rFactor

Platform(s): PC
Genre: Racing

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

Advertising

As an Amazon Associate, we earn commission from qualifying purchases.





'rFactor' - v1.070 Patch Available NOW

by Rainier on Jan. 11, 2006 @ 4:03 p.m. PST

Get the rFactor v1.070 patch off Worthplaying (71mb)

What's new in version 1070

Graphics:

- Fixed a shadow bug that could crash some tracks.
- Reverted back to 32-bit render targets (in some cases) for now, since 16-bit targets also caused particle dithering in the rear view.
- Fixed a bug which would cause texture updating to render targets to fail in 16-bit mode on nVidia.
- Detached parts will now only have shadows if shadows are set to high or max.
- Made sparks and fire glow at night rather than be darkly shaded.
- Fixed scaling/placement problems with the onscreen flags (yellow, checkered, etc).
- Modified the GRAPHOPT_low_detail_UI flag to affect ALL fonts (including ingame).
- Fixed the GRAPHOPT_do_UI_bg_bink="0" to work for all UI anims.
- Fixed LOD switches to eliminate the occasional missing meshes between LODs.
- Fixed billboard/stamp feature, which was broken in the last update.

Tracks and Vehicles:

- Added Essington Long track and layout.
- Fixed the rear-left suspension on the Trainer which was confused with the front-right suspension.
- Removed Joesville and added Essington Long to the Formula IS season.
- Fixed minor error in Rhez upgraded suspension geometry.
- Made minor adjustment to the clutch and tranny frictions on some vehicles. Also changed it so that if the air dam is knocked off then the vehicle will lose front downforce.
- Added a few Hammer and Howston seasons to the SR Grand Prix.
- The Orchard Lake Oval is now available in the SR Grand Prix.
- Adjusted mirrors on Formula IS so that you could see cars directly behind.

Artificial Intelligence:

- Improved AI drag calculation.

Gameplay:

- Improved the internal stat-keeping of laptimes based on track layout and vehicle class.
- Changed onboard brake bias adjustment to return to default if you press both the forward and rearward buttons at the same time.
- Added player file option "Any Camera HUD" to show HUD from trackside cameras (new default is ON).
- Added class ranking to monitor.
- Additional logic to help prevent receiving a blue flag after unlapping yourself from an opponent.
- Fixed a crash after getting a DQ in multiplayer and then going to the next session.
- Added a message for when the speed limiter is toggled.
- Changed default number of vehicles sharing a pitstall from 2 to 1 (in the Open Wheel Challenge and SR Grand Prix RFM files).
- Added RPM to the extra info LCD page.
- Removed configurable damper (shock) settings for HammerGT because they aren't available with other mid-range SRGrandPrix vehicles.
- Added "CLASS PACKAGES" to the Upgrades section, so you can buy a complete package (identical to the AI) with just a couple clicks.
- Added sector timing to list of lap times (when right-clicking on monitor grid).
- Fixed minor issue where AutoPit and launch control might not upshift properly.
- Optimized collision for detached parts and cones so framerate shouldn't drop as much in big crashes.
- Fixed minor math error when using free look on an attached camera (swingman/cockpit/etc.).
- When using onboard cameras, we now try to keep the same camera when switching to other vehicles. Results may be somewhat random when running mixed class vehicles that have different sets of onboard cameras.
- Possibly fixed a situation where people would occasionally see two "pitcrews".
- Added one-lap-to-go warning. Player file option "One Lap To Go Warning" controls whether it is a message, white flag, or both, and whether the warning is given in qualifying.
- Fixed a minor issue where the standings would briefly change near the s/f line at the beginning of a race.
- Made LCD/HUD standings scrollable with the pit up/down controls and added new standings functionalities: With the pit increment control (or player file option "Standings Func"), you can choose between non-wraparound standings, wraparound standings, or autoscrolling standings.
- Made race splits configurable between realtime values (original and default functionality) and sector-based split times. Use the pit decrement control to toggle between the two choices, or use the "Realtime Splits" player-file option.
- Added a plr file option to set the screenshot file type to jpg, bmp, png, or dds.
- The virtual rearview mirror (available in tv cockpit, nose, and swingman modes) now has an additional setting for side-mirrors only.

