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Post by bwana on Apr 15, 2016 7:44:37 GMT 10
Available now
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Post by bwana on Apr 15, 2016 11:57:57 GMT 10
Bit buggy , expect follow up build fairly quickly.
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Post by christopheraser on Apr 15, 2016 12:06:27 GMT 10
Build Notes:
================================================== ================== Update 38 (Build 1079-unstable, 1080-release) Changelog April 12, 2016): ================================================== ==================
FEATURES: ------------- Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.) Added Low Speed Information display position gizmo. Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways) Added average water depth to internals plugin data. Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(<SlowBump>,<SlowRebound>,<FastBump>,<Fa stRebound>) Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED User skin directory will now spill over to multiple lines if needed rather that off screen Default gamepad controllers now set various driving aids for an easier experience. Created an Un-Disqualify button for admins to use on the multiplayer vote page. Reason for penalty (if any) is now given in result files and log files. Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x. Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value "Skip updates", but can also be disabled by setting the new Controller.JSON value "Use thread" to false. Moved in-game server list to Launcher (Steam version only). New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.
FIXES: ------------- Fix for skin transfers when using +connect commandline parameters. Fixed static camera orientation not saving changes in Mod Mode Likely fix for occasional dedicated server crash during race rejoin. Fixed occasional race rejoin bug where only 63 laps were restored when it should have been more. Fixed bug where track & vehicle selector didn't register changes when existing page immediately after closing a category branch. Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called "AdjustUntilYellowFlagState" which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp). Fixed several potential UI crashes when switching between multiple video adapters. Corrected issue where grass skids sometimes did not appear.
GRAPHICS: ------------- Reverted back to more analytical headlight model. Fixed soft particle blending and updated general particle parameters. Fixed particle exclusion zones sometimes becoming disabled. Improved particle lighting/shadowing. Improved sun occluder. Static reflection mappers now updated properly between sessions. Minor adjustments to sky turbidity and some cloud albedos. Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.
MODDING / PUBLIC DEV: --------------------- Camera activation zones can be moved in the camera editor now. Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type "ai learn" in the chat back.....he'll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he's better following the line you can type "ai save" & he'll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there). TTool: optimized the reinitialization step between custom realtime tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity. Fixed bug in ModMgr which showed duplicate updates for mods with an update. Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.
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Post by bwana on Apr 15, 2016 12:13:52 GMT 10
Enjoyed the wet racing in testing. Changes to smoke, spray, dust and gravel in particles update look cool. Some changes to lighting as well I think sun showers looked awesome.
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Post by Josh on Apr 15, 2016 12:47:08 GMT 10
Bit buggy , expect follow up build fairly quickly. Has there been official word of this? Fixing things quickly hasn't been typical of ISI in the past.
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Post by Josh on Apr 15, 2016 15:41:09 GMT 10
I've put in to get the servers updated. Steam users will have to download and install content manually as the new build appears to have broken GetMod on Steam.
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Post by bwana on Apr 15, 2016 16:58:51 GMT 10
They did similar when in the low build 900s josh. Nothing official but they where hoping this to be the last for awhile.
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Post by Josh on Apr 16, 2016 0:46:29 GMT 10
Server's updated.
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Post by christopheraser on Apr 16, 2016 11:49:39 GMT 10
So far the only difference that I have noticed other than the minor graphical stuff is that it now takes a minute or so instead of seconds for me to join a server. Anyone else noticed this?
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Post by bwana on Apr 16, 2016 12:34:39 GMT 10
Matchmaker had major issue and the whole system needed shutting down and moved to a new server. May have had something to do with slow joining. I only joined once to an ISI server and didn't notice anything but some have reported having to attempt a dozen times before being successful. Apparently it should be rectified now.
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Post by christopheraser on Apr 16, 2016 12:42:59 GMT 10
Matchmaker had major issue and the whole system needed shutting down and moved to a new server. May have had something to do with slow joining. I only joined once to an ISI server and didn't notice anything but some have reported having to attempt a dozen times before being successful. Apparently it should be rectified now. I tested a few servers and they all seemed to be taking ages to join. Like ten times longer than in the previous build. I doubt it's matchmaker related, cause it's the actual track loading screen that's slow.
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Post by bwana on Apr 16, 2016 13:24:01 GMT 10
If its track loading then that is mentioned in release notes. It will be slow for each initial load of specific tracks as it re writes in your shaders folder. Next load will B a lot quicker.
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Post by christopheraser on Apr 16, 2016 14:12:28 GMT 10
If its track loading then that is mentioned in release notes. It will be slow for each initial load of specific tracks as it re writes in your shaders folder. Next load will B a lot quicker. Ah nicely spotted. I only skimmed them so that makes sense.
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