Archive for May, 2017


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Hello Hunters,

We hope you are well. Today we’re excited to introduce Patch 1.7 featuring the first ever shooting range in theHunter: Call of the Wild!

Get a feeling for all weapons, practice your aim, investigate the ballistics in detail without using up ammunition or challenge your friends to a shoot-off to crown the best shot. The shooting range is located in Rathenfeldt, offering target distances from 50 to to 500 meters. You can find more detailed information about the shooting range here.

We hope you enjoy the shooting range, and look forward to your feedback and shooting scores!

This patch also features a couple of bug fixes that you have been requesting, and we aim to deliver more of those shortly. You can find the full list at the end of this post. The announced adjustments and compensation for Tents & Groundblinds are still being worked on and will be released soon. We will make a dedicated announcement about it once we’re ready.

You can discuss the latest patch in our dedicated forum thread.

Happy Hunting!

theHunter: Call of the Wild Team

Bug Fixes

Gameplay

  • Items should now unlock when requirements are already met
  • 7mm now correctly reloads
  • .338 now correctly reloads
  • Deer grunt caller now correctly placed in hands
  • Tents & Groundblinds go to the backpack after dismantling (instead of storage)
  • Fixed issue with outposts being permanently locked (you have to walk in range of 500m for it to update)
  • Fix for outposts not being unlocked on clients when being unlocked on host
  • Reworked fall damage

User Interface

  • Fix for tracks highlight setting getting turned off when harvesting an animal
  • Fix for button prompts getting stuck after exiting to main menu
  • Various localization fixes

Audio

  • Sound mix adjustment for callers

Miscellaneous

  • Lights at lodges no longer flicker
  • Firewood stands now has correct collision
  • Fix for various floating objects

http://steamcommunity.com/games/518790/announcements/detail/1263669710823113318


AUTOMOBILISTA

Automobilista v1.40 is released, along with a new DLC: Hockenheimring is now available for purchase!

If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).

Below is the Changelog for v1.3.7 -> v1.4.0:

CONTENT

  • Added Hockenheim (1977, 1988, 2001 and 2016, along with extra modern layouts – the Rallycross layout will be added shortly) (AVAILABLE ONLY FOR HOCKENHEIM OR SEASON PASS OWNERS)
  • Added F-Ultimate series


FEATURES

  • Added Custom Season Tool *

GENERAL

  • Fixed bug with AA setting not saving in AMS Config
  • Downscaled series icons in main menu series selection by 20% & changed layout from 3 x 7 to 3 x 8;
  • Added new Main Menu ordering parameter to SRS files & re-ordered positions for F-Ultimate & Lancer Cup Series
  • Various minor UI fixes & adjustments
  • Adjusted orientation rate in all cockpit cameras to better absorb track oscillations vs the horizon
  • Updated all helmet shaders to be same as the one used for car paint
  • Fixed bug in roadnoise replay saving (fixing potential CTD)
  • Added new driver model & new customized suits & gloves to all vehicles
  • Added configuration option to all vehicles for visible driver arms in cockpit view **
  • Fixed bug with radio spotter announcing final lap one lap ahead of time in timed races
  • Fixed error in fog logic which could cause fog to appear in cockpit
  • Added function to discard next lap in Time Trial mode if track limits are abused in the preceding lap
  • Fixed bug that could cause FFB to be lost if instant replay command was hit during a multiplayer event
  • Globally increased lowest LOD from 500 meters to 600m

AUDIO

  • All audio files resampled to 44.1kHz (decreasing files size / cpu / memory usage)
  • increased max simultaneous sounds from 32 to 64
  • polished loops and pops in several audio files
  • Introduced advanced audio filters for external cameras
  • Added cockpit muffling for closed cockpit cars
  • Opponents volume setting is no longer effective for trackside cameras (all cars same volume)
  • Enhanced replay of surface sounds (roadnoise, dirt, curbs)
  • Added new options to Audio menu for master volume, trackside volume, Audio PostFX levels & button to restore default audio settings
  • Minor adjustments to audio samples on Ultima Race, F-V12, F-Trainer
  • Reset volume multipliers on all cameras to address volume inconsistencies

