Man hat das Gefühl das SMS rund um die Uhr