Posts Tagged ‘Sim Racing’


rf-2-logo

Spring is in the air and we’re pleased with our progress over the past few months. We have a lot to share with you. We decided to take the time to really bring together all of the newly developed elements – UI, VR, and DX11. Although this puts us slightly behind our targeted “end of Q1” release date, we promise you it will be worth the wait. In addition, we wanted to make sure that modders and leagues have enough time to update their content so it shines in the new engine. With all of this in mind, we’re targeting a release date of May 1st.

DX11 Pipeline and Post FX

Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way.

Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light.

Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track!

Shadows now follow all the small bumps in the road surface.

Our classic content looks great as the first rays of sunlight touch the banking.

The Camaro GT3 on a bright blue day at Mores.

Virtual Reality is operational

Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience!
Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras.

User Interface

The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments.

Radical Content

We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced.

Modding

We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum.

That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!

SOURCE


AMS logo

Automobilista v1.30 is released, along with a new DLC: Adelaide is also available now!

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).

Pricings for Automobilista & Season Pass have been adjusted – Automobilista base has dropped to US$ 29.99 (or respective currency conversion) while the Season Pass price has risen to US$ 39.99 or your respective currency conversion. Individual DLC packages remain priced the same way, including Adelaide which now sells for the standard US$ 5.99.

For a limited amount of time you may still get the Membership upgrade which includes the Season Pass with the old pricing of US$ 29.99 from our forum store[forum.reizastudios.com], and that will also grant you Reiza 51 access.

Below is the Changelog for v1.3.0:

Content

Cars

  • Added ARC Camaro Series

Tracks

  • Added Adelaide street circuit (historic 1988, modern & Supertruck layouts) (AVAILABLE ONLY FOR ADELAIDE OR SEASON PASS OWNERS)

 

Features & Fixes

 

  • Added option to customize number of AI opponents per class in race weekend
  • Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
  • Added new sound effect filters & altered doppler effect
  • Expanded audio options & reprofiled volume sliders
  • Added diesel exhaust smoke emission to Formula Trucks
  • Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
  • Race menu tweaks & other minor UI adjustments
  • DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
  • Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
  • Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
  • Added (AI) label to AI cars in multiplayer
  • Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
  • updated engine wear / reliability values in various cars
  • Adjusted yellow flag / parc ferme / start procedure rules for several series
  • Raised AI speed behind safety car
  • Fixed bug with track state not resetting correctly when race or weekend is restarted
  • Added new engine wear / blow-up functions **
  • Adjusted marbles spacing offline to reduce FFB rattling
  • Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
  • Interlagos: Eased off cut detection at T11 exit and inside S/F straight
  • Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
  • Slightly increased downshift protection in cars with semi-automatic boxes
  • Adjusted AI brake power / grip usage for all cars
  • Removed incorrectly enabled launch control from engines in several series
  • Fixed overdone dynamic tire wear texture
  • Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
  • Boxer Cup: Completely revised physics with addition of helper springs
  • SuperV8: fixed uv mapping issue on carbody
  • F-Trainer: Minor tire model adjustments
  • F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
  • F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
  • F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
  • F-V12: Minor tire model adjustments; Softened front suspension range & default settings
  • F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
  • Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
  • SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
  • Karts: Further AI performance tuning

* The mid-race full course yellow is a rule from F-Truck – it triggers a 2-lap safety car period after the leader completes half race distance (provided the total distance is equal or more than 10 laps / 15 minutes).

** The new engine reliability functions will demand extra care during gear shifts, specially for older engines. Upshifting without lifting in cars without powershift and bouncing off the rev limiter will accelerate engine wear and may eventually lead to failures if practiced over a longer race distance; a very aggressive downshift may lead to an instant blow-up.

If you have an online race tonight, you may stick to or revert to the previous v1.1.1 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 If you need further assistance please post it inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).


steam greenlight

STEAM Page for voting

gRally is an Indie project born of the passion of the rbr-online.it team crew.
With its slogan #DreamExperienceBelieve the team has put full faith in this product, the fruit of hard work in free time, wich it now offers to entire community of rally simmers.

gRally is not in a position to have official licenses at the moment and its starting point is a limited number of racing cars.

gRally, considered its Indie character, is modding-oriented. We developed integrated Unity tools that will facilitate the insertion of your creations, whether it be additional cars or tracks.

gRally has the same basic ideas of rbr-online, so expect exceptional doses of adrenaline during online session where one can compete against a host of players around the world.

gRally is abreast with all new gaming hardware: VR, TrackIR and multiscreen. It is possible to use the most popular brands of steering wheels and a vast number of home-made hardware devices.

gRally recreates the range of real rally conditions that drivers must face, including various type of surface and climate as well as diffenet times of day and night.

gRally places much importance on the co-driver’s role: as in a real rally it will be possible to realize real recce to set down customized pacenotes in order to achieve a higher degree of driving confidence and speed.

gRally is constantly evolving and has need of your support to improve ever more day by day.


AUTOMOBILISTA

Hello everyone – happy to be back with our first Development Update of 2017!

We hope you all had a good time over the holidays – on our side I´m happy to say the whole team enjoyed some much needed rest over the holiday season, but we have been hard at work and firing on all cylinder again since early january. As usual it´s my pleasure to share with you some of the results, info and previews of the work we´ve been doing since then.

Automobilista going up to v1.5

We´re approaching the final stretch of Automobilista development, with only a few more months now planned until AMS reaches its definitive state, at which point we´ll switch focus 100% to the future.

The pace of development however is not slowing down – quite the contrary in fact. There are a number of nice improvements, big and small which we´ve been laying down the foundation for and will be pushing to deliver over these remaining months. Such is the extent of these developments, that the full sum of them is going to add up to what we´re calling Automobilista v1.5

We´ll be pushing to provide a full overview of these developments along with confirmation of remaining DLCs by our next development update. For now, here´s the stuff in the immediate horizon.

Upcoming V1.3.0 Release

Our next major milestone is v1.3.0 which we´re pushing to release before the end of this month, packing a lot of good stuff. Here´s a breakdown of the most substantial improvements:

On the audio front, having decided he wasn´t happy being just an ace audio engineer, @Domagoj Lovric began exploring the codebase for possible short-term improvements to add some extra depth to the audio experience in AMS. One of these improvements will be the implementation of reverb audio, the initial version of which will already be present in v1.3.0, with much more to come.