AI

  • Added function to stop AI from refuelling during pitstops in all series where that is forbidden – only series that allow AI to refuel now are StockV8, SuperV8, F-V12, F-V10, Metalmoro, Boxer Cup & All Cars / Tracks; for custom long distance events with any of the other series where AI would need to refuel, user should run All Cars / Tracks; likewise for proper AI race strategy with non-refuelling series running close to their default full distance, user should use the respective series instead of All Cars / Tracks
  • Added function for AI to partially lift off the throttle when receiving a blue flag – their cooperation is now a function of “Courtesy” value in driver RCD files, and thus will vary from driver to driver and from series to series; they will generally be equally cooperative in practice / quali, in races they will be more cooperative in high profile series compared to smaller / historical ones
  • Added function for AI to coast to the pits after checkered flag (rather than racing on at full speed)
  • Added function for AI to slightly lift during in and out laps in practice / quali
  • Added function for AI to lift back to the pits when car has substantial aerodynamic damage
  • Added function to prevent AI from lurching to the side on starts & generally improved their composure through the first corner
  • Adjusted AI awareness to get them to hesitate less when trying to overtake another car in a straight (very minor adjustment for now to avoid side effects)
  • Revised AI tire wear functions & added custom pit thresholds for every tire compound in every car to minimise issues with AI needlessly stopping for tires
  • Added AI function to stop them from pitting for tires in last 10 minutes of a race – even if they cross their tire wear threshold they will soldier on for the remaining distance rather than doing a costly late-race pitstop
  • Customized AI throttle functions at race start to a realistic behavior for each series
  • Changed AI reaction time to green lights so it´s no longer instantaneous but within a more human range of 0.1s-1.0s
  • Added new TireManagement & AIStartSkill to driver RCD files – the lower the first value, the more the AI will wear its tires; the lower the 2nd value the more chance AI driver will bog down at the start
  • Globally upscaled Composure, Aggression, Crash & MinimumRacingSkill in driver talent files
  • Doubled max AI to AI collision rate from 40 to 80 (needs setting from PLR file)
  • Adjusted base Safety Car speeds for various series to more compatible levels
  • Added a randomization function to Opponent filter gizmo when running a multiclass event with a specific class count (where before it would just load the same cars for each class in team order)
  • Added config overrides to search correct driver talent folders (fixing bug with drivers present in multiple series occasionally loading the wrong file and misperforming as a result) ***
  • Upscaled AI aggression ranges (max setting is now double what it was before, with lower settings adjusted to suit)
  • Various AI physics adjustments to improve their racing ability and line adherence
  • Generally increased AI reaction to front tire slip
  • Adjusted AI brake performance for all cars
  • Adjusted AI fuel strategy so they don´t pit on the very first lap it gets on low fuel range
  • Updated AI performance ranges for several tracks
  • Adjusted AI spring / damper multipliers on stiffer cars to further reduce AI jittering over sawtooth curbs

PHYSICS

  • Revised tire wear functions for several cars
  • Revised fuel consumption & estimates for several cars
  • Globally raised undertray friction to minimise advantages of unrealistically low setups in some cars
  • Adjusted default setups for low downforce configs in Formula cars
  • Reduced default suspension packer settings in several cars
  • Added speed limiter to MCR2000, Ultima GTR Race
  • Adjusted engine wear / reliability ranges on soem cars

CONTENT UPDATES & FIXES

  • Added new 2017 GP layouts to Interlagos, Montreal, Kansai, Spielberg & Hockenheim featuring updated tire compound rules & DRS zones
  • Roughened up flat curbs at Taruma, Londrina
  • Spielberg: Fixed fuel use range causing excessive fuel consumption for player & AI
  • Oulton: Adjusted AI line through chicane so AI don´t clip high curb
  • Brasilia: Fixed cars going into the pits in rolling starts
  • StockV8: Corrected max opponents; Corrected & added missing talent files: fixed LCD laptime info
  • Montana: Fixed max opponents
  • F-V12: Adjusted ride height ranges, increased rake in default setup
  • Mini: Fixed auto-shifting bug; minor adjustment to external sound loops
  • Boxer Cup: Updated rear brake light; Updated cockpit materials & textures; added configuration option to install / remove rear view camera display
  • Karts: Updated skin alphas to suit latest car shader
  • F-Vee: Adjusted AI performance
  • ARC Camaro: Fixed reflection bug in cockpit gauges
  • F-Vintage: Adjusted longitudinal CoF for front tires; tweaked AI performance
  • F-Extreme: Completely revised drivetrain physics including new ERS throttle map; revised default setup; Updated V6 Hybrid engine sounds
  • F-V10: Adjusted TC sound
  • F3: Reduced aero loss in draft
  • SuperV8: Fixed pit timings to realistic values

* The Custom Season Tool should be fairly intuitive to use – run the tool, select a series you wish to create a custom championship for, customize the calendar from all available track layouts, set up the scoring system (including option for separate points for multiple heat results, pole position, laps led), some basic rules and then save when you´re satisfied – your custom championship will then be listed in Championship mode for the series it was based on, and you can further customize it with the usual championship options in-game (opponent cars, opponent strength, race distance, number of heats, quali, tire / wear multipliers etc).

** Since arms are added as objects rather than 3D animation, they´re not articulated nor do they have gear shifting animations; for the same reason steering wheel rotation animation is limited to 90º in each direction when driver arms are installed; in some cars, driver arms configuration is merged with seat position and / or cockpit type; Most cars have visible driver arms from external view irrespective of whether cockpit configuration is used or not – exception being vehicles where this solution was not considered to look acceptable – specifically karts and Formula Truck do not feature driver arms.

