ISI has pushed out not only Build 946 for rFactor 2 but the updated v1.58 of Malaysia. Build 946 features new tonemapper, performance optimizations, fixes and mod tools. The most noticeable change in Build 946 will be the tonemapper, which will create a more uniform environment for the tracks and cars. Outside of that, the build focuses on a number of little fixes that can be seen in the changelog below.
The v1.58 update for Malyasia brings the track to current rFactor 2 quality. Malaysia was one of the first tracks way back in 2010 and hasn’t been updated in over two years. The big updates is RealRoad and RaceGroove improvements, texture updates and a good number of performance optimizations.
Build 946 can be downloaded here and Malaysia v1.58 can be downloaded here.
BUILD 946
FEATURES:
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– Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
– Added local content management to Launcher.
– Added support for batch downloads in Launcher’s remote content tab.
– Added ring stiffness multipliers to TGM files.
– Added third party content publishing to Launcher.
FIXES:
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– By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
– Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
– Made unlimited laps in qualifying truly unlimited.
– Fix for aspect ratio problems in monitor.
– Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
– Added HTTP Basic Authentication to dedicated server mod downloads.
– Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
– Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
– Fixed unnecessary reloads of matchmaker list.
– Lined up vehicle labels in monitor.
– Made vehicle labels more legible under different conditions.
– Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
– Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
– Fixed a crash that could happen while resuming a replay of a non-race session.
MODDING / PUBLIC DEV:
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– Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
– Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
– simplified grid, pit, & garage spot marking.
– Allowed AIW editor to set number of garages per pit spot for ease of editing.
– Fixed Camera FOV editing.
MULTIPLAYER
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– Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
– In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
– Improved multiplayer skin transfers so there is less chance of name mix up.
GRAPHICS:
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– New tonemapper
– Optimized single-pass HDR for multiview.
– Adjusted some hdr/sky params to work with new tonemapper
MALAYSIA V1.58
– Increased road mesh density on South Loop
– Added RealRoad tech to curbs
– Remapped RaceGroove
– Added special sign
– Reconformed painted stripes
– Cleaned up and improved road art
– Improved road and terrain materials
– Improved barrier materials
– Improved vegetation textures and materials
– Replaced seats with more recent artwork
– Removed negative mip map bias on all key materials
– Optimized access roads meshes
– Optimized fence textures and materials
– Optimized shadow casters
– Optimized reflections
– Optimized terrain materials a little bit
– Optimized scene by removing a lot of non-essential objects
– Grouped objects for better batching to cure stutters
– Fixed about 100 microgaps in terrain
– Fixed armco collision glitch
– Fixed road mapping
– Fixed odd wet patches
– Fixed visibility of distance markers
– Fixed object popups
– Fixed curb reflections due to RealRoad tech (compromise)
– Fixed scale of ambulances
– AIW improvements
– Updated TDF values
– Removed Legacy HDR Profile


I have been mostly very happily surprised with rFactor2 since I bought it a week ago. Still have a few cars that will not load and I can’t get any sound in the Eve Historics cars. I had to delete the game once and reload it, to fix a problem with no labels on the default cars and tracks and it would not even try and add any cars or tracks that I did not already have in the multiplayer game. I have posted on the games forums page with another guy that has the same problems, so I am hopeful about resolving these problems. BUT, I am super impressed with the feel of the cars and the feeling of the speed when racing. I really like the amount of grip in the game, not too much, but enough you can really push the car, well I can push the cars more. Yeah, the game is still in development, but small glitches aside, it is a really enjoyable game.
Hi Tim,
I’d suggest heading over to SimHQMotorsports.com and check out their install guide for rF2. If you’re having sound issues (as I was, at one time) it’s likely that you have a conflict between some installed mods. rF2 doesn’t like it when you install a bunch of mods at once.
Here’s some suggested reading for you. This was a life-saver for me as my rF2 install was a complete mess.
http://simhqmotorsports.com/forum/ubbthreads.php/topics/3715053/
http://simhqmotorsports.com/forum/ubbthreads.php/topics/3706407/
I hope you find these as helpful as I did. Note, the interface is dated for some of this info but the content is still accurate as far as I know.
I think that only works on the ones that downloaded the game in the past. I am probably wrong, but I do know mine looks very different than that.
I noticed today things are working pretty well, when I entered a room if I did not have that track or car the game tried to load them and in most cases it worked fine. There were a few that would not load but that could be the server was set up and not yet updated.
I don’t see the point to installing for one race and uninstalling as that first article says to do.
Another thing is I let the game choose where it was installed, since I don’t know any better, and it installed in x86 files. I have two friends with the game and one is installed like mine and the other is the older location. Both of theirs work. Mine just has a few glitches like trying to use “Sensadigit” gauge pack for my tablet and the Eve Historic cars. My point is it really looks like the game has been evolving and that is good, but it can be hard to find references that fit your particular build.
Regardless, I will look at it later and see if any of this makes sense. I do appreciate the help.
No problem. When you mentioned sound issues it struck a cord with me because I was having numerous sound issues myself. Even some of ISI’s own content wasn’t working properly for me (i.e. I’d get shifting and road sounds but no engine sounds, for instance).
If you read through the material it does say that installing one car/on track at a time is not mandatory. But, I find doing so pretty simple. It only takes, literally, a few seconds, and I haven’t had a single conflict since adhering to that method. But, perhaps, with newer builds, it’s not as important.
Before re-installing, I had countless dozens of mods/cars/tracks installed and along with the sound issues there were also framerate and performance issues as well.
I loaded the EVE in one package, but I don’t it splits any further. I was hoping it had a sounds package or something. Well just have to keep plugging along. Thanks though. More to read.
So I deleted the game AGAIN. Then I reloaded it into Users. I do have more files than before. So hopefully gets it all working. Now why can’t the programmers just tell it to go somewhere if they know there is a problem? “I’m not a programmer Jim. I’m just an old fashioned Simracer.” Not an exact quote but it works. (Star Trek TOS…)
I wish the game was a little more user friendly. It does have some great characteristics, but I deleted it and I am done. A friend tried to help me set my game up and it was just not working. We were even on TeamSpeak. I can handle adding tracks and cars to other games, but this one just never worked for me. I wish them only the best in the future.
Well if you don’t mind my saying so, I think you’re giving up a little early there. It’s a shame you bought it and are having issues but I really feel like if you follow those guidelines from SimHQ you’ll get the sim running properly.
Yes it’s clunky and not user-friendly but once you’ve got it squared away it’ll be worth it.
Install the Lite version. And install one mod/car and one track at a time.
I have mine installed in the default location and am having no issues at all.
I deleted it and got my refund. I waited as long as I could. I wish them all the best wishes.
An extremely significant build this time. Huge graphical and performance related improvements.
Great stuff indeed.
Wonderful. But when are they going to get off their butts and release some useful oval track stuff? rF1 is still the only game in town for decent oval track content, unless you want to pay through the nose on iRacing for the pleasure of being walled, spun and dive bombed by the console kiddies over there.