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  • 25.07.2021 13:02

rFactor 2: Monza-Update, Juli 2021-Build mit Neuerungen

Studio 397 beschert rFactor 2-Simracern nicht nur neue Varianten für die beliebte Hochgeschwindigkeitsrennstrecke Monza sondern auch ein neues Softwarebuild

(MST/Speedmaniacs.de) - Nicht ganz einen Monat nachdem das Autodromo Nazionale di Monza für rFactor 2 veröffentlicht wurde, hat Studio 397 am Donnerstag dieser Woche mit einem Update nachgelegt. Die Version 1.21 enthält nicht nur kosmetische Überarbeitungen, sondern bringt mit den Junior- und Curva Grande-Layouts auch neue Streckenkonfigurationen.

Titel-Bild zur News: rFactor 2

Das neue Build bringt für den Multiplayermodus ein neues Feature Zoom

Maximales Tempo verspricht das Grande-Layout, welches auf die T1-Schikane ganz am Anfang der Runde verzichtet. Ohne die Notwendigkeit für die Autos, stark in die sich öffnende Rettifilo-Schikane zu bremsen, sind die Geschwindigkeiten, die auf dem Grande Circuit erreicht werden, wirklich beeindruckend.

"In diesem neuen Build-Update hat unser Streckenteam einige Zeit investiert, um das KI-Verhalten an bestimmten Punkten der Strecke zu verbessern, sowie einige visuelle Optimierungen an den verschiedenen Konfigurationen vorzunehmen und einige Optimierungen für verschiedene Schatten- und Detaileinstellungen einzuführen", teilt Studio 397 mit.

Außerdem wurde das Juli 2021-Build für die PC-Rennsimulation veröffentlicht, welches als Neuerung zum Beispiel die Linked Sessions. Dabei handelt es sich um ein Feature mit dem die Spieler innerhalb desselben Servers bleiben und an mehreren Sitzungen teilnehmen können, ohne dass man den Server verlassen und sich neu anmelden muss. "In der Praxis bedeutet dies, dass es von nun an möglich sein wird, zum Beispiel einer Qualifikation beizutreten, dann direkt in ein Rennen einzusteigen, in ein weiteres Rennen, eine weitere Qualifikation, ein weiteres Rennen ..., ohne an irgendeinem Punkt des Prozesses aussteigen zu müssen.

Obwohl der Bequemlichkeitsfaktor dieser neuen Funktion einer der Hauptvorteile des Hinzufügens von verknüpften Sitzungen ist, besonders für diejenigen, die ein längeres Multiplayer-Engagement in einer Sitzung erleben wollen, eröffnet der neue Code auch einige unglaublich interessante Möglichkeiten für uns, um einen Blick auf verschiedene Grid-Sortieroptionen innerhalb des Wettbewerbssystems zu werfen. Mit Linked Sessions können wir nun die Möglichkeit erforschen, Reverse Grids verschiedener Typen einzuführen - Beispiele dafür wären ein Top 10 Reverse in einer Session, Top 3 in einer anderen oder ein komplettes Reverse Grid - und jede andere Variation unserer Wahl.

Zusätzlich haben wir jetzt auch die Möglichkeit, verschiedene Wetter- und Tageszeitvariationen in eine Linked Session einzubauen, sodass sich ein Spieler theoretisch mit einer In-Game-Zeit von 10 Uhr qualifizieren, um 13 Uhr und 16 Uhr ein Rennen fahren und dann direkt in ein Nacht-Event einsteigen könnte. Alles innerhalb der gleichen Sitzung, die unmittelbar aufeinander folgt. Ein weiterer Vorteil dieser neuen Funktion ist, dass wir nun die Real-Road-Einstellungen von einer Session zur nächsten übernehmen können, was uns dabei hilft, ein progressives Format zu schaffen, bei dem sich die Wetter- und Streckenbedingungen von einer Session zur nächsten weiterentwickeln."

Autodromo Nazionale di Monza v1.21 Update Notes:
-Added Junior and Curva Grande Layouts
-Updated Cut Detection on Main Layout
-Replaced a few tree types and some minor foliage updates
-Updates to road tyre marks
-Reduced crowd density in practice sessions
-Some optimization to Shadow and Detail settings
-Fixed road line decal clipping before first chicane
-Fixed AI car behaviour swapping lanes on rolling starts
-Slight adjustments to AI lines through Lesmo turns
-Fixed some minor lodding issues with Trees

rFactor 2 - Juli-Build 22.07.2021:
General
-rFactor 2 Build Bumped to 1125
-Added MetallicNoise.dds to Vehicle Common Maps so that it does not need to be packed with each car
-Updated Flag Stations so they will not assign to the Pit Path.
-Updated parsing of Flag Station Instances (cornerworkers, safetyworkers, digitalflags) so all instances are parsed and do not require any specific naming order.
-Added auto grouping of flag stations to the same point on track. Note: It is now recommended to only place Safetyworkers next to Cornerworkers or Digital flags to ensure a flag is waved or shown correctly.
-Made the distance to group flag stations together configurable (GDB: FlagStationGroupDist=30)
-Updated Yellow Flag and Blue flag logic to work correctly with flag station grouping
-Made the distance before and after an incident at which a yellow flag is waved configurable (GDB: FlagStationIncidentMinDist=20, FlagStationIncidentMaxDist=250)
-Fixed digital flags all flashing checkered the second a car finishes the race. Instead they now follow the logic of other flags and only flash progressively around the track as cars finish.
-Enabled chat command "/callvote nextsession? on a dedicated server to advance to next session.
-Removed Hide Cursor default assignment to "delete? key from controller settings. Note this does not affect existing profiles.
-Fixed cars showing up with the team name missing when using a custom team in multiplayer via the new UI
-Synced min/max ranges for options in the backend (playerbasefile) with the new UI's default (JNIOptions)
-Added ability to specify slot using steam id for some chat commands
-Save steam id when a driver disconnects from a session
-SteamId is saved when somebody disconnects, so it appears in the result xml

