features & Fixes:

    • Fixed bug with GSC Config crashing from Steam;
    • Fixed gridedit command for multiplayer;
    • Reverted to pre-v1.50 trackmap solution (Numpad 0 to toggle off/on/rotating);
    • Adjusted FFB values as a compromise between previous 2 versions – realfeel values from v1.38 & v1.50 are also included in RealFeelPluginv138.ini (more overall force & clipping) and RealFeelPluginv150.ini(lower forces at lighter loads & less clipping), so users can copy & paste settings according to their own preferences if not satisfied with default values;
    • Fixed garage steering rotation setting not being saved with setups;
    • Forced reset rotation range to previous profile setting with Thrustmaster wheels after quitting the sim;
    • Changed base HUD text color from yellow to white;
    • Fixed DRS rules and activation points at Interlagos, Spielberg, Kansai;
    • Reintroduced track tire compound options for F-Extreme & F-Reiza, and fixed issue which allowed AI to choose unauthorized compound in pitstops;
    • Fixed error in some series not allowing basic setup adjustments when running a fixed setup race;
    • Fixed SuperV8 graphics glitch near the exhaust from long distance;
    • Improved SuperV8 AI handling;
    • Minor physics revisions for Metalmoro MR18;
    • Updated Lancer R & RS sounds in attempt to minimize audio clipping;
    • Added pit limiter & onboard starter to Lancer R & Lancer RS;
    • Updated spanish & french localization.

squad logo 2

Squad is a 50 vs 50 multiplayer first-person shooter that aims to capture combat realism through communication and teamplay, emphasizing both strong squad cohesion mechanics as well as larger scale coordination, tactics and planning. It features large open maps, vehicle-based combined arms gameplay, and player-constructed bases to create a heart-thumping, visceral gaming experience which mixes organized tactical multi-squad planning with split second decision-making in real-world scale firefights.

შეძენა STEAM – ზე

ოფიციალური საიტი  joinsquad.com

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Steve Myers the Executive Vice President of iRacing.com has just posted a new bog entry over on the iracing.com website, using the recently overhauled website theme, letting us know about some of the things we should be getting in the season 4 build coming in December.

It would seem that this build has a lot of under the hood updates rather than lots of new content with one of the biggest being  upgrading all of the backend hardware and technology.  They are porting the code from a commercial infrastructure to an open-source infrastructure which sets the stage for overhauling the application in ways that will be noticeable as they provide a better and more scale-able feature-set.

The sounds in iracing are also getting the first wave of updates with better tyre sounds and all new backfires, gravel, grass, dirt, and marbles effects.  All of this debris will have corresponding sounds which really make a dramatic difference to livening-up the cockpit environment.

They are hoping that the debris will be more than “just” an effect, It will be picked-up by your tires and flung-off as it would in the real world, even affecting the traction. Steve did mention that this is still not 100% confirmed for this build but they hope to have it ready.

New content that will be in this build is the complete Nürburgring track with all 12 configurations and for the oval racers Southern National Motorsports Park should be ready to roll.

To read Steves whole blog which also mentions some things that should be arriving in the March 2016 build please – CLICK HERE


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Hi all,

The PC version is about to go live on Steam, and with that, here are the full release notes. Enjoy

Project CARS – PC Patch 6.0 – Release notes

Online
* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car’s lap time. In private races, the timer is 75% of slowest moving car’s lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career
* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they’ve since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls
* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.

Tracks
* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles
* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD
* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General
* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.

Oculus Rift
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes – movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition


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STEAM page:

About This Game
Summary

rFactor 2 is a realistic, easily extendable racing simulation from Image Space Incorporated. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer and the height of racing realism. rFactor 2 features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics.

You can race against a field of AI cars, or in multi-player mode against others. The simulation supports a full day-night cycle as well as dynamically varying weather conditions such as rain. Tracks feature “real-road” technology that changes the grip as more cars drive on it. In multi-player mode, driver swaps are also supported, allowing you to run even full 24 hour endurance events. Everything can be customized by the community, including adding new tracks and cars, and a wealth of add-ons are available on-line.

rFactor 2 is also an evolving product, which will be updated and added to for many years, so the list of features will expand!

