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It's still recommended to use a default control panel while using the beta!
If you are using custom control panel settings, return to default and try again.
 
I reset the Nvidia Control Panel, but nothing's changed. I've also tried to delete all the cache files.
Some cars work well, some don't, so it doesn't seem to be a GPU setting.
The Dallara Indy car and the Brabham is OK on every circuit I've tested.
I have a Dell laptop with Nvidia 820M GPU



 
When will Lime Rock Park be getting the DX11 treatment?
Also, is it possible to 'upgrade' the lighting in the pits (and along pit straight) at Mills Metropark? Would look sensational
if that was improved for night racing.
 
I reinstalled DX11 and everything is now working. I have full FFB. Very nice. This was my first successful drive in VR. I am getting a bit of a pause with DX9 and 11. not sure what it is. But very drive-able now. My 1080TI can't run stable 90fps even with just all high setting. Will continue to play around with it this weekend.

Great job guys!!
 
Another thing to check in USF2000, possible bug in damage model, the track is mills metropark loop A, damage set to 50%, all content and engine updated
damage%20model%20bug.jpg
 
Latest DX11 Updates! (Top post is updated)

Track

Car
****Formula 2 2012 Physics changelog:
  • Full CPM tyre upgrade.
  • AI improvements to help launch on race starts.
  • AI now take longer to warm up tyres.
  • AI correlation tweaks to slightly decrease grip.
  • Added RCD / talent file.
  • AI tweaks to make them faster overall.
  • Lower initial tyre temperatures and more pressure buildup.
  • Softened front ARB.
  • More damping in suspension components.
  • Minor tyre tweaks to include more damping.
  • Correction to low downforce package to add stability.
  • Added optional caster upgrade to help increase the cornering forces in the FFB.
  • Reduced flatspot intensity on front tyres.
  • Softened steering slightly.
  • Low-end torque slightly increased.
  • Corrected unsprung inertia.
  • New engine throttle map.
  • Softened chassis.
  • Improved inertia.
  • Lowered max brake force.
  • Set default brake pressure to realistic typical usage.
  • Rear ARB increased to be bit stiffer and better match the data.
  • Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures.
  • Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer).
  • Front ARB now displays stiffness to make it clearer.
  • Wheel rate correction.
  • Added chassis flex.
  • Added new steering system.
  • Softened shifts, this should make up-shifts more harmonious especially in mid-corner.
 
Was it not possible to update some bits of the track (like with Sepang)? The curbs have the old wet weather visual issues.
 
So far, in a quick test with the Clios, any old complaints I had about the Sao Paulo AI are gone... am now mid-pack at 100% difficulty rather than edging away at 110+%.
 
While in a race just now on the S397 server, my FFB started to present odd behavior. It was only lap 2 so the tires couldn't be too worn but the FFB started going light than pulling instead of pushing. It happened on all occasions of racing this car. Also, the tires are still crowning.

Fanatec Porsche GT3 RS v2 wheel on latest firmware and drivers, functional everywhere else and with other content.
 
Just ran a race at Sau Paulo in the F2. Previously the F2 was one of my least used cars, but now it feel great. The track also now looks fantastic. Great job!

I have experienced some stuttering in replays in the recent builds, dropping post processing to high from ultra has cured it.

I also had some weird FFB which I solved by deleting the preset profiles from the userdata/controllers folder, validating the game files, selecting my wheels applicable profile in game, then resetting my controller bindings.
 
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