@Alex Sawczuk has also somehow managed to find a window in his fairly hectic track production schedule to squeeze some fresh shader improvements and adding support for visible & dynamic track dust. Although the effects of which already present in AMS along with offline marbles, there wasn´t yet a visible dust layer over the track surface. This has now been implemented.

Here is a comparison from v1.3.0 in various track states and also one from the current v1.2.1:

The difference looks subtle on screenshots but it adds some noticeable extra depth and life to the track surface while driving in-game. Some of the tracks have already been updated to use these developments so Season Pass owners will be able to check them out in the upcoming beta release expected for tomorrow morning, with most of the other tracks expected to be updated as we progress.

Several car physics have also received some updates for v1.30 as both @Niels Heusinkveld and myself continue to chase for improvements. One car in particular has received special attention as Niels has given the Boxer Cup physics a complete overhaul, with revised aerodynamics, chassis, and the addition of helper springs to the suspension, which substantially improves handling over curbs. The initial version of these revised physics is also coming up with the next Beta update.

One major new feature previously confirmed in our end of the year Dev Update was the Custom Season Tool – unfortunately it´s looking unlikely we´ll manage to complete the full feature in time for v1.3.0, but a number of associated new options & features should hopefully already be in, such as the option to enable a mid-race full course yellow as per the rules in the Formula Truck series, and ability to customize the number of opponent cars from each class in a multiclass event.

You may check a complete list of all the additions, improvements & fixes since the last v1.2.1 release up to the latest Beta in the changelog attatched.

We also have a new car coming up in the next release with the frisky Aussie Racing Car Camaro – further good news is that unlike originally predicted, this will be released as a free car to the base game and not as a DLC.

Here´s a preview of the 3D model which @Sandro Kholodkevich is exporting to the game as we speak:

Work on physics and audio has also been going on in parallell – count on this little motorcycle engine-powered bugger to be a big bucket of fun to drive :)

Legendary Tracks Pt2 – ADELAIDE

V1.30 will also see the release of part 2 of our “Legendary Tracks” DLC series – the famous Adelaide street circuit is coming up in two versions: the longer historical layout of 1988 which hosted the Australian GP from 1985 to 1995, the new modern version along with its Supertruck variant.

Below you can check some WIP previews of this great track:

I mentioned in the previous update how demanding street tracks are for the track team, with all the buildings and surroundings which have to be modelled in minute detail as you can see here:

The more advanced modern version should be hitting AMS Beta tomorrow, with the historical version is not far behind and expected to be available in the Beta at some point next week:

Both versions are extremely fun, flowing drives which will serve well pretty much any car in Automobilista, while also providing plenty of opportunity for close racing. We´ve been enjoying some great battles during our internal tests as can be seen in this short video showing a couple of laps of myself hunting down @Alex Sawczuk with F-Retros around the modern track:

Virtual Xperience developments

@Dave Stephenson has also been hard at work developing our Virtual Xperience portal, and we´ve got a substantial update coming up along with the release of AMS v1.3.0.

Users will be able to login into VX using their Steam Account – this opens up opportunities to give a more personalised experience in the various areas of VX. In the first instance the settings page accessible from the top naviagation bar provides the much requested ability to override your display name and country flag, overriding the settings collected from Steam.

From this customizable user profile, other users will be able to check out your leaderboard results. Expect this profile to be beefed up with some more interesting info in the future :)

The new Community section will also be available in the next update, providing a one-stop-shop to find communities and leagues serving users of Automobilista and other Reiza titles based on regions served, languages used or days they host races. The league finder in this section will also provide a similar service for leagues so users may find leagues that based on race days, event frequency, or your favourite series.

Community leaders and league admin are invited to submit their information to the directory following the instructions in this topic – every league admin who submits a valid entry will be gifted 2 promo Steam keys for AMS to be given away for his participants.

With these and some other substantial improvements coming up, VX will soon be playing a bigger role in fulfilling the experience with AMS, including hosting some prize awarding competitions. Watch this space!

Last but not least…

But we´ll expand more on this and other interesting topics in our next dev update towards the end of march ;)~

For full forum post please check here[forum.reizastudios.com]


rf-2-logo

We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you.

VR Update

With DX11 implementation complete, we are now in our first development stage for VR. Our initial focus is the in-car driver experience with both the Oculus Rift and the HTC Vive. The second development stage will delve deeper into the environmental capabilities of the VR experience, which we will share over the next couple of months.

DX11 Content Peek

Last month we shared with you our first comparison shots for DX11. In the last couple of weeks we’ve focused on ensuring compatibility with existing content as well as further improvements to the way we render our HDR output. We’ll let the new screenshots speak for themselves.

Competition Update

Development of the competition infrastructure is going well and is on track to be released this summer. Drivers and teams will be able to record their stats, achievements and results, which then can be accessed through any device and shared with friends. Competitions will feature selected existing content and new content. Details will be announced in the coming months. Our main focus is to create feature rich mechanics that provide a challenge for new drivers and seasoned sim racing veterans alike.

UI Update

We are super excited about our new user interface, which is currently under development. The new UI not only provides a more intuitive and user-friendly experience, it also offers improved flexibility and the ability to add new elements and modules.

NOLA Motorsports Park

Whether you choose to race a kart, open wheeler, or tintop, the large variety of configurations makes NOLA a very versatile and challenging track to master. NOLA Motorsports Park will be released on February 28th!

Radio Communication

Most racing series use radio communication to let drivers talk to their team and pit crew. Some series also have race control broadcasting instructions. For example, oval racing series such as Stock Car typically also have spotters that keep an eye on what’s happening to keep you out of trouble.

We are working on expanding our current system, which is centered on the spotter’s role, into a system that allows different people to talk to you on the radio. In addition, we intend to make the communication more interactive by giving you the ability to ask for information or instructions.

Modding

We’re excited to invite modding teams to join our private forum. We are looking to work with those of you in the modding community to explain the necessary steps that ensure your content continues to work flawlessly with the new DX11 engine. Modders joining our forum will also get access to pre-release builds of the DX11 graphics engine (still in alpha). Our goal is to ensure that your content is ready to go when we do the first public release of the new engine.

