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rFactor 2 | 2023 Q2 更新,Formula E gen3以及游戏更新

2023-04-13 22:10 作者:zxd1997  | 我要投稿

就,很突然,突然就发布了

因为明天就开始FE官方电竞预选赛了

所以Q2就一个FE gen3和游戏更新

ABB FIA Formula E – Gen3 Car

5欧,https://store.steampowered.com/itemstore/365960/detail/92/

FE pack也得到了更新,从gen1到gen3和出来的全部赛道(除了monaco授权被收回。。)

https://store.steampowered.com/itemstore/365960/detail/1033/

lishi 

历史赛车更新

Brabham BT44, March 761, 和McLaren M23得到了社区大佬的更新,并且官方发布了,完整的pbr更新,感谢‘Gert-Jan van Osch’

Formula E Gen3 Car 用户手册

需要设置的新操作有

Increment Electric Motor Map

Decrement Electric Motor Map

驾驶方式

2023年比赛基本上100km左右,所以电量管理更紧迫了,需要在220km/h左右进行lift and coast,再高速,阻力太大,需要更多电量加速,lift coast 然后刹车,可以regen最大600kw的电力,下图是纽约的motec输入,油门绿线,刹车红,蓝线速度

新的HUD和新的方向盘显示可以帮助你更好的进行电量管理,需要刹车来进行regen,coast不会regen,1%的刹车大概能带来20kw的回收,越重刹车回收越多。这个车没有后刹车,全靠regen。前电机会带来250kw的输出,并且承担80~90%的刹车需求,高速下,车辆的物理刹车会介入一些,速度降下来后,就不太需要了,因为在下压力作用下,速度越快刹车需要的扭矩越大,第二就是电机在高转速下扭矩减少。在高速下,物理刹车会承担较大的减速作用,随着速度减小,电机回收减速的作用越大。coasting在这时候有两个方面的好处,一个是让电机在甜点转速运行,一个是减少高速下的能量消耗。完成比赛需要很好的能力管理,所以驾驶方法需要很注意

dashboard布局

从左到右分别是
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问题

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


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