Released Game Update - 6th May 2020

Discussion in 'News & Announcements' started by J-F Chardon, May 6, 2020.

  1. J-F Chardon

    J-F Chardon Sector3 Producer Developer

    Joined:
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    Update details:

    Download size = 1.1 GB
    Client version = 0.9.0.944
    Client BuildID = 4989071
    Dedicated server version = 61.0.1120
    Dedicated server BuildID = 4989460


    Changelist:

    • Controllers - Updated default FFB settings for Logitech G27
    • Controllers - Logitech wheels now have “sine” curb wave type and reduced minimum force value.
    • Controllers - Sim-Plicity: set all wave types to sine
    • Controllres - Thrustmaster: reduced minimum force value
    • Multiplayer - Server list now shows which of the three possible race sessions is currently running (R, R2, R3)
    • Fixed an issue with Fastest Lap notifications on the HUD that were not displaying properly
    • Fixed some Default Controller Profiles that were showing up as customized in the menu
    • Fixed player getting automatically DNF’d when they run out of fuel even though their vehicle is still moving. You can now crawl all the way to the finish line as long as your car moves. ( https://clips.twitch.tv/SpicyCarefulReindeerSquadGoals )
    • Fixed a game crash that would occur when entering instant replay while using the pitstop menu


    Content updates:
    • BMW M1 Procar - Updated physics and tyre model
    • BMW M3 GT2 - Fixed weird noises heard on downshifts coming from opponent cars in multiplayer
    • DTM 92 - Improved gearbox behaviour, updated drivetrain oscillations to give less in lower gears and more in high gears
    • Group 4 - Updated physics and tyre model
    • Group C - Updated physics and tyre model
    • Mercedes DTM 1995 - Updated physics and tyre model
    • Mercedes DTM 2005 - Updated physics and tyre model
    • Porsche 911 Carrera (964) - Updated physics and tyre model
    • Porsche 911 RSR 2019 - Various art tweaks to liveries
    • Tatuus F4 - Fixed launch control for this car, updated its default gear ratios for each track
    • Touring Classics - Improved gearbox behaviour, updated drivetrain oscillations to give less in lower gears and more in high gears
    • AI - Formula RaceRoom US: general improvement to AI behaviour
    • Dubai - Tweaks to AI behaviour
    • Nordschleife - Tweaks to AI behaviour
    • Norisring - Tweaks to AI behaviour
    • Nuerburgring Sprint - Tweaks to AI behaviour
    • Oschersleben - Fixed an issue with invisible objects on the grass at the pit exit. Tweak to terrain textures.
    • Sachsenring - Tweaks to AI behaviour
    • Shanghai - Tweaks to AI behaviour
    • Sonoma - Tweaks to AI behaviour. Fixed the dried grass surrounding the track that has always been wrongly assigned the gravel properties. It’s now proper dry grass when you drive on it.
    • Spa-Francorchamps - Tweaks to AI behaviour
    • Suzuka - Fixed a possible cut detection during pitstops
    • Zhuhai - Tweaks to AI behaviour
     
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    Last edited: May 6, 2020
  2. Balrog

    Balrog Well-Known Member

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    [​IMG]
     
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  3. Nir Tal

    Nir Tal Active Member

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    [​IMG]
     
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  4. Jota Ele

    Jota Ele Active Member

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    I have a simplicity sw20v3 and it took me some months to tune the presets for each car I use after FF update, now when I read: "Sim-Plicity: set all wave types to sine" I really worry

    How does this change affect the FF of the wheel?

    Will the presets I have created work exactly if I don't edit them?

    EDIT: I've reviewed my profiles and except the flatspot have all wave types at 0

    I guess shouldn't worry then
     
    Last edited: May 6, 2020
  5. memoNo1

    memoNo1 Well-Known Member

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    A Physics update for Group 4?
    And M1?
    Can you explain a little bit more about that?
     