Graphics
-Reviewed and updated all Cloud Textures
-Improved Lighting Calculations on Clouds and Atmospherics
-Fine-tuned and optimized rain particles (50% less particles now)
-Improved ModDev options with ability to force a specific cloud texture as well as set cloud cover at any point.
-Ensured that cloud textures are never loaded ad hoc, which would previously cause some stuttering online or in replays.
-Fixes for various issues that were present when the cloud update was previously released.
-Fixed an issue when saving PNG screenshots via the built-in game function where alpha information seems to get saved around the glows and glares, for example around the sun.
-Fixed an issue where Sunglare at dawn or dusk on ultra-wide or triple screens would be undriveable.
-SSR - screen space reflection implementation for wet road reflection
-Reduced Sky Exposure and rebalanced auto exposure for these changes
-Fixed issues with Night Time under-exposing.
-Enabled Auto Exposure adjustments whilst game is paused
-Slightly reduced TV Camera low-sun exposure levels
-Faster Exposure Adjustment on TV Cameras to reduce the noticeable fade when changing camera
-Fixed Differences in ToneMapper and Exposure in Showrooms vs In-Game
-Added Missing Ambient and Static Mappers to Default Showroom
-Fixed an issue where Static Mappers would not update after a game session time change
-Fixed some road objects not having wet weather reflections
-Improved Puddle Normal Maps
-Fixed some issues with how reflections work at the side of the screen.
-Improved blur and general tweaks to level of road reflections
-Fixed some car parts not reflecting (including enabling reflections on car headlights)

UI
-Load server lists (Internet, LAN, Favorites, Friends) asynchronously
-Added extra UI options for setting up steering wheel rotation settings (Rotation limit mode, max wheel angle mode, default max wheel angle).
-Ensured that appropriate settings are enabled/disabled with the right options.
-Readjusted Controller Calibrate layout so that all items fit without scroll bar
-Fixed Point to Point tracks wrongly closing loop
-Fixed unnecessary scroll bar on Display Options Screen
-Made it possible to sort the packages list by the installed column. Also made it possible to sort the multiplayer list by version while refactoring the table component config a bit.
-Fixed standings table alignment where long class names would cause problems.
-Replaced underscores in car class name with spaces and allow it to wrap to second if needed.
-Fixed bottom shadow sometimes being positioned wrongly in the lap history pop-up.
-Fixed an issue when losing a connection to the dedicated server that the network connection error dialogue would only show up when leaving a subsequent single player session.
-Added spectators to player list when in race monitor, and allow kicking/banning of them via the same process as kicking/banning an active player
-Updated event full-screen so only data that is needed for the elements being visible is fetched and updated.
-Fetch live standings in event screen with WebSocket instead of polling.
-Show total race time for race winner and the final gaps to winner for other drivers as they finish the race.
-Added start-up Wizard to assign basics controls at startup
-Fixed server join button not working if you clicked it on the outside of the "join? text.
-Fixed upgrade description not being visible with a long list of upgrades on the tuning screen.
-Fixed shadow positioning in packages table with only a few packages showing
-Fixed series list being empty if there were two series with the same name
-Added checkbox option to remember the password for a server.
-Your last selected server list type (Internet, LAN, Favorites, Friends) is now remembered on the multiplayer matchmaker screen.
-Removed useless scrollbar on options calibrate page when in an event.
-Added UI setting for toggling FFB strength direction between negative and positive.
-Added track type and length to track loading screen.
-Added disabling of "next session? button in single player admin controls when there is no next session.
-Made list layout the default layout on all pages that use it.
-Made changes to reduce time the light grey screen is shown, for example when leaving an event and returning to the main menu.
-Fixed the current selection (series, car, track) sometimes not loading in the main menu start and race screens.
-Made sky setting also affect the rain chance setting.
-Added showing raw range (min, max) for control axes on the options calibrate page.

Live stream overlay
-Class colors on text no longer working: No code changes; text color needs to specified with a "color? field in the custom overlay config.json along with the previous "backgroundColor? field.
-Added RPM, speed, gear and pedal inputs to the driver info overlay.
-Added error checking for endpoints failing when overlays folder does not exist.
-Added driver name options drop down to overlay control panel and updated overlay elements to use it.
-Added DRS active classes to battle box, extended battle box and tower overlay elements.
-Added DRS active text to battle box element.
-Fixed color swipe animation being positioned slightly wrong on some overlay elements.
-Fixed in-game panel toggling not always working.
-Fixed overlay not working at all if the configured overlay folder does not exist.
-Added prev/next buttons for season standings and in-race season standings elements.
-Added background color to control panel table rows when showing multiple car classes. The color is faded from the one defined in config.json for that class.

Modding
-Added a content error if a Cube Map is wrongly assigned.
-Added New AI Editor Methods for updating Cut Corridors including Finding, Normalizing, Setting to Corridor values, Setting to Collision Corridor values as well as setting if adjusting Corridors effects Cut Corridors.
-Added specific functions for Normalizing Corridors and Normalizing Collision Corridors.
-Fixed RealRoad errors loading Loch Drummond in ModDev
-IBL Road Shader: Made configurable the effects of the blue channel of a Road Detail Map. Now can enable/disable masking of the overlay function and the decal map.
-Added the ability to constrain a Camera to the Pitlane or the Main Track.
-Enable Trace logging by default in ModDev

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