Hot on the heels of Build 1080 comes Build 1084, fixing some issues raised around the time of the previous release. These fixes include a workaround for the new 2016_TTRS_1 driver from Thrustmaster and a fix for the Logitech G920 pedals being named differently in their latest driver (the profile in rF2 should now work properly with the new driver).
Known issue (see knownissues.txt):
– Lost wheel intermittent repair after driver change, possibly more likely with higher damage percent set. ‘Normal’ damage repairs function as intended. – There are still some issues with various security suites that we are not in control of. Depending on what software you use, you will need to find a workaround based on how it reacts or what it blocks. We would be grateful to see these false reports passed onto the developers of those suites so that they can whitelist our software.
Build notes:
FEATURES: ————- – Stopped overwriting your own Unsportsmanslike Driving multiplayer setting when you joined a server (should only affect the current setting). This would only matter if you used the same Player.JSON for both servers and clients.
FIXES: ————- – Fixed sun occlusion bug in showroom. – Adjusted particle params for rain spray. – Removed error msg from Mas2. – Fix for steam launcher getting “Password invalid” when attempting to download missing components from a password-less dedicated server. – Workaround for lag in options when using Thrustmaster drivers 2016_TTRS_1. – Rearranged throttle/brake/clutch pedal mappings for Logitech G920 because they will be rearranged with the next Logitech driver/firmware release (which are in Beta as of this writing). If any users continue to use the previous Logitech drivers, they will need to re-map the pedals after loading the Logitech G920 profile. – Attempt to prevent Knockout Qualifying plugin from overwriting manual grid edits.
Hot on the heels of Build 1080 comes Build 1084, fixing some issues raised around the time of the previous release. These fixes include a workaround for the new 2016_TTRS_1 driver from Thrustmaster and a fix for the Logitech G920 pedals being named differently in their latest driver (the profile in rF2 should now work properly with the new driver).
Known issue (see knownissues.txt):
– Lost wheel intermittent repair after driver change, possibly more likely with higher damage percent set. ‘Normal’ damage repairs function as intended. – There are still some issues with various security suites that we are not in control of. Depending on what software you use, you will need to find a workaround based on how it reacts or what it blocks. We would be grateful to see these false reports passed onto the developers of those suites so that they can whitelist our software.
Build notes:
FEATURES: ————- – Stopped overwriting your own Unsportsmanslike Driving multiplayer setting when you joined a server (should only affect the current setting). This would only matter if you used the same Player.JSON for both servers and clients.
FIXES: ————- – Fixed sun occlusion bug in showroom. – Adjusted particle params for rain spray. – Removed error msg from Mas2. – Fix for steam launcher getting “Password invalid” when attempting to download missing components from a password-less dedicated server. – Workaround for lag in options when using Thrustmaster drivers 2016_TTRS_1. – Rearranged throttle/brake/clutch pedal mappings for Logitech G920 because they will be rearranged with the next Logitech driver/firmware release (which are in Beta as of this writing). If any users continue to use the previous Logitech drivers, they will need to re-map the pedals after loading the Logitech G920 profile. – Attempt to prevent Knockout Qualifying plugin from overwriting manual grid edits.
ISI is happy to release Build 1080! This build has a decent number of fixes and tweaks to the AI, realroad, skin sharing, graphics, controllers, and much more.
The demo content has also been changed; Now featuring the Formula Renault 3.5, 1974 Howston Dissenter and Toban Raceway Park.
Usage Notes:
On first loading for any track after updating, shaders will be rebuilt. Expect this to take anywhere between 1-4 minutes, depending on your system specifications.
The Logitech G920 has new firmware that fixes an issue with the Force Feedback. However, because they are not yet selling units with the new firmware, and most users will not be updated yet, we have implemented a hacky solution that we will remove probably with a future build (when we feel more will have updated). If you have updated your firmware, you can disable the hack if you want to, by editing your controller file save and switching the G920_workaround flag to false, and because they changed their names for the inputs, you’ll have to bind your pedals.