Input Devices:

- Added new FFB variable in controller.ini file "FFB steer front grip fract".
- Changed the default value for the new force feedback parameter "FFB steer force grip factor" introduced in v1.040 back to 0.4.
- Added controller.ini value "Alternate Neutral Activation" to allow users to select neutral by shifting up & down simultaneously.
- Fixed a couple issues where the FFB spring might not work properly if the wheel came up as controller 2 or 3.
- Stopped resetting the FFB saturation and coefficient values in the controller.ini file when we didn't detect FFB on that axis.
- Made change to handling of POV-HAT (D-pad) devices so they could be used as buttons (for navigating the pit menu, for example).
- Added default file for ThrustMaster RGTPro.
- Moved force feedback hardware re-initialization to only occur if you visited the force feedback options page. This does two good things: 1) it makes force feedback changes take effect if you press the Drive button from the force feedback page, and 2) it gets rid of the small but annoying delay when you are on any other options page and return to the Monitor page. Note: this is not the same as the Reset FFB options. If you go to drive and your force feedback isn't working, we recommend going to the force feedback options page (which will force a hardware re-initialization) and then try driving again.
- Fixed red input calibration bars to work on-the fly with sensitivity/deadzone adjustments.
- Added a controller.ini value "FFB Ignore Controllers" which can be used to prevent rFactor from using the FFB on certain controllers.
- Made accidental shift detection time configurable. If you use the PLR file variable "Repeat Shifts", values 1-4 now use increasing amounts of time while value 5 is the shift completion option.

Replay:

- Fixed the replay hot lap times by including a little bit of time before and after the lap.
- Reduced replay size after deleting clips by removing unnecessary events.
- Fixed replay renaming where you couldn't overwrite an existing file even if you confirmed to do so.
- Added player file option "Auto Monitor Replay" whether to automatically start a replay when returning to monitor.
- Fixed possible crash when watching replay in multiplayer.
- Fixed vehicle special effects in instant replay (where sometimes you would see glowing brake discs on vehicles in the garage, or 'dotted line' skidmarks on track). The time-of-day still does not work properly in the instant replay, however.
- Optimized some replay code (will affect everybody, but it should noticeably improve dedicated server's performance with replays on).
- Added player file option "Compress Replay" to control whether replay files (*.VCR) are compressed. If turned off, replay files will be roughly 50% larger but may take less time to write out.
- Fixed the opponents' brake lights in replays of multiplayer races.

Multiplayer:

