Posts Tagged ‘Sim Racing’


New build day!

Great news, today we are delighted to release a new build update to the public branch of rFactor 2 – packed with a veritable feast of new and exciting improvements to the software that we can’t wait for you to try for yourselves!

If you are not a part of any existing beta program within rFactor 2, the new public build will download automatically the next time you restart your Steam client. This new build will be formed from recent improvements developed by the code team and the content of our current Release Candidate that we have been running for the last few weeks. For those of you who have been enjoying the current Release Candidate, thank you once again for your time reporting any issues that may have cropped up ahead of this public release – I’m sure you’ll agree we’ve had a pretty good run with this new build, and we hope you share our enthusiasm to get all these new updates finally out into the public domain for everyone to enjoy.

As this new update is quite frankly a pretty large one, we’ve taken the decision to delay our next RC build for a little while longer, so while the public ‘Opt-Out’ is now available, no new Release Candidate is scheduled for the next few weeks – fear not though, we are continuing to work on the next RC, so stay tuned for more information on that in a short while.

Linked Sessions
As part of this new build, we are delighted to introduce a feature that we think will prove to be very valuable for our sim racing community, and one that we are extremely excited to get out into the public – Linked Sessions!

Throughout the ongoing development of our rFactor 2 Competition System, we have always held the desire to run various different types of racing styles and formats, with an aim to produce an experience that our drivers find both interesting and easy to engage with for extended periods of time. As we’ve undertaken quite a substantial task to develop the Competition System from scratch alongside the new UI, while maintaining and tweaking the core code to ensure it remains robust even in the more extreme situations, we’ve had to take pragmatic decisions on the timings of future feature improvements, both in terms of our capacity here at the studio and also as we gather the data and feedback from the community we need in order to make effective development decisions.

One of the biggest things we planned on introducing to the CS during this first phase of development is Linked Session functionality, of which a first pass has been brought into the system as part of the build released today.

What are ‘Linked Sessions’?
Simply put, the aim of a linked session is to allow the player to remain within the same server and engage in multiple sessions without having to leave and re-enter / re-register, as is the case at present. So in reality, what this means is that from now on it will be possible for example to join a qualification session, then move straight into a race, into another race, another qualifying, race etc etc without having to exit at any point in the process.

Although the convenience factor of this new feature is one of the key benefits from adding linked sessions, especially for those who want to experience prolonged multiplayer engagement in one sitting, the new code also opens up some incredibly interesting opportunities for us to have a look at different grid sorting options within the Competition System. With Linked Sessions, we can now explore the possibility of introducing reverse grids of different types – examples of which could be a top 10 reverse in one session, top 3 in another or full reverse grid – and any other variation of our choosing.

Additionally, we also now have the opportunity to incorporate different weather and time of day variations into a Linked Session, so in theory a player could qualify with an in-game time from say, 10am, race at in-game 1pm and in-game 4pm and then straight into a nighttime event. All within the same session, all immediately following on from one another.

Another benefit to this new feature is that we can now carry Real Road settings from one session to the next, helping us fully recreate a progressive format where weather and track conditions continue evolving from one session to the next.

All in all, we think this opens up some very exciting possibilities for how players engage with the Competition System races, and of course we will continue to monitor and refine this new feature set over the coming weeks and months, as we work to ensure everything is behaving as expected, and to add further feature improvements as development progresses.