If your modding team is interested, please register on our forum and start a conversation with Christopher and Marcel, stating:

  1. Your modding team name and all the names and forum names of members that need access.
  2. A list of mods you have released for rFactor 2 (either links to the workshop, or some other reference).
  3. Any other interesting information about your team such as mods you are still working on.

That wraps up this roadmap update. We are looking forward to the coming month of development so we can continue to share with you our progress on the new innovative elements planned over the next few months!

SOURCE 


AC logo

Featuring all-new FREE bonus content, including the Audi Sport quattro S1 E2, as well as our home made Highlands track! The perfect track doesn’t exist. That’s why we created one.

AUDI QUATTRO S1 E2
Introduced back in 1984, the Audi Sport quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.
Blomqvist’s spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor’s trophy.

HIGHLANDS LAYOUTS
The perfect track doesn’t exist.
That’s why we created one.

Highlands – The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long – An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long “Cabhag straight”

Highlands Drift – A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The “tower lùb”, guards the surroundings at the top of the hill.

Highlands Short – The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.

All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners.

FIXES INCLUDE
* Improved and updated V10 tyre model for all cars available
* Improved and updated cars handling and chassis balance and inertia for all cars available
* Brake fade for all vintage cars
* Improved tyre wear and tyre graining algorithms taking more into account the load operation for each tyre.
* General bug fixes and corrections and improvements all around.
* Fanatec Leds and display now supported

Featuring all-new FREE bonus content, including the Audi Sport quattro S1 E2, as well as our home made Highlands track! The perfect track doesn’t exist. That’s why we created one.

AUDI QUATTRO S1 E2
Introduced back in 1984, the Audi Sport quattro S1 E2 revolutionized rallying. Just like the other manufacturers, Audi used the lenient homologation requirements to create a new rally car. All the car maker needed for homologation was a production run of a mere 200 cars.
Blomqvist’s spectacular, sideways driving style suited the Sport quattro perfectly. By flicking the tail out, the Swede overcame the natural understeer of the nose-heavy Audi. He won five of the twelve rounds and was crowned the 1984 World Champion. Mikkola and Roehrl also won a round, which was enough to clinch the constructor’s trophy.

HIGHLANDS LAYOUTS
The perfect track doesn’t exist.
That’s why we created one.

Highlands – The original layout, 8152 meters long, filled with fast flowing path with curves and several jumps.

Highlands Long – An extension of the original layout, 12191 meters long and has all the characteristics of the original layout. This layout features some slower curves, a fast series of left and right turns, after a passage between rocks and the distinctive 3km long “Cabhag straight”

Highlands Drift – A configuration born to create long powerslides with supercars and hypercars. At 5167 meters long, this layout features long, flat and smooth curves, perfect for holding a constant power slide. The “tower lùb”, guards the surroundings at the top of the hill.

Highlands Short – The shortest configuration, only 1714 meters, but based entirely inside the city. Incredibly intense and requires the concentration of a pro.

All four layouts share the same starting positions and pit lane, as well as the first corner and final 2 corners.

FIXES INCLUDE
* Improved and updated V10 tyre model for all cars available
* Improved and updated cars handling and chassis balance and inertia for all cars available
* Brake fade for all vintage cars
* Improved tyre wear and tyre graining algorithms taking more into account the load operation for each tyre.
* General bug fixes and corrections and improvements all around.
* Fanatec Leds and display now supported

———————————

Changelog v1.12

1.12
– WARNING: this update resets assetto_corsa.ini, we advise to check values for gyro, free camera etc
– New Audi Sport quattro S1 E2 group B rally car
– New Highlands track in four layouts
– Removed on screen Fuel Indicator for cars except the player’s one
– Fixed Setup Tab sorting
– Added online Timed Races (with and without additional lap)
– Added online ResultScreen time
– Tweaked all the system apps regarding Timed Races
– Fixed online pit crew locations
– Added pressure meter color on Tire App (based on compound ideal pressure)
– Updated minimum pressures and optimum pressures for various cars
– New v10 tyre wear algorithms more sensitive to load for all cars
– Graining is now reducing when driving in good temperature conditions
– New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
– Updates for cars that already had V10 tyres as well.
– Updated chassis balance and inertias for all 151 available cars.
– Updated engine coast braking for street cars
– Updated antiroll bars for Porsche 911 GT3 Cup car as per suggestion of Porsche that asymmetrical antiroll bar settings are not advised, so now settings are back to 7 in setup screen.
– Updated rear wing aero for Porsche 911 GT3 Cup to allow for lower rear wing at high speed tracks like Monza
– Added rear vertical fin for Lotus 98T
– Updated Brake temp for
Shelby Cobra
Lamborghini Miura
Alfa Romeo GTA
Abarth 595
Ford Escort RS
Ford GT40
Lotus 25
Lotus 49
Maserati 250F 6C and 12C
Lotus 72D
Ferrari 312T
Ferrari F40
– Fixed penalty detection
– Online cut reporting (Throttle Cut disabling)
– Added acServerManager 1.12.0
– Added timed race management
– Added result screen management
– Track with 2 pits are allowed
– Added option for online cut reporting (with Throttle Cut disabling)
– Pitstop: Suspension repair will automatically fix body too
– Added Tyre compound on race_out.json and server result
– Fixed Gt3 AI crashing at Nordschleife
– Added DigitalLed Tyre lock/slip script
– implemented in the latest Porsche racing cars, GT3 Cup, GT3 R and 919 Hybrid 2016
– Added Decimals to DigitalItem Fuel script
– Added local velocity to Shared Memory
– FF_SKIP_STEPS now defaults to 0. Wheels with problematic FF can have it set back to 1 if necessary
– Added new
[FF_SKIP_STEPS]
VALUE=0
optional parameter in controls.ini
– Added Fanatec leds support (system/cfg/fanatec.ini)
– Added Pitstop to Qualify session
– Tweaked confusing “Drive through penalty” message
– Fixed Pitstop times for Porsche race cars
– Tweaked M4 Akrapovic engine volume
– Fixed Porsche 911 GT3 RS coast volume



rf-2-logo

2017 is well underway! We hope you all made a great start to the new year once the lights went out 😉 Here at Studio 397 we’ve jump-started our new year full of ambition. In with the new, out with the old: don’t forget our migrate to Steam for free offer will end on January 31st, 2017.