- Fixed it so that restarting weekend or race in multiplayer automatically releases the AI that took over for disco'd clients.
- Made the dedicated server wait a slightly shorter time before switching sessions automatically (as long as no one is finishing a hot lap in qualifying). Added a multiplayer.ini variable "Delay Between Sessions" to control that time.
- Added multiplayer.ini option "Auto Exit" whether to immediately exit when leaving a game joined through RaceCast or other external tool.
- Stopped reading/writing CCH file on dedicated server.
- Optimized a few more things out of the dedicated server.
- Changed default dedicated server rate from 333 to 250.
- Added multiplayer.ini options "Loading Sleep Time" and "Loading Priority" to help control the dedicated server's CPU usage during track and vehicle loads.
- Added "+queryportstart" and "+portstart" command-line options to override the respective values.
- Added "+nowindow" command-line option which is the same as "+oneclick" except that the windows (and therefore the windows processing) are eliminated, leaving only the process running.
- Added ability to send current setup in multiplayer to one or all other players. New "Send Setup" button is on the "Call Vote" page and replaces the currently disabled "Request Replay" button. Received setups will be put in a new "Received" folder in the garage. Player file value "Keep Received Setups" controls how long these setups are kept. Note: some issues with this feature in the version 1.048 beta were fixed.
- Added multiplayer fixed setups. Player file value "Fixed Setups" controls whether they are being used. "Fixed Free Settings" controls what, if any, settings are still free (for example, steering lock). "Fixed AI Setups" controls whether the AI uses the fixed setups, too. By default, the fixed setup is the factory defaults, but can be changed by assigning your favorite setups which are stored in FavoriteAndFixedSetups.gal.
- Added "Fixed Upgrades" option to multiplayer. If the server enables this option, all vehicles will be forced to use one of the class packages.
- Mismatches are now reported to all clients regardless of the mismatch response setting. Added a new server mismatch response option to automatically kick out mismatched clients only in qualifying and race (to allow people to join practice or warmup and ask other people about the latest version). Driving will be disabled unless the server is configured to do nothing on mismatches.
- Added a toggle to turn chat window auto-scrolling on or off. Also added color-coding in the chat window based on driver. Both can be controlled with multiplayer.ini variables.
- Added more info to Race Settings in multiplayer: race starting time, race time scale, and type of start.
- Removed some unnecessary time-of-day graphics computations that were running on the dedicated server.
- Optimized the network throttler to help reduce dedicated server CPU usage.
- Adjustment to throttling algorithm which can now send updates for more vehicles by reducing the frequency of updates for vehicles that are far away. Total net traffic remains exactly the sam
- Improved throttler's packing of events into network packets. This should slightly reduce server's upload traffic and client's download traffic.
- Added IRC chat gizmos to monitor page and removed code that disconneted a player from IRC when he left the chat lobby. Now only when the player presses the disconnect button does he lose connection with the IRC server.
- Added IRC chat box to all monitor pages (Client, Hosting, Quick and Post Race Monitors)
- Included option in dedicated server UI for whether toggling AI control is allowed.
- When logged into RaceCast, a copy of your current user's friends and bookmarks are stored in the RaceCast database.
- RaceCast plugin now sends driving aid information.
- Support for class position and class grid position added to RaceCast plugin.
- Prevented admins from calling "Restart Race" before the race session because it would cause various issues.

Results File:

- Made XML results file UTF-8 compliant. Some "extended ASCII" characters may be changed to other characters, but we'll address those as they are found.
- Changed to one session per results file by default. Can be changed to the old way with PLR file option "Multi-session Results".
- Added 1st lap start ET to results file.
- Added class positions to results file.
- Fixed an issue where results file could have a few errors if a multiplayer race used a different RFM than your current one.
- Removed repeated chat lines and admin password from XML output.

Modding/Miscellaneous:

- Fixed the GDB damper restrictions meant for stock car rules.
- Changed RFM entry "DriveAnyUnlocked" to allow 3 settings for what type of vehicles you are allowed to drive: 0=owned, 1=unlocked, 2=any.
- Fixed a few potential buffer overruns.
- Per-terrain wear multiplier now supported in TDF file. Default is "Wear=1.0".
- Added command-line option "+highprio" to set rFactor to use a higher operating system priority. This may help if user has a lot of background tasks but isn't necessarily recommended because it may starve those tasks completely. Use at your own risk.
- Improved a situation where errors in track AIW paths could cause strange warping. While the odd behavior should be reduced, it is highly recommended that track makers use proper waypoint collision corridors (please only edit the road corridors to address AI issues).
- New support for internals plugin DLL that could be used to read vehicle data and/or control force feedback and all non-driving inputs.
- Internals plugin telemetry output now occurs at a fixed rate.
- Added pneumatic trail variable to TBC file.
- Note to modders: the HDV (and upgrades.ini) variables "FWPeakYaw" and "RWPeakYaw" are actually supposed to be "FWLiftPeakYaw" and "RWLiftPeakYaw" (but "DiffuserPeakYaw" is actually correct as is). We are not changing the code because that would suddenly make some existing cars drive differently, which isn't a good idea. We suggest that you update existing vehicles and test using the correct variable names.
- Added support for caution lights around the track used for full-course yellows (works on Orchard Lake).
- Added "MinimumClass" as an upgrade level variable. This would be used to specify the minimum configured vehicle class (for example, MinimumClass="ZType") that would be calculated if a particular upgrade level (for example, a "Type Z Engine") was installed. This feature is not, however, currently used in any original rFactor vehicles.
- Added RFM variable "PitOrderByQualifying" which allows mods to set the pit order in the race based on qualifying results.
- Added code to detect newly installed mods (RFM files) and automatically bring them up. In general, we recommend against creating special launcher programs.
- Addressed minor HAT issue where nearly vertical triangles could generate invalid data. HAT files will need to be rebuilt which will cause a delay while loading tracks the first time after installation of this update.

