Posts Tagged ‘Sim Racing’


It’s been a while since we last updated our build and in the mean time we’ve been working on quite a few bugs and improvements to the code base, so we felt it was time to share these in a fresh update. A full overview of all changes can be found below.

Old UI (opt-out)

  • Client build ID: 5504070
  • Dedicated server build ID: 5504080

New UI (public_beta)

  • Client build ID: 5503999

User Interface

  • Added key binding for hide cursor. This is useful when running the in-game overlays and doing a broadcast to a capture card that insists on showing your cursor otherwise.
  • All replay controls can now be custom assigned in the controller tab. By default all replay controls are mapped to the same defaults unless re-assigned.
  • Added first time start up wizard. For now only has name and nickname fields. This will be extended.
  • Added player area in the main UI. For now only has name and nickname fields.
  • In showroom we now check for upgrades on page load and do not show info if there aren’t any.
  • Disabled select button in list layout for category items. When switching from grid or thumbnail layout to the list layout, and having a “category” item selected, the select button would be available and would glitch things when clicked.
  • Clear car configuration info when viewing a “category” item.
  • Updated the pop-up layout and styling.
  • Renamed event screen “Drive” button to “Passenger” when in multiplayer spectator mode.
  • Made transitioning to packages area page smoother:
    • Get packages after the page has loaded to avoid blocking.
    • Show a pop-up message while getting packages.
    • Use a dark grey background during switching to the page.
  • Enabled a chat message for single player admin commands.
  • Fixed a game crash when switching sessions.
  • Fix accessing garage data properties if data is not available.
  • All controller profiles are updated. This fixes various issues when using ‘Detect’ on first time hardware setup.
  • We have new controller profiles for:
    • Simucube 2 Sport;
    • Simucube 2 Pro;
    • Simucube 2 Ultimate;
    • Logitech G923 PlayStation 4 and PC;
    • Logitech G923 XBox One and PC;
    • VRS OSW;
    • XBOX One Controller For Windows.
  • Added “PlayerFileOverrides” to various profiles to ensure proper driver aids are enabled/disabled on first time wheel detect.
  • Added use thread “true” for all profiles.
  • Ensured that the “920 workaround” is set to “false” on all non-Logitech profiles.
  • Fixed profile naming and removed redundant profiles.
  • Fixed stuck ‘look left’ on TS-XW profile.
  • Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
  • Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
  • Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
  • Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
  • Added correct max torque to Fanatec CSW v1, v2, V2.5 and Direct Drive profiles.

Modding Support

  • Published a ton of new information about modding for rFactor 2 on the documentation website.
  • Large update to modding documentation, will full documentation on PBR material system, dedicated Development Tools section and more.
  • First official release of 3ds Max 2021 Plugins.
  • First official release of Material Editor.
  • First official release of Maps Converter Tool.
  • Added Loch Drummond (PBR Track) to ModDev.
  • Added ability to disable auto albedo correction on pre PBR shaders.
  • Added ability to choose cube Fresnel default settings on pre PBR car body shader.
  • Corrected Deformable Tire shader naming in Max Plugins.
  • Exposed Atmospherics section in Wet file to configure Haze and other settings..
  • Updated ModDev to use main game HUD.
  • Added ability to save preset positions in the Scene Viewer.

Graphics

  • Added new pit exit marshal textures, thanks to Alessandro Micali!
  • Small refactor of glare settings in PostFX
  • Many other minor tweaks to various shaders and settings.

Multiplayer

  • Significantly improved logging for multiplayer sessions.
  • Fixed race conditions in our low level socket node list.
  • Increased the size of an internal array to accommodate all possible cars in a session.
  • Fixed an issue where not just the server would send out node reordering messages.
  • Changed some very “spammy” log messages.
  • Fixed several crashes where some code would reference invalid data.
  • Added descriptive names to all threads.
  • Improved the handling of an application crash to ensure logs get flushed.