Features

Physics

  • Updated to use multi-core CPU technology
  • Advanced physics engine
  • Newly updated tire model
  • Driving surface construction, even painted line thickness, affects grip levels
  • Engine boost and Turbo modeling
  • Complex aerodynamics
  • Head physics, cockpit vibrations, detailed bump modeling

Dynamic Racing Experience

  • Real-time day/night lighting transitions
  • Realistic wet/dry weather transitions
  • Dynamically laid rubber increases grip throughout racing session(s)
  • Rubber chunks (“marbles”) roll off tires and can affect grip
  • Tires sustain damage from poor driving or setups, affecting grip immediately and over time
  • Dynamically drying racing line after rain
  • Environments filled with animated events like planes, flag marshalls and more…

Graphics/Sound

  • Real-time day/night lighting transitions
  • Projected headlights for night time driving
  • Look to apex and head motion tracking support
  • DX9 advanced graphics engine
  • Real-time day/night transitions
  • Projected headlights for nighttime driving
  • Adjust player and opponent volume ratio
  • See the apex with the Look Ahead slider
  • Adjust your seat and mirror while in the driver’s seat
  • Updating real-time scoring towers
  • Expanded and enhanced gauge and LCD features for vehicle cockpits
  • Improved loading times
  • Updated sound engine
  • Changing engine sounds based on upgraded vehicle performance

Gameplay

  • New AI who will race for and defend positions
  • Define AI opponent types, strength and aggression
  • Races can be lap based, time based or both
  • Vehicle upgrade system

Camera/Replays

  • “Resume from Replay” allows you to rejoin a race from a saved replay
  • Full screen monitor and ability to rewind
  • Freely move camera from any position including the ever famous exclusive ISI Swingman
  • Spectator mode

Multiplayer

  • Opponent car skins automatically transmitted
  • Completely new multiplayer engine
  • Dedicated server
  • Native voting system
  • Add AI to multiplayer games
  • Boot and ban player lists that can be passed around
  • Security checks to combat potential cheating

Open Architecture

  • Support for modder created car and track content
  • Fully adjustable Showroom, UI and HUD layouts
  • More Plugin Interfaces
  • Easy to use customizable multi-language support
  • Rules to simulate different types of racing
  • Completely customize your controller
  • Drop in new vehicle liveries

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rf2 logo

With the imminent release of rFactor 2 on Steam, we’re happy to bring you Build 1028. This build brings in a large amount of fixes and changes that should make the product a more solid experience, whether you are using Steam or not.

We’ve also changed our demo content again, this time it is the Corvette C6.R and Formula Renault 3.5.

Download Lite installer: 322MB
Download Demo installer: 882MB
Download SDK/Dev Mode: 355MB

Build Notes (Update 35, Build 1028):

FEATURES:
– Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices).
– Removed a couple unused PLR variables.
– Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road.
– Re-enabled some gizmos for brake wear and temps.
– Defaulting camera zoom in and out to number pad 3 and 1, respectively.
– Now sorting opponent filters alphabetically.
– Added tire wear info to results file. Also, resume-from-replay now restores general tire wear.
– Added HDV variable AIBumpstop in order to control some occasional physics instabilities.
– Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using.
– Practice on by default
– Removed tree structure from RFM tree scroll box.
– Moved damage to near the top of the pit menu.
– Added borderless window mode. This mode only works at current desktop resolution.
– Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.)
– Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view.
– Now keeping the last 25 trace files.
MULTIPLAYER:
– Added a boundary line between official ISI servers and all others on the multiplayer game list.
FIXES:
– Scale the instant replay text and progress bar correctly.
– Fixed loose objects that would fall asleep and become rather solid.
– Disabled a few lines of code that overrode our intended defaults.
– Reduced possibility of significant halts when someone joins in multiplayer.
– Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways
– Fix for occasional select box misdrawing at resolutions other than 1920X1080
– Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client.
– Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle.
– Made AIs coming out of the garage at least try to avoid slow cars in the pitlane.
– Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist.
MODDING / PUBLIC DEV:
– SDK updated to latest Options.
– Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance.

Notes:

– You can (when available) install the dedicated server distribution from Steam as that works for both Steam and non-Steam matchmaker.

KNOWN ISSUES: rFactor 2 Build 1028 (NON-Steam)

– On rare occasion, when using “+connect” command via shortcut on server, users may need to retry multiple times when connecting to a password protected server.
– Launcher Message will display: “Component “Core UI 1.0″ failed to verify, removed from inventory”” In some rare cases this can cause issues with custom UI that also relies on core UI to handle some pages.
– The rFactor2 Matchmaker list will not count clients that join a server using rFactor 2 Steam edition in the “player” column.
– “RaceEvents” on workshop are not served by dedicated server. Non-steam clients and clients not subscribed to the workshop item will need to manually install “RaceEvents”.
Other known issues still to be found in knownissues.txt

link


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X-Plane 10 is the latest version of a simulator that has been in development continuously for almost 20 years. This latest version of X-Plane 10 brings numerous improvements and enhancements for PC, Mac and Linux virtual pilots, unleashing the power of modern systems with its 64 bit processing and multi-core support.


SpinTires logo

Good day off-roaders,

The latest update is now available with an array of fixes and improvements. So, check out the changelog and Steam will automatically update Spintires the next time you sign in.