DX11

As we have already revealed last month, DX11 development is ahead of schedule. We have migrated much of the engine, and although there are certainly still quite a few things to do and it’s far from a straight port, we’re taking advantage of this opportunity to fix some long-standing issues. We are updating the overall look of the graphics. Lighting improvements include a new HDR tonemapper to achieve better color balance and more saturated colors, which interacts nicely with our dynamic sky model (adding contrast to our clouds). We are also updating the entire shadow system (faster and better looking shadows) and adding some ambient occlusion techniques that provide more dynamic shadows in areas such as engine bays, the underside of tyres, and parts of the inside of the marshal hut. Here are some sneak-peek shots of our work in progress. They do not, of course, reflect the finished product, but we wanted to show you where we are right now.

 

 

These upcoming graphics improvements should be a big step up for everyone in the modding community, giving you a stronger and richer visual base to build from. We will provide a set of  guidelines on how elements should look to ensure as much consistency as possible without impacting on your creative freedom.

Next month we are starting a new beta program exclusively for modders to facilitate a smooth transition to DX11. So far it looks like we’ve been able to port all existing shaders, which means existing content should continue to work. Some mods that rely on custom shaders as well as plugins that request to render to the screen (such as some overlay plugins) currently expect a DX9 graphics context and will require an update to work with DX11. In both cases, we will actively help any modders whose work is affected.

UI

We’ve spent this month building the technical foundations for the new user interface, which allows us to link the game logic directly to an HTML5 front-end that we can embed into the simulation. At the same time, we’re putting the finishing touches on our interaction and graphical design, which means we can start building, user testing and refining the actual screens now. The new user interface offers far more flexibility, which gives us the freedom to create additional functionality down the line such as incorporating single player championships and results.

Here’s a look at the new home screen with simple sliding panels to reveal deeper options.

 

 

As part of the new user interface we are developing the in-game competition structure.  We all know that competition is at the heart of all racing sims, and rFactor 2 has a long-standing relationship with some of the greatest leagues in simracing covering multiple racing disciplines.  Building on this strong foundation, our new competition mechanics intend to encourage frequent racing and greater accessibility, offering a rich career progression coupled with new aligned content.

We are focused on building competition mechanics that are unique and embrace leagues and competitions.

Content

Our content team is still working hard on the Radical and starting work on the Corvette C7.R. Last month we gave you a little Christmas present with the Nissan GT500, and we were overwhelmed with the positive responses to the car. At the same time we also got a lot of feedback from the community about little things we could improve. We’ve tried to fix all of them and our goal is to release an update before the end of this month. This update will also include a paint template. The following shots show many of these improvements.

 

NOLA Motorsports Park will likely be released around the end of February. A lot of work was put into showcasing the aesthetic possibilities, and we spared no effort to bring you those 10 different layouts of the track and kart track, giving you plenty of variation and suitable configurations for all classes of cars. As more and more trackside objects are being added, we can now share some high resolution (4k) shots that show you different areas of the track. We chose to give you the full experience and modeled the whole garage area, so it’s actually a little bit of a drive to get to the actual track from there. Don’t worry though, we’ve put up some signs to guide you!

  

That’s all for our first monthly update of 2017. We wish you all the best and hope you will enjoy the many updates that we will bring this year.

SOURCE


AUTOMOBILISTA

This is it then – our final dev update of 2016! We promised it was going to be a good one, so hopefully it lives up to that promise :)

It has been a long, hard but very fulfilling year for everyone at Reiza – we´ve brought out Automobilista in march and have been working very hard since to keep it growing and evolving throughout. We´re happy to say we´ve reached our main goals, though work is still to continue hard into the initial months of 2017 to fulfill its potential as we envisage it, before we finally wrap it up to shift focus to the longer term.

The next milestone for AMS is still to come before the year ends, as v1.20 and Formula Truck are still to be released at some point next week!

Here´s the summary then of the stuff we´ve been working on.

V1.20 highlights & Formula Truck DLC

We have nice developments coming for v1.20 – you can read through it on the changelog attached for the latest Beta updates since v1.1.6 release.

For the cars, one highlight is the filling up of the Caterham series from the Brit Pack to include some new variants from their motorsport ladder.

On the audio front, @Domagoj Lovric has done an extensive revision of several sound effects both on the code as well as the samples themselves – tire rolling / scrub / skid, wind noise, chassis scraping, to improve the organic interaction of these sound effects with the physics engine and hopefully provide both better feedback from the cars as well as increased immersion from the driving experience. There is some early WIP stuff already on Beta but the full results will be in the new beta build coming out later tonight.

We´ve also done some progress with AI, with further fine tuning in various fronts.@Luis Miguel has nailed an old bug where AI would not properly estimate fuel for timed races, taking much more fuel than they needed for the distance. If you´re used to running quick timed races then you may have to do some tweaking to your usual AI Strength, overall though performance should be a lot more consistent in that type of race.

As you know v1.20 will also bring a new DLC in the shape of Formula Truck , who we are happy to confirm will be officially added to Automobilista, fully revamped from the original game, prettier and meaner!

To begin with, as renewing the Formula Truck license has been a fairly late development we will deploy the same 2013 season we had in the official Formula Truck game; chances are good though we´ll expand on that with the new season as we move through 2017.

One of the custom Formula Truck features we´ve added for this release is the Speed Trap rule – every Formula Truck layout has a Speed Trap in a section of the track (usually the fastest, indicated by icon on its trackmap, a flashing icon on top left corner as you approach it while driving, and by a line of cones trackside) through which drivers are supposed to cross going no faster than 160 km/h. Exceeding 160 km/h through the Speed Trap will result in lap being invalidated in practice / qual, or an instant drive-through penalty in races. Players however retain the option to switch the rule off from the Rules menu.

We are currently still working on getting diesel smoking blowing from the exhausts to create some proper nasty virtual pollution – it probably won´t be quite ready for initial release but it should follow in the next update.