Broadcast Overlays

  • Made qualifying box sector colors correspond to best lap sectors instead of absolute best sectors.
  • Added fallback for drivers with no last name set.
  • Added drop-down in control panel to select overlay configuration.
  • Made replay transition follow the configured series color.
  • Added an option to show more data in tower field 4 (gap to next, number of pit stops).
  • Added an option to automatically enable race update box when timing box is enabled.
  • Fixed pit timer getting stuck after leaving pit lane.
  • Fixed displaying of gaps to leader/fastest lap time in tower and banner.
  • Extended field 2 data with manufacturer and team logo.
  • Added turning lap time green or purple in the qualifying box after the lap.
  • Added option to minimize boxes in the control panel.
  • Fixed starting order not working with multiple events.
  • Fixed replay jumping to wrong time.
  • Cleaned up the CSS to make it easier to make changes in the custom.css.
  • Added a replay marker button to mark replay events.
  • Updated team name and car number to use the entries from the .VEH file.
  • Added mixed/overall standings option.
  • Added an option to toggle between driver name, team name and description.
  • Made b-roll a standalone element.
  • Added option to condense tower by hiding field 2 or 3.
  • Fixed schedule slide date comparing.
  • Added an option to start the overlay in multi-class or single-class mode.
  • Updated banner behavior based on the selected car class (or mixed/multi-class mode).
  • Rearranged control panel.
  • Known issue: tower animation flickers when swapping pages.

https://store.steampowered.com/itemstore/365960/detail/46/





Check out the teaser trailer for our new racing simulator – Automobilista 2, scheduled for release in December 2019!

Automobilista 2 is the culmination of a project developed over the course of nearly a decade. At its core, it is a comprehensive simulation of the brazilian motorsports scene, featuring all major brazilian racing series, race tracks and manufacturers.

Automobilista 2 will also celebrate Brazilian motorsports heritage by featuring some of the country´s most iconic heroes and achievements through its rich history in the sport.

Packing an even larger roster of diverse cars and tracks than its predecessor, Automobilista 2 will venture further into the best of international motorsports, including prestigious brands such as Mclaren and BMW along with iconic venues such as Brands Hatch and Imola, at the same time continuing to explore the more exotic and exciting forms of motorsports from around the world.

Boosted by a new technical partnership with the developers of the award-winning Project CARS series, Automobilista 2 is built on the MADNESS engine, providing incredible graphical quality, the most advanced dynamic weather and track condition systems in a racing simulator and superior VR support, to deliver a substantial realism upgrade and a fully immersive visual experience.

With Automobilista 2 we aim to combine the strengths that made its predecessor unique with major evolutions in all areas. The sim will offer some exclusive features for both single player and multiplayer, which we look forward to sharing over the remaining months of development!

Automobilista 2



BSE logo

Directly From Motorcycle Physics and Dynamics Text Books

The roots of BSE have been intertwined from the very beginning with the most important academic papers regarding motorcycle dynamics (eg. V. Cossalter). We worked really hard to understand the physics regarding motorcycles to be able to replicate it as accurately as possible in this project. This is not pulled out of the air: everything is validated by industrial simulation formulas, such as Magic Formula by Pacjecka, which we used as foundation to create our tire physical model. Our intention was to build a game that could give an experience as faithful to real life as it can be.

Realism but with fun!

We are fully committed to creating a game that could offer the maximum realism available, but that could also be enjoyed with a simple Joypad and without frustration. BSE surely isn’t an Arcade game, which means that you will make some mistakes. A late braking, a wobble, an unwanted wheelie, one too much skid will ruin your lap. Thanks to a learning curve within anyone’s’ reach, the more you will race the more you will learn your limits and become a better rider with each lap. We surely want BSE to be the peak of the simulative experience, but also something to have lots of fun with!

Tire dynamics wear

Tires have a dynamic wear, that are physically simulated through the patch of contact of the rubber on the asphalt. Through the track conditions and your riding style you can determine the tire performance.

High quality tracks an bikes models

Our all tracks are reproductions of real circuits, made with the closest fidelity and high visual impact, thanks to the High Definition Render Pipeline. Even our bikes are reproductions of real motorcycles, made taking into account all the real sizes: tires, suspensions, forks, steer, wheelbase, all data are all faithfully reported in the simulation.