*** In case of series with drivers featuring in multiple categories (ex Barrichello who is a driver in V10, StockV8, Kart) in order to get the series-correct team / driver performance, tire wear and start skill, user is advised to select the specific series rather than All Cars / Tracks.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.3.7 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam.


Naval Action logo

Captains.

Patch has been deployed to live servers.

  • All assets, ships, resources have been reset.
  • Player experience and Craft experience has been provided in form of redeemables. Please use them wisely.
  • 4 ships has been provided for a head start
    • Pickle
    • Surprise
    • Indefatigable
    • Trader Brig
  • Forged papers have been provided to all captains in case you are unhappy with your choice will want to change nation in the future.
  • Remember that deleting your character no longer saves XP. Do not delete your players unless you are absolutely sure about it. If you delete a player you will get a fully fresh start.
  • Please do not use XP redeemables if you want to delete your character. Used redeemables are gone forever.
  • Unused redeemables will remain on the server if you delete your character, but only UNUSED redeemables. Please be careful with them.
  • Game has 3 servers
    • PVE
    • PVP EU – with restricted port battle timers
    • PVP Global – no restrictions on port battle timers
    Changes provided in the last couple of days to testbed
    • New regional refits blueprints and skill books have been added
    • Heavier guns still require coal, lighter guns require charcoal for production
    • Coal was repositioned to provide more goals in conquest
    • UI bugs were found and mostly fixed
    • Random teleport bug has been logged and we are working on the solution, please report random teleports when they happen
    • PVE server has conversion store (allowing conversion of pve marks into pvp and conquest marks)
    • PvP server has conversion store switched off – but it might come back in the future in some form.
    • Trader ships BPs were added to admiralty stores.
    • Preliminary hostility changes
      • Nation has 3 Port battles allowed instead of 2
      • Port battle starts in 22 hours after hostility reach 100% not in 46 as before
      • War supplies can now only be delivered to the regional capitals (not every port)
    Patch changes:
    • Combat model updated. Structure introduced. Ship now receives structural leaks when structure goes down (not when armor is destroyed like before). Structure affects leaks and masts integrity (you will be able to demast by bow and stern raking).
    • Port battle entry is only allowed 30 mins after login at sea. This penalty can be dropped if you enter any port. If you log off at sea and login within 5 mins (disconnects etc) you don’t get that penalty
    • Zone control points are not accumulated during first 10 mins of the port battle, zones cannot be captured during first 10 mins of the port battle.
    • New sounds system is implemented. Crew responds to your actions and intensity of combat.
    • All ships now have 1 durabilities with the corresponding change of required resources.
    • You can now use the hold of your fleet ships. New perks are introduced for fleet management
    • Admiralty store has been added. The following rewards were added (names are temporary and might not survive)
      • PVP marks – for high end frigates permits and skillbooks
      • PVE marks – for certain ships, skillbooks, resources and some other items
      • Conquest marks – for port battles and permits for lineships
      • Trading Manifest – reserved for potential future use.
      • Each reward can be used for exclusive content in admiralty stores.
      • PvP/PvE rewards are given in the end of battle based on battle kills and damage. If 10 people sink 1 ship rewards are split for 10 people based on damage, kills and assists.
      • Conquest rewards are given for victorious port battles for attackers or defenders and only if they inflicted damage on enemy ships or infrastructure (forts and towers).
    • Officers. Officers had one problem, they punished you if you played actively (and sank a lot). As a result officers were removed from the game and all perks have been moved to a player. You get 1 point per rank. Officers in their traditional sense might come back in the future.
    • Perk reset cost introduced – to reset your character perks you have to pay 50 PVE marks.
    • Pirate vs Pirate – outlaw battles. Pirates can now attack each other. The battle created by pirates vs pirates is always open and has FFA rules (free for all). You can sink anyone you see. Signalling perk does not work in the battle. Battle cannot be created in the capital protected waters. Outlaw battles do not give rewards.
    • Recently killed tracker added to game. Players who recently lost the battle (sank or surrendered) no longer give rewards for 1 hour. This solves a number of problems with pvp rewards farming
    • Ship paints can now be stored in clan warehouses.
    • Chain shot damage fall off from distance implemented and added to game.
    • Removal of current upgrade system and ship quality level. Tiered ship knowledge is implemented. (Details)
    • Repairs changed. Repairs now can be crafted and carried in the hold. You can use your fleet to carry more repairs. Cooldown is implemented on repairs. The number of how many times you can repair in battles depends on your hold size. You can capture repairs from enemies
    • Hold management in instances added, hold management for fleets is revamped. You can now use holds of your fleet in battles and capture hold from boarded/sinking enemies.