Build Notes:
FEATURES: ————- New steam matchmaker in the launcher, replaces in game matchmaker. (Click on double helmet icon to refresh server list) Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.) Added Low Speed Information display position gizmo. Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways) Added average water depth to internals plugin data. Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(,,,) Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED User skin directory will now spill over to multiple lines if needed rather that off screen Default gamepad controllers now set various driving aids for an easier experience. Created an Un-Disqualify button for admins to use on the multiplayer vote page. Reason for penalty (if any) is now given in result files and log files. Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x. Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value “Skip updates”, but can also be disabled by setting the new Controller.JSON value “Use thread” to false. Moved in-game server list to Launcher (Steam version only). New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.
FIXES: ————- Fix for skin transfers when using +connect commandline parameters. Fixed static camera orientation not saving changes in Mod Mode Likely fix for occasional dedicated server crash during race rejoin. Fixed occasional race rejoin bug where only 63 laps were restored when it should have been more. Fixed bug where track & vehicle selector didn’t register changes when existing page immediately after closing a category branch. Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called “AdjustUntilYellowFlagState” which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp). Fixed several potential UI crashes when switching between multiple video adapters. Corrected issue where grass skids sometimes did not appear.
GRAPHICS: ————- Reverted back to more analytical headlight model. Fixed soft particle blending and updated general particle parameters. Fixed particle exclusion zones sometimes becoming disabled. Improved particle lighting/shadowing. Improved sun occluder. Static reflection mappers now updated properly between sessions. Minor adjustments to sky turbidity and some cloud albedos. Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.
MODDING / PUBLIC DEV: ——————— Camera activation zones can be moved in the camera editor now. Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type “ai learn” in the chat back…..he’ll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he’s better following the line you can type “ai save” & he’ll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there). TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity. Fixed bug in ModMgr which showed duplicate updates for mods with an update. Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.
ISI is happy to release Build 1080! This build has a decent number of fixes and tweaks to the AI, realroad, skin sharing, graphics, controllers, and much more.
The demo content has also been changed; Now featuring the Formula Renault 3.5, 1974 Howston Dissenter and Toban Raceway Park.
Usage Notes:
On first loading for any track after updating, shaders will be rebuilt. Expect this to take anywhere between 1-4 minutes, depending on your system specifications.
The Logitech G920 has new firmware that fixes an issue with the Force Feedback. However, because they are not yet selling units with the new firmware, and most users will not be updated yet, we have implemented a hacky solution that we will remove probably with a future build (when we feel more will have updated). If you have updated your firmware, you can disable the hack if you want to, by editing your controller file save and switching the G920_workaround flag to false, and because they changed their names for the inputs, you’ll have to bind your pedals.
Build Notes:
FEATURES: ————- New steam matchmaker in the launcher, replaces in game matchmaker. (Click on double helmet icon to refresh server list) Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.) Added Low Speed Information display position gizmo. Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways) Added average water depth to internals plugin data. Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(,,,) Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED User skin directory will now spill over to multiple lines if needed rather that off screen Default gamepad controllers now set various driving aids for an easier experience. Created an Un-Disqualify button for admins to use on the multiplayer vote page. Reason for penalty (if any) is now given in result files and log files. Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x. Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value “Skip updates”, but can also be disabled by setting the new Controller.JSON value “Use thread” to false. Moved in-game server list to Launcher (Steam version only). New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.
FIXES: ————- Fix for skin transfers when using +connect commandline parameters. Fixed static camera orientation not saving changes in Mod Mode Likely fix for occasional dedicated server crash during race rejoin. Fixed occasional race rejoin bug where only 63 laps were restored when it should have been more. Fixed bug where track & vehicle selector didn’t register changes when existing page immediately after closing a category branch. Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called “AdjustUntilYellowFlagState” which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp). Fixed several potential UI crashes when switching between multiple video adapters. Corrected issue where grass skids sometimes did not appear.
GRAPHICS: ————- Reverted back to more analytical headlight model. Fixed soft particle blending and updated general particle parameters. Fixed particle exclusion zones sometimes becoming disabled. Improved particle lighting/shadowing. Improved sun occluder. Static reflection mappers now updated properly between sessions. Minor adjustments to sky turbidity and some cloud albedos. Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.
