rFactor 2 | 2023 Q2 更新,F(xiàn)ormula E gen3以及游戲更新
就,很突然,突然就發(fā)布了
因?yàn)槊魈炀烷_始FE官方電競(jìng)預(yù)選賽了
所以Q2就一個(gè)FE gen3和游戲更新
ABB FIA Formula E – Gen3 Car


5歐,https://store.steampowered.com/itemstore/365960/detail/92/
FE pack也得到了更新,從gen1到gen3和出來的全部賽道(除了monaco授權(quán)被收回。。)
https://store.steampowered.com/itemstore/365960/detail/1033/

歷史賽車更新

Brabham BT44, March 761, 和McLaren M23得到了社區(qū)大佬的更新,并且官方發(fā)布了,完整的pbr更新,感謝‘Gert-Jan van Osch’

Formula E Gen3 Car 用戶手冊(cè)
需要設(shè)置的新操作有
Increment Electric Motor Map
Decrement Electric Motor Map
駕駛方式
2023年比賽基本上100km左右,所以電量管理更緊迫了,需要在220km/h左右進(jìn)行l(wèi)ift and coast,再高速,阻力太大,需要更多電量加速,lift coast 然后剎車,可以regen最大600kw的電力,下圖是紐約的motec輸入,油門綠線,剎車紅,藍(lán)線速度

新的HUD和新的方向盤顯示可以幫助你更好的進(jìn)行電量管理,需要?jiǎng)x車來進(jìn)行regen,coast不會(huì)regen,1%的剎車大概能帶來20kw的回收,越重剎車回收越多。這個(gè)車沒有后剎車,全靠regen。前電機(jī)會(huì)帶來250kw的輸出,并且承擔(dān)80~90%的剎車需求,高速下,車輛的物理剎車會(huì)介入一些,速度降下來后,就不太需要了,因?yàn)樵谙聣毫ψ饔孟?,速度越快剎車需要的扭矩越大,第二就是電機(jī)在高轉(zhuǎn)速下扭矩減少。在高速下,物理剎車會(huì)承擔(dān)較大的減速作用,隨著速度減小,電機(jī)回收減速的作用越大。coasting在這時(shí)候有兩個(gè)方面的好處,一個(gè)是讓電機(jī)在甜點(diǎn)轉(zhuǎn)速運(yùn)行,一個(gè)是減少高速下的能量消耗。完成比賽需要很好的能力管理,所以駕駛方法需要很注意
dashboard布局

從左到右分別是
Engine mode.?The engine mode is in red, there are four total modes, 100kW, this is for safety car periods, 250kW, this is not normally used, 300kW, this is normal race power, and 350kW, this is automatically used with attack mode.
SoC and Battery bar. This will show your battery amount in a number, and a bar to show how much battery remains. If you change your ‘Battery Units’ setting, it will display the remaining amount in kW, or percentage, depending on your choice.
M Temp, this is the temperature of the motor.
Speed, this shows your current speed.
Brake Temp, this shows your front brake temperatures, there are no rear brakes, so we have no need to display those.
Previous, this shows battery used on the last lap.
Purple box, this will show your current lap time.
Bias, this shows brake torque bias.
Tire Temp, this shows the current temperatures of the tires.
Target, this shows the amount of battery you can use per lap to make the end of the race. Note, this will be blank in practice sessions.
Gear, this shows what gear you’re in.
Batt Usage, this shows the amount of battery you’ve used this lap. The number can go negative if you regen more than you use.
White box, this is the lap time delta.
Regen bar, this will show how much you’re regening.