    • Bot routes and npc fleet composition significantly improved.
    • Guns are now sold in units and can be crafted.
    • Rookie zones removed. Rookie capitals are added back to respective regions. (Details)
    • Assign crew functionality in instances updated and somewhat improved.
    • Resource transport between free towns removed
    • Ship transport between outposts removed
    • Teleport to freetown removed.
    • Outpost to outpost transport is now only available between national towns.
    • Tow to capital replaced by tow to port – which sends you to the nearest deep water port – this is done to allow players living in distant areas from the capital to have unstuck that does not send them across the map (forcing them to sail back).
    • Certain changes are done for trading resources production limits. Expensive trading resources are no longer produced up to 25000 items providing infinite money making opportunities (e.g. textile machinery)
    • Shipyard is added back and is a required building for ship crafting
    • Lineships blueprints are now available in the admiralty. Lineships require permits to construct
    • Gifted perk removed
    • Ship blueprints no longer drop when crafting as there is no more RNG in crafting. Blueprints are immediately unlocked based on your crafting level or can be bought for marks from the admiralty.
    • Antigriefing is now based on curve – not on fixed number (old number 5x). The paramteter changes based on the amount of ships in the pull zone. If you want to attack a large organized fleet you will have to have a lot of ships too. Solo line ship can be attacked by a very small force.
    • Minimal crew thresholds for all vessels are now 70% of max ship crew (only checked in port) – you still can use under crewed ships in battles though. This requirements is not valid for trading vessels.
    • Hold load now affects speed and acceleration both in the Open world and in the battle instances. Cannons affect hold load as well. .
    • Contracts on cannons can be placed in stores.
    • Medkit was replaced by RUM. Surgeon now needs rum to fix sailors (or cut them). Medkit blueprint eliminated.
    • Battle result screen removed. Can stay up to 15 minutes inside the battle after it is over.
    • Player exiting battle spawns in the open world.
    • If you alt-f4 in battle you will be sent to the OW after battle
    • If you exit the battle and do nothing – normal disconnect mechanics will apply.
    • You can now loot hold from sinking ships if you are near the sinking enemy vessel.
    • NPC Ship capture on the PVP server
      • From now on All NPC ships cannot be captured on the PVP server. You can still take their hold and loot but you cannot switch to an NPC ship anymore.
      • PVE Server: NPC ships will be capturable on the PVE server with no restrictions.
      • PVP Server: On PVP server you will only be able to capture ships from players. Player fleet ships are considered pvp ships and can be captured
      • This fix also change closes final loopholes on pvp marks farming and provides guaranteed market to shipbuilders
    • Alliances tab disabled temporarily until alliance rework
    • Shipbuilding overhaul. Governors of regions announced a monopoly on all woods except for oak, fir and lignum. Imported resources (like teak) will only be available in the regions that imported them historically. Other woods will only be sold by NPC traders in the region. ( Details[forum.game-labs.net] )
      • New planking trims added to game. Redundant trims removed
      • New wood types added to game
    • Invisibility added when exiting battles under following conditions
      • Both Sides will receive 1 min invisibility on exit.
      • You cannot be attacked or attack during invisibility.
      • Invisibility persists even if you die and spawn in port (lets say Free town)
    • Cannons can now be stored in the warehouse
      Tunings:
          • Map zoom increased 2x in commander tablet
          • Port battle time increased to 105 mins
          • Accuracy and damage from land based guns increased by 15%
          • Points for kills increased by 50% in port battles instances
          • Attack circle timer (ow attack) reduced from 20 seconds to 15 seconds
          • If you sink in battle you will still be able to see the compass and wind indicator
          • Brace command is now a toggle
          • All contracts that are more than 15 days long are going to be automatically cancelled from now on.
          • All instances are now immediately closing when last player leaves the instance. A good % of instances were wasted for bot vs bot entertainment
          • Forts and towers were significantly buffed (large fort will destroy a ship in approximately 5 minutes under constant fire). We hope this feature will help players to vary their fleets a bit and bring mortar vessels to battles (who can destroy a fort in 10 mins. If this damage is too big we will lower it, but we were not really satisfied with the forts uselessness in battles).
          • Military NPCs now sometimes drop repairs as loot
          • Sugar added to many regions as resource – for rum production
          • Boarding preparation growth increased
          • Perk points are given to player faster – you will get 10 perk points 2x earlier.
          • Crew requirement lowered on 4lb,6lb and 12lb carronades
          • Tow to nearest deep water port do not check the hold weight any more
          • Redwood logs abandoned; blueprints using redwood now use lignum vitae.
