rFactor 2 v982 32/64Bit

  • Thread starter Voltaic
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Build v770 available now!

http://rfactor.net/web/rf2/rf2dl/

rFactor 2 Build 770 Now Available!
Hi folks,

Highlights of this build are improved memory usage in 32bit, realroad got some major tweaks and is no longer accelerated (unless you want it to be), flag rules without disqualification as an option, lots of AI improvements, new matchmaker technology in the back end, enhanced plugin reporting, some modding tool changes, and various fixes and tweaks. 64bit exes are available to openly test (see below).

As I see a lot of people using out of date SDK builds, don't forget we also update the dev mode exe with every build! Find it in the dev corner.

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


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


FEATURES:
————————
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:
————————
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
————————
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:
————————
Added new gizmo action to clear multiplayer password.
Possible fix for HUDs picking up & using unrelated but identically named assets.


MULTIPLAYER:
————————
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
————————
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
————————
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
Important note: The primary executable is 32bit. However, 64bit executables are now available for open testing, in what we would call experimental stage. At some point, the 64bit exes will be the default, and 32bit will be the optional like 64bit is today, though I doubt renaming will be the method to switch.

We ask that if you have issues in 64bit, you verify them in 32bit before reporting them to us as a 64bit issue or an issue in both builds. It's also important to read the knownissues.txt in the rFactor 2 installation directory before reporting, as well as the list below:

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.
Thanks and good racing,

Tim
 
It seems everyone is gone ha?

I tried v770 64bit today; butter smooth! The best part is the audio, somehow I am hearing more subtle sounds. Frame-rates have increased substantially.
 
guybo

Are you using the 64bit? Enough RAM?

For me the frame rates are much higher, load times about half the time. It is a pleasure to drive with more FPS, without the occasional stutter. What I noticed right away yesterday was the sound improvement, I can hear all kinds of subtle mechanical and road sounds. Interestingly, when I reviewed a replay made with v660 those sounds are not noticeable.

Hang in there guybo, it may take ISI a while but I'm sure you'll like the end product. By the way, I will try to run all 3 rF2 series at CMS.
 
I did the update from the rf2 launcher, couldn't find the 64 bit exe. Do I need to do the download to get it?
 
x64 won't help frame rate, it doesn't work that way. I'm still on x86 because of the plugins I use. Other than Nords (an older version of pLeclair's) with BES, I have never had an issue with using more than the 3.8GB limit of x86 so I don't need x64 yet anyway.

I'll upgrade after a couple versions have gone by and the x64 bugs are worked out and all my plugins are brought up to date.
 
I'm not sure why, possibly improved efficiency, I can assure you my FPS doubled despite the higher graphic settings.

What plugins are you not able to use in 64bit?
 
I did the update from the rf2 launcher, couldn't find the 64 bit exe. Do I need to do the download to get it?

Go to the "core" folder inside your rF2 folder, change the name of the rFactor2.exe to rFactor2 32bit, change the rFactor2 64bit app name to rFactor2.exe (no need to type the ".exe"). After that use the Launcher App as usual, you'll be running 64bit.
 
I'm not near as good at this as Wajdi is, but here's the Hakosuka and Miata mods- just a lap of each. I run triple screens and rF2 and FRAPS add in this bend where the middle screen ends and the side screens begin. That's why the mirrors look bent. It doesn't look like this when I am driving, only in a FRAPS video or a screenshot.

 
@guybo

Sometimes it takes a while for YouTube to fully process a video. I just checked it and it is full 1080p. Nice video and driving mate!

PS; I was running a strong 5th at Lock Drummon (CMS event), I and several others got disconnected on lap 27 :(

Any tips on reducing front tire wear on the C6R are welcomed. I am chewing throw them like candy.
 
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IMHO the ISI C6R- in fact all the ISI GT cars- have a serious issue with the front end and tire wear. The only thing you can do is to carry less speed into the corner, get on the throttle sooner and get your weight back so that you rotate the car on the rear axle- this will heat/wear the rears better. In the BES & URD mod I have it down, but with ISI cars it's more difficult because they butchered those cars.

I had a conversation with one of the team members for the V8SC mod and he described to me what ISI did to the front end. It has to do with the geometry of the front end not being right- they tried to take the basic geometry of the open wheel cars and use that as the base for the GT cars. That's the simplified version- he explained it to me but I didn't fully understand, I am no modeler and it was over my head.
 
I should have specified it is the URD C6R. I'm using it for the CMS races, boy does it eat the front tires. I am not the greatest at car setup, this is killing my speed or pit strategy, 90 min race at Sebring coming up.
 
This is a setup I developed for an offline race at Bahrain. A very different track, but try it out, see how it works for you
 

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This is a setup I developed for an offline race at Bahrain. A very different track, but try it out, see how it works for you

Thank you guybo! I really don't know what to try next, hopefully your setup will help the front tire wear. I'll let you know.

By the way, v790 might be released soon.
 
Hey guys! I come to you today looking for some kind of skin pack for the URD mod to replace the default skins with the real life skins used bu these cars in real life.
Help?
 
The prob with a skinpack and EGT is that the mod is not based on any real series. It's based on GT3 cars in various series. So you will be able to find skins from real cars, but there can't be a skinpack for any real series.
 
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