rFactor2 Build 982

rFactor2 Build 982
Publisher: Image Space Incorporated

rFactor2 Build 982 Description

rFactor2 Build 982 is the next installment in the rFactor franchise in which the player will take part in a series of races featuring ultra realistic car dynamics, immersive sound and stunning graphics.


- Physics:
- Updated to use multi-core CPU technology
- Advanced physics engine
- Newly updated tire model
- Driving surface construction, even painted line thickness, affects grip levels
- Engine boost and Turbo modeling
- Complex aerodynamics
- Head physics, cockpit vibrations, detailed bump modeling
- Dynamic Racing Experience:
- Real-time day/night lighting transitions
- Realistic wet/dry weather transitions
- Dynamically laid rubber increases grip throughout racing session(s)
- Rubber chunks (marbles) roll off tires and can affect grip
- Tires sustain damage from poor driving or setups, affecting grip immediately and over time
- Dynamically drying racing line after rain
- Environments filled with animated events like planes, flag marshalls and more.
- Graphics/Sound:
- Real-time day/night lighting transitions
- Projected headlights for night time driving
- Look to apex and head motion tracking support
- Gameplay:
- New AI who will race for and defend positions
- Multiplayer:
- Opponent car skins automatically transmitted
- Camera/Replays:
- Resume from Replay allows you to rejoin a race from a saved replay
- Open Architecture:
- Support for modder created car and track content
- Fully adjustable Showroom, UI and HUD layouts
- More Plugin Interfaces

News in rFactor2 Build 982:

