Released Hotfix 2 Q4 2022 Released

Hello sim racers,

A new hotfix build update has been released for the main, public branch of rFactor 2:

Build: 9944753
Dedicated Server: 9944759
  • Fixed Track Limits pass timer being reset to 5s when going off track.
  • Fixed Track Limits penalties not scoring/penalizing when you finish the race/session.
  • Removed subtracting laps in some situations when penalties are not served before end of race.
  • Less strict Track Limits in wet conditions
  • Require cars to travel at 80% opposed to 66% of racing speed to penalize off track passes.
  • Added “Admin” message center mode which will report all penalties awarded and served in message center and chat boxes.
  • Fixed fenders not activating when they should.
  • Fixed TC settings not being adjustable in car.
  • Fixed oil & water not heating up enough from engine.
  • Fixed setups in mod dev
  • Fixed left eye flickering black in VR
  • Replaced 32 bit MAS Util, ModMgr and Config with 64 bit equivalents
  • Fixed AIW editor crash on pit exit
  • Fixed certain sound effects playing erratically in private practice
  • Increased AI acceleration in pitlane in practice sessions
  • Fixed AI overshooting their pitboxes
  • Re-added old AIW smoothing algorithm in addition to the new one


q4_2022_drop_05.jpg
 
And, the load times on the server??? and banana cars on the server??? That never fixes.
You can choose to turn off the yellow (non skinned cars) and have them spawn with the full skin, but the reason they do that is if you do allow them to spawn fully skined it may (usually does) cause a small freeze everytime a new car joins/spawns in the the server.

Also track loading times have got alot quicker over the last year, which makes getting into the server pretty quick, however it still does take a while for all the cars to load, granted.
 
Fixed TC settings not being adjustable in car.
This is something both RF2 and AMS2 have in common, Reiza are in the process of fixing this bug in AMS2, but I have to say i've never actually run into this problem in RF2, did'nt realise it was a thing
 
have the A.I. fixes had any effect on the A.I. exiting the pit at Croft and colliding with each other?
Just tested and unfortunately it does'nt seem to have fixed the Croft pit exit issue, but I know they are aware of it, so hopefully a fix for that to soon
 
Hadn't played rf2 in awhile, logged in and bought the q4 pack and jumped in to VR. The flickering was making me feel sick. Thought it was my PC so I'm happy to find out it wasn't and is fixed.
I know its scary right, cause the first time you see it it does seem like a hardware failure rather than software so first time I saw it it scared the hell outta me, I love my Pimax! So glad its fixed!
 
Just tested and unfortunately it does'nt seem to have fixed the Croft pit exit issue, but I know they are aware of it, so hopefully a fix for that to soon
Ok so this is'nt fixed, yet. What is fecking fantastic though is that it has fixed a bit of a hole in the track limits system at Croft that allowed me to make an illegal overtake at the complex just before the harpin, without getting a penalty or being instructed to give the place back! (just tested it twice, its definately fixed!) Bravo S397! This track limits system is the best i've seen in any sim!
 
Has the old UI version of this game updated as well?
The Brownish/Dark Orange UI is long DEAD. The Blue/Red/Grey Web UI is DEAD. ONLY the current UI will receive updates til there are no more updates or they change this version. The previous UI's will work, but will not be fully compatible with most of the recent graphic, physics and sound advances. Your best bet, if you insist on running the old UI, would be to choose the old ISI cars that have not been updated and older 3rd party tracks.
 
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