We’ve been so busy putting out new videos over the past week – see exhibit 1, 2, & 3 – that a few key rFactor 2 stories have fallen through the cracks. Well not anymore! Here’s a round-up of what’s been happening in ISI world.
Corvette C6.R GT2 v1.62
Straight from ISI’s mouth:
This update is mostly about bringing in the technology missing from the older version (released at around this time last year), along with a few more minor tweaks. You may now upgrade to our CPM (contact patch model) version of the Chevrolet Corvette C6.R GT2 with version 1.62 (below). You’ll also notice updates to wet cooling (which should make slicks more difficult in damp and wets stay alive longer).
Stock Cars Update
Remember those stock cars? They have been previewed for a very long time and this week’s news is of the same flavor. SimHQ posted the story and the gist of it is the cars and tracks are coming “soon”. Sometime between now and the end of the NASCAR season (late November). Not only will it feature the three psuedo manufacturer’s cars but it will also be supported by new tracks via a third party developer, tracks that follow proper flag rules like full course cautions. Based off of the images it appears those tracks will be non-licensed versions of Daytona, Darlington and Road America.
rFactor 2 Build 998
A week ago, ISI releaed “Max” Build 998 of rFactor 2. The “Max” tag is in honor or Massimo Angiolucci, long time rFactor tester who passed away recently. Check out the release notes below:
gJED:
Subsequent builds (not this one) will include the newly announced gJED in the support/tools folder. Keep an eye on the rFactor 2 Dev Corner in the meantime, as we will most definitely make it available before our next build.
gJED is the new mesh and materials property editor for gMotor2-based applications. gJED allows for real-time editing of gMotor2 content created in any content editor which can export the FBX file format. Content creators are no longer tied to a single platform (3DS Max). gJED is a real-time DirectX application built using the same engine and shaders as rFactor2, and therefore has most of the same graphical options as rFactor2. Much of the operation of gJED is similar to that of the latest gMotor2 plugins for 3DS Max.
What can you use gJED for?
– import/merge FBX files containing mesh, material and animation information
– load/merge GMT files directly, or SCN/GEN files and their associated GMT files
– edit mesh and material properties in real time
– export scene as GMT, SCN, GEN, and ANM files
Read more about gJED in the Wiki.
Update 33 (Build 998) Changelog:
FEATURES:
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– Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1.
– Added the admin command /pitbyvehicle. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file.
– Online map put player’s icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of.
– Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location.
– Added results file tag which lists the layout MAS file.
– Letting “virtual” cars override “Classes” & “Category” from the base vehicle file. (in a text editor, by hand.)
– Made the key for triple-head configuration and the TGM display into a single configurable control.
– Added onboard right track bar adjustment, which requires the HDV [SUSPENSION] setting OnboardRightTrackBarAdjustment=1.
– Expanded multiview adjustments to allow separate side channel settings
– Added multiview adjustment tool, toggle with ctrl-equal
– Default pace car is Corvette
– Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally).
FIXES:
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– Corrected albedo levels on several particle textures.
– Fix for not checking mod versions when changing mods
– Fixed an issue where a rear axle adjustment was essentially being done twice in initialization.
– Fix for server not writing correct results when everybody leaves session.
– An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. This still needs to be tested (using the admin command /forwardseconds should help).
– Fix for locale errors in config.ini
– Corrected static ARB forces (already accounted for non-symmetric ride heights, but now accounts for non-symmetric springs and weights as well)
– Fixed underbody scraping sound.
– Small fix to prevent the upgrade tree list from updating the current track when not in realtime.
– Fixed place readout and camera cycling by place in normal (i.e. non-instant) replay mode.
– The wheels on other clients’ vehicles should usually rotate at approximately the correct speed now.
– Attempted fix for race rejoin where client still thinks vehicle is under AI control.
MODDING / PUBLIC DEV:
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– Added “none” to AIW editor text display options. Fixed step distance/speed not getting saved for track overrides in AIW editor.










