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- Update v1.4.3:
- Added Hockenheim RX layout (not compatible with DynHUD at the moment)
- Integrated initial batch of Steam Achievements (more info & related discussions here)
- Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
- Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
- Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
- Added AIRaceCompoundSwitch parameter to series files - if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
- Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
- DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
- Replaced tacho texture in native HUD
- Revised & expanded default championship calendars for several series
- Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
- Fine tuned drag effects for each car, correcting some previous exaggerated values
- Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
- Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
- Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
- Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
- Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
- Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
- Changed AI strategy for fixing damage in pits - now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
- Further fine tuning of fuel consumption & estimates for several cars
- Reduced AI performance variation in Supertruck layouts
- Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
- Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
- Hockenheim: Disabled Safety Car for 77 & 88 layouts
- Karts: Adjusted POV to avoid clipping with driver model
- Caterham: Fixed missing driver arms in external view for 360R models
- Montana: Fixes to pitgroups & talent files
- Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
- LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
- F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
- F-Truck: Updated driver suits & Gloves
- F-V10: Updated driver suits & Gloves
- F-V12: fixed sound going mute between 4-5k RPM
- Ultima: Fixed graphics glitch in headlights from external cameras
- Superkart: corrected moving arms lodout distance
- F3: fixed steering wheels LODs of F301
- MCR: fixed rpm lights and LCD glass
- Marcas: Added missing talent files; Reduced AI skill range for more consistent performance
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