rFactor 2: Beta-Build 101 der PC-Rennsimulation veröffentlicht

ISI stellt für rFactor 2 eine neue Open Beta-Version mit dutzenden Fehlerkorrekturen und Überarbeitungen zur Verfügung.

rFactor 2: Beta-Build 101 der PC-Rennsimulation veröffentlichtrFactor 2: Beta-Build 101 der PC-Rennsimulation veröffentlicht  ZoomImage Space Inc. aus Ann Arbor, Michigan hat heute eine neue Version seiner sich aktuelle in der offenen Betaphase befindenden Rennsimulation rFactor 2 bereitgestellt. Das als Update 6 bezeichnete Build 101 enthält wie schon die vorherige Version zahlreiche Fehlerkorrekturen und Verbesserungen in den Bereichen Grafik, Gameplay, Fahrphysik, AI, UI, Multiplayer und Mod-Unterstützung.

Auskunft über alle Änderungen, fein säuberlich nach Bereichen aufgeschlüsselt, liefert das Changelog. Aktuell wird Build 101 ausschließlich über Torrent angeboten. In Kürze soll das Update dann auch über das rFactor 2-Beta-Forum und die in rF2 integrierte automatische Aktualisierungsfunktion geladen werden können.

rFactor 2 Beta Build 101-Changelog:
-Fixed issue where suspension gets distorted wildly when a wheel breaks off.
-Sun occlusion processing now properly restored after lost device.
-Correct a problem where sometimes the visual tire contact equation wouldn’t be properly updated.
-smooth out visual contact patch plane equation over time so tire doesn’t instantly deform
-Fixed problem where skins would get applied inappropriately (to the windshield, for example).
-Fix a bug with FXAA and multiview
-Correct alignment of horizon haze.
-tweaked pit director position so he’s less likely to be standing inside your vehicle
-Added an HDR parameter
-fixed HDR lum histogram from over-accumulation during pauses.
-Ref mapper optimization
-Fix occasional brightness pulsing in HDR mode.
-Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.
-Fixed alt-tab bug in MP mode.

-Added fix for safety car conflicts
-unsportsmanlike conduct penalty should be working again
-attempt to fix issue where drivers wouldn’t get appropriately -blue-flagged if exiting the pits right in front of somebody
-fixed the fallback case for determining the vehicle class

-New engine model can be damaged now, and can’t be run with the crankshaft rotating the wrong way!
-Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.
-‘Simple’ garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.

-fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.
-fixed AI slowing down for cars in pits for some tracks (brianza)
-fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.
-fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties
-fixed ai slow downs when only ai on a client (ie, when you’re connected to multiplayer game and turn control over to ai)
-fixed ai drivers pulling out of pits and immediately slamming into the wall
-improved ai handling of front-wheel drive cars

-added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner
-made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)
-made vehicle picking one gizmo instead of two.
-removed all code for old vehicle selection gizmo and a team selection scroll box that wasn’t being used.
-tried to autojoin the server after downloading and installing it’s mod.
-tried to center loading bars.
-building team list from veh parameter ‘category’ (fullteam tree path) rather than just team, since cars in wildly different series -can share the team… thus some would be culled from the tree display.
-decoupled options and HUD widescreen variable.
-options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.
-also removed WidescreenUI variable getting set to true when in a 4:3 res.
-Now allow HUDs to be in resolutions other than 1280X960.
-New support for options in resolutions other than 1280X960
-mouselessscrollbox text scaling fix
-Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.

-a few memory leaks and some other cleanup
-fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)
-Some changes made to speed up selecting a different mod (hopefully this doesn’t break anything).
-fixed possible thread-safety issue

-changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.
-Fixed "Available Opponents" listing on dedicated server, so now multiplayer vehicle filters work.
-fixed multiplayer vehicle filter for list box selector
-fixed multiplayer vehicle filter for scrolling select
-Some multiplayer.ini housecleaning.
-encode name & password
-increased mp download limit.
-added password verification for downloadable mods
-check *all* client nodes for timeout, including pending drivers, -other spectators, and those with non-scored vehicles

-setup FFB "effects driver" only once, and also stopped needlessly re-initialized the controllers
-untested attempt to make LEDs work on modified Logitech DFP

-simplified and improved correction of wheel orientation in replays/multiplayer
-improved replays of parts falling off vehicles
-Replay format has changed slightly for various improvements, sorry it’s not backwards-compatible!
-Current tread surface properties now recorded in replay and transmitted in multiplayer.
-Recording tire carcass movement for player now.
-Mostly fixed terrain feedback in replays.
-Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.
-A bit more precision for special effects in multiplayer/replays.
-Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).
-Improved replays of parts falling off vehicles.
-Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren’t uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.
-fixed jerking trackside cameras when rewinding in replay
-fixed a couple things regarding wheel orientation in replay.

-Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.
-Several bug fixes in Modmgr.

Tags: rF2, rFactor 2, Image Space Inc., ISI, Rennsimulation, simracing, Open Beta

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