Highlights
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ETK 800 Series:
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Node Grabbing (hold CTRL and click + drag a node):
Vehicles
- Added new vehicle: ETK 800 Series (with cockpit navigation proof of concept:)
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Improved new “L-beam” tire model for 200BX, Bolide, Covet, ETK800, Grand Marshal, 80s Pessima, 90s Pessima, SBR4, and Sunburst, resulting in significantly more responsive steering, and ability to deflate more completely
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200BX: Added tubular bash bar, changed suspension camber setting to precompression method, fixed uneven alignment, Nomi skin
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Barstow: Optimization and deformation improvements
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Bolide: Added rear diffuser, custom exhausts and ‘Notte’ variant
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Burnside: Added Police variant, optimization and deformation improvements, handling improvements, suspension flexbody improvements, fixed inverted normals on fender skirt, fender skirts now available on regular body
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Covet: Added body colored trim option, body kit, spoiler, carbon fiber hood, sway bar models, front emblem can now be placed on hood or grille
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D-Series: Added heavy duty mirrors and bed cover to D-Series, added sway bar models, added second UV channel for skinning, reworked leaf spring suspension jbeam, solid beam axle added to heavy duty 2wd variants, increased steering lock, fixed some self collision instability problems
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Grand Marshal: Added new Grand Marshal Luxe variant with chrome trim, different wheels, red interior, and whitewall tires, added body colored trim option (used by default on Police, Sport, and Custom variants)
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H-Series: Added sway bar models, reworked leaf spring suspension jbeam, solid beam axle added to heavy duty 2wd variants
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Moonhawk: Added Detective Special variant to Moonhawk, added several trim coloring options to Moonhawk, added blackwall tires and hubcaps to I6 models, separated shifters into their own parts and made base automatics use a column shifter, fixed wobbly seats, optimization and deformation improvements
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Pessima (80s): New GTz wheels, new rally wheels, new rally skin for Pessima. Made fog lights optional (filled with black filler on DX models), front emblem can now be placed on hood or grille, bumper bar reinforcement is now removable
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Pessima (90s): Front suspension rework, rear camber setting changed to precompression method, bumper bar reinforcement is now removable
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Pigeon: Added canopy box, heavy-duty suspension, fender flares and street cleaning equipment for Pigeon
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Roamer: Added sway bar models, reworked leaf spring suspension jbeam
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SBR4: Retuned SBR4 turbos and changed S, TTS, and TTS2 models to use a 2.5 liter engine instead (2.0 remains for base), Fixed variants having wrong steering wheel and lettering, fixed inaccurate SBR4 speedometer
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Sunburst: Added tubular bash bar, bumper bar reinforcement is now removable
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T-Series: Fixed T-Series not having axleBeams (wheels would not lose power when detached), fixed uneven exhaust stack strength
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Added several new steering wheels and gave brand names to the existing ones
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Added glass breaking sounds to all cars (still a work in progress)
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Added several other new wheels
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Corrected some tire sizes
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Added tow hitch to more vehicles, using new global mesh
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Added adjustability to race transmissions and differentials
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Added removable seats with correct weight to some cars
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Tweaked interior cameras for better gauge visibility
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Fixed some col tri issues with some cars’ front ends
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Slightly strengthened rear door latches
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Weakened spoiler attachments, so they can no longer hold the entire weight of the car in the air
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Flare/spotlight tweaks/fixes
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Fixed lights not working on small flatbed trailer
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Suspension stiffness and alignment improvements to cars with new tire models to better cope with more responsive tires
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Separated shock and bump stop beams on suspensions for better suspension stability and behavior on hard bumps
Terrains
- Jungle Rock Island: added fallen tree object, improved road damage textures, removed stray prefab that shouldn’t have existed, minor improvements, updated road textures, slight change to douglas fir textures
- Fixed issues with oak trees lod meshes where the trunk could blow in the wind (on lowest mesh detail)
- Small island: improved damage road and road damage textures
- East Coast USA: minor improvements, fixed issue with strange hole in the middle of the map
Features
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Added node grabbing
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Added support for shifting up/down several gears at once in the Arcade mode
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Switched from DirectSound to OpenAL sound system. Improves audio quality and allows a lot more features later on.
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Added fog light controls (press ALT+N)
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Added a lightbar/beacon toggle (press M)
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Added half-resolution render of particles to improve performance (depending on quality settings)
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Remote Control App can now be enabled in the Controls menu, so that the Windows firewall dialog doesn’t pop up for new users when starting the game
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Dropdowns in the vehicleconfig are now sorted alphabetically (except the Empty option, which is always at the top)
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New design for modmanager (easier to use, more features to come):
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Added mod download shortcuts to several menus, taking you to appropriate repository section
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Added differential in/out rates for gamepads
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Added new beam type: L-beams (highly experimental, to only be used by the improved tires) (see here for more info)
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Added external spring support to physics core (used by node-dragging)
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Added auto-calculated throttlemaps to vehicles. Throttlemaps improve the response of the throttle pedal
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AI: New Dynamic planner (still heavily WIP). With it, the AI adapts its driving behavior in real time
(black line is the path the AI took)
- 32 Bit Fallback: The game will show why the fallback was used
- Performance Graphs: added Sound and Lua delay to it
- Gravity: now set-able per Level (in the LevelInfo object)
- Implemented damage tracking for deformgroups
- Added ability to navigate menues using your gamepad or steering wheel (see Controls > Menu bindings)
- Rewrote drag/lift/pressure/boyancy subsystem, gaining ~7% overall physics speedup
- Optimizations in dynamic collision subsystem, gaining ~3% overall physics speedup
- Small optimization of core physics wheel subsystem
- Other smaller optimizations/cleanups of the physics core
- Improved torque reaction physics
- Added smoke particle limiter to reduce FPS problems
Bugfixes
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Fixed Skyboxes
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Fixed serious wheel instability that affected both older hub-wheels and newer pressure-wheels (to a smaller degree). Hub-wheels (and older mods that use them) should be working again
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Turbo stops correctly now when the engine breaks down
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Added guards for input data to drivetrain
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Fixed DCTs having more forward gears than expected
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Fixed BOV not working properly
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Fixed random noise in FFB app
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Fixed Pessima AWS breaking when not having front steering installed
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Fixed flat illumination on terrains without normal maps
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Fixed crash with mods with some special characters
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Added crash reports to the information that is send by the support tool
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Fixed crash on lowest settings with incorrect sized compressed textures
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Fixed shadow artifacts on vehicle spotlights
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Fixed incorrect type identification in mod manager
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Fixed bug creating asymmetrical construction of pressure-wheels. This improves the stability of pressure-wheels
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More accurate wheel’ angular velocity calculations. This fixes low frequency vibrations in drivetrain
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Guard against trying to load non existing LUA extensions
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The vehicle loader won’t use heuristics to locate torque reaction nodes, when no such nodes have been defined in jbeam file
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Fixed ‘Environment’ tab not working on East Coast USA
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Fixed fire particles not being visible at night
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Fixed ‘Box Delivery’ scenario
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Various minor fixes to vehicle configurations
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Fixed audio test button not working before loading a map
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When switching to freeroam after a scenario the freeroam apps are now loaded instead of the race apps
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Timer is now not reseting as soon as the scenario is finished, so one can see the exact time one needed to finish the scenario
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Fixed racetime diff showing wrong values in some cases where scenarios had more than one lap
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Fixed paused physics sign overlapping with the race time in scenarios
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Fixed bug where dashboard could be opened during the loading screen
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Tacho2 uses airspeed as fallback when there is no wheelspeed
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Tacho2 does not “loop itself” anymore when speeds are to high
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Tacho2 does not freezes on vehicles with idleRPM = 0 anymore
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Fixed bug on lights without shadows
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Simple naming for unpacked mods
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Fixed show disabled mods on vehicle selector
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Remote Control App can now be enabled in the Controls menu, so that the Windows firewall dialog doesn’t pop up for new users when starting the game
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When the Remote Control App is enabled in the Controls menu the game detects if it’s blocked by the Windows firewall and shows a button to add an exception for itself
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Fixed QR code not being scannable when using the dark theme
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Colors that where previously fixed orange are now using the accent color defined in the options
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Fixed newly stored configurations (in vehicleconfig) not beeing shown instantly
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Fixed opening a dropdown placed inside a accordeon opening/closing the accordeon as well (vehicleconfig)
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Fixed Bug, where having the Special Keys app open and resizing the window would freeze the game
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Disabled cloudcover and windspeed in environment menu if they are not available for the current map
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Changed design of activate all and activate none buttons in modmanager
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Moved some Information/Warnings (e.g. Performance Warning) to be a toast, that’s clickable, hidable etc.
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Fixed countdown not beeing paused when physics is paused (in scenarios)
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In the Vehicle selector the search query and the option to show configurations are now “remmebered” like the other filters
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End screen of scenario behaves the same as start screen (dashboard wise)
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The play button in the dashboard behaves the same as pressing escape in scenarios (fixed not beeing able to get to scenario start screen after pressing play)
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Gravity: Fixed weird issues that only some subsystems used to manually set gravity
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Fixed precipitation objects not following the camera correctly - you can have nice rain now π
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Fixed downloading mods with a single quote in their filename
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Waypoint indicators are now hidden when a scenario is finished
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Temptative fix for non-working force feedback on Logitech WingMan Formula Force GP and on devices based on LUFA firmwares (such as certain gameport-to-usb adapters)
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Temptative fix for inability to disable or enable force feedback in rare random cases
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Fixed some controllers being detected twice (including but not limited to Logitech F310, F510 and F710)
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Enable force feedback by default for Logitech Driving Force GT
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Added inputmap files to support tool reports
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Fixed support tool possibly not sending reports, and improved its UI messages
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Slightly faster vehicle recovery
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Fixed underwater fire
Upcoming Hotfix will contain the following fixes:
- After install a mod is necessaryto disable it and re-enable it or re-start the game
- Apps preview images are showing old visuals