Formula Truck for Automobilista will sell for US$ 5.99, but will be free to everyone who already owned Formula Truck 2013 on Steam.

New Game Features

Recently we´ve conducted a poll among Reiza 51 members to gather which features they would most like to see us develop for Automobilista. While not all options were realistic in the short term, the idea was to gauge what users wanted most so we could factor not only into our remaining dev plan for Automobilista, but also longer term as we shift focus to the next title.

These were the results:

A few of these options are already in the works for Automobilista as previously alluded – one we can confirm to be in the pipeline is the Custom Season Tool for Championship Mode, which will allow users to design their own seasons, mix up classes, define points system along with a few more interesting new options which will also be available in other game modes.

We´re also intent on doing more work to AI behavior, rectify a few old issues and add a few new variants to get them to behave more realistically and provide a stiffer but fair challenge.

VX development

We have a new build coming up for our Virtual Xperience portal as well – @Dave Stephenson has been pushing hard to complete the new Community section to go along with our League Finder tool, providing a searchable directory of communities and leagues serving AMS users.

Our Time Trial of the Week challenges have been gaining momentum – we invite everyone to come participate and see how you measure up against the fast guys. Better get some practice in, as for next year we may be promoting some prize awarding challenges too :) DLC Roadmap
Work is still going at full speed to develop the upcoming DLCs. There have been a few tweaks to the release plans, one of which being the switch in order for the upcoming Legendary Track packs coming up.

This is where we are going next:

Legendary Tracks Pt 2 – Adelaide

The famous Adelaide hosted many classic season finales as the Australian GP from 1985 to 1995, and is still run today for many popular aussie racing series, having retained a lot of the charm and unique challenges from the GP days.

In this (very early) preview of the mesh above, you get a sense of the workload involved in creating a street track such as this to modern standards – in order to deliver the full urban feel of the venue, @Alex Sawczuk, @ilya and the rest of the track team have to model a whole segment of the city neighborhood and roads adjacent to the ones used by the actual race track. Then we´ve got to fill these surroundings up with all the buildings and other trackside objects, which demands a solid 4 months worth of man-hours from the environment artists!

We´re confident this legendary track will be worth the effort and that will make a great place to race several existing as well some of the upcoming cars.

Adelaide will come in 2 versions – the longer historic 1988 layout as well as the modern 2016 track. Both versions are expected to hit beta some time in February with release following soon after.

Legendary Tracks Pt 3 – Hockenheim confirmed!

We´re happy to finally confirm the historic german Hockenheim Ring will also be coming to Automobilista!

The old Hockenheim was almost 8 kilometers long and became iconic for combining long winded flat-out sections through the forest, before rejoining the stadium section where massive crowds gathered created a football stadium atmosphere, enhancing historical moments such as this one:

The shorter modern version has retained the stadium section and remains a great venue for close wheel-to-wheel racing for many of the major international series.

As with Adelaide and Imola before, the option for Hockenheim as a subject for the Legendary Track series derives from it combining many values – great relevance both in terms of historical heritage as well as presence in the modern autoracing scene, a natural venue for several of the series present in Automobilista, and an unique experience to complement the others already offered in the sim.

Hockenheim will receive same treatment as Imola, with the pack featuring the long version in its various guises from 1972, 1988 and 2001, along with the modern 2016 version. Work on the track is also already underway, and it´s estimated initial versions will hit Beta in March, with full release towards the end of April.

With all these tracks news one would be forgiven for getting the impression the car front is being neglected, but that would be wrong :p bigger news will have to wait a bit more however, hopefully as a topic for our first dev update of 2017.

For now, here´s a sample from our reference material to another new series currently in the works:

Christmas Surprise!

We have also found a bit of time to put together a neat christmas present to go along with v1.20 release.

It´s not related to anything we´d previously discussed – a small surprise gift as a thank you to everyone who has supported us this year. It´s a semi-fictional car inspired by a local series, and also comes with a nice bit of terrain for it and others of its breed to play around. It´s simple but from the heart as a brazilian expression goes, and great fun to boot :D

Obviously we won´t say or show what it is as that would spoil the surprise, but here´s a little teaser to get you guys guessing.

If someones guesses it right, gets to become a driver for the series in-game :)

Steam Holiday Sale

The full Reiza catalogue is on sale on Steam since yesterday, with up to 75% in discounts

So lots of good deals there to secure the contents of this dev update, along with all the others that have come before :)

With that we wrap this last dev update – not quite the last you´ll hear from us this year of course as work is still ongoing to deploy v1.20 & Formula Truck next week before we can finally shut up shop for a few days, rest up to come back blazing in 2017 :)

In any case I´d like to take the opportunity in name of the whole Reiza team to wish everyone happy holidays! Hope you all have a great time and hopefully find the time in between turkey bites and champagne sips to come enjoy some sim racing :)


Mx Bikes logo

Changelog:
fix: improved rear suspension simulation
fix: deformation data load
fix: reconnection during a race
fix: garage setup selection bug
fix: replay laps list
fix: dedicated server pause / resume
fix: whitelist and blacklist update
fix: kit name
fix: pitboard during practice
fix: engine sound idle
fix: improved alpha mipmapping
fix: improved 3D grass rendering
fix: terrain rendering optimization
new: race number and kit name shaders
new: dedicated server save option
new: event name
new: laps race length option
new: EdTracker support
new: possibility to disable a joystick input
new: default controller profiles support
new: output plugins race data
new: replay orbit camera speed
new: stand paint support
new: default paint support
new: testing track deformation save / restore / reset
new: supermoto support
new: bike and rider dirt is not automatically reset when going to pits
new: clean bike option
new: garage setup compare option
new: fork offset setup
new: support for stock bike setups
new: trainer
new: stability helper
new: 250x bike
new: 450xf bike
new: 450sm bike
new: Practice Track short layout
new: Forest track
new: Holjes track

SOURCE


rf-2-logo

Introduction

Finally, it’s time for the first Studio 397 release of rFactor 2!

It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.

We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.

Stock Car

  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.
  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
    • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
    • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
    • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
    • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"

AI

  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.

Physics

  • Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.
  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.

