Beside the release of the wonderful Dubai Autodrome, our first update after the summer break is also heavily focused towards league racing and your communities as we're continuing on our goal to deliver more tools to organize and manage events and championships. We hope you will enjoy today's server additions and that they will allow you to make even greater competitions. We are very curious to hear your feedback on those and any wishes for further improvements of the dedicated server app for the future. Of course let's not forget to mention the physics overhaul of various car classes as well as the introduction of needed AI improvements for some of the most problematic cars that AI has been having trouble managing. You will find all the juicy details below! Update details: Download size = 2.1 GB Client version = 0.8.0.6592 Client BuildID = 4249150 Dedicated server version = 55.0.1028 Dedicated server BuildID = 4249152 Dedicated Server: Added ability to determine the starting position of the race. When a starting grid is defined on the server, qualifying session will be skipped entirely. The server will place players on the grid in the exact order defined by the server administrator and will not perform any sorting by performance index. Added ability to import users from a given leaderboard and a given team name to pre-populate the starting grid. Added a chat box in the dedicated server interface to allow the broadcasting of messages to all players from the server admin. Added a Weight Manager tool to easily manage the administration of success ballast for a large amount of players throughout a league championship. The manager can be pointed at the result of a past race and all players can be assigned weight following any kind of regulation with the help of custom formula's. Added a latency indicator next to each of the connected players. It shows an average value that is calculated over a full minute. Game: Adjustments to Slowdown penalties that have been too harsh since the previous update, especially in high speed corners. Increased connection timeouts from 30 seconds to 60 seconds in the hope to reduce the amount of disconnects from multiplayer sessions. Improved automatic choice of graphic settings (at first start) based on the detected hardware. Improved visibility of the message stating a game restart is required after switching to another monitor in fullscreen mode. Attempt at getting rid of weird laser weapon sounds when cars transition from track to their garage position ( example ) Fixed saving of two identical screenshots when pressing the screenshot key while on a menu Content: Dubai Autodrome is now available with 4 layouts ( Grand Prix ; International ; National ; Club ) Audi R8 LMS - Fixed cockpit camera that was slightly off center Audi TT cup - Fixed underbody feelers that were 2,5cm too low and made the car scrape the tarmac when it in fact should not. Formula RaceRoom 90 - Updated physics (suspension and differential, rev limiter logic, increased oil cooling slightly); Improvements to AI behavior GTR1 car class - Updated physics (aerodynamics, turbo buildup, rev limiter logic, tuned dampers) ; Improvements to AI behavior GTR2 car class - Updated physics (Traction Control logic, dampers tuned, improved gearshifts) ; Improvements to AI behavior Honda Civic TC1 - Fixed an issue where this car couldn't easily alternate between forward and reverse gears. NSU TTS - Improvements to AI behavior (no more rolling over big curbs) Pagani Zonda R - Updated physics (Traction Control logic, ABS improvements, dampers tuned, improved gearshifts) Porsche Cayman GT4 Clubsport - Updated physics (tuned dampers, tyre model, Traction Control and ABS improvements; Improvements to AI behavior Porsche 911 GT3 Cup - Updated physics (tyre model refinements to have much more response to tyre pressures, tuned dampers and rear camber, differential tweaks) ; Improvements to AI behavior Porsche 934 RSR - Tweaked rearview mirror UV Porsche 911 Carrera (964) - Updated physics (rev limiter behavior, differential, suspension and dampers, tyre model, ABS improvements); Improvements to AI behavior WTCR - Improvements to AI behavior Road America - Updated the high resolution road surface, fixed a misplaced curb at turn 11. Added ambient occlusion from walls.
Love the idea of using the leaderboard for race grid. Is it going to be possible to use the leaderboard results and have an auto-ballast applied? Granted a honesty factor would have to be assumed as sand bagging aka BoP games can't be accounted for.
Been 2 years at least since that DTM 1992 physics update was supposed to come out, talk about losing interest in this sim...
I was never a fan of the 911 GT3 Cup.. until today. Absolutely awesome to drive and so much fun! Kudos to the Devs!
Do the tire model updates to GT1, GT2 and cup cars mean that they are all on the latest tire model now or were these more subtle tweaks and future updates are coming? Just trying to figure out what cars are on the latest model.
Lol, losing interest in the entire sim, despite all the improvements, additions and new content, because one car class hasn't received it's update yet? And a class that is already fun to drive on it's old "floaty" physics in the meantime? Talk about mountains and molehills.
The cars with tire updates have the latest version of them now yes, though for GT1 and GT2 they are not updated yet as you can see in the changelist
Didnt notice any changes to road America tbh. Our league has a race there tonight , could you explain the changes specifically what changed at turn 11 with the curb (inside or outside)? Thanks
inside curb starts later towards the apex, outside curb starts bit later, stretches way further down the track basically, both were misplaced forcing players to drive the corner different to reality which should now be fixed
Great fun as they are, if you're after fast feature turnaround, youm in the wrong place, we like to take our time and get things right. The 92's are a beloved series so respect is being paid, nowt wrong with that. Now go have a good think about what you've said, then go wash yer mouth out with carbolic soap and a stiff brush!
But still, this is one of my "favorite" things in the sim racing community. One of the first posts in a frickin' update thread is complaining about something else...
Struggled a bit in the beginning but the more you drive the track the more enjoyable it becomes Nice work as always
Porsche Cup car is interesting. I need to spend more time with it, but so far it feels like the back end is more planted. So much so, that i'm having a hard time sliding it out of corners on throttle. Had a couple of instances where the back wants to bounce on throttle too, but that seems like it's more my doing. Overall, seems easier to drive though. I'm going to keep playing with it. I'm missing the rotation under throttle it used to have, but maybe its setup related.
That'll be mostly the higher default wing setting, fits a default setup more like this, can always lower it to suit your driving
Are you sure this works? I'm seeing even bigger slowdown penalties than before, for example > 3 seconds for going a bit wide in the middle of Spoon in Suzuka.
@majuh don't forget there's a system that increases the penalties as you keep cutting. So the more you cut, the more time penalty you get. You reset it by doing clean laps without cuts. When testing for slowdown penalties, it's easy to forget that detail and wonder how cuts can be so big. Are you sure this wasn't the case?