Not only big wheels

In BSE we don’t want to only simulate standard bikes, but we love to explore other growing branches, such as the one of the small wheels. We have been supported by a leading brand in the field such as Ohvale, which makes us feel extremely lucky. The Gp-0 is nowadays used as an official motorcycle to train a lot of professional riders, and we are happy to have it in official capacity in our game. The small wheels will allow us to move the challenge to kart tracks and therefore open a whole new prospective over motorcycle simulation.

Dynamic damage

Bikes have dynamic damage: they will respond to the entity of the impact and they will influence the performance of the motorcycle

Site www.bikesimxp.com

 



AMS logo

Automobilista v1.4.5 is released – includes new free content as the Stock Car 2017 season & Curvelo race track are now included!

Below is the Changelog for v1.4.32 -> v1.4.5:

CONTENT

  • Added Curvelo circuit (“A” & “B” layouts)
  • Added Stock Car Brasil 2017 series

UPDATES & FIXES

  • Revised AI overtaking risk calculations – AI now constantly looks for a way past a slower car ahead (no longer backs off overtakes) *
  • Revised & Expanded Push-to-Pass functionality, simulating Stock Car 2017 season (including windshield lights indicating activation / availability)
  • AI now also uses P2P to overtake / defend from opponents
  • Added new car-specific AI risk calculation parameters for overtaking – AI now factors corner radius ahead to decide whether to try switch lines to overtake
  • Added new AI function to prevent AI car from trying to rejoin the track after a spin until there is no oncoming traffic
  • AI now affected by grass / gravel grip levels & dirt on tires (it will lift a bit until tires are clean again)
  • Added new controller damping sliders & presets for better keyboard & gamepad control **
  • Moved camera settings to DISPLAY UI screen, & added a “Lock to Horizon” slider (where 0% is pre-v1.4 setting, and 100% is latest setting)
  • Added Garage UI warning message for series in which race refuelling is not allowed, & disabled HUD pit menu fuel adjustment for those series ***
  • Several minor UI fixes & adjustments
  • Adjusted audio occlusion, low pass & wind filters
  • Adjusted AI drafting, slip reaction, aggression levels
  • Changed default cockpit FOV from 50 to 45 degrees
  • Adjusted traction control functionality (as a driving aid)
  • Added PLR file setting to disable track scoreboards (known to cause some issues in live streaming)
  • Track state regression between sessions & overnight reduced from 2% & 10% respectively to 1% & 5%
  • Corrected excessive fuel consumption in Caterhams, MCR, Marcas, Lancers
  • Updated sunrise/sunset lighting values for all tracks
  • Updated Cadwell, Brands, Imola, VIR, Curitiba. Cascavel, Kansai, Velocittá, Taruma, Goiania, Spielberg, Santa Cruz, Guaporé, Londrina, Interlagos terrain & road textures to latest quality standard
  • Minor road & curb updates at Curitiba, Tarumã, Goiania, Santa Cruz, Londrina, Interlagos to match their 2017 layouts
  • Fixed F-Ultimate tire options for Interlagos, Kansai
  • Karts: Fixed handling-breaking suspension bug from last hotfix
  • MCR: Fixed RPM LEDs not working in left-hand driver side
  • Camaro: Added 2017 Stock Car Safety Car skin

* For this build Medium aggression is generally recommended for best AI racing; higher settings may be suitable for tin tops in which more bumping & rubbing is acceptable; Low aggression disables all new risk bypassing functions and effectively reverts to their pre v1.4.5 behavior with regards to overtaking.

** Users of digital inputs should review their settings for steering, throttle and brake rates.

*** All cars / tracks still allows race refuelling for all classes, so users looking to get around series refuelling rules should use that for both single & multiplayer races (be advised that AI fuel strategy for longer races may not be ideal).

Important note for Logitech G29 / G920 users: Support for auto rotation is still on a dedicated Beta Branch labeled v1.4.5_G29. Further instructions as to how to switch to a beta branch here.

GENERAL NOTES:

If you have an online race tonight, you may stick to or revert to the previous v1.4.32 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.

.


KRP logo

http://store.steampowered.com/app/415600/Kart_Racing_Pro/

ABOUT THIS GAME

Kart Racing Pro is a realistic karting simulator.
The aim is to create a software useful as a training tool for real drivers, based on a scratch built physics engine that accurately simulates kart dynamics and setup options.
As such a steering wheel is strongly recommended, although keyboard, joysticks and gamepads are fully supported.

