Build 169 disponibile per i Team Member+
Build 169 (9/3/12, Team Member +
MUST START A NEW PROFILE WITH THIS BUILD
Adjust grid placement percentages to 80% performance, 20% random
Fix in weather system for restarting a race
Adjusted minimum AI defaults
Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback
HUD display: Fixed rpm bar background colour, added fuel readout
Fixed up Badenring grids and opponent counts
Corrected opponent count for Derby and Wisconsin
Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front.
Removed applinks and data from the profile for old AI sliders
Bumped version of all vehicles for Friday’s stat reset
Reinstated use of phase 2 lighting data for trees – this allows headlights to cast onto them correctly
Caterham R500: LODA/B springs added
GUMPERT physics update
Constraint orientation of contact between vehicles is adjusted to help prevent scooping
Added a small range to AI driver minimum default sliders
New Caterham export
New Badenring historic export
New Belgium Forest export
New Loire exports
New Rouen export
Wisconsin Raceway added
Derby GP and National added ==============================================================================================================
Build 168 (8/3/12, Senior Manager)Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE.
Random settings for AI settings based on min/max ranges
New ranges for AI character tweakers to allow a larger set of characterisations
AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst
Belgian forest – performance update
Added updated tracklist and xmls for Rouen (raceline and trees)
New Badenring exports
New Bathurst exports
Rouen added
Badenring Historic added
Build 167 (7/3/12, Senior Manager)Update tyre noise code defaults to match latest data
Remove HUD leading zero on lap time minutes and remove minutes from +/- times when zero
AI and Player Headlight mapping, default mapping is numpad 3. This can be changed in the controller config page
AI used random number to work when it should turn on its lights
Fix for bug with lights on restart and beams during the day
Shadows fix for black/clear patches appearing when shadows are very long
Static envmap convolve is now done on a seperate frame to the render, distributing the cost (gains about 8-10% overall fps)
Complete overhaul of UI centering spring implementation
Shadow FXAA only applied in high or ultra shadows
Build script : Added support for split installer ziping for patches
Asano X4: new LIGHTS material/textures for fully lit headlight case
Default day changed to june 22nd, daylight saving, location venice (nearest to bologna), new textures added for skies with higher sun
Reduced headlight spread a little.
Updates with 54 angles garage spots in theAIW. Set TRD to maxim of 53 AI at California Raceway
Added West Glencairn crowd placemt
Added new & up-to-date TRDs for the Badenring (GP, NAT, Short, Historic)
F68: more physics changes for stability
Badenring logo/temp map added
Formula A: Physics changes
New Asano X4 export
New Gumpert Apollo export
New Connecticut Hill exports
Badenring added to the game
Known Issue: Modern driver in the F68
Build 166 (6/3/12, Manager+)HUD: fixed overlapping on laptimes element
Added 46 grage spots. Reset TRDs to suport 46 car grid at Connecticut Hill
Reset max participants to 32 until garage spots can be set at Bologna
Increase amount and volume of tyre noise
Bug fixing on ToD
Build 165 (5/3/12, Senior Manager)
Code to spread the generation of the emvmaps over time
Add ability to override gearstick animation use per view
Switch CNM driver mode to use 3PV animation but with gear-changes enabled
Fixes for spot shadow filtering (and directional shadow filtering on ATI)
Gumpert Apollo: physics update
Gumpert Apollo: skid multiplier adjusted for new tires. lowered turbo volume as it was overpowering the scene
Formula A: physics changes to improve low speed stability
New Belgian Forest export
New Bologna exports
Build 164 (2/3/12, Junior Member+)
MUST START A NEW PROFILE WITH THIS BUILD
Reduced suspension forces linearly for AI at very low speeds
FFB road noise and force balancing tweaks
Remove custom printf hooks on exit to make sure they’re not called during CRT cleanup
Shadow improvements to work with time of day changing
Add missing default for track order override property.
Tweaked Logitech rumblestrip force
Adding per-car tweakable values for the behaviour of the surface sounds
Weather fix for dynamic particle lighting.
Adjust shadow update threshold
Tyre scrub effect for more capable wheels
Fix for spot shadows
Disabled cloud domes on a toggle
Reduce jolt impact for player to vehicle collisions
Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function
Updated adjustment of friction factors of contacts between vehicles
Computation of relative velocity between vehicles in contact now uses velocities at contact point
HUD: added new minimal HUD
HUD: backgrounds slightly darker
Wtc and sky texture tweaks
Headlights turn off later, wtc edit
Loire texture updates
Ariel Atom 3 – cockpit glow texture
Asano TDX – cockpit glow texture
Asano TDX – Steering wheel glow texture
Caterham R500 – cockpit glow texture
Gumpert Apollo – cockpit glow texture
HUD: fixed broken lap gadgets
HUD: adding laptimes to all HUD variants
Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm
Hide car when rear looking from roof cam
Reduced adrenalin, stamina and concentration effects on AI
Added new HUD fonts
Quick Race and Display screens updated
Updated the TRDs and tracklists to appear in the correct menu order
Fixed Motec display colour
Fix for START button, and support for Min/Max opponent difficulty
Added HUD Motec to a few cars
Reduced headlight range a little
5-10% reduction in tyre force multiplier
Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short
Improved DX11 tree shaders – increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage
New Connecticut exports
New Loire exports
Build 163 (1/3/12, Senior Manager)
Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data
Widen race groove slightly
Weather system , new sphere dome
Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees
Wtc conditions removed to save texture mem
HUD: added generic Motec display
HUD: changed 3D elements for new minimal HUD
Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes
Balancing changes – engine levels, exhausts, transmission, wind etc for all cars
Volume and 3D distance changes
New Northampton export
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