Driver Swaps

  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.

Graphics

  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.
  • Removed the option to disable HDR.

Dedicated Server

  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.

User Interface/Launcher

  • Added an Engine Mixture setting to garage so it can be saved as part of a car setup.
  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.

Additional Changes

  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.

SOURCE


rf2 logo

On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017.

To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline.

A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.

Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.

As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen.

Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.

We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.

More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.

 

In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.

Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.

We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.

With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!

That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!


AC logo

Changelog:

1.10
– New Porsche 718 Boxster S Manual gearbox (Porsche Pack #2 DLC)
– New Porsche 718 Boxster S PDK gearbox (Porsche Pack #2 DLC)
– New Porsche Cayman GT4 (street version) (Porsche Pack #2 DLC)
– New Porsche 911 GT3 RS (street 991 version) (Porsche Pack #2 DLC)
– New Porsche 718 Spyder RS60 1960 (Porsche Pack #2 DLC)
– New Porsche 962C Short Tail 1985 (Porsche Pack #2 DLC)
– New Porsche 962C Long Tail 1987 (Porsche Pack #2 DLC)
– New Porsche 911 GT1-98 1998 (Porsche Pack #2 DLC)
– New Porsche 919 Hybrid 2015 (Porsche Pack #2 DLC)
– New Porsche Cayenne Turbo S (free bonus car)
– Improved Porsche 911 Carrera S electronics
– Improved Porsche 918 Spyder electronics
– V10 street tyres for BMW M4 and Corvette C7 Stingray for comparison reasons (v10 still beta)
– V10 street tyres performance improvements
– V10 tyres for McLaren F1 GTR
– V10 tyres for Mercedes C9
– Improved Porsche 917/30 physics with more accurate data from homologation papers.
– Corrected typos on Porsche Cayman GT4 Clubsport rear suspension toe link
– Added vertical wing (“fin”) simulation in Porsche 917/30
– VR: now cockpit camera position is always on the driver eye position (this is overridden by the onboard camera settings)
– Fixed WBCAR_TOP_FRONT not being modified by RIM_OFFSET
– Fixed CX_MULT only using the last value in the INI for every compound
– Added BRAKE_DX_MOD parameter to have slip ratio vs FX curve different on the brake side
– Fixed some too low turbo volumes
– Improved FXX K downshift sound
– Added electronics tab in the car setup
– Fixed ERS energy deployment wasn’t resetting in Hotlap mode
– Body work has now some flexibility when colliding with ground
– Improved tyre load formula
– Fixed Lock Controls penalty when player is AFK during race start
– Added brake pressure setup options for all cars
– Added vertical wings (“Fins”) simulation
– Added Energy deployment limit from a single front MGU
– Added majorly IMO tyres temperature to shared memory
– Fixed Porsche Panamera wrong alignment setup options
– Fixed Lamborghini Miura long pitstop refueling time
– Fixed Lamborghini Countach S1 long pitstop refueling time
– Fixed rear damping ratio in Car Engineer app
– Fixed Autoshifter shifting too early in race start
– python new functions and members
– getTrackLength()
– Fixed Default ABS/TC and current ABS/TC level not being synchronized
– Tyre explosion temperature is now configurable by modders by using the optional section in tyres.ini :
[EXPLOSION]
TEMPERATURE=350
– Gamepad can now use legacy code for vibrations and speed sensitivity by setting USE_LEGACY_CODE=1 in system/cfg/assetto_corsa.ini
– Enabled camera shake and g-force movements for OculusVR


GP BIKES

Changelog:
fix: soft terrain tyre simulation crash
fix: improved rear suspensions geometry debug
fix: memory usage optimization
fix: dynamic track surface optimizations
fix: server restart
fix: web servers browser clients list
fix: bike reset with missing checklines
fix: bike reset with the bike still moving after a crash
fix: testing mode crash with missing testing.ini
fix: white and chequered flags
fix: compare setup
fix: setup change bug
fix: specular + shadow rendering path
fix: blending + bump rendering path
fix: HTC Vive mirroring to the main window
new: “Linkage Rod Swingarm” rear suspension geometry simulation
new: remote bikes visible in pits, too
new: remote bikes visible in the pits when not on track
new: lean heading support
new: TrackIR support


AMS logo

Automobilista v1.15 is now released! With it our second DLC for AMS, as IMOLA is now also available for purchase here.

If you are interested in the other 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 (including the base game).

Below is the Changelog for v1.15:
Content
Cars (AVAILABLE ONLY FOR BRIT PACK AND / OR SEASON PASS OWNERS):

  • Added Ultima GTR Standard Road Series (less powerful than the original 720 model)

Tracks (AVAILABLE ONLY FOR IMOLA AND / OR SEASON PASS OWNERS):

  • Added 4 versions of Imola – 1972, 1988, 2001, 2016

Features & Fixes

  • Opponent filters now listed alphabetically in session menu
  • Added vehicle configuration menu to Multiplayer car selection screen
  • Slightly toned down AI aggression when near other cars for all tracks
  • Removed the fields with wrong info from AMS Config
  • Added Memory load warning when approaching application limit
  • Added warning messages for Pit Lane Closed & Open during multiplayer start procedures for players starting from the pits
  • Increased Multiplayer pre-race time from 30s to 60s
  • Switched penalty for leaving the pits under a red light after race start from DQ to stop/go (penalty when leaving before the start remains DQ)
  • Updated UI sound effects
  • Several track limit detection tweaks at Interlagos, Mendig, Montreal, Granja, VIR, Salvador & Supertruck layouts
  • Adjusted collision feelers for better detection, slightly improved behavior & AI awareness
  • Corrected engine sound panning for cars with alternative driver seat positions
  • Minor DFV sound update
  • Corrected pit menu settings for brit pack cars
  • Updated road & terrain properties for Brands, Cadwell & Oulton
  • Cadwell: Fixed issue with falling through terrain on right hand side just before mountain turns
  • Oulton: Moved tire stacks on apexes back by about 20cm; Improved wrong way messages when running wide on straight after Cascades (may still occur in some circunstances); Adjusted AI line through Druids in International layout
  • Spielberg: Adjusted AI line through last corner
  • Mini: Minor adjustment to onboard engine sounds
  • StockV8: Corrected Julio Campos driver number
  • Metalmoro: Fixed cockpit windows texture
  • Boxer Cup: Fixed cockpit windows texture
  • Superkart: Fixed low-res mirrors
  • F-V10: Added community Team Cosmo; Adjusted default setup; increased soft tire wear rate
  • Metalmoro: Added community driver
  • Kart: Fixed error in damage file
  • F-Vintage: Fixed material name with gold rims which could cause GMT errors
  • F-Vee: Fixed unrealistic front suspension animation
  • Ultima GTR: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • F-Trainer: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • MRC2000: Various physics adjustments;Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties; Added left driver side configuration
  • Caterhams: Fixed Oil and Water gauges; added headlights for cockpit view; Added rollcage to driver side configuration; Adjusted drag coefficient; Revised tires in all models; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties

