![]() Mirror toggle control lets you go through all 5 permutations in cockpit now.įixed a potential problem alt-tabbing with SL. Vertical position of individual mirrors wasn't being transferred from CCH file to PLR file (note that these values are not editable in realtime with the Shift/Ctrl/Alt + Seat position controls).įixed dedicated server not updating scoring for plugins.įixed wide characters aborting the results file write. Improved and/or fixed OnTop variable in TDF - this is a precise way to physically apply paint stripes on top of the road with a realistic thickness. Various collision optimizations, including better automatic LODs for trackside collidable objects.įixed crash that occurred when no sound devices was enabled on Windows 7 Machine. Set default control for 'Display Vehicle Labels' to TAB key. Actually that's the only example right now.Īdded ability to read/write Thrustmaster wheel range (only available on new T500RS series, by the way). CONTROLLER:Īdded controller.ini variable "Off-road multiplier" at least until we have proper soft terrain physics modeling.Ĭhanged default for "Keyboard Layout Override" in controller.ini to 1 which seems to work better most of the time.Īdded new controller.ini option "Use Keyboard Rates For Analog" which allows gamepad users to intentionally delay the response time of their twitchy inputs.Īdded controller.ini variable "Use Hardware Additional Features" to control whether we play G27 LEDs, for example. GAMEPLAY:įix for timescaled mechanical failures. Made AI cars more likely to pass another car in the straight if given the opportunity. Made AI slower at 70% by not only reducing their grip (was already being done) but also cutting a bit of speed off corners on top of that when figuring. Now always simulating a lap once for every car to get fuel, time, and minimum speed for track (to improve AI pit strategy). Implemented 1st round of VERY basic wet weather tire logic. Made line transitions safer (for example moving from fastest to blocking line). Generally made AI initiated player crashes less likely. None means it will behave like the previous build, without VSync enabled.Įxtra code to prevent ramming from behind when attempting to pass.Video sync is actually the good old VSync option (notice that the usual VSync checkbox is now missing). ![]() GPU sync is a UI element for the PLR's "Flush Previous Frame" setting.In other words, you could compare it with a software VSync. Software sync uses a timer to draw frames based on your refresh rate.(so picking a car near the end of spinner would select the wrong car.)įixed crash from skin selector gizmo that would happen 1st time you join a online game for a new mod and go to tuning from car selector screen.įixed bug where one couldn't select a new UI.įixed gear graph text in wide-screen mode with non-wide-screen UI. UI:įixed car skin spinner not selecting current selected skin when entering screen.įixed path error for loading truetype fonts.įixed car spinner gizmo bug where it selection didn't take into account pace cars in the veh list ordering. ![]() Reverted virtual mirrors back to using options settings rather than video settings. Shaders are recompiled if vid driver or HDR changes. Tidy up line drawing, also deactivated pre-caching for now as a test.įixed a crash when loading a new profile to an existing track. GRAPHICS:įixed and improved "visible vehicles" algorithm.įixed some issues doing HDR/Post on monitor.ĭixed bug that could result in cam file having more shadow parameters than the array that holds them.įixed up hdr debug output, also improved post-processing. Modifed Dedicated server and mpfile to allow/disallow nicknames.įixed in-car chat for extended ASCII characters. scene collision for now) in order to prevent slowdowns. Reducing collision work in multiplayer (including completely turning off remote car vs. rFactor 2 - UPDATE 1 Changelog MULTIPLAYER:Ĭonfigurable multiplayer race countdown timer ("Race Client Wait" in multiplayer.ini). Update notes below taken from the readme.txt file in the rF2 directory after installation of Build 60. For the first time since the release of the rFactor 2 Open Beta in early January, Image Space Incorporated has released a new version of their simulation.īuild 60 fixes a variety of issues regarding graphics, UI, AI, gameplay and more as listed in the detailed changelog below.
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