Kart Racing Pro also allows to host and join online races, with an integrated matchmaking server. During events data is collected, to provide statistics for drivers’ comparison.

More features:

  • automotive industry-standard tyre model
  • chassis flex simulation
  • dynamic track surface groove buildup
  • wet track simulation and dynamic drying
  • dynamic marbles generation
  • tyres pickup of marbles, grass and dirt, affecting grip
  • user-selectable driver gestures
  • output of CSV files with telemetry data to analyze driving sessions
  • a plugins interface allows external programs to receive realtime data from the simulated kart
  • LAN and online racing. Dedicated server available
  • support of custom paint schemes for kart, helmet and suit
  • full modding is possible: advanced users can build new tracks, karts, engines, helmets, … and integrate them with the provided tools
  • Oculus Rift and HTC Vive ( SteamVR ) support
  • FreeTrack support
  • TrackIR support
  • EDTracker support


AMS logo

the changelog:

  • Added Hockenheim RX layout (not compatible with DynHUD at the moment)
  • Integrated initial batch of Steam Achievements (more info & related discussions here)
  • Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
  • Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
  • Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
  • Added AIRaceCompoundSwitch parameter to series files – if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
  • Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
  • DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
  • Replaced tacho texture in native HUD
  • Revised & expanded default championship calendars for several series
  • Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
  • Fine tuned drag effects for each car, correcting some previous exaggerated values
  • Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
  • Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
  • Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
  • Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
  • Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
  • Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
  • Changed AI strategy for fixing damage in pits – now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
  • Further fine tuning of fuel consumption & estimates for several cars
  • Reduced AI performance variation in Supertruck layouts
  • Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
  • Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
  • Hockenheim: Disabled Safety Car for 77 & 88 layouts
  • Karts: Adjusted POV to avoid clipping with driver model
  • Caterham: Fixed missing driver arms in external view for 360R models
  • Montana: Fixes to pitgroups & talent files
  • Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
  • LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
  • F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
  • F-Truck: Updated driver suits & Gloves
  • F-V10: Updated driver suits & Gloves
  • F-V12: fixed sound going mute between 4-5k RPM
  • Ultima: Fixed graphics glitch in headlights from external cameras
  • Superkart: corrected moving arms lodout distance
  • F3: fixed steering wheels LODs of F301
  • MCR: fixed rpm lights and LCD glass
  • Marcas: Added missing talent files; Reduced AI skill range for more consistent performance

* AI will now qualify on softest compound available in all default tracks;
** In case of modern Formula series in default tracks, AI will start on softest compound available and switch to the next in range in a tire stop

Further info regarding above changes: for ex. F-Ultimate @ Montreal, AI will now qualify and start race in UltraSoft compound; since series has AIRaceCompoundSwitch=1, AI will then switch to SuperSoft if / when it stops for tires as per 2017 compound options & strategy; If it´s a F-Extreme race @ Montreal, AI will start on SuperSoft and switch to Softs as per 2015 compound options & strategy. If it´s tracks with no compound restrictions, AI will always run the softest compound and switch to the next up in tire stop. F-Classic will qualify on qualifying tires but will always race on C race compound; if it does a tire stop it will just switch to a new C set.

Series that don´t have multiple tire compounds and / or don´t feature in the track GDB will continue using the default compound as before. Mod tracks should be updated to use this latest syntax in order to feature compound restrictions.

Important note for Logitech G29 / G920 users

Support for auto rotation has been initially implemented on a dedicated Beta Branch labeled v1.4.3_G29. Further instructions as to how to switch to a beta branch here: http://forum.reizastudios.com/threads/how-to-select-a-previous-version-branch-for-ams-on-steam.1269/

For the next release we expect to have it fully integrated into the main branch.

GENERAL NOTES

If you have an online race tonight, you may stick to or revert to the previous v1.4.05 by selecting that branch from the Steam Beta tab.

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 If you need further assistance please post it in the troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).

Last but not least: AMS Base, Season Pass & individual DLCs are all on the Steam Summer sale with great discounts – if you´re missing anything make sure to check them out!



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.


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


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