          • Pine is merged with Fir and is now Fir from today. Pine logs abandoned, blueprints have changed
          • Fire damage is increased by 25%
          • Split function is improved
          • Bow figureheads rebalanced slightly (some bow figureheads might get abandoned though based on the historians feedback)
          • Fixed Rattlesnake figurehead bonuses bugs
          • Added a tooltip to cannon crafting blueprint
          • Port crew recruitment is now 68 per crew member. You will have to use rum at sea. 1 rum recovers 1 crew.
          • PVP content in the admiralty store rebalanced.
            • PVE server will have different prices and mark conversion options
          • Fleet and fort kills are properly counted to your fleet if you did the most damage
          • Added a button to sink a ship during cargo transfer interface (to receive kills and assists)
          • When instance ends all hulls with white flags left in instance are sank and give rewards to players who were supposed to receive kills for them
          • Recently killed flag is not given if you were sank by NPC
          • Certain tuning is done for Carpenter and Steel toolbox (bonuses reduced)
          • Repair cooldown increased from 10 mins to 15 mins (might get reverted back as we want to promote more aggressive combat)
          • Minimal crew requirement lowered on all traders
          • Victorious port battle defenders now properly receive conquest marks. To receive conquest marks you have to damage any enemy ship (any ship even one ship) above a certain threshold. Empty port battles will not give conquest marks. Conquest mark distribution. 3 for lineship ports, 2 for frigate ports, 1 for shallow ports.
          • It now takes some time to destroy stacks of resources in your cargo. This will allow privateers to get some cargo if they tag the trader in time. You can only destroy one stack in 25 seconds
          • Copper mine building removed, copper removed from all blueprints.
          • Ship blueprints updated and now require provisions. Ships in general became more expensive to make (especially higher level vessels)
          • Changed NPC production limits on certain resources
          • Port battles now properly allow PB battle points for recently killed captains (including pvp marks)
          • Wood planking splinter crew resistance now properly affects crew damage
          • Skillbooks tooltip now properly show if you know it or not
          • Fixed bugs appearing during redeeming of the Yacht
          • Recently killed status is not given if you surrender to fix the denial of marks exploit when players would surrender en masse before large battles to deny marks
          • Missions now only accept ships of the mission level and below. You can no longer do low level missions in 1st rates. This opens up more possibilities to create better and more challenging PVE content.
          • Nation change item added to the game. We will provide it for mass testing this week.
          • Free crew of 40 has returned the game to fix issues where a player can get stuck without money not allowing him to buy crew even for the basic cutter.
          • Fixed bug causing your knowledge level to work on a ship captured from you
          • Ship knowledge skills now work on your fleet ships
          • Food supplies added to certain regions allowing the construction of the Farm
          • Copper completely removed so you can now make war supplies and muskets without copper
          • Barrels blueprint updated
      Fixed bugs:
        • Fixed the bug that did not allow entering of missions as a group
        • Missions now should allow fleets of mission rank and bellow
        • Fixed bug that did not repair leaks during OW repair
        • Fixed pirate bot distribution in the pirate regions
        • Fixed the tooltip of the ship that now properly shows bonuses from trims and wood type
        • Fixed the bug causing all items to be bought in stacks of 1
        • Fixed the bug causing permits to drop when breaking up crafted vessels
        • Ship reverse speed bugs fixed
        • Trade window bug fixed (players lost their ships they traded via trade window)
        • Cargo duplication bug fixed
        • Fixed bug that did not allow to access hold for NPC ships in missions and events
        • Fixed bug that allowed to receive marks for basic cutter
        • Fixed bug that allowed your sank vessel to magically appear in the BRS screen
        • Fixed a memory leak with open combat information window.
        • Fixed UI bugs in ship to ship transfer
        • Bug causing blueprint drop during breakup removed
        • Fixed most bugs not giving rewards for sinking surrendered ships
        • Shipyard and workshop resource requirements bug fixed.
        • Several instance crashes bugs fixed
        • Fixed bug that did not allow you to craft even if you had a free slot in the port
        • Fix bug that shown the pve/pvp marks conversion rate for knees and furnishings
        • Fix bug that made captured derelict disappear if their owner exited the battle before assigning crew to them (to allow their capture for others who are still in instances)
        • Fix bug that allowed ships added to fleets without the perk in outlaw battles
        • Fixed several bugs with hold informational updates
        • Fixed bug that allowed bots to repair guns indefinitely
        • Fixed bug that increased deceleration on the Cutters
        • A lot of minor bugs fixed
      Next steps
      • Better PVE content (including some ai improvements)
      • UI rework and localization
      • Hostility improvements (including raids)