MODDING / PUBLIC DEV: ——————— Camera activation zones can be moved in the camera editor now. Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type “ai learn” in the chat back…..he’ll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he’s better following the line you can type “ai save” & he’ll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there). TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity. Fixed bug in ModMgr which showed duplicate updates for mods with an update. Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.
Toban was one of the original tracks in the rFactor series, used as the test track for multiplayer before it’s official release in 2005. This has been one of the most requested tracks, so we knew that we’d have to do something special with this one to turn it into a modern version of the gem everyone remembers. Our Toban Raceway Park release has seven configurations on six layouts.
Take a ride through the rolling hills and vineyards of Northern California!
The Howston Dissenter, 1974, inspired by premier class stock car racing, represents the most competitive racing of its time.
With a 358-cui small block, the engine is capable of around 475hp, and this helps the car achieve a top speed of approximately 185mph (and more in the draft). The setup parameters are quite open, but there are also limits to what can be adjusted. In fact, the cars are fundamentally quite similar to modern stock cars just less refined and less developed.
Toban was one of the original tracks in the rFactor series, used as the test track for multiplayer before it’s official release in 2005. This has been one of the most requested tracks, so we knew that we’d have to do something special with this one to turn it into a modern version of the gem everyone remembers. Our Toban Raceway Park release has seven configurations on six layouts.
Take a ride through the rolling hills and vineyards of Northern California!
The Howston Dissenter, 1974, inspired by premier class stock car racing, represents the most competitive racing of its time.
With a 358-cui small block, the engine is capable of around 475hp, and this helps the car achieve a top speed of approximately 185mph (and more in the draft). The setup parameters are quite open, but there are also limits to what can be adjusted. In fact, the cars are fundamentally quite similar to modern stock cars just less refined and less developed.
Toban was one of the original tracks in the rFactor series, used as the test track for multiplayer before it’s official release in 2005. This has been one of the most requested tracks, so we knew that we’d have to do something special with this one to turn it into a modern version of the gem everyone remembers. Our Toban Raceway Park release has seven configurations on six layouts.
Take a ride through the rolling hills and vineyards of Northern California!
The Howston Dissenter, 1974, inspired by premier class stock car racing, represents the most competitive racing of its time.
With a 358-cui small block, the engine is capable of around 475hp, and this helps the car achieve a top speed of approximately 185mph (and more in the draft). The setup parameters are quite open, but there are also limits to what can be adjusted. In fact, the cars are fundamentally quite similar to modern stock cars just less refined and less developed.
This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so we’re happy to continue to deliver.
Build Notes: FEATURES: ————- Added new optional corvette pace car with flashing lights created by community member John Berry! Water temperature now starts at the same value as oil temperature. Added a few more details to lap records in CCH file. Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls. Added ability to cancel damage repair during a pitstop. Added the ability to paste clipboard text into text boxes. Added ability to open hyperlinks with a click that show up in the multiplayer chatbox. Doubled usable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions. Qualifying on by default for new playerfiles. Replaced ‘_’ characters with spaces in opponent filter list display. Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
FIXES: ————- Fixed problem where a broken engine would become fixed and indestructible after rejoining. Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead. Fixed (removed) extra useless multihead onboard cameras. Only allow admins to issue /pitby* commands. Fixed wrong gdb data getting loaded for tracks that have multiple versions installed. Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included. Tightened up text input boxes to prevent drawing outside of box. Fixed virtual vehicle loading with random car if base vehicle not found. Weather and wet saturation speed fine-tuned. Non-steam players now showing in Steam Matchmaker. Timeouts/Errors sending passwords to server fixed. LOD issue when switching trackside cams fixed.
MODDING / PUBLIC DEV: ——————— Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes. Enabled Ctrl-D physics tool in public Mod Mode build. Command line option added for Mod Manager: -b[DatFile] [index ...] = build mod/cmp at specified indices from DatFile. Use -help if needed.