What's New in v1.040?

Welcome to the first update for rFactor. When executed, the update program will first search the current directory for version 1.020. If it locates a valid copy, it will update the appropriate files while making a backup copy in the rFactorSupportBackup directory. You will find an update log file in the support directory as well. If the out-of-date version is not present in the current directory, the update program will search the registry for the install location and proceed from there.

Graphics:

  • - Significantly reduced video memory usage in several components of the graphics engine.
  • - Improved shadow performance for Max shadow detail level.
  • - Added a new .PLR file option called Low Detail UI, which will force DXT compression on the UI art to reduce memory usage by about 75%. There are compression artifacts when using this, but most people wont notice. Set to On by default for the lowest level machine.
  • - Added a black background to the frame rate counter, so it can actually be read.
  • - Added an FOV option in the graphics section.
  • - Prevented garage LOD multiplier in player file from being set to zero, which caused problems.
  • - Fixed bug where only steering wheel of opponents would appear.
  • - Added triple-rearview to swingman mode.
  • - Fixed the rF Config to properly handle multiple video cards.
  • - Added a full-time Video Mem Gizmo, which reports pct video mem available, as well as current auto-texture reduction level, and instantaneous resource allocs. All done up in bright shiny colors.
  • - Fixed a couple issues where the Visible Vehicles setting was not working properly. Increased the bias towards showing vehicles in front. Added a player file value "Extra Visible Vehicles" which controls how many vehicles to display in non-driving situations.
  • - Modified weather to use only static ambient shadows at night, and to use a much faster skydome coloring method.
  • - Added a PLR file setting to allow 'rearviews in swingman' mode.
  • - Improved FSAA support from rF Config.
  • - Improved 16-bit support, so in 16-bit video modes, all textures are either dxtn or 16-bit.
  • - Added timescale option of "None" which will make the time-of-day stand still. The advantage of this is that static shadows never need to be updated, perhaps increasing framerate. Note that if you were previously using the setting "Use Race %", then you will need to re-check the option in the UI. Known issue: sorry, this does not appear to work well at the moment.
  • - Fixed screenshot bugs in windowed and multi-monitor modes.

Tracks and Vehicles:

  • - Updated Sardian Heights mas file to fix incorrect signage bug.
  • - Fixed shadows on windows bug on Rhez.
  • - The names of the AI upgrade lists for Trainer had to be updated to match the vehicle filter tokens. This affected the upgrades.ini file and all the trainer VEH files.
  • - Reduced intensity of lights on Orchard Lake tracks.
  • - Added Sardian Long.
  • - More Sardian changes. New, higher res maps for buildings, arena dome, tunnel.
  • - Updated some LOD distances on Sardian Long.

Artificial Intelligence:

  • - Fixed an AI tire pressure issue which resulted in a significant top speed discrepancy, especially with Advanced Trainers on the Orchard Lake Oval.
  • - Improved AI passing code both on straights and in corners.
  • - Improved mixed class AI driving.
  • - Improved AI handling of on-track wrecks.
  • - Fixed AI breaking yellow flag speed to enter pits.
  • - Reduced tendency for AI to rear end player.
  • - Fixed AI pulling offline (and slowing down) when human rides their tail.
  • - Reduced AI start chaos.
  • - Implemented a more consistent (for different car types) AI passing algorithm.
  • - Completely removed AI blocking humans.

