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  • 27.09.2015 11:54

rFactor 2: Build 1008, Stockcars, neue Strecken und Bugfixes

Image Space Inc. hat für rFactor 2 das neue Build 1008 veröffentlicht das man als großes Stockcar-Update bezeichnen darf - alle Details und Direktdownload

(MST/Speedmaniacs.de) - Bereits im Sommer hatte Image Space Inc. die Grundlage für große Fahrerfelder in rFactor 2 geschaffen. Zusammen mit dem nun bereitstehenden Build 1008 stehen Simracern die Stockcars (282 MB) einschließlich spezifischer Regeln für diese Motorsportserie, der Jacksonville Superspeedway (147 MB) und die aktualisierte Version 1.2 des Mountain Peak Speedway (238 MB) zur Verfügung.

Titel-Bild zur News: rFactor 2

rFactor 2 ermöglicht jetzt auch Stockcar-Rennen mit großen Fahrerfeldern Zoom

Neben einigen Überarbeitungen im Bereich der Features, enthält das neue rF2-Build auch ein paar Bugfixes und die neue Version 0.844 des Modding-Tools gJED mit der einige Unzulänglichkeiten beseitigt werden.

Simracer die rFactor 2 bereits installiert haben, können die eingebaute Aktualisierungsfunktion verwenden. Für eine frische Installation bietet sich der im Download nur 322 MB große Lite-Installer an der weder Fahrzeuge noch Strecken enthält sondern nur die Basisversion und die Möglichkeit gibt anschließend die gewünschten Spielinhalte nachzuinstallieren.

Wer die Rennsimulation erst einmal ausprobieren möchte, kann den 1,1 GB großen rFactor 2-Demo-Installer nutzen. Zur Auswahl stehen hier Gokarts, der Formula Renault 3.5-Monoposto und die AC 427 die auf dem Atlanta Motorsports Park gefahren werden dürfen.

rFactor 2 Build 1008-Changelog:
STOCK CARS:
-In order to take full advantage of the stock car features, it is recommended that users do the following:
1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserDataplayer directory) and set ? Enabled? to 1 for both of these plugins.
2) Download and install the "National Stock Car Racing 2015? mod. This contains many rules settings geared towards stock car racing.

FEATURES:
-Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance.
-Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn.
-Added a tiny bit of configurability to the new ?Low Speed Info' message box. PLR file value "LSI Top? lets you set its vertical position or disable it altogether.
-Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit.
-Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter "STOCKCARGAUGE?), and turn them on or off depending on how close the player's speed is to the pitlane speed.
-Added .tbc variable "RoadGrooveSqrdGripEffect? so AIs will experience the same grip curve vs. groove as the human driver does.
-Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don't necessarily follow the recorded driving lines) Can be disabled by setting playerfile option "AI Logic Override? to 2.
-Added a gizmo to the UI in order to turn plugins on and off. In the future, you'll also be able to edit custom plugin variables here.

MULTIPLAYER:
-There exists a new multiplayer.json variable "Plugin Heartbeat Rate? which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning "paused?.

FIXES:
-Fixed slow car cycling
-Fix for missing update cmps
-Fix a problem with admin commands /pitby*
-Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode.
-Fixed some problems where vehicles were moved or re-initialized at unexpected times.

MODDING/PUBLIC DEV:
-Fixed bug with updates not showing in game UI select list.
-Fixed bug when creating vmod with updated components.
-Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors).
-Added # of waypoints selected to the AIW waypoint selection menu header.
-Raised line drawning to be 0.1 meters above the track.

Working Stock Car rules:
-Lucky Dog
-No Lucky Dog to Driver who causes the caution
-Speeding penalty during caution EOLL
-Speeding penalty during green Drive Thru
-Entering Closed pits EOLL penalty
-Green White Checker finish
-In-Car Track Bar Adjustment
-Frozen Field when caution comes out

Partialy Working Stock Car Rules:
-Double File Restarts - Leader Chooses which lane he starts
-Double File Restarts - Proper line up order of Lead Lap, Lap down, -Lucky Dog, Penalty Cars and Wave Arounds - Need feedback from Stock Car Leagues
-Double File Restarts - Wave Around Cars - Do not get penalized yet for pitting before green flag is thrown
-Qualifying Rules - 3 Round format works
-Qualifying Rules - Forcing the use of 1 set of tires for all 3 rounds not working

Rules not implemented Yet:
-Commitment cone violation for entering the pits
-AI still race back to line when caution is thrown
-All car(s) must maintain their respective track position for the restart, until they cross the start/finish line.
-Blending rule when re-entering the track during green flag conditions
-No passing under double yellow line at Superspeedways

Known issues (A.I.):
-We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals. You can disable the ?dynamic superspeedway' code that causes this by changing playerfile value "AI Logic Override? to 2 (as mentioned in the notes below).

Mountain Peak Speedway V1.2-Changelog:
-New AIW
-Added support for 43 cars
-Other minor tweaks

gJED V0.844-Changelog:
-Material editor scrollbars now work properly when moving to/from Matlib/Material/Texture panels
-Side-by-Side error reported in event log is now gone
-Mesh ?No Render' option now correctly toggles mesh visibility
-Matlib/Material/Texture editor dialogs are now wider to accommodate long shader names
-Added texture reload butons to Material and Texture editors to allow fast reload of modified textures
-Shader list in Material editor now shows proper shader names
-Main window size and location from most recent session are now restored at startup
-ESC key no longer closes app
-Search path list in the Open File dialog is now optimized to only show each path once with cleaner formatting
-Applying matlib/mesh/mapper settings from .gmenv file now set to true by default
-Added omni light toggle button to main toolbar

Major known issues:
-gJED does not yet support any animation features from FBX
-gJED does not read .gen files yet
-Any colors (including custom colors) set from the color pickers are not saved yet
-Mesh ?deformable' toggle still doesnt work properly
-Alpha test meshes are hard to pick for now

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