rFactor 2 Build 770 Released

Image Space Incorporated has released the latest update for rFactor 2, bringing the title to build 770. This may be one of the most extensive under-the-hood releases in recent memory, with the most notable upgrade being the inclusion of a 64-bit executable. Other upgrades to the sim are the ability to adjust the RealRoad rate, as well as AI enhancements to create a more realistic experience.

Keep in mind that the default executable for rF2 is 32-bit. 64-bit exe files are available, and you rename it to use the 64-bit experimental build. 64-bit will also never work on Windows XP, so keep that in mind. For the full list of updates, and also some added notes, check out the list below.

If you still haven’t given rFactor 2 a try, you can buy it for $43.99 (includes one year of online access) or $84.99 (lifetime online access). If you’re unsure about giving it a go, you can download the demo, which includes the Honda Civic Touring Car at Silverstone’s International layout.

Have you given the new build a spin? How do you feel about the latest update?

 

Update 23 (Build 769-unstable, 770-release) Changelog Jun 30, 2014)

GRAPHICS:
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Fixed sun block bug which caused inconsistent occluder values.
Fixed a bug where HUD textures refuse to load.

FEATURES:
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Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables.
Upgraded to latest version (9.3k) of Miles Sound System.
Updated projects to latest OpenSSL (1.0.1h)
Support added for gear-specific rev limit offsets.
Added additional Flag Rules option “Full w/o DQ”.
Eliminated race condition that could cause race rejoin to fail.
Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions.
Added the ability to control vehicle- and tire-specific effects on RealRoad.

BUG FIXES / OPTIMIZATIONS:
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Optimized memory usage.
Fixed thread safety issue that could produce crash when crossing finish line while recording a best path.
Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor.
Fixed issue where leftover RealRoad events could be applied in the wrong session.
Fixed inconsistent writing of config.ini if installed to write-restricted path.
Improved collision with temp cars.
Fix reporting of anti-stall to plugins.
Potential fix for exiting game while skin transfer is unfinished.
Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters.
Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads.
Fixed issue if server was password protected it would not verify server content was installed on client.

MODDING / PUBLIC DEV
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Added OpenMP to Mod Mode and Dev builds (improves speed of TTool).
Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind).
Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK.
Attempt to use AVX (if available) in 64-bit TTool.
Fixed double screenshots in TTool.
Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64” to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup.
Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page.

UI / HUD / Options:
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Added new gizmo action to clear multiplayer password.
Possible fix for HUDs picking up & using unrelated but identically named assets.

MULTIPLAYER:
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Sync up RealRoad on new clients at an accelerated pace.
Changed upload/download speed variable so that higher rates could be set in the dedicated server.
Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients.
Fixed multiple players in dedicated server startup dialog.

CONTROLLERS / FFB:
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Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this.
Output FFB value to plugins even if no FFB devices are detected.

AI:
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Added checks to be sure only real AIs can talk and request pits.
Improvements to superspeedway AI.
Added AI control to PhysicsOptionsV01 in plugin interface.
Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without.
Fixed AI cars swerving on formation lap skip and transition from formation lap to race.
Removed unnecessary AI braking prediction that had them tapping the brakes needlessly.
Reset “add AI” menu when leaving page

ADDITIONAL NOTES:
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1) At this time if you change a 64 bit exe (by renaming, as is required) to the 32 bit exe, the next auto update will overwrite the 64 bit exe with the new 32 bit one.

2) As of right now the only way to activate 64 bit builds is by renaming them to the current 32bit exe names. This will require administrative privileges if installed to the default location. Why? So Nvidia and AMD drivers that use the exe name to map to proper optimization profiles don’t fail to load said profiles.

3) The USER SESSION EXPIRED warning on the matchmaker can only be resolved by restarting the executable. This was design decision so that user would not be prompted for credentials from the simulation UI. It has been increased since the Unstables.

4) GMT formats. There may be some Third Party mods out there that does not work in 64bit as intended, or at all. Rebuild your mod using the newer GMT formats ASAP. There may be a cutoff of age going forward.

5) People starting rFactor2.exe outside the launcher. That may not longer work. See CLI.txt in Support.

6) Matchmaker is separate from 660, new build servers won’t show on old MM.

7) x64 will not (ever) work on an XP based OS, this includes older versions of Windows Server.

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