Jun 6, 2016
rFactor 2 - Image Space Incorporated
We proudly present Build 1098 with a good helping of added fixes and features for you to enjoy and try out! Most notably some new tire fixes, "fuel mixture adjustment" for race strategy, custom setups now rembered on rejoin, and more...

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.

Build notes:

FEATURES:
-------------
- Session starting times now default to track GDB values rather than always 9am.
- Changed default for Controller.JSON value "Use thread" from "true" to "false".
- TTool: added a way to set the Surface Load Goal during Quasi Static Analysis, rather than using Surface Height directly
- Restore garage setup upon race rejoin, if server's Multiplayer.JSON setting "Race Rejoin" is set to the new value of 3. Note this may be used to restore the fixed setup when that feature is enabled.
- Added mixture adjustment.
- Added diffusive adhesion to tire model
- Tire planar contact compliances can now be adjusted based on tire pressure, etc
- Added ability to automatically mirror tires rather than re-running TTool tests on a mirrored tire.


FIXES:
-------------

- Various fixes for multiple pitlanes tracks.
- For rear flap rules, check track wetness in all sessions, not just race by default.
- Fixed bug where if an AI retires early due to mechanical failure & doesn't make it completely off the road (to the right), AI following him might try to avoid him....by turning straight into him.
- When the player's car is under AI control & the race finishes, he will now retire to the pits and stay retired.
- Changed the way FFB gets 'paused' to avoid halts with certain FFB drivers.
- Fix for 2nd pitlane cars not finding the right pitlane in race.
- Fixed exploit that could allow people to change the fuel level when that wasn't supposed to be allowed.
- Fixed some issues with virtual vehicles not showing up in car list.
- Fixed AI cars in pitlane when yellow flag gets thrown getting confused about what they are doing.
- Anisotropic filter setting fixed for gJED GMTs.
Jun 6, 2016
rFactor 2 - Image Space Incorporated
We proudly present Build 1098 with a good helping of added fixes and features for you to enjoy and try out! Most notably some new tire fixes, "fuel mixture adjustment" for race strategy, custom setups now rembered on rejoin, and more...

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.

Build notes:

FEATURES:
-------------
- Session starting times now default to track GDB values rather than always 9am.
- Changed default for Controller.JSON value "Use thread" from "true" to "false".
- TTool: added a way to set the Surface Load Goal during Quasi Static Analysis, rather than using Surface Height directly
- Restore garage setup upon race rejoin, if server's Multiplayer.JSON setting "Race Rejoin" is set to the new value of 3. Note this may be used to restore the fixed setup when that feature is enabled.
- Added mixture adjustment.
- Added diffusive adhesion to tire model
- Tire planar contact compliances can now be adjusted based on tire pressure, etc
- Added ability to automatically mirror tires rather than re-running TTool tests on a mirrored tire.


FIXES:
-------------

- Various fixes for multiple pitlanes tracks.
- For rear flap rules, check track wetness in all sessions, not just race by default.
- Fixed bug where if an AI retires early due to mechanical failure & doesn't make it completely off the road (to the right), AI following him might try to avoid him....by turning straight into him.
- When the player's car is under AI control & the race finishes, he will now retire to the pits and stay retired.
- Changed the way FFB gets 'paused' to avoid halts with certain FFB drivers.
- Fix for 2nd pitlane cars not finding the right pitlane in race.
- Fixed exploit that could allow people to change the fuel level when that wasn't supposed to be allowed.
- Fixed some issues with virtual vehicles not showing up in car list.
- Fixed AI cars in pitlane when yellow flag gets thrown getting confused about what they are doing.
- Anisotropic filter setting fixed for gJED GMTs.
rFactor 2 - Image Space Incorporated
To borrow a phrase from the community, “A not so quiet release of loud cars!” We proudly present a third-party legendary classic from 1960 Indianapolis, the oval series Gasoline Alley, this from another group of talented 3PA partners: Gilles Benoit and Bill Guillaume.

This project is dedicated to the late Indy driver Len Sutton, and to racing historian Gordon Eliot White who both helped with the mod. This rFactor 1 mod has been converted to rFactor 2, upgraded as much as possible, then had some physics tweaks and tires added from the ISI team.

Car description :
– Speed: top 186 mph Texas (1963), end of Indy straights : 170 mph, Indy turns : +-140 mph
– Weight without driver and fuel: +-1600 lbs, 60% to the left
– Fuel: Methanol, 60 us gal. spiked with nitromethane
– Engine: 256 cu. In., 4 cyl. Offy, +-500 lbs, 2 speed, estimated +-400hp, running at 6000 rpm (ref1 p.84), fuel consumption 1 us gal/3.0 mile, exterior oil tank +-15 quarts
– Rigid front/rear axles with torsion bars
– Wheelbase: modeled at 96 in.
– Tires: Bias ply Firestones, front 7.60×16 (nominal), rear 8×18 (nominal), 50 psi, threads were showing after 51-52 laps at Indy, wear pattern on all four tires = inside of corner, described as noisy
– Pit stops: All four tires, 40 to 60 us gal. in 20 sec., every 51-52 laps