Build Update Notes
Steam Build IDs

Client 7070526
Dedicated 7070530

General

  • rFactor 2 Build Bumped to 1125
  • Added MetallicNoise.dds to Vehicle Common Maps so that it does not need to be packed with each car
  • Updated Flag Stations so they will not assign to the Pit Path.
  • Updated parsing of Flag Station Instances (cornerworkers, safetyworkers, digitalflags) so all instances are parsed and do not require any specific naming order.
  • Added auto grouping of flag stations to the same point on track. Note: It is now recommended to only place Safetyworkers next to Cornerworkers or Digital flags to ensure a flag is waved or shown correctly.
  • Made the distance to group flag stations together configurable (GDB: FlagStationGroupDist=30)
  • Updated Yellow Flag and Blue flag logic to work correctly with flag station grouping
  • Made the distance before and after an incident at which a yellow flag is waved configurable (GDB: FlagStationIncidentMinDist=20, FlagStationIncidentMaxDist=250)
  • Fixed digital flags all flashing checkered the second a car finishes the race. Instead they now follow the logic of other flags and only flash progressively around the track as cars finish.
  • Enabled chat command “/callvote nextsession” on a dedicated server to advance to next session.
  • Removed Hide Cursor default assignment to “delete” key from controller settings. Note this does not affect existing profiles.
  • Fixed cars showing up with the team name missing when using a custom team in multiplayer via the new UI
  • Synced min/max ranges for options in the backend (playerbasefile) with the new UI’s default (JNIOptions)
  • Added ability to specify slot using steam id for some chat commands
  • Save steam id when a driver disconnects from a session
  • Steam

Id is saved when somebody disconnects, so it appears in the result xml

Graphics

  • Reviewed & updated all Cloud Textures
  • Improved Lighting Calculations on Clouds and Atmospherics
  • Fine-tuned and optimized rain particles (50% less particles now)
  • Improved ModDev options with ability to force a specific cloud texture as well as set cloud cover at any point.
  • Ensured that cloud textures are never loaded ad hoc, which would previously cause some stuttering online or in replays.
  • Fixes for various issues that were present when the cloud update was previously released.
  • Fixed an issue when saving PNG screenshots via the built-in game function where alpha information seems to get saved around the glows and glares, for example around the sun.
  • Fixed an issue where Sunglare at dawn or dusk on ultra-wide or triple screens would be undriveable.
  • SSR – screen space reflection implementation for wet road reflection
  • Reduced Sky Exposure and rebalanced auto exposure for these changes
  • Fixed issues with Night Time under-exposing.
  • Enabled Auto Exposure adjustments whilst game is paused
  • Slightly reduced TV Camera low-sun exposure levels
  • Faster Exposure Adjustment on TV Cameras to reduce the noticeable fade when changing camera
  • Fixed Differences in ToneMapper and Exposure in Showrooms vs In-Game
  • Added Missing Ambient and Static Mappers to Default Showroom
  • Fixed an issue where Static Mappers would not update after a game session time change
  • Fixed some road objects not having wet weather reflections
  • Improved Puddle Normal Maps
  • Fixed some issues with how reflections work at the side of the screen.
  • Improved blur and general tweaks to level of road reflections
  • Fixe

d some car parts not reflecting (including enabling reflections on car headlights)

UI

  • Load server lists (Internet, LAN, Favorites, Friends) asynchronously
  • Added extra UI options for setting up steering wheel rotation settings (Rotation limit mode, max wheel angle mode, default max wheel angle).
  • Ensured that appropriate settings are enabled/disabled with the right options.
  • Readjusted Controller Calibrate layout so that all items fit without scroll bar
  • Fixed Point to Point tracks wrongly closing loop
  • Fixed unnecessary scroll bar on Display Options Screen
  • Made it possible to sort the packages list by the installed column. Also made it possible to sort the multiplayer list by version while refactoring the table component config a bit.
  • Fixed standings table alignment where long class names would cause problems.
  • Replaced underscores in car class name with spaces and allow it to wrap to second if needed.
  • Fixed bottom shadow sometimes being positioned wrongly in the lap history pop-up.
  • Fixed an issue when losing a connection to the dedicated server that the network connection error dialogue would only show up when leaving a subsequent single player session.
  • Added spectators to player list when in race monitor, and allow kicking/banning of them via the same process as kicking/banning an active player
  • Updated event full-screen so only data that is needed for the elements being visible is fetched and updated.
  • Fetch live standings in event screen with WebSocket instead of polling.
  • Show total race time for race winner and the final gaps to winner for other drivers as they finish the race.
  • Added start-up Wizard to assign basics controls at startup
  • Fixed server join button not working if you clicked it on the outside of the “join” text.
  • Fixed upgrade description not being visible with a long list of upgrades on the tuning screen.
  • Fixed shadow positioning in packages table with only a few packages showing
  • Fixed series list being empty if there were two series with the same name
  • Added checkbox option to remember the password for a server.
  • Your last selected server list type (Internet, LAN, Favorites, Friends) is now remembered on the multiplayer matchmaker screen.
  • Removed useless scrollbar on options calibrate page when in an event.
  • Added UI setting for toggling FFB strength direction between negative and positive.
  • Added track type and length to track loading screen.
  • Added disabling of “next session” button in single player admin controls when there is no next session.
  • Made list layout the default layout on all pages that use it.
  • Made changes to reduce time the light grey screen is shown, for example when leaving an event and returning to the main menu.
  • Fixed the current selection (series, car, track) sometimes not loading in the main menu start and race screens.
  • Made sky setting also affect the rain chance setting.
  • Added s

