Released Latest Build Update rFactor 2 - 1.1122 Now Available!

Singleplayer/multiplayer or devmode wont open anymore.. It just shuts down without any error message... Help?

Old UI was used. I test the new one

Edit: Didnt open even with new UI


Edit2. Pc restart fixed it
 
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@Christopher Elliott Here are the screen shots of some cars in which i noticed this effect. In my testing i don't find this effect in 911 RSR. I tested on these cars only

Ferrari 488 GTE->>

View attachment 34101

View attachment 34102

BMW M2 CS racing->>
View attachment 34103

View attachment 34104

Porsche CUP->>

View attachment 34105

View attachment 34106

As you can see the shadows are very different from inside to outside cam, i prefer the look of outside shadows they don't block the road and seems realistic.
I think this was explained to be auto exposure not yet working in cockpit. Which makes sense when looking at those pictures, as outside everything is brighter.
 
I have purchased dlc last month..why do i need to verify it again and again?
if i start offline the DLC are removed

I can't begin to understand the how or why, but it all comes back to Steam. Steam is a totally cloud based online environment. Everytime you boot rF2 Steam verifies that the content you have matches what their database says you should have. Call it copy protection, or version discipline, whatever. 4 years ago, S397 contracted with Steam to handle distribution and promotion and protection and that gives Steam keys to rF2. Try and contact durge driven, he seem particularly skilled tweeking rF2.
 
Build 1122 its for public beta only or?
I didn't seems 1122 appear on Steam ( only public beta shows 1122).

The Steam betas program is just an optional way of getting older builds (and the new UI), you'd want to ignore that and always stay on NONE to get the latest build.
 
The Steam betas program is just an optional way of getting older builds (and the new UI), you'd want to ignore that and always stay on NONE to get the latest build.
You have two choices to reach the latest version. As noted above, choose the Beta UI, OR, as Stonec stated None, OPt out. Both methods will load whatever the latest version is.
 
I am looking forward to autoexposure in onboard cam a lot. I remember ac used to have autoexposure, to me it was epic, but they disabled it unfortunately... I suppose autoexposure is quite different for cockpit, and additionally some cars are open, some are closed.

I was having fun in wet nordschleife yesterday. Started to wonder what is happening with plans to use screen space reflections for the road reflections.
 
Hello guys,
I found some wrong parts in the new update of the Nordschleife.
Where are the gras grid at Hatzenbach and Wippermann?
This Video are from 08:2020
1:55 and 8:07
NordschleifeMap.jpg
 
Latest Build Update rFactor 2 - 1.1122 Now Available!

Full article here:
https://www.studio-397.com/2020/11/november-build-release-update/

Old UI (opt-out)

  • Client build ID: 5842885
  • Dedicated server build ID: 5842895
New UI (public_beta)
  • Client build ID: 5842938
Changelog
  • Removed the 32 bits builds, we are now officially 64 bit only. To ease the transition, we have left some 32 bit utilities in their usual locations for this build only. Please migrate and report any issues you might have.
    • Note: there is a known issue that the ModMgr.exe inside Bin64 folder on SteamCMD dedicated server distributions may crash when toggling certain settings. Please use ModMgr.exe inside Bin32 folder for now.
  • Changed the way the new UI gets rendered, making it smooth even when the back-end is busy.
  • Fixed several memory leaks and a possible crash on changing graphics settings in-game.
  • Ensured that when a user is entering text in a text field, keys he/she presses don't accidentally trigger other controls.
  • Fixed the mouse cursor from going missing when pressing ESC in VR after driving the car.
  • Fixed an issue where sometimes when restarting or forwarding sessions, the UI would not (re)appear after that transition.
  • Fixed several aspect-ratio related rendering issues with the new UI.
  • Fixed the new UI being one pixel too wide and too high on triples.
  • Added new VR flat desktop mirror. Please note this is only available in the new UI on the public_beta branch.
  • Controller profiles
    • Simagic M10 new profile added.
    • VRS Direct Force Pro corrected typo in controller profile.
  • Re-enabled & Improved Sun God Rays / Light Flare settings (requires PostFX enabled, mostly only visible when the sun is occluded slightly)
  • Tweaks to Air Pollution colour blending and params
  • Corrected Moon Brightness
  • Reviewed various lighting parameters
  • Moved "Atmospherics" section for Track Weather file (.WET) to Track Game Database file (.GDB)
  • Added option for static mappers to disable omni lights
  • Fixed auto static mapper assignment, so Static01 mapper is auto assigned only. (prevent mappers for specific situations being auto assigned to assets)
  • Fixes for issues with No Rain Zones including when falling back to bounding box, and sorting issues with the currently rendered no rain zones.
  • Fixed an issue where reflections would stop updating after rejoining track
  • Fix for track side cameras not always showing the correct number of objects
  • Updated PBR track shaders to make use of new sampler methods to allow for more textures to be used.
  • Fixed an issue where DXT1 and DXT5 textures would not sample sRGB when they should when using new sampler method (This was an issue on the Road Shader only previously)
  • Fixed a rare issue causing texture animations to stop working
  • IBL Road and IBL Curb:
    • Added ability to use a second normal map (overlay on road, switch on curbs)
    • Tweaked Groove Blending logic (This may result in more noticeable dust, you may wish to tone this down in your Road Details Map)
    • Updated default settings for Groove & Dust IBL Standard
    • Fixed some issues with the Detail Map
  • IBL Standard & Blend
    • Added option to use detail map as an alpha masked decal IBL Standard Blend
    • Added the option to use a detail map with the same logic as IBL Standard
    • Removed Multiply Square albedo blending mode, since this can be achieved by saving the texture in the correct format.
  • IBL Terrain:
    • Added the ability to set per Albedo strengths for Pattern map
    • Added an optional splatter overlay map, which applies alpha to specular mask
    • Added Albedo Tinting to Specular on Terrain Shaders
  • IBL Vegetation
    • Added a new Vegetation Specific shader, which contains only appropriate logic from IBL Standard
    • Added Specular Tinting with a static colour in the Vegetation Shader.
 
I still use the old U.I. , should i update to new U.I or wait.
I currently have no issues with old U.I so im bit nervous to update it.
 
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