Indy racing is part of the US culture, and in the early 1960s A.J. Watson dominated the manufacturing of the cars, at a time when Formula One machines were just starting to influence design. Watson’s history goes back to 1950 when, as a mechanic, he built his own car for the Indy 500 which Dick Rathmann drove. In 1954 Watson got his break with the John Zink Jnr team, and a year later his modified version of the Frank Kurtis-built roadster won the Indy 500. This 1960 example is typical of his racers, with a basic chassis with front/rear solid axles but torsion bar suspension that could be tweaked by the driver while going along. The Offenhauser Sprint and Champ car engine was offset to the left to make the car turn naturally in that direction, and gearbox only needed two speeds due to the massive torque available low down, plus the car’s light weight.

http://steamcommunity.com/sharedfiles/filedetails/?id=685802767
rFactor 2 - Image Space Incorporated
To borrow a phrase from the community, “A not so quiet release of loud cars!” We proudly present a third-party legendary classic from 1960 Indianapolis, the oval series Gasoline Alley, this from another group of talented 3PA partners: Gilles Benoit and Bill Guillaume.

This project is dedicated to the late Indy driver Len Sutton, and to racing historian Gordon Eliot White who both helped with the mod. This rFactor 1 mod has been converted to rFactor 2, upgraded as much as possible, then had some physics tweaks and tires added from the ISI team.

Car description :
– Speed: top 186 mph Texas (1963), end of Indy straights : 170 mph, Indy turns : +-140 mph
– Weight without driver and fuel: +-1600 lbs, 60% to the left
– Fuel: Methanol, 60 us gal. spiked with nitromethane
– Engine: 256 cu. In., 4 cyl. Offy, +-500 lbs, 2 speed, estimated +-400hp, running at 6000 rpm (ref1 p.84), fuel consumption 1 us gal/3.0 mile, exterior oil tank +-15 quarts
– Rigid front/rear axles with torsion bars
– Wheelbase: modeled at 96 in.
– Tires: Bias ply Firestones, front 7.60×16 (nominal), rear 8×18 (nominal), 50 psi, threads were showing after 51-52 laps at Indy, wear pattern on all four tires = inside of corner, described as noisy
– Pit stops: All four tires, 40 to 60 us gal. in 20 sec., every 51-52 laps

Indy racing is part of the US culture, and in the early 1960s A.J. Watson dominated the manufacturing of the cars, at a time when Formula One machines were just starting to influence design. Watson’s history goes back to 1950 when, as a mechanic, he built his own car for the Indy 500 which Dick Rathmann drove. In 1954 Watson got his break with the John Zink Jnr team, and a year later his modified version of the Frank Kurtis-built roadster won the Indy 500. This 1960 example is typical of his racers, with a basic chassis with front/rear solid axles but torsion bar suspension that could be tweaked by the driver while going along. The Offenhauser Sprint and Champ car engine was offset to the left to make the car turn naturally in that direction, and gearbox only needed two speeds due to the massive torque available low down, plus the car’s light weight.

http://steamcommunity.com/sharedfiles/filedetails/?id=685802767
rFactor 2 - Image Space Incorporated
Just in-time for the Indy 500 and Angie’s List Grand Prix of Indianapolis, we have an updated version of Indianapolis Motor Speedway for you to enjoy…

This minor release fixes a few equally minor issues, and is a good opportunity to demonstrate how a Steam content package update works. It should be a seamless experience; and it shouldn’t download the full track again if you’re subscribed to the item.

What’s changed? A good amount of cutting false positives have been addressed, as well as the pit entry glitch on the 2014 layout. Cam bugs have also been fixed, and the AI cars now use headlights on the road courses. In an attempt to slowly move away from the recent desaturated look, the grass should look a tad more alive.

Changelog:
– Fixed AI headlights on road courses
– Fixed several false positive cut detections
– Fixed pit entry glitch on 2014 layout
– Fixed cams on 400 and 500 layouts
– Increased grass saturation
rFactor 2 - Image Space Incorporated
Just in-time for the Indy 500 and Angie’s List Grand Prix of Indianapolis, we have an updated version of Indianapolis Motor Speedway for you to enjoy…

This minor release fixes a few equally minor issues, and is a good opportunity to demonstrate how a Steam content package update works. It should be a seamless experience; and it shouldn’t download the full track again if you’re subscribed to the item.

What’s changed? A good amount of cutting false positives have been addressed, as well as the pit entry glitch on the 2014 layout. Cam bugs have also been fixed, and the AI cars now use headlights on the road courses. In an attempt to slowly move away from the recent desaturated look, the grass should look a tad more alive.

Changelog:
– Fixed AI headlights on road courses
– Fixed several false positive cut detections
– Fixed pit entry glitch on 2014 layout
– Fixed cams on 400 and 500 layouts
– Increased grass saturation
rFactor 2 - Image Space Incorporated
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.
rFactor 2 - Image Space Incorporated
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.
rFactor 2 - Image Space Incorporated
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.
rFactor 2 - Image Space Incorporated
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.
...