完整更新日志和已知問題
General
Fixed assigned Screenshot button not working in UI in Retail
Fixed Photo Mode depth option not working
Linked Photo Mode Screenshot Format and Depth saving to player.json setting
Removed non functional copy to clipboard screenshot player.json setting
Disallow assigned Screenshot button in Photo Mode
Allowed toggling of showroom background in Retail (via key 1 or via button).
Added player.json setting “showroom background” for default state of rendering background.
Added Sideview UI showroom for taking screenshots of cars for icons.
Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game.
Fixed crash when changing resolution options in VR
Fixed intermittent crash when installing content
CONFIGURATION APPLICATION
Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change.
Setup a VR specific config file. This file will copy from the default file on first run of VR.
Allowed the option to configure multiple files from the config application
Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes
Fixed windows version reporting in config app
Updated displaying of PC Specs to show only relevant information in config app
Removed various unused settings from config file
Physics
Ensured that results files / ai report battery state when it’s the primary energy source
Various fixes for battery energy consumption
Graphics
Updated Dashboard Elements Shader to use IBL Setup for better lighting
Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these.
Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background
Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked
Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap
Updated Moddev Tweak Bar displays for new options
Updated method for sharing if a rain light is active over network, to ensure better consistency when it is used to show in the pit lane, battery regen or due to the weather.
Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure:
RegenLightRequireThrottle=1/0 (requires higher throttle than brake)
RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light)
AI
Reworked AI throttle behaviour
Less overshooting, more controlled deceleration
Improved acceleration with less wheelspin
Improved corner exits
Eliminated even more sources of oscillation
Improved laptimes for certain vehicles
Pit speed limit won’t be overshot
Stop positions (grid, pit box) will no longer be overshot
Reworked AI reaction to other vehicles (road courses)
AI will now properly slipstream other vehicles
Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel
Multiclass: Faster classes will no longer slow down when trying to overtake slower classes
Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex
Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists
AI will now be more cautious when other cars are around
AI can now use more of the space following other cars, for proper drafting behaviour
More cautious when yellow flags are ahead or under FCY
Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible
When cars ahead are in a fight, AI will now set up for an overtake on corner exit
AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous
Less incident prone with large grids
HUD
Updated Default HUD with multiple options for different element combinations
Added Battery State & Usage options, as well as LEDs for P2P and Battery
Fixed HUD only rendering one gauge correctly
Added Throttle, Brake and Clutch gauge options to HUD
Added ability to change text colour in MFD in HUDs
UI
Added Battery Unit setting (Percent or kW(h))
Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect
Package Management
Server now verifies that connected clients own the content they are using
Modding
Map Converter Updates
Now checks for file updates every 500ms.
-f (force all textures to update) command will only run once and exit.
-o (once) command will only run once and exit
DDS files are only copied from source folder on first pass.
Improved output display with more information.
Mod Dev\Scene Viewer
Added extra lighting debug information for fog and direct light direction
Added toggling of shadow groups via shadow key (U) in scene viewer.
Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason).
Added missing Limit Path option to Static Cameras in Camera Editor
Material Editor Updates
Added ability to set blend modes per material
Added ability to set texture options for chroma and no detail reduction.
Known issues
AI will fail to line up for FCY
Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time
AI aren’t particularly good at evading cars parked on track and will slow down considerably, sometimes just lining up behind them
AI behaves badly when there is a large performance delta between cars
Auto Shifting on the FE Gen 3 will not shift out of neutral
Track Changelogs
BRANDS HATCH V1.05
Fixed Rear Paddock Garage 8 no 3 not leaving pits on Indy Layout.
CROFT V1.07
Minor cut corridors adjustments
Minor adjustment to ai at pit exit
Fixed camera clipping
SEBRING V1.59
Reviewed track limits at pit entry and pit exit
BERLIN V1.37
FE 2023 Branding Updates
Track Limits Reviewed
Minor Terrain Gaps fixed
HONG KONG V1.93
FE 2023 Branding Updates
Track Limits Reviewed
LONDON FE V1.07
FE 2023 Branding Updates
Track Limits Reviewed
NEW YORK FE V1.31
FE 2023 Branding Updates
Track Limits Reviewed
Minor AIW tweaks
Fixed start light casing not visible on lower detail settings
Fixed minor issues with Brake marker materails
ROME FE V1.25
FE 2023 Branding Updates
Track Limits Reviewed
Minor AIW tweaks
Fixed inverted digital flag mapping
SAUDI FE V1.15
FE 2023 Branding Updates
Track Limits Reviewed
ELECTRIC DOCKS V2.38
Minor AIW tweaks
Fixed various LOD issues
Car Changelogs
BRABHAM BT44 V2.64
General visual update
Updated backfire animation
Fixed drivers toes sticking out of car
MCLAREN M23 V1.53
General visual update
MARCH 761 V2.12
General visual update
DALLARA IR18 V1.73
Stopped Push To Pass disabling when crossing start/finish line
Made it so Push To Pass could only be activated after the first lap of the race
VANDERVELL VANWALL LMH V1.29
Less rear downforce
More front downfoce
More drag
Braking torque to match brake bias 60%
Updated body decals to 2023 version
Renamed tires, soft cold, soft hard. Same tires, but different operating windows
Medium tires are a little harder, and -1.5% grip
Tire grip and downforce adjusted to match real data
Removed tire warmers
Drag/Power adjusted to match real data
Lowered tire thermal degradation
Main Game:?10989730
Dedicated:?10989737