OBS: Steam Achievements is being phased in over the next couple of weeks. You may notice some basic Achievements popping up in the meantime.

OBS2: Updated integration with newer Logitech drivers has been postponed for the next build (no need to update drivers just yet).

OBS3: If you have an online race tonight, you can stick to or revert to the previous v1.1.1 by selecting that branch . Further instructions as to how to do that here.

OBS4: V1.1.5 AMS Dedicated tool is being uploaded and will be available later tonight. Servers may use AMS Dedi from the main game in the meantime.

For any 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 inV1.0 troubleshooting topic or email support@reizastudios.com (please allow for up to 1 business day for a reply).


R3E LOGO

Game:

– Added new content for upcoming releases and competitions.

– Unified Experiences and moved some of the experience specific settings to R3E.

– Added “Depth of Field” visual effect. Active in TV cameras, Hood camera, Action cameras and Free Camera. CTRL-M enables a simple UI to adjust the blurring effects and focus position.

– Shared Memory API overhaul, added various additional data and potential for backward compatibility starting this patch.

– Added support for SimXperience Accuforce steering wheel.

– Extended freedom of movement for the freecam and added two modes for it: “Attached to the car position and its rotation” and “Attached to the car position only”. Pressing the key bound to free cam will cycle through the three modes.

– When under a slow-down penalty, collisions with the car are disabled.

– When under a slow-down penalty, the amount of speed the player is still allowed to carry has been increased, but keep in mind you will be giving back any time gained at a slower rate by driving faster.

– Fixed an issue where the ghost car was producing audio while waiting for the player’s car at the S/F line.

– Fixed so compact data display shows fuel in gallons if mph/imperial units are selected.

– Fixed replays missing the first 60 seconds of a race by pausing replay recording during garage phase.

– Re-enabled hud during garage phase while waiting on the grid.

– Changed position bar so it doesn’t display information during garage phase.

– Fixed the issue where you would get disqualified immediately after the lights in hillclimb tracks.

– Fixed using arrow keys for increase/decrease in pit menu going through settings very fast.

– Fixed a crash that was occurring when leaving a Hillclimb session after finishing a run.

– Fixed rear lights flashing when pressing the headlights button

– Ensured that certain reset commands are sent to DirectInput devices when effects are disabled.

– Changed “off” steerForceVibe period to be 2000000.

– Increased maximum execution time for all communications from 30 seconds to a minute or higher.

– Disabled FFB when reaching the spring based lock if it’s active.

– Cleaned up the ffb code a bit while fixing the above issue. Removed mimic code and made sure all ffb effects are turned off during AI control.

– Fixed game crashing while navigating in the portal while in a competition session.

– Fixed an issue with damage when downshifting without clutch.

– Disabled foreground window lock when playing fullscreen.

– Disabled game minimizing when losing focus.

– Fixed game crashing/freezing when pressing pit request button while no audio device is connected.

– Changed throttle pedal zero magnitude and vibe slope default values to 0.

Multiplayer:

– Added 2 race format and reversed grids.

– The netcode is now IPv6 compatible.

– Removed some unused functions from netcode that were somehow triggering crashes for some players.

– Potentially fixed an issue where cars not within Peer to Peer range would become invisible.

– We now allow duplicate server names to avoid admins not being able to access their settings if a condition such as their IP changes. (Also means we no longer have to remove their names from the associated server list manually).

– Added so the associated server list clears names that have been inactive for 30 days.

– Removed the gridwalk camera phase since it’s irrelevant with the introduction of garage phase.

– Fixed issue with xinput controllers ending up in an unusable state after disconnect/reconnect/usb port switch etc.

– Fixed issue with opponent cars briefly disappearing during starting light phase.

Sounds, Cameras, Physics, AI:

– Significant AI logic improvements.

– Added punctures to the tire model. Past the lowest possible wear value, tires have a chance to puncture.

– It is now impossible to disable autoclutch aid on sequential gearbox’d cars.

– DRS effects on the aerodynamics of the car have been reworked

– DRS allowance is now 3 activations per lap with a gap detection of 1 second at the S/F line.

– Push 2 Pass is now disabled in qualifying and competitions to comply with the changes made in 2016 to the Audi Sport TT Cup official rules and regulations.

– Downshifting without clutch on a H-Pattern gearbox now properly damages the gearbox.

– BMW 635 : Interior cockpit texture update

– BMW M1 Procar : Better standing starts for AI, made AI less easily roll up on curbs.

– DTM : DRS adjustment to previous seasons so they also benefit from DRS aerodynamics improvements.

– DTM 1992 : Removed Traction Control ranges

– Ford Mustang GTO : Coast revs sounds adjustments in cockpit.

