Improved cloud selection at different weather settings.Reduced Exposure a touch when the sun is around 10 degrees of altitude.Minor Atmospheric Corrections, including linking AirMass to AirPollution.Slight adjustments to exposure for sky colour adjustments when sun at it’s highest.Corrected Sky Colour to remove Cyan effect.This should result in smoother lighting changes at dawn/dusk and as weather conditions change. Decreased interval of Static Mapper updates from 5 minutes to 10 seconds.Extended Freelook mode to allow control via joypads as well as adjustments of exposure, aperture, sensor size, and focus.Fixed an issue where Cameras constrained to specific paths would not work correctly in replays.Corrected Rear Flap System default wet weather disable point to work with new weather ranges.The Default HUD has been updated to show a text description. Old percentage values now snap to a set percentage for each tyre of condition, masking the true absolute condition in the game. Updated how road and rain conditions are reported.Updated tyre grip calculations on rubbered in areas when surfaces are wet.New algorithm for wet road calculations affecting how quickly surfaces get wet and dry, taking into account drainage, humidity, ambient temperature and sky weather conditions.
Minor update to default weather conditions for different profiles (Rainy/Overcast/Sunny etc).They’re now separate per real road property, with wet roads having a higher update rate. Added a server option to disable faster real road calculations, as this adds approximately an extra 4KBps per client to server overheads.Increased the rate of RealRoad calculations by approximately x4.Added an option to set the amount of water on roads at the start of a session.
Removed texture cache to simplify loading.Added a visual driving line feature, this can be toggled from settings.Updated Safety Car added to Retail and ModDev.The same applies to the new engine and brake cooling features brought into the simulation as part of this new build update. On launch, shift protection will be applied and ready to use with the new BTCC cars, with further updates set to be deployed to different content items over the weeks and months ahead. With the introduction of shift protection, we are adding another layer of realism to the driving experience in rFactor 2, something that has often been requested by our racing community. As well as the damage aspect, unrestricting this part of the vehicle behavior can also lead to an unrealistic way of driving in order to gain lap time advantage, producing shifting techniques in certain circumstances that wouldn’t be possible (or advised!) in real life motorsport.
As an additional benefit, we can now support HRFT, which as well as significantly improving the audio experience for headphone users, will also greatly enhance how drivers using Virtual Reality will be able to recognize and interact with the placement of sounds within the simulation environment – yet further increasing the immersive experience of the title.Īn important aspect of modern race cars, and race cars in general, is how the vehicle protects itself from aggressive downshifting by the driver – basically preventing damage to the engine when using harsh and fast downshift techniques to leverage engine braking for increased ability to slow the car into corners. With this new release, the simulation can now automatically detect when the player is using an open cockpit car in comparison to a close cockpit machine, and adjust how and what audio effects are played back to the driver – allowing us the scope to really up the immersive aspect of the different types of car, and tailor the audio experience to best represent how things would sound within a real racing machine of the type you have chosen. Onboard and offboard audio should now be significantly enhanced from what our players are used to hearing, with a much richer, more detailed, and immersive output possible with this sound engine change.Īnother major improvement of our new sound engine is the ability for us to now properly filter between different types of car style within the sim. A huge amount of work has gone into the new engine we will be using from now on, and it has allowed us to really step up a gear and bring forward significant improvements and enhancements, pretty much across the whole audio spectrum. A big part of this new update release is the introduction of a brand-new sound engine.