The truck editor will available soon – we will notify you once it is live.
Changelog:
8/11/15

- water visuals bugfix
- garage parts trailer wheels changed
- volcano map: position of maz7310 changed

7/11/15

- terrain tearing bug fix
- terrain chunks disappearing at certains angles bug fix
- minor graphics improvements (mud, dirt bursts, detail maps)
- minor analog gearstick controls improvement
- minor mud/vehicle physics improvement
- jerking hack removed (rapidly switching forward/rear gears)
- some localisation fixes

5/11/15

- mesh cache fix (modding support)
- new achievements: volcano honk, mushroomer
- minor mud/performance/driving optimisation/improvement
- rocks mass increased
- mushrooms assets improved
- hide driver in capsized trucks

3/11/15

- mods backwards compatibility (new version dont break savegames)
- hash check before each time game starts (fixes some exploits)
- minor UI tweaks
- more achievements fixes

30/10/15

- new kraz carriage integrated (and all trailers/addons derived from it)
- mods backwards compatibility in savegames (all is left to make savegames fully backwards compatible is maps)
- camera beneath ground of proving grounds fix of fix
- check for files hash each time map starts (fixes some exploits)

28/10/15

- truck damage improved (RISE OF MACHINES, STUDENT DRIVER achievements fixed)
- some trucks/assets changed (kamaz 6520/6522, 4310 mod, carriages - SAVEGAMES WORK)
- forest crane rotation bug fixed
- logs falling thru cart bug fixed
- game not working in offline fixed
- kamaz 65111/65115 mod added
- differential lock system improved slightly
- when changing stratup trucks, unavailable addons arent installed
- drive camera auto-zoom returned (but only works when there is no user input for a while)
- mud/water visual bug fixed
- proving grounds incorrect camera position fix + "starting" proving ground resets its trucks
- in windowed mode, confirm exit before closing game when clicking 'X'
- analogous stick mode now preserves "acceleration limit"
- log kiosk added to Proving Grounds

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It’s time for 0.9! Today’s version 0.9, dubbed Modern Masters, sees the introduction of two of the most influential rally cars in the last decade to the 2000s class: The Citroën C4 Rally 2010 and the Ford Focus RS Rally 2007. At their peak, these cars reigned supreme with their two litre turbo charged engines and highly sophisticated differentials.

The update also sees the introduction of the R4 class to DiRT Rally. Featuring the Mitsubishi Lancer Evolution X and the Subaru Impreza WRX STI 2011, this class represents cars from two of the most iconic manufacturers in modern rallying.

In addition, as part of our continued commitment to Early Access the Modern Masters pack sees the Group B 4WD and Group A classes receiving the latest handling updates. We’ve also been hard at work adding community requested features as well as fixing a number of known issues.

Here’s the list of what’s new this month:

New R4 class with 2 cars (Subaru Impreza WRX STI & Mitsubishi Lancer Evolution X)
2 new cars added to 2000s class (Ford Focus RS Rally & Citroën C4 Rally)
v.2 Car Handling on R4, Group B 4WD and Group A
Additions and Community Requests:
Stage distance and elevation is now shown in stage information screen
Steering rotation in cockpit now matches actions of player when the driver arms are not shown.
Manual control for headlights and wipers
New liveries featured on some cars including the Repsol livery on the Lancia Delta
Countdown timer added for the last 60 seconds of a Rallycross race
Grid Order and Assists added to session options in PVP
Player preferences is now available in the Lobby and Online Service Area
· Fixes

o Fixed the CPU detection so the correct thread strategy is chosen for your PC. This fixes the stuttering issues that we may have introduced in v0.8, sorry about that!

o The achievement “Visceral… but in the correct meaning of the word” is now only unlockable when meeting the required criteria. This should mean it is a proper challenge to unlock again.

o The timing of some co-driver calls for Finland have been adjusted, they won’t be as early in some places. Also, they’ve got a bit braver so they’ve raised their volume a bit too.

o Advanced Custom Wheel configurations are now saving correctly, Clutch deadzone and saturation settings will now be saved with wheel settings too. Yay!.

o Animal protection services have been on the phone so we’ve had to move the wildlife on some stages to safety.

o Issues with systems crashing at the start of a stage when using AMD Crossfire are now resolved.

o The game will save after you receive your rewards from online events – yeah, they didn’t do that before.

o Fixed a crash that would occur if you exited to the menus in a Rallycross event at the semi-finals .

o Fixed the Logitech G29 actionmap so you can navigate the menus correctly – we finally got hold of one to test it out.

o Fixed repair puncture OSD text remaining on screen after the player retires.

o Fixed the wrong points being displayed for entrants when any of the reverse grid options were enabled in PvP.

o “Gotta Get Me One of These” and “Any Given Sunday” achievements both now unlock when completed in any relevant online event.

o Spectating another player crash at high speed in PVP will no longer break the camera changing system.

o The mouse cursor will now hide when the mouse is not moved for a short period of time, solving the issue where the mouse cursor would remain on screen when played in windowed mode.

o AI difficulty levels should now be working within league play.

Feel free to stop by on the forums and let us know what you think or just to say hi!

LINK