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Команда rFactor 2 выпустила новое обновление и новую Formula E – Gen3. Выпуск содержит множество улучшений, физики и других исправлений.
Cars
![uploads/news/759/2023-04-13_192005.jpg uploads/news/759/2023-04-13_192005.jpg](uploads/news/759/2023-04-13_192005.jpg)
ABB FIA Formula E – Gen3 Car | Магазин Steam: Нажмите ЗДЕСЬ
General
Fixed assigned Screenshot button not working in UI in Retail
Fixed Photo Mode depth option not working
Linked Photo Mode Screenshot Format and Depth saving to player.json setting
Removed non functional copy to clipboard screenshot player.json setting
Disallow assigned Screenshot button in Photo Mode
Allowed toggling of showroom background in Retail (via key 1 or via button).
Added player.json setting “showroom background” for default state of rendering background.
Added Sideview UI showroom for taking screenshots of cars for icons.
Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game.
Fixed crash when changing resolution options in VR
Fixed intermittent crash when installing content
CONFIGURATION APPLICATION
Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change.
Setup a VR specific config file. This file will copy from the default file on first run of VR.
Allowed the option to configure multiple files from the config application
Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes
Fixed windows version reporting in config app
Updated displaying of PC Specs to show only relevant information in config app
Removed various unused settings from config file
Physics
Ensured that results files / ai report battery state when it’s the primary energy source
Various fixes for battery energy consumption
Graphics
Updated Dashboard Elements Shader to use IBL Setup for better lighting
Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these.
Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background
Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked
Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap
Updated Moddev Tweak Bar displays for new options
Updated method for sharing if a rain light is active over network, to ensure better consistency when it is used to show in the pit lane, battery regen or due to the weather.
Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure:
RegenLightRequireThrottle=1/0 (requires higher throttle than brake)
RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light)
AI
Reworked AI throttle behaviour
Less overshooting, more controlled deceleration
Improved acceleration with less wheelspin
Improved corner exits
Eliminated even more sources of oscillation
Improved laptimes for certain vehicles
Pit speed limit won’t be overshot
Stop positions (grid, pit box) will no longer be overshot
Reworked AI reaction to other vehicles (road courses)
AI will now properly slipstream other vehicles
Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel
Multiclass: Faster classes will no longer slow down when trying to overtake slower classes
Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex
Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists
AI will now be more cautious when other cars are around
AI can now use more of the space following other cars, for proper drafting behaviour
More cautious when yellow flags are ahead or under FCY
Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible
When cars ahead are in a fight, AI will now set up for an overtake on corner exit
AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous
Less incident prone with large grids
HUD
Updated Default HUD with multiple options for different element combinations
Added Battery State & Usage options, as well as LEDs for P2P and Battery
Fixed HUD only rendering one gauge correctly
Added Throttle, Brake and Clutch gauge options to HUD
Added ability to change text colour in MFD in HUDs
UI
Added Battery Unit setting (Percent or kW(h))
Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect
Package Management
Server now verifies that connected clients own the content they are using
Modding
Map Converter Updates
Now checks for file updates every 500ms.
-f (force all textures to update) command will only run once and exit.
-o (once) command will only run once and exit
DDS files are only copied from source folder on first pass.
Improved output display with more information.
Mod DevScene Viewer
Added extra lighting debug information for fog and direct light direction
Added toggling of shadow groups via shadow key (U) in scene viewer.
Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason).
Added missing Limit Path option to Static Cameras in Camera Editor
Material Editor Updates
Added ability to set blend modes per material
Added ability to set texture options for chroma and no detail reduction.
Known issues
AI will fail to line up for FCY
Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time
AI aren’t particularly good at evading cars parked on track and will slow down considerably, sometimes just lining up behind them
AI behaves badly when there is a large performance delta between cars
Auto Shifting on the FE Gen 3 will not shift out of neutral
Track Changelogs
BRANDS HATCH V1.05
Fixed Rear Paddock Garage 8 no 3 not leaving pits on Indy Layout.
CROFT V1.07
Minor cut corridors adjustments
Minor adjustment to ai at pit exit
Fixed camera clipping
SEBRING V1.59
Reviewed track limits at pit entry and pit exit
BERLIN V1.37
FE 2023 Branding Updates
Track Limits Reviewed
Minor Terrain Gaps fixed
HONG KONG V1.93
FE 2023 Branding Updates
Track Limits Reviewed
LONDON FE V1.07
FE 2023 Branding Updates
Track Limits Reviewed
NEW YORK FE V1.31
FE 2023 Branding Updates
Track Limits Reviewed
Minor AIW tweaks
Fixed start light casing not visible on lower detail settings
Fixed minor issues with Brake marker materails
ROME FE V1.25
FE 2023 Branding Updates
Track Limits Reviewed
Minor AIW tweaks
Fixed inverted digital flag mapping
SAUDI FE V1.15
FE 2023 Branding Updates
Track Limits Reviewed
ELECTRIC DOCKS V2.38
Minor AIW tweaks
Fixed various LOD issues
Car Changelogs
BRABHAM BT44 V2.64
General visual update
Updated backfire animation
Fixed drivers toes sticking out of car
MCLAREN M23 V1.53
General visual update
MARCH 761 V2.12
General visual update
DALLARA IR18 V1.73
Stopped Push To Pass disabling when crossing start/finish line
Made it so Push To Pass could only be activated after the first lap of the race
VANDERVELL VANWALL LMH V1.29
Less rear downforce
More front downfoce
More drag
Braking torque to match brake bias 60%
Updated body decals to 2023 version
Renamed tires, soft cold, soft hard. Same tires, but different operating windows
Medium tires are a little harder, and -1.5% grip
Tire grip and downforce adjusted to match real data
Removed tire warmers
Drag/Power adjusted to match real data
Lowered tire thermal degradation
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