88mphTim
racesimcentral.net
Hi folks,
Please make individual threads for each issue.
Don't hesitate to let us know about things you think/know we already know about (let the devs decide what they can/can't fix/alter now/later).
You can post screens from this build, mention it, etc, but please don't confuse people or share it with them directly (see below how to share it).
You should NOT use this in any official capacity for your league, etc.
You should NOT share a link to it anywhere else. Send them to the Dev Corner and tell them to scroll down.
There are some major things that have taken a good chunk of time, and we're summing them up with a single line in the release notes as usual (or I'm sure not mentioning some things at all, which is just one of those things we do at ISI... Sorry). The biggest is probably the automated HDR, which accurately predicts what real lighting conditions should be, day and night. You can still use profiles, but they probably aren't required any more. Lighting should now be consistent in a way it never really was before. There is also some code and changes we have developed HELD from this release. We need what is in this build tested in a wider group before we do the internal work on the rest.
I'll have a multiplayer server up running this unstable build shortly. It should be at the top of the MM.
Known issues
Notes
Thanks,
Tim.
Please make individual threads for each issue.
Don't hesitate to let us know about things you think/know we already know about (let the devs decide what they can/can't fix/alter now/later).
You can post screens from this build, mention it, etc, but please don't confuse people or share it with them directly (see below how to share it).
You should NOT use this in any official capacity for your league, etc.
You should NOT share a link to it anywhere else. Send them to the Dev Corner and tell them to scroll down.
There are some major things that have taken a good chunk of time, and we're summing them up with a single line in the release notes as usual (or I'm sure not mentioning some things at all, which is just one of those things we do at ISI... Sorry). The biggest is probably the automated HDR, which accurately predicts what real lighting conditions should be, day and night. You can still use profiles, but they probably aren't required any more. Lighting should now be consistent in a way it never really was before. There is also some code and changes we have developed HELD from this release. We need what is in this build tested in a wider group before we do the internal work on the rest.
I'll have a multiplayer server up running this unstable build shortly. It should be at the top of the MM.
Known issues
General========
-Because work on rFactor 2 is ongoing, newer mods and components may have issues if played on earlier rFactor 2 versions than the version for which they were intended.
-WCCLOUD.DDS will not load after a long time is spent downloading components. Simply hit OK. Simulation may look locked up after a track load if in full screen. Use alt-tab to focus on the error dialogs. There will be two. One for the texture and one for a material that uses the texture. You'll need to reload the track to get clouds.
Networking
========
-Some odd collision behaviour is happening in multiplayer.
-MP Lobby has long delay getting server list
-Entry of invalid join password may prevent a subsequent valid join password from being used.
-Join password failure returns "Server timeout" error for all errors.
-rFactor 2 will not close until component downloads are completed.
-Componet downloads will fail if a componet already exists in the packages directory with the same name.
-Servers quickly updated to a new build do not change their version numbers on the matchmaker. Wait at least 90 seconds between shutting down a server and starting a new server with a different version number.
Graphics
========
-FXAA post processing does not work with any level of MSAA enabled - disable MSAA if you are using FXAA
Replay
======
-Some vehicle states like tire temperatures are not restored when resuming a session from a saved replay.
-The accuracy of the g-force meter may depend on replay quality level. Similarly, watching an AI or human opponent live may result in a very "spiky" meter.
Tire Model
==========
-Contact patch load distribution model is not final, which means tire pressure does not have the full effect that it should.
-Aquaplaning is not implemented, so wet weather driving is only properly modelled when the track is damp but with no standing water.
-There are other relatively minor loose ends.
-Curbs, white lines have almost no grip in rain.
Collision
=========
-Loose objects (cones, haybales, etc.) "fall asleep" inappropriately, sometimes up in the air, and essentially turn into solid objects.
Weather/RealRoad
================
-Groove build-up and track wetness/drying happen at an artificial, accelerated rate.
-Wind and humidity do nothing.
Controllers
===========
-Some older force feedback drivers cannot handle rFactor2's high-fidelity update rate and in fact make the simulation fall out-of-realtime (you'll notice if things get jerky and slow and the purple bar on the CPU Time graph goes to 100%). There are two possible fixes: 1) get updated drivers from your hardware manufacturer (recommended), or 2) open up controller.ini and set "Skip Updates" to a non-zero value. Note that the presets for new Thrustmaster wheels include the second fix in case users haven't updated their drivers. Again, we recommend updating the drivers and setting "Skip Updates" back to 0.
Notes
GRAPHICS:————————
Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called "automation".
Fixed calculation and tweaked numbers to reduce cloud pop-in.
FEATURES:
————————
Optional new HDV [SUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file - the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason).
For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed.
Created some options for the suspension deformation code that allows more generic connections like brake lines.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed problem recovering from ctrl-alt-delete in Win 7/8.
Fixed some missing translations in rFConfig.
Fixed plugin callbacks PreReset() and PostReset().
Fixed a crash from the RFM spinner in strange cases.
Made the "goto preferred car selection" page action go to the non-preferred car selection page in case where the preferred car selection page doesn't exist (instead of going nowhere)
Fixed problem reading older RealRoad files.
Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file.
Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods.
Fixed a couple problems with Resume From Replay, including one potential crash.
Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track.
Fixed potential crash in transparent trainer code - probably only happened in multiplayer.
MODDING / PUBLIC DEV
————————
Fixed bug in ModMgr when displaying large (> 2GB) mod files.
Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors.
Some shader macro prototypes have changed. Look in pShaderStubs.h for changes.
Fixed rcd values write out from realtime editor.
Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components.
UI / HUD / Options:
————————
Fixed 'enter' key moving between min and max replay mode for other languages.
When selecting a mod with it's own UI, the standard rFactor UI will send you to a prompt screen to ask if you'd like to use the mod-specific UI.
Added RCD editing gizmos: they work on "virtual vehicle" drivers in main release & any content in Mod Mode.
Fixed issue with true type fonts sometimes (usually after UI switch) not loading.
MULTIPLAYER:
————————
Official ISI server now show on top of mp lobby list (until user manually sorts).
If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead.
Added gizmo to standard rFactor UI that let's you quickly change cars in practice mode without having to leave and rejoin the server.
Detecting & reloading livery changes in multiplayer quick vehicle change.
Disabled new prediction algorithm by default, until issues are worked out.
CONTROLLERS / FFB
————————
Added profile for the Thrustmaster TX Racing Wheel.
Added an optional minimum FFB torque to the controller.ini file. Disabled by default.
AI
————————
AIs now attempt to restart engine when toggling AI on with a stalled engine.
Fixed some cases where RCD files were not loading.
Thanks,
Tim.