– Formula cars : New internal gearshifts sounds (except the Junior which is H-pattern)

– Silhouette class cars now have new action cameras

– WTCC 2015 : AI optimizations for new code

– Hockenheim : AI optimizations for new code

– Indianapolis : New sets of TV cameras (reminder : use End key to cycle through them)

– Laguna Seca : New sets of TV cameras

– Lausitzring : New sets of TV cameras

– Macau : AI optimization for new code. Hairpin is a no-overtake zone (for AI only for now, until we have a flag system for players)

– Monza : New sets of TV cameras

– Moscow : AI Optimizations for new code on the FIM layout

– Norisring : New sets of TV cameras, AI optimizations for new code

– Paul Ricard : AI optimizations for new code, tweaks to cut corridors

– Portimao : New sets of TV cameras, AI optimizations for new code

– Slovakiaring : Sector gates are now matching the real track

– Sonoma Raceway : AI Optimizations for new code

– Spa-Francorchamps : Runoff tarmac areas now properly have lowered grip, fixed faulty cut rules near the pit exit on Combined and Classic layouts

– Zandvoort : AI optimizations for new code

Art:

– LOD system improvements on many cars

– Adjustment of distances for the fog effects for smoother transitions on zoomed cameras

– DTM tracks have received their 2016 season advertisement dressing as well as various bug fixes

– Audi TT cup : adjustment to the invisible collision box of the car, size adjustment of the drop shadow area under the car.

– BMW 635 : Fixed a hole in the engine bay when the front of the car is damaged

– Chevrolet Camaro GT3 : Fixed a slight blurb of paint on the trunk of livery #16

– Mercedes SLS GT3 : Fixed an issue with the visual damage on the hood, fixed a few issues on various liveries

– Volvo 240T : Interior textures update

– Hockenheim : Updates of the 3D curbs, various bug fixes

– Hungaroring : Updates of the 3D curbs, various bug fixes

– Oschersleben : Updates of the 3D curbs, slight tweaks to camber and elevation in certain areas, reduced some nasty bumps on the track surface.

– Macau : Resurfaced the track to be less bumpy, various bug fixes

– Monza : Visual tweaks

– Nuerburgring : Distance markers for the chicane are now visible, various bug fixes.

– Spa-Francorchamps : Fixed various bugs, added one advertisement location at La Source.

– Zandvoort : Made the exit curb at turn 4 (Hugenholtzbocht) 20 meters longer.

Portal & Backend

– Revamped Portal Store with new theme and new structure.

– Fixed some issues with certain special characters causing issues in initial username on new accounts.

– Implemented Essential Packs and Car Class Packs.


AMS logo

It´s been a busy 18 months!

To begin with a little retrospective of the past 18 months from the car & track guys – this will probably sound like we´re tooting our own horn a bit :p but mainly it´s a small tribute to a team who have been working exceptionally hard and really shifted up a gear in this last year and a half.

The image below shows all new cars and tracks released since may 2015, from the end of Stock Car Extreme into the release of AMS, and finally moving into AMS DLCs:

^F0EAC98D75A7F6BD9E6FC4DF38995E40443459B2FDCF2740BD^pimgpsh_fullsize_distr.png

A total of 13 new venues along with 20 car models for 14 series have been released over a period of 18 months. That in itself is notable, even more so if you consider that in the same timespan all old content was updated to keep up with newer standards and include all latest features – a total of 27 series and 38 tracks which currently features in AMS.

It´s easy to underestimate the workload involved in delivering all this – if you´re on the other end waiting for stuff to materialise, it probably doesn´t feel very fast at all :p make no mistake though, this would be substantial output even for a bigger team with bigger budget than ourselves, so there´s a feeling of mission accomplished in delivering on what has been a very aggressive plan. Beyond the sheer volume, there´s also satisfaction from the fact that quality standards have not only been retained but upgraded, and older content has not been left to become too outdated relative to the newer stuff, so the sim remains as consistent as possible no matter what and where you´re racing.

What´s coming next

We´re not going on vacation just yet though – in fact we´re still still pushing hard not only with new content but also towards several significant new features and general improvements all across the sim – there are some exciting things already in the works with others being evaluated, but with development being what it is and known to throw some curve balls on occasion we´ll refrain from jumping the gun and push to cover a bit more ground before we confirm stuff. If you´re a Reiza Member though you may not only have a glance of what we´re aiming for, but help influence the development path in this Reiza 51 poll.

We´ve got one, possibly two updates to be delivered over the course of this month, with v1.15 scheduled for November 15th.

One important note regarding this update: @gongo has been working on integration with the latest Logitech drivers to better support G29 and G920. This however will require all users on Logitech wheels to upgrade to their latest software – even those running older models like G25 or G27, so those running Logitech gear please be advised to upgrade in time for v1.15 release.

Upcoming DLCs

Part 1 of Legendary Tracks is next up – Imola is coming, oozing history with 4 distinct versions from 4 different decades – 1972, 1988, 2001 and 2016:

AMS_Imola1972_2.jpgAMS_Imola1972_3.jpgAMS_Imola1972_4.jpg
AMS_Imola1972_5.jpg
AMS_Imola1988_2.jpg
AMS_Imola2001_1.jpg
AMS_Imola2016_1.jpg

The 1972 & 1988 versions are hitting AMS Beta within a couple of hours from this post. 2001 & 2016 should follow next friday.

Legendary Tracks Part 1 – Imola will sell for US$ 5.99 on release, scheduled to come along with v1.15 on November 15th.

Before the end of november or at the latest early on december, we´re pushing to wrap another pack:
AMS 2016-11-04 21-36-12-19.jpg

For those of you keeping track of AMS development, it will come as no surprise that the trucks from Formula Truck are bound to come to Automobilista – fully revamped and featuring new custom rules and functionalities.

The good news is that we´re very close to finalizing a new deal with Formula Truck series, which would allow us to officially release the complete, fully branded series (not just the trucks) for AMS. That would in turn open up the possibility of expanding this pack to include the latest season in a future update.

One way or another, to begin with we´ll be releasing the Trucks from 2013 after Imola – the pack will also sell for US$ 5.99. As previously announced, this DLC will be free to those that already own Formula Truck on Steam (if you own the non-Steam copy make sure to retrieve your Steam key for it here).

Always worth reminding also that those who took part in last year´s crowdfunding campaign on any level, acquired our Membership pack or bought the Season Pass on Steam have already secured these and all the other DLC packs to come to AMS.

And what´s next after the Trucks I hear you ask? That´s subject for our next update :)

To wrap up I´d like to remind that as more stuff is confirmed, prices for both the Season Pass on Steam & Membership pack here are due to receive another upgrade – by the time next Dev Update rolls out with some more DLC confirmations, the Season Pass will be upgraded from the current US$ 29.99 to US$ 39.99, so don´t wait up too long

SOURCE