howing raw range (min, max) for control axes on the options calibrate page.

Live stream overlay

  • Class colors on text no longer working: No code changes; text color needs to specified with a “color” field in the custom overlay config.json along with the previous “backgroundColor” field.
  • Added RPM, speed, gear and pedal inputs to the driver info overlay.
  • Added error checking for endpoints failing when overlays folder does not exist.
  • Added driver name options drop down to overlay control panel and updated overlay elements to use it.
  • Added DRS active classes to battle box, extended battle box and tower overlay elements.
  • Added DRS active text to battle box element.
  • Fixed color swipe animation being positioned slightly wrong on some overlay elements.
  • Fixed in-game panel toggling not always working.
  • Fixed overlay not working at all if the configured overlay folder does not exist.
  • Added prev/next buttons for season standings and in-race season standings elements.
  • Added background color to control panel table rows when showing multiple car classes. The color is fade

d from the one defined in config.json for that class.

Modding

  • Added a content error if a Cube Map is wrongly assigned.
  • Added New AI Editor Methods for updating Cut Corridors including Finding, Normalizing, Setting to Corridor values, Setting to Collision Corridor values as well as setting if adjusting Corridors effects Cut Corridors.
  • Added specific functions for Normalizing Corridors and Normalizing Collision Corridors.
  • Fixed RealRoad errors loading Loch Drummond in ModDev
  • IBL Road Shader: Made configurable the effects of the blue channel of a Road Detail Map. Now can enable/disable masking of the overlay function and the decal map.
  • Added the ability to constrain a Camera to the Pitlane or the Main Track.
  • Enabl

e Trace logging by default in ModDev

The new build is available now and should download automatically the next time you restart your Steam client. The next Release Candidate build update is still under development within the Studio 397 code team – no new RC build will be deployed alongside this latest Opt-Out branch, however more information on what to expect as part of the new RC will be shared on the Studio 397 social media channels and website in the weeks ahead.

For now, enjoy the new build, and we will see you out on the track!


Welcome to another major update for BeamNG.drive — version 0.23 is here!

Expect to see a slew of upgrades throughout the game, as well as some brand new content and features. The new additions include a completely remastered Gridmap, the introduction of a new vehicle, some major changes to the render engine, and more.

Let’s kick things off with the revamped Gridmap!

Gridmap Revamp
A little while back, we reached out to you, the community, for some ideas on how to improve Gridmap. Well, you delivered ideas and suggestions in spades, and now we’re pleased to deliver a complete overhaul of the beloved map! There’s a notable change in the overall visual style that still respects the look and feel of the original version.

Aside from visuals, Gridmap’s layout and scale has changed significantly. We’ve split the map into 11 different zones, each with a designated purpose and theme including Offroad, Suspension, Handling, Rivers, and much more. As a result of these changes, the new version of the map is now four times the size of the original in order to accommodate these new zones. With that comes some added freedom to roam, as we’ve implemented some empty space and minor landscape elements to open up the map for an increased sense of exploration.