 


rf-2-logo

A lot has happened since our last roadmap update, with the release of the DX11 engine where we entered an “open beta” phase that saw frequent updates and a lot of feedback from our community. First of all, we would like to thank you all for that! We feel we are moving towards a stable release in a few more weeks, after which our focus will shift towards the completion of our new UI. We will also provide you with some updates soon on how to interact with the screen from plugin code in DX11.

On top of the significant code changes, we also decided to give our existing content an update. A lot of cars and tracks have already been released, with a few more still to come. Tiger Moth and the classic Belgium track are being finished as we speak for example. Some tracks are taking a bit longer as we need to fix a few of our older shaders.

Physics Updates

For our cars, we not only want to do updates to the graphics to make them look better under DX11 and DX9, but also update their physics. The biggest updates are related to our Contact Patch Model (CPM) which will give the F2 and Marussia F1 car new rubber. We are also looking at doing the same for the Civic and will probably do a few others.

Cars

In previous updates you’ve already seen some shots of the Radical in-game and we are currently working hard on completing the sound, physics and tyres for the car and get the package in the hands of our testers. Realistically we are looking at a release in June for this car.

In other news, we now go left with the USF2000 oval package upgrade. Recently we got our hands on some good hard data on the oval package run by the USF2000 series – the resulting upgrade package we’ve developed makes for a more challenging open wheel oval experience.  The added adjustments, being in line with the real world data add the proper baseline asymmetry needed, making the car better suited to the sustained wheel-to-wheel and ‘in the draft’ oval action. Additionally, the provided asymmetrical setup is a great starting point for those daunted by having to make an oval setup, it should be well balanced out of the box for a wide range of ovals – so don’t be afraid to just jump in start racing. You should see this update early next week.

Keep an eye out on our social media for a few other announcements on the car front!

Meet us in Zandvoort!

Over the weekend, we will be at the Jumbo Racing Days, driven by Max Verstappen, which is a spectacular event at Circuit Park Zandvoort. In a partnership with Red Bull, Fanatec, PlaySeat and Team Redline we have setup a large tent in the paddock area with a couple of rigs where you can test your skills against some of the Team Redline drivers on-site. We’ve heard that Max Verstappen will drop by himself to set a benchmark lap! He will of course also give a lot of demonstrations with his racing car on the real track throughout the whole weekend.

For us this is a great opportunity to share the first preview of our new Zandvoort track, which will be coming to rFactor 2. We’ve included a few early screenshots which show our progress with the track and we are very pleased that we can also announce that we’ve obtained an official license for it.

On that note we would like to wrap up this update and wish you a great month on behalf of the whole team here at Studio 397 and if you decide to go to Zandvoort we certainly hope to meet you there!

SOURCE


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At SCS Software, we always have several internal projects under way, big and small, in various stages of completion – from pure concept research to pre-production, to full-blown production. We try to keep things mostly under wraps until we gain enough confidence that a project is viable. It is always a great pleasure to finally make the announcement when we are ready to release something new!

Today, we are proud to bring you a new DLC for Euro Truck Simulator 2 – the Heavy Cargo Pack is here!

Along with this new pack, there is a lot of content which will be added into the base game as a FREE update for everyone. But first, let’s check out the new content in the DLC:

New Cargoes

Prepare yourself for 8 new heavy haul cargoes:

  • Asphalt Miller
  • Industrial Cable Reel
  • Concrete Beams
  • Crawl Dozer
  • Locomotive
  • Metal Centering
  • Mobile Crane
  • Transformer

New Trailers

The new DLC contains a pair of new high-tech trailers: Single Extendable Flatbed and Semi Lowloader with Drop Deck. These trailers come with steerable axles for safer navigation around tight bends.

https://store.steampowered.com/widget/531131/
The good news today don’t just stop here. We are also adding a lot of free content and a new feature into the base game!

New Truck Chassis Variants and Tuning

While working on the new heavy cargoes, we were inspired to take a look at special transport variants of truck tractors. The fan community has long been asking for 8×4 chassis options, and this is a great opportunity to finally introduce them into the game. We don’t have 8×4 chassis option available for all the trucks in the game at this moment, but we hope that you will be happy to find it available for Mercedes-Benz New Actros, Volvo FH 2012, and both Scania R and Streamline trucks.

The new chassis variants are a free part of today’s game update so you can try them out immediately even without buying the Heavy Cargo Pack DLC. For each new vehicle variant, we have also created a set of new paint jobs too, to make you feel real unique and anxious for the more difficult challenges. In addition, we have added several new truck tuning accessories into the game, such as wheel tuning parts.

 

Truck Analysis Screen

With the new heavy loads, you may find out that not all trucks are equally suitable for hauling them. There are technical as well as legal limitations and implications for transporting heavy cargo in the real word, and while Euro Truck Simulator 2 is only a game, we felt that the players should be aware of them. All manufacturers offer a wide range of options for the trucks, and the companies that buy them try their best to optimize the configuration to best suit their needs while making the purchase economical – both at the time of purchase and even more importantly while operating them.

The new Truck Analysis screen is our attempt to indicate the suitability of a particular truck configuration for various operational scenarios and conditions. This new feature works in the upgrade shop too, where it may help you configure your truck to best fit your goals and budget.