Gameplay :

  • - Increased tolerances for positioning on formation lap starts, and added a check to ignore disco'd clients. Also added a failsafe that if everyone is stopped for awhile it will try to correct anybody who is off and then start the countdown timer.
  • - A couple improvements to the basic garage sliders: limited brake balance changes and more evenly spaced gearing.
  • - Fixed a garage UI bug where the acceleration, top speed, and gear graph info could be misreported.
  • - Added starting time and time scale to season create page, so you don't have to drive open wheel cars at night.
  • - Changed following message (for caution laps, etc.) to use driver name rather than vehicle description. Also fixed one case where that message should have been shown but was not. Added yellow flag display for full-course yellows.
  • - Fixed an issue where the pitcrew would sometimes get ready even if the player was clearly on the last lap of the race.
  • - Stopped automatically returning player to the monitor when player pitted in non-race sessions.
  • - Applied credits when restarting a race if the first race was completed (i.e. official).
  • - Fixed bug where running timed season races would result in no points being awarded. Related to this, one must complete 60% of the leader's number of laps to get points, assuming equal cars. There is an adjustment based on the relative power-to-weight ratios for class racing, and the final value is always rounded down. For modders, the base percentage can be adjusted by an RFM value "Min Lap Percentage".
  • - Reset damage display upon race restart.
  • - Fixed track display when switching between Season and Test/Race (it was sometimes wrong).
  • - Reset vehicle upgrades to those currently installed when leaving the Vehicles page.
  • - Fixed right-side tire temps.
  • - Added player file option "Auto-change Opponent List" which is on by default and will reset the single-player opponent list filter everytime you change cars. In short, this will automatically choose opponents whose cars are very similar to your own (same type and class).
  • - Fixed HUD MFD cycling - now it will only display the screens as configured in the plr file.
  • - Fixed an issue where the onscreen driving aids display would initialize wrong if no aids were being used.
  • - Added "Blue Flags" option to the player file which controls whether they are shown, whether people can be penalized for ignoring them, and how close the following vehicle needs to be to trigger them. Note that the new default setting significantly reduces the following distance needed compared to the original release, and that penalties are still active. Also added a warning before handing out a stop/go penalty.
  • - Changed race results format to be very similar to RaceCast XML format so the same parser can be used for either one.
  • - Drag'n'drop now works with SVM files into multiple folders. The visual effects now show up correctly regardless of screen resolution, and dropping the SVM on the folder it is already in no longer deletes that SVM.
  • - Added support for additional nationalities, but without the flag graphics.
  • - Fixed a minor issue where the sound would stick on in some situations when restarting a single-player race.
  • - Now keeping track of control (AI or player) used and driving aids used every lap. This info is reported in the race results.
  • - Added new Steering Help level "Full" which basically takes over steering completely if input is kept in the center. By default, it comes with a 2% mass penalty to avoid it being considered a "cheat".

Input Devices:

  • - Made a change so people with both paddle shifters and h-shifters to use the paddle shifter if the h-shifter stays in neutral.
  • - Added optional analog input filter. It's off by default because it could introduce a small amount of controller lag depending on the settings and your framerate. See the options "Analog Control Filter" and "Filter Samples" in the controller.ini file for more info.
  • - Added controller.ini option "Keyboard Layout Override" which may be used to improve support for some keyboard layouts. If you are experiencing issues, please try the value "1" and see if that helps.
  • - Added two possible workarounds for situations where people lose their force feedback. One is a controller.ini value "Reset FFB Time" which will automatically reset the force feedback every X seconds. The other is a new controller mapping "Reset FFB" which can be used to manually reset the force feedback.
  • - Added a new force feedback parameter in the controller.ini file "FFB steer force grip factor". Its default has been changed from the previously hardcoded value.
  • - Added optional detection of accidental double-shifts (for noisy paddles). The default value for the new player file option "Repeat Shifts" is off.

