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Footwork FA12

This FootworkArrows car had a disastrious 1991 season. Firstly it couldn’t fit its engine, the Porsche 3512 3.5 V12, but even when it did it was heavy, slow, and unreliable. By mid-season the team redesigned the chassis to fit a Hart-prepared Cosworth-Ford DFR V8 engine, but that only led to a season high 10th-place finish in the Japanese Grand Prix.

First seen in sim racing with F1GP (1992).

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Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

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Tim Wheatley

Studio 397 today released a major update and hotfix that drops 32-bit support from the software and makes the new UI the recommended (but not yet default) version.

It also adds a flat mirror to the screen when playing in VR. I assume this means no longer having to hold your VR headset, pointing in the right direction, so you can see the menu when not wearing the headset.

Also God rays as seen in the Spa-Francorchamps trailer.

Builds in original post:

Old UI (opt-out)
Client build ID: 5842885
Dedicated server build ID: 5842895

New UI (public_beta)
Client build ID: 5848835

Builds after hotfix:

New UI (public_beta)
Client build ID: 5842938

Build notes:

– Removed the 32 bits builds, we are now officially 64 bit only. To ease the transition, we have left some 32 bit utilities in their usual locations for this build only. Please migrate and report any issues you might have.
Note: there is a known issue that the ModMgr.exe inside Bin64 folder on SteamCMD dedicated server distributions may crash when toggling certain settings. Please use ModMgr.exe inside Bin32 folder for now.
– Changed the way the new UI gets rendered, making it smooth even when the back-end is busy.
– Fixed several memory leaks and a possible crash on changing graphics settings in-game.
– Ensured that when a user is entering text in a text field, keys he/she presses don’t accidentally trigger other controls.
– Fixed the mouse cursor from going missing when pressing ESC in VR after driving the car.
– Fixed an issue where sometimes when restarting or forwarding sessions, the UI would not (re)appear after that transition.
– Fixed several aspect-ratio related rendering issues with the new UI.
– Fixed the new UI being one pixel too wide and too high on triples.
– Added new VR flat desktop mirror. Please note this is only available in the new UI on the public_beta branch.
– Controller profiles
Simagic M10 new profile added.
VRS Direct Force Pro corrected typo in controller profile.
– Re-enabled & Improved Sun God Rays / Light Flare settings (requires PostFX enabled, mostly only visible when the sun is occluded slightly)
– Tweaks to Air Pollution colour blending and params
– Corrected Moon Brightness
– Reviewed various lighting parameters
– Moved “Atmospherics” section for Track Weather file (.WET) to Track Game Database file (.GDB)
– Added option for static mappers to disable omni lights
– Fixed auto static mapper assignment, so Static01 mapper is auto assigned only. (prevent mappers for specific situations being auto assigned to assets)
– Fixes for issues with No Rain Zones including when falling back to bounding box, and sorting issues with the currently rendered no rain zones.
– Fixed an issue where reflections would stop updating after rejoining track
– Fix for track side cameras not always showing the correct number of objects
– Updated PBR track shaders to make use of new sampler methods to allow for more textures to be used.
– Fixed an issue where DXT1 and DXT5 textures would not sample sRGB when they should when using new sampler method (This was an issue on the Road Shader only previously)
– Fixed a rare issue causing texture animations to stop working
– IBL Road and IBL Curb:
Added ability to use a second normal map (overlay on road, switch on curbs)
Tweaked Groove Blending logic (This may result in more noticeable dust, you may wish to tone this down in your Road Details Map)
Updated default settings for Groove & Dust IBL Standard
Fixed some issues with the Detail Map
– IBL Standard & Blend
Added option to use detail map as an alpha masked decal IBL Standard Blend
Added the option to use a detail map with the same logic as IBL Standard
Removed Multiply Square albedo blending mode, since this can be achieved by saving the texture in the correct format.
– IBL Terrain:
Added the ability to set per Albedo strengths for Pattern map
Added an optional splatter overlay map, which applies alpha to specular mask
Added Albedo Tinting to Specular on Terrain Shaders
– IBL Vegetation
Added a new Vegetation Specific shader, which contains only appropriate logic from IBL Standard
Added Specular Tinting with a static colour in the Vegetation Shader.

Hotfix:

– Fixed ‘Configure rFactor 2 Graphics’ option on start up
– Fixed ‘Viewer64ReleaseDX11.exe’ crash

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