The Truck Analysis screen doesn’t impose any restrictions on your choice of vehicle, it is only there as a guide. But we think it may be a good idea to pay attention to the advice. You may make the screen disappear with a single click, but half an hour later, you may find yourself in real trouble trying to pass a difficult spot in the world, and upset that you have not made a wiser choice of the truck to pull the heavy cargo.

Well, do you have what it takes to answer the call of heavy duty? We bet you do!

SOURCE


TSW logo

Today we’ve made our fourth test build update for Train Sim World (Build #55) available for you to test. As we have for the previous test builds, please try this through the weekend, and if positive we’ll apply the patch to the main game early next week. We’d like to give a big thank you to all of you who have consistently and constructively offered your feedback and encouragement over the last few weeks.

Here are the items addressed in Build #55:

New Features
  • You are now able to change the opacity of the center ‘reticle’ dot using CTRL + 5 (0%, 50%, 100%).
Optimisation
  • This build contains a number of general optimisation improvements.
  • Optimised concurrency settings to engine audio.
  • Optimised concurrency of audio tracks being played because of running sounds.
Load/Save Issues
  • Fixed an issue where a red stop signal refuses to change on save and reload.
  • Fixed an issue where restarting a scenario after save and reload causes signal priority to fail.
  • Fixed an issue that would cause the distance walked and driven to be reset on save and reload.
  • Fixed an issue where objectives would disappear on save-reload while in Service Mode.
  • Fixed an issue where saving a game while in the turntable cabin might result in player going through the roof on reload.
  • Fixed an issue that would cause the Dispatcher Core to fail on reloading a saved game.
  • Fixed an issue that would cause the player to be moved to inappropriate areas when saving near to the rear of a train consist whilst moving forward.
  • Fixed an issue that would render the turntable unusable when saving a game.
  • Fixed an issue where saving while in the turntable cabin causes player to spawn outside when reloading.
  • Fixed an issue where the character position changes on reload using the turntable.
  • Fixed an issue when saving and reloading, the refuelling hose and other objects disappear completely.
  • Fixed an issue where reloading while refuelling causes the hose to revert back to its stand.
  • Fixed an issue where the state of the CutOut switch is not correctly reinstated when loading from a save game.
Rail Vehicles
  • Several general improvements to the braking System.
  • Fixed the chain animation on the SD40-2 so that it now animates in sync with the brake cylinder.
  • The End of Train Device now flashes correctly.
  • Fixed the issue that prevented the AC4400CW from being shut down using the emergency cut-off switch.
Gameplay
  • Adjusted speed limits on two troublesome signals at Sand Patch Summit to resolve a number of speed limit related issues in scenarios.
  • The Center dot ‘reticle’ no longer reverts when using the map.
  • Addressed the final objectives in Cumberland Charge to improve the flow of the scenario.
  • Fixed the broken consist in Ice and Snow.
  • The Voice Over should now pause when the game is paused.
Audio
  • Track joint audio has been improved with additional mixing/filtering as per customer feedback.
  • Dynamic Brake audio has been improved with additional mixing/filtering as per customer feedback.
  • Compressor Pressure Relief Valve audio added to the AC4400CW as per customer feedback.
  • Fixed the road vehicle audio that would continue consuming system resources despite being out of range.
Known Issues
  • There may still be some Save/Load Issues present. We are continuing our work in this area and would greatly appreciate additional feedback from you on this.
  • There may still be some issues present with vehicle airbrake systems.

The Train Sim World update is available for you to test on Steam. To subscribe to the Update 4 Test Build, follow these instructions:

Subscribing to Test Builds
  1. Load Steam and navigate to your Game Library.
  2. Right-click on Train Sim World: CSX Heavy Haul and select Properties.
  3. Select the Betas Tab and from the drop-down box, select u4tb from the list.
  4. Click Close and Steam will automatically begin to download the update.

It’s important that you share your feedback with us, you can do this below on the Steam forums or by submitting tickets to our Support Team.

The Train Sim World Update 4 Test Build will be approximately 465 MB in size


X-Plane 11 logo xp11

X-Plane 11.01 is a bug-fix patch and minor update to X-Plane 11.00. Linux users can use this version with the DVD as their DRM. Key fixes were made to the lighting model, the FMS for plugin use, and the default aircraft. 


Release Candidate 2

Bug fixes:

  • XPD-7942 Can’t pop out GPS when paused.
  • XPD-7965 X-Plane 11.01 Cockpit Flashing Problem.
  • XPD-7985 Crash on startup with FMS prefs.

Release Candidate 1

This version various plug in crashes.