Replay:

  • - Fixed special effects when outputting movies from Replay Fridge.
  • - Fixed a bug where temporary replay files would get left behind and then never cleaned up. Running the new executable will clean up the old files.
  • - Fixed a replay issue from multiplayer races where disco'd drivers would appear to sit in the middle of the track for the entire race.
  • - Added player file option "Record To Memory" which will write replay info to memory rather than disk, in hopes of eliminating stuttering on some machines. Memory usage could be significant for longer races, though, so this option is at your own risk.
  • - Added various info to the Replay Fridge - driver name, laptimes, speed, etc. One mysterious addition is the "Vehicle Upgrade Code" which is a compressed representation of the upgrades installed on the vehicle - it's mostly useful if you simply want to compare whether two cars have identical upgrades.
  • - Updated new Miles filters to include Audio Thief for capturing audio during replay exports.

Multiplayer:

  • - Used download rating to estimate the number of servers we can grab for the join list. This is in addition to the current player value, so it is the max of the two values.
  • - Added dedicated server administrators with basic functionality:
  • - Only works if admin password is specified. Only one admin allowed.
  • - Become administrator by chatting "/admin
  • - Several different functionalities specified in multiplayer.ini option which concern whether non-administrators can call votes and when.
  • - Administrator can advance sessions, add AI, etc. by using the normal call voting UI buttons, or by typing chat commands.
  • - Full list of current chat commands:
  • - /vote yes // same as pressing button
  • - /vote no // same as pressing button
  • - /ping // same as pressing button
  • - /callvote nextsession // proceeds to next session (practice to qual, for example)
  • - /callvote nextrace // proceeds to next event in dedicated server track list
  • - /callvote event // proceeds to given event (such as "24 Hours of Toban" or "Mills Special Event")
  • - /callvote restartrace // restarts the race
  • - /callvote restartweekend // goes back to practice
  • - /callvote addai // adds 1 AI
  • - /callvote add5ai // adds 5 AI
  • - /callvote kick // kick specified player out of race
  • - /callvote ban // bans specified player from server
  • - /admin // take over administrator (wrong or no password = stop being administrator)
  • - /editgrid // admin command to move the specified player to the given position on the grid - note that you should do the grid from first to last or you may fail to achieve the expected results
  • - /set upload // change upload speed (works on own machine only, administrator can't change server's upload at this time)
  • - /set download // change download speed (same as above)
  • - /set nagle <0 or 1> // can only be done on server - specifies whether questionable Nagle TCP algorithm is used
  • - /set warp <0.1 - 3.0> // in future, will affect voicechat. The warp connotation comes from the period of time to take in between sending each voice packet. 1.0 is the default.
  • - Fixed issue where network throttling could slightly overestimate the amount of data it could send to each client (only significant with small numbers of clients).
  • - Took downforce into account when extrapolating vehicles (should keep Formula IS cars from appearing to catch air over crests in multiplayer) and smoothed out the ground detection code (to reduce instant jumps over curbs).
  • - Reduced default practice/qual/warmup times in multiplayer so we could get to race once in awhile.
  • - Added an audible warning for when a multiplayer game goes to the race session. Also restores game if minimized. Player file options "Net Race Warning" controls what sound is played and whether it will restore.
  • - Added a vote to load a specific circuit/event by chatting "/callvote event ", where event_name is the specific event for a track, such as Sardian Heights 250. Server's multiplayer.ini option specifies whether users can call this vote and whether they can call a vote for an event that isn't in the current server list. Administrators can always call this vote.
  • - Added administrator command for editing the grid. See full list of chat commands for more info.
  • - Started running collision on remote vehicles to prevent them from penetrating walls. The default is to only do this for nearby vehicles (within 200 meters). Since collision-detection can be CPU-intensive, you can turn it off by setting "Remote Vehicle Collision" to 0.0 in the multiplayer.ini file. Alternately, you can have it run on every vehicle by setting it to a large number (10000.0+). By default, the dedicated server will not run it at all (which may look less than perfect in replays) unless the multiplayer.ini value is set to 10000.0+.
  • - Fixed Multiplayer join select box issue with game names taking up 2 lines when game name includes '|'.
  • - Fixed an issue where non-dedicated servers couldn't create games with vehicle filters that only accepted non-base vehicle classes such as GP1 or MType.
  • - Fixed a crash when cars leave the game.
  • - Vehicles no longer exit the race session when a client quits or disconnects. Instead they are switched over to AI control and parked in the garage. This was done for a variety of reasons: 1) it makes scoring and results reporting easier and more accurate, 2) some people reported hiccups when unloading vehicles, and 3) it allows for future support of clients re-joining if disconnect was accidental.
  • - Fixed an issue where network throttling could cause tire smoke or other effects from remote vehicles to get left on for a long time.
  • - Added RFM catagory to multiplayer game selecter and allowed you to sort by RFM.
  • - Added gizmos to call votes for booting/banning players.
  • - Fixed "+maxplayers" command-line option to work with the dedicated server.
  • - Fixed an issue where if you created a non-dedicated server without going to the Opponent List page, it would use the current vehicle filter rather than the multiplayer vehicle filter.
  • - Fixed an issue where sometimes incorrect vehicles (not matching the vehicle filter) would show up while joining or creating a multiplayer game.
  • - Changed auto-joining code to work better with passworded games.
  • - Fixed possible client crash when server changes session.
  • - Added RaceCast version to the server info displayed. An unfortunate side effect is that people running the original version of rFactor will see an incorrect game version number for servers running the updated version.
  • - Stopped automatically exiting the game when leaving a multiplayer game that was created or joined through RaceCast (or other external tool).
  • - Optimized a search performed for waypoints when extrapolating multiplayer positions. This may improve both server and client performance in multiplayer games.
  • - Made a few more minor dedicated server optimizations.