The original Gridmap level is available for download here.

Pigeon Remaster
Next up, we are proud to announce the long awaited remaster of BeamNG.drive’s most well known bird of the flock; the tiny, quirky and hilariously unstable Ibishu Pigeon. The whole vehicle has been rebuilt from the ground up, sharing almost nothing in common with the old Pigeon. Completely new, highly detailed textures, 3D model and Jbeam structure all created to our most recent standards, as well as plenty of additions such as new 4-wheeled “Plus” models, a screaming 1.3L DOHC inline 4, new configurations, new customization parts and more.

Ibishu Wigeon
Not only does 0.23 include a remaster to everyones favorite 3-wheeled pickup, it also incudes the Ibishu Wigeon. The Pigeons lighter, sportier cousin. Featuring a shortened down chassis, lightweight fiberglass body and gas strut supported lifting canopy door, the Wigeon might seem more like something out of a sci-fi universe than something you would see on the road. Inspired by various Pigeon based kit cars and home-made sports cars, Ibishu developed the Wigeon in the late 1980s for European markets. Unsurprisingly, it was not particularly successful compared to the far more useful Pigeon, but carved out its own niche among quirky enthusiasts in Great Britain, its most popular market by a significant margin.

The Wigeon is available in two trim levels with 3 and 4 wheel versions, as well as sharing the same engine options as the Pigeon. 3 modified configurations are also present, for drag, track racing and off-road.

PBR Materials and Graphics Update
We’ve also been hard at work making the game feel even more immersive through significant improvements to the rendering engine. This includes the addition of physically based rendering, allowing for environments and objects to appear more true-to-life, especially from a lighting perspective. With that in mind, you’ll be able to see updated textures across a diverse selection of assets. Here’s a video showcasing just how much of a difference physically-based rendering makes.

A new Ultra mode, which enables Fresnel and specular color for direct lighting, has also been added.

It should be noted that we’ve experimentally implemented Vulcan renderer. At the moment it is still unstable, but offers promising upgrades to rendering speeds.

Please see this announcement for more information.

Traffic Signals
We’re very excited to introduce a traffic signal system, which comes with fully-functional intersections and signal controllers. This particular update also includes improvements to AI, such as making the East Coast USA traffic lights compatible with AI, and improvements to some police actions. West Coast USA intersections are still in the works, and we appreciate your patience!

Oil Simulation
Lastly, combustion engines will benefit from an improved oil simulation coming in 0.23. Oil is now simulated as a variable mass that can change over time due to external factors. We’ve also added support for breakable oil pans and radiators, causing oil to leak should either of them face any damage.

There has also been a reworking of the oil starvation logic, as well as support for oil starvation during cornering and jumping. You as the player will also need to adhere to safe minimum and maximum oil levels that should not be exceeded.

Fixes & Improvements
As usual, we’re always looking to improve the existing components of BeamNG.drive. Starting with World Editor, we made some adjustments to Forest Editor, as well as some quality-of-life improvements to Scenetree. This includes cleaning up the UI for more clarity, as well as better gizmo drag behavior in grid snap mode.

When it comes to scenarios, we’ve added three new ones, remastered two, and completely removed scenarios that already exist as Time Trials. The new ones include Goliath, King Size, and Supercar Transport. The familiar scenarios that received the remaster treatment are Jump Course and Port Escape.

You’ll also find plenty of bug fixes in the full patch notes to help enhance every part of the playing experience:

Please head over here to check out the full list of changes.
We thank you all so much for your continued support of BeamNG.drive and see you in the next devblog!


Kart Racing Pro release12b available.

Changelog
fix: practice / testing sessions classification
fix: support for multiple controllers with the same name
fix: alpha textures mipmaps generation
fix: sound sources muted at distance
new: repetitions when keeping a user interface button pressed


www.lfs.net



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!