Bug fixes:

  • Fix for long device names overrunning the device selection dropdown.
  • XPD-6075 Fix for starting airplanes at helipads & sealanes.
  • XPD-7653 Fix for map being deleted when you hit the red close button.
  • XPD-7894 Added Italian, Japanese, French & German translations for missions & hint messages.
  • XPD-7901 Gideslope cross section drawn incorrectly.
  • XPD-7933 Restored the ability to configure joysticks in “quick flight mode” (before your first flight).
  • XPD-7938 Buffer overrun with call to XPLMGetNavAidInfo fixed.
  • XPD-7939 Custom lights flash when they should be steady on.
  • XPD-7945 Updated .joy files to use new “virtual” hat switches.
  • XPD-7953 Fix for weather always defaulting to broken clouds if you didn’t explicitly change it on first load.
  • XPD-7956 Added FltPlan Go to the list of supported iOS apps in the networking screen.
  • XPD-7960 Plane Maker & Airfoil Maker now ask if you want to save your work before closing in response to hitting the window’s close button.
  • XPD-7971 Fixes crash in plane-maker when gen_rotary is added.
  • XPD-7972, XPD-7975, XPD-7957 Fixing beacon, strobe, landing and taxi light bugs.

Beta 1

This version normalizes sRGB use across the entire app. A few notes:

  • sRGB is only on during plugins, the 2-d panel, and buttons background drawing (to get the alpha levels right).
  • Prop discs are now changed from wrong to right gamma blending – this is a breaking change for artists.

Bug Fixes:

  • Use the fog model to make interior views not look WAY brighter than the outside world at dusk.
  • Introduced PBR to deferred spill lights & fixed fog culling bugs on billboards.
  • Always set GNS unit into ENR or TERM navigation when the flight plan is manipulated through the XPLMNavigation API. This ensures the unit is not stuck in approach mode, possibly following a completely different flight plan that can neither be seen nor manipulated by the XPLM API.
  • Treat IAF with holdings just like IAFs with procedure turns.
  • Plane Maker provides all six e-sys buses to all instrument types.
  • Removed data refs for legacy ground plane interaction, two sided fuselage and cockpit disable.
  • Allowed array access to byte-array datarefs.
  • Fixed issues regarding absolute magnetic bearing and relative bearing to GPS targets.
  • XPD-6106 Improvements to auto-selection of airport search results.
  • XPD-6618 Added UI support for grouping sets of 4 buttons into a virtual hat switch.
  • XPD-7430 Fixed power lines not fogging and wrong fog behind control tower.
  • XPD-7799 Weather is no longer regenerated (and METARs no longer re-downloaded) unless you actually make a weather change.
  • XPD-7850 Fixed crash when selecting LGML approach.
  • XPD-7863 Fix for up-scaled UI not getting mouse cursor adjustments
  • XPD-7866 Fixes to log book saving and loading.
  • XPD-7873 Weapons load-out reverts after mid-flight change.
  • XPD-7886 You can now select a refueling mission when flying a plane with a refueling port in the latest file format.
  • XPD-7889 Replay controls should be hidden when making screenshot.
  • XPD-7890 We now give you a confirmation dialog when you ask for a runway start or final approach.
  • XPD-7898 Fix for crash duplicating instrument in Plane Maker.
  • XPD-7899 Fix for allowing the user to click the “Add AI Aircraft” button 20 times, when they can only have 19 AI planes.
  • XPD-7925 XPLMSetFMSEntryInfo crashing on some airports.
  • XSG-2758 We assume ET and ED are the same ICAO geographic region.

SOURCE


FSW logo

ABOUT THIS GAME

Flight Sim World is a flight simulation platform developed by Dovetail Games. Based on benchmark technology, FSW includes the whole world as well as several single and twin propeller aircraft to get you started.

The aircraft in Flight Sim World have been created using the latest modelling and rendering technologies resulting in stunning realism and detail. Every switch and gauge in the cockpits are clickable, while a range of animations really brings the experience to life.

Not only do the core aircraft look amazing, but they also react to their environment realistically. A combination of atmospheric effects and advanced mechanics result in a remarkably unique flight experience.

If creating content is your passion, we have included the Pro Mission Editor, which is a comprehensive tool that allows you to create your own missions.

Free Flight: The whole world is yours to explore in Free Flight mode!
Multiplayer (Alpha): Fly with your friends on Steam! Please note Multiplayer is still in its Alpha stage, so you may experience bugs.
Lessons & Missions: Learn the basics with our LAPL and PPL based lessons, and then test your skills with a series of missions.

  • Integration of Accu-Feel™ technology
  • Fleet of highly detailed GA aircraft
  • Easy to use flight planner
  • Realistic flight model
  • Integrated Orbx FTX Global textures
  • Lessons and missions to test your skills
  • Pilot profile to keep track of your flight hours
  • Pro Mission Editor

Early Access

Please note that Flight Sim World is currently in Early Access. This means that the sim is not feature-complete and you may encounter bugs. We will be working diligently with the community to resolve issues throughout the Early Access period, so if you see anything that doesn’t look right, please let us know in the Steam Forum or our FSW Forums

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Early Access on STEAM



“Our big DX11 beta release later today featuring VR, hope you guys enjoy it! Now here’s a little preview to keep you going”