Modding/Miscellaneous:

  • - New player file variable to control the realism of the AI tire slip model (or override in TBC file), resulting in more accurate scrub in the corners (again, most noticeable with Trainers on Ovals).
  • - Fixed an issue where using extended ASCII characters for the installation directory could result in people being unable to join multiplayer games.
  • - Fixed dual processor timing issues by forcing game to only run on one processor. It can be overridden by using "+fullproc" in the command line, since Microsoft has now announced a fix for dual processors which is available only with Windows XP SP2.
  • - Expanded trace capabilities for better detection of the location of realtime crashes and networking action. Command-line option "trace=3" will create a new file "tracedyn.txt", and "+logtime" will add a time value to each line of the regular "trace.txt" output.
  • - Added command-line "+nosound" option to disable all sounds and music for testing purposes.
  • - Added more stock car GDB rules regarding dampers: everything from MinFrontSlowBump to MaxRearFastRebound.
  • - Fixed bug where running timed season races would result in no points being awarded. Related to this, one must complete 60% of the leader's number of laps to get points, assuming equal cars. There is an adjustment based on the relative power-to-weight ratios for class racing, and the final value is always rounded down. For modders, the base percentage can be adjusted by an RFM value "Min Lap Percentage".
  • - Changed CCH files to regular text format rather than encrypted.
  • - Added new HDV section which can assign extra mass (as a fraction of the total mass) for each driving aid and level used. This should only be used to add masses for vehicles that do not actually come with the given driving aid in real life. In other words, legal TC should not be penalized with this extra mass. Mass fractions are limited to the range 0.00 - 0.10, and are attached the same way fuel is.
  • - Added new TDF entry "HATFilterMethod=" which controls how the HAT database is filtered (and should be put near the top of the file). By default (method #0), different terrains are not "smoothed" together, which is the desired functionality for roads with intentionally sharp curbs on the side. Method #1 smooths all legal terrains together, and all non-legal terrains together. Finally, method #2 smooths all terrains with the same "FilterID" together. To use this method, the entry "FilterID=" should be added to every terrain, where x is a number from 0 to 254.

Related articles, Click here!


More articles about rFactor
blog comments powered by Disqus