rFactor 2 Build 946 Now Available


Shaun Cole On April 4, 2015
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rFactor 2 Build 946 includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options.
 
While many will focus on the overwhelming change to how lighting and colors are handled with the new tonemapper (fixing a bunch of lighting issues in the process), there are also a vast amount of smaller changes that make rFactor 2 a more complete product as a whole.
 
As always, both the demo and SDK/Dev mode have been updated to reflect the changes in the latest build.
 
I have attached a few screenshots from Malaysia, one of our oldest tracks. Some of the shots have very old cars pictured as well. Quite often in the past the palette would look wrong for this track and some others. With the new tonemapper, we don't believe that will be the case going forward.
 
Download: http://rfactor.net/web/rf2/rf2dl/
and (for SDK/Mod Mode) - http://rfactor.net/web/rf2/devscorner/
News post: http://rfactor.net/web/2015/04/03/rf...now-available/
 
Update 31 (Build 946) Changelog:
 
FEATURES:
————-
– Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
– Added local content management to Launcher.
– Added support for batch downloads in Launcher’s remote content tab.
– Added ring stiffness multipliers to TGM files.
– Added third party content publishing to Launcher.
 
FIXES:
————-
– By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
– Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
– Made unlimited laps in qualifying truly unlimited.
– Fix for aspect ratio problems in monitor.
– Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
– Added HTTP Basic Authentication to dedicated server mod downloads.
– Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
– Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
– Fixed unnecessary reloads of matchmaker list.
– Lined up vehicle labels in monitor.
– Made vehicle labels more legible under different conditions.
– Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
– Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
– Fixed a crash that could happen while resuming a replay of a non-race session.
 
MODDING / PUBLIC DEV:
————-
– Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
– Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
– simplified grid, pit, & garage spot marking.
– Allowed AIW editor to set number of garages per pit spot for ease of editing.
– Fixed Camera FOV editing.
 
MULTIPLAYER
————-
– Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
– In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
– Improved multiplayer skin transfers so there is less chance of name mix up.
 
GRAPHICS:
————-
– New tonemapper
– Optimized single-pass HDR for multiview.
– Adjusted some hdr/sky params to work with new tonemapper

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Comments

John Joubert On 2015-04-28 01:38:52
John Joubert

You should never have to add anything to the rfactor folder in Programmes (x86 ) after initial install for basic game operation. All tracks and cars go in packages folder which is in user/documnets/rfactor/packages then use the mod manager in game to install .. Make sure to delet anything that YOU have installed in to the x86 folder first as that is where your issues lie.

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Tim Chitwood On 2015-04-07 02:21:05
Tim Chitwood

I worked with a friend that has the game on TeamSpeak and we never get it to work. I finally deleted all traces that I could find of the game. I really liked some things about the game, it had great handling and the sensation of the speed and weight of the cars was great. I am able to add tracks and cars to Assetto Corsa, but I never could get the game to work. I am not the most computer savvy guy, and this one just eluded me. I wish them the best in the future. 

Reply

Tim Chitwood On 2015-04-06 12:50:55
Tim Chitwood

So I deleted the game a second time and changed the destination and now I have to reload all the cars and tracks. These are the types of reasons more people do not join PC simracing. I as a consumer should not be expected to know that the programmers do not bother to put the proper file name into the destianation name. I have several different games and I have never seen a game that is so hard to get installed and running. It does have some really good grip, sound, ffb and graphics which do make the game really good. Just change the destination file to Users or something else and not x86...

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Tim Chitwood On 2015-04-05 13:13:17
Tim Chitwood

I purchased this game about a week ago and I am pleasantly surprised at the amount of grip and sense of speed when I am driving there. I have had a few problems, at first I had no labels on the cars or tracks, but deleting and reloading the game has solved most of the problems. I still have no sound in the Eve Historics cars and am unable to load a few cars, but overall it is working pretty well. I have posted in the games forums and I have had a couple of responses. Nothing real helpful yet, but you always have to ask the basic questions first like where did you put the files. Mine went where they went.  C:\Program Files (x86)\rFactor2   One guy said it should be in User files, but I did not change the destination.

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