- This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We’re still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED IN DEV CORNER.
- Max vehicles for the All Cars & Tracks default mod was increased to 45.
- Added a configurable control for Skip Formation (but if none is configured, the Space key will be used).
- Added AI self-preservation reaction to preventing tipping.
- Increased effect AIW parameter AISpec has on AI acceleration and max speed.
- Added cockpit readouts BESTLAP and LASTLAP for modders to use.
- Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots.
- Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set Steering Effects Strength to 9999 instead of 10000.
- FOV now stored per (exact) vehicle.
- Added steering wheel ranges to plugin telemetry.
- Now recognizing GDB track type of Oval in addition to the original types Superspeedway, Superspeedway Oval, Speedway, Speedway Oval, Short Track and Short Track Oval. Despite all these choices, the app code doesn’t actually differentiate them, other than to identify these track types as not being a Road Course. The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called inside/outside (ovals) or left/right (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
- Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
- Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
- Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
- Forcing vehicle body collision model to be below a certain limit now (automatically LOD’ing if necessary). This is done for performance reasons.
- Fix for the WCCLOUD.GMT multiplayer loading error.
- Fixed mod sig missing when server publishes to matchmaker.
- Fixed some controller detection and rearrangement issues.
- Addressed issue where a matrix in AI physics drifted away from being orthogonal.
- Some improvements/fixes to replay and resume-from-replay for non-race sessions.
- Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn’t.
- Gold playerfile now stores Mod name instead of RFM file name for Game Description, since we can’t guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
- Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
- Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn’t know their correct grid location.
- Fix for driver editor so you can go back to main menu from track specific parameters menu.
- Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo.
- Look for digital flags up to the number of corner workers so that track builders don’t need to name digital flags consecutively.
- Fixed potential bug with custom rFm file when creating mod with wizard.
- In multiplayer cars will now reload if using the car switcher only to change upgrades.
- Fixed remembering of column sort state for matchmaker list.
- Fix for number of pitstops being reported as zero in multiplayer.
- Added admin command /forwardseconds X in order to fast forward time by X seconds, where X is from 0-65535.
- Added admin commands /pitbydriver and /pitbyteam.
- Fixed rear view tonemapping
- Adjust post-gamma
- Fix for dirty sideviews in multiview
- Fixed extra slashes at end of Shader dir in viewer
- More HDR process optimizations
- Improved spotlight priority sorting
- Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
- Fixed for FXAA not working since last release.
- Additional SLI optimizations when using reflections.
- Made the UI consistent with in-game with regards to the names of the Steering Help levels.
- Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
- Changed password failure page to be more informative
- Added a remove forced upgrade button to the tuning page to easily undo user created force upgrade actions.
- Shrink button text to fit inside bounds
- Indianapolis Motor Speedway v1.3 changelog (from v1.03):
- New additions:
- Added Brickyard 400 layout for Stock Cars
- Added road (micro)bump for 2007 layout
- Added road (micro)bump for 2013 layout
- Added road (micro)bump for 2014 layout
- Added 2007/2013 and 2014 curb texture variations
- Added service pitlane fence posts for 400/500/2014
- Added Pit In cone for 400/Stock Cars
- Added dashed line on pitlane for 400 and 500 layouts
- Removed pitwall fences for 400/500/2014 layouts
- Enhanced AIWs for Speedways -- less extreme Block Path
- Tweaked dashed painted stripe length
- Replaced loading screens for all layouts
- Fixes:
- Fixed various terrain gaps on drivable surfaces
- Fixed missing piece of road/terrain for 2007 and 2013 layouts
- Fixed gap in S1/T3 road for 2007/2013 layouts
- Fixed curbs gaps for 2007
- Fixed various painted stripe glitches
- Fixed and tweaked various GDB entries
- Fixed garage back door colliders on F1 pit garages
- Fixed UV mapping glitches on Gift Shops
- Fixed pit entry line for 400 and 500 layouts
- Fixed minor errors in all AIWs
- Fixed and improved various trackside cameras
- Specific AIW tweaks for 2007 layout
- Stopped AI hitting garages when leaving
- Reduced false positive cut track warnings
- Improved AI speed in some corners
- Made LEFT Path to pit entry transition smoother
- Dallara DW12 Indy car v1.63 changelog (from v1.62):
- Removed redundant sound files.
- Added tyre sounds and wind noise directly into package file.
- Reverse the order of ‘Model upgrades, so that road course is at the top and hence selected by default.
- Fixed minor texture issues on some cars
- Dallara DW12 Indy car v1.62 changelog (from v1.5):
- Physics / Setup:
- Fixed fuel tank capacity.
- Fuel tank position corrected (slightly lower and further forward)
- Allowing both compounds during race.
- Added ‘weight jacker’. Garage only at this time.
- Brand new CPM enabled tyres.
- Better undertray points.
- Better fuel estimation.
- Better ride height ranges and defaults.
- Caster range now 4-10 as per real life.
- Accurate suspension geometry that varies between oval / road course.
- Tyre pressure ranges more realistic (as are defaults)
- Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks.
- Minor Turbo error correction.
- Aero corrections for both speedway and road courses. (Main change is more accurate and higher downforce for speedway config)
- Recalculated brake system & restricted brake bias range.
- Improved unsprung masses.
- Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119 is ideal for speedways, 120 may be ok for road courses.
- Increased the weight of the car (was ~missing driver weight).
- Slightly more damage sensitive.
- Increased CG height according to new data.
- More accurate default RC toe angles.
- Increase AI’s grip a touch (road course).
- Recalc’ed and more accurate anti-roll bar rates, ranges.
- Fixed small error on front wing range (now goes up to 32° on RC / SC)
- Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate.
- Allowing stiffer springs.
- Now using spool differential (locked axle).
- Increase in chassis flex.
- Min brake ducts now have MUCH less cooling, Max similar.
- Brake Duct drag and lift reduced (so penalty is a little lower).
- Steering system updated.
- Opponent sound attenuation increased (so other cars are slightly less audible).
- Steering ratio corrected (default, options not available yet).
- Very slightly less sensitive to turbulent air, Auto-shift tweak (AI)
- Visuals:
- Fix so rotation matches in-game.
- Fixed problem with Alternates showing as Primaries at race start
- air intake gap fixed
- hands animation fixed
- new tyre damage texture
- spinner scene fixed
- Fixed tyre compound visibility in spinner.
- Digits on the steering wheel increased to 5
- Digital Yellow message Yel aligned
- Graphics : whole model rescale (+2%),
- Front susp arms corrected.
- Mirrored rear wing back logo (#27 #77)
- Various texture fixes

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