  6. GJDriessen

    GJDriessen New Member

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    May 3, 2020
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    • Controllers - Updated default FFB settings for Logitech G27
    • Controllers - Logitech wheels now have “sine” curb wave type and reduced minimum force value.
    What about the G29 default settings? The current one is very strong and results in clipping. What is the impact of the second improvement to Logitech wheels? I am very curious. Can you please elaborate?
     
  7. Olaf Hülse

    Olaf Hülse Well-Known Member

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    Could someone go into detail and tell me what was tweaked about the terrrain textures?
    Greetings
     
  8. ducman888

    ducman888 Well-Known Member

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    RSR and Daytona
    upload_2020-5-6_13-13-58.png
     
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  9. GJDriessen

    GJDriessen New Member

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    Btw thanks a lot for your frequent updates! I particularly value the attention to the AI.
     
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  10. Patrick Schilhan

    Patrick Schilhan Well-Known Member

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    Is this track pic a photo or a game image? o_O

    I think you mean "Miss Florida":



    :D:D :D:D
     
  11. Flintenwilly

    Flintenwilly Well-Known Member

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    What have you done tho the 934?:eek:
    It doesnt want to kill you every second any more.
    Its way more precise and stable. F.e. i can go now flat out after flugplatz and under the bridge at the end of Doettinger on Nords. And you dont need to wait endlessly to let the car settle down in the corner to make the next move.
    Dont get me wrong, i like it, you can actually race the beast now and battle with others than only with the car. You still cant do stupid things, but small mistakes wont kill you instantly anymore. Now it compares better to the M1, which was way more easier to drive in comparison.
    Did a Multiclass 70`s race on Oschersleben. Oh boy was it, fun 4 wide with a little NSU in the middle and also 4 wide with group 5 around me. AI is on point. Before in such a situation there is so much going on the it was most likely to throw the 934 away.

    The more i think about it, the more i like the changes. But it would be interesting for me was changed? Suspension?
    Again good work Devs:)
     
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  12. majuh

    majuh Well-Known Member

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    To be honest, I think the recent changes to grass have made driving on grass way too easy. In Sonoma, you can pretty much leave the track at every corner exit without being punished because the grass doesn't really slow you down, and your laps aren't being invalidated either.
     
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  13. Balrog

    Balrog Well-Known Member

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    Either way, I felt cheated when the button did nothing.:(:D
     
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  14. Loki-D

    Loki-D Member

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    Ai in the indy car act like their on scalextric tracks, they move in sudden motions its quite hard to race them.
     
  15. memoNo1

    memoNo1 Well-Known Member

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    That would interest me too. What exactly have you changed? You work with RL data. Were they not exactly implemented beforehand or did you only make driving easier for the masses? I'm currently offline to rate it myself. Please give us a statement.
     
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  16. Loki-D

    Loki-D Member

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    armchair racer versus real life data = hard doesnt EQUAL real life.
     
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  17. memoNo1

    memoNo1 Well-Known Member

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    I didn’t even know that you belong to the Devs now… because I only asked them to make a statement. If the current status is closer to the RL, I have no problems with it at all. Have a nice evening.
     
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  18. CrimsonEminence

    CrimsonEminence Well-Known Member

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    Today/yesterday a nice video released, where also this question is coming into play.^^
     
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  19. Loki-D

    Loki-D Member

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    So its all just guess work at the end of the day........
     
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  20. CrimsonEminence

    CrimsonEminence Well-Known Member

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    Of course it is.^^ That's why every sim feels different.
    The video is basically stating:
    Some approaches are harder to lead to good results and take way more time, but results then can be excellent, some approaches are easier, but could need some thinking out of the box, to archieve something more satisfying.

    It's close to a miracle after all, that there are people, understanding how to make electronics put something out, behaving somewhat like a tyre and making it able to run on a home entertainment device in the first place.
     
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    Last edited: May 7, 2020