[REL] Latest Build Update rFactor 2 - 1.1112 Now Available!

Discussion in 'News & Notifications' started by Christopher Elliott, Nov 30, 2018.

  1. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Latest Build Update rFactor 2 - 1.1112 Now Available!

    Steam Build IDs
    client: 3957575

    Changelog:

    - Fixed a depth ordering issue that showed up with the distant mountain range in Mountain Peak, an old ISI made track.
    - Fixed an issue with the transparent trainer being totally invisible.
    - Fixed a small bug that crept into the Pimax VR support we just added, causing issues on the cockpit rendering using Vive.
    - Small internal MAS library improvement.
     
    ede78, Corti, haunetal1990 and 14 others like this.
  2. Morbo

    Morbo Registered

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    This.
    It's also got some strange fast bump damper issues.
    BMW M8 GTE just glides over the tallest curbs/bumps, meanwhile 991 GTE feels like it has wooden springs no matter what you set the fast bump/rebound settings to.
     
    chisco85 likes this.
  3. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Latest Build Update rFactor 2 - 1.1112 Now Available!

    Steam Build IDs
    client: 3970530
    dedi: 3970532

    Changelog:

    - Fixed lit signs not coming on at the right time of day (example brake marker signs at Le Mans)
    - Fixed some graphics glitches on old content
    - Fixed transparent trainer car not visible
     
    ede78, Jack Sorensen, Emery and 15 others like this.
  4. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Latest Build Update rFactor 2 - 1.1112 Now Available!

    Steam Build IDs
    client: 3984482
    dedi: 3984485

    Changelog:
    - Cutting now results in a drive-through penalty (Severe cutting will still get a stop-and-go penalty)
    - Dedicated servers must be updated for this change to take effect
     
    Emery, Corti, jayarrbee36 and 6 others like this.
  5. AMillward

    AMillward Registered

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    As it's caused some issues over on Discord, you will still get warnings. It's not going to be an insta-penalty ;)
     
  6. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    Who said it's an insta-penalty? You will still get warnings for normal cuts :)
    The only time it is an insta-penalty is if you cut very severely, example blast a chicane by going straight.....
     
  7. AMillward

    AMillward Registered

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    People on Discord assumed that it'd be an Insta-penalty for cutting now.
     
  8. mesfigas

    mesfigas Registered

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    i always wondered if the game understand the drivers intensions like ok i went going straight on chicane but i used brake and waited to go back to my position
    i cut chicane cause of bad braking reaction and dinstance calculation but after i went straith and cut chicane i didnt took any better possition
     
  9. AMillward

    AMillward Registered

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    After locking up and straight lining the Senna S at Interlagos... No :p
     
  10. mesfigas

    mesfigas Registered

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    i think rf2 just apply racing rules only
    i say this cause in pcars 2 the game tells you often go back to possition number xx if it detects that you did a cheat overtake @AMillward
     
  11. Stevy

    Stevy Registered

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    No one but it reads like one, and nowhere can be found that it's not ;)
    BTW: Where can I found the number x which is the number of cuts before you get a drive through or later a stop and go ?
    I don't want (and often don't can) open the track files. Is it set the same for every track ?
    A few Infos about this stuff, like in a drivers briefing, would be cool :D
     
  12. Will Mazeo

    Will Mazeo Registered

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    You expect a computer to read your intentions, that's a bit too much. But if you manage to slow down fast enough when you see your mistake you wont get a warning either
     
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  13. AMillward

    AMillward Registered

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    Slow down on the runoff at Copse at Silverstone and you can dodge a warning.
     
  14. Lazza

    Lazza Registered

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    It basically looks at how long you took to get back to the track, and compares that to how long you should take if you'd stayed on the track.

    So slowing down after you rejoin is usually too late, and position relative to other cars doesn't matter.

    There are some parameters that affect it, so it's not always the same, but that's the base of what it does.

    It's not easy to handle every situation - imagine if it gave you 5 seconds (or 5 seconds per position gained, or per second gained) to slow down and avoid a penalty, that could easily lead to causing a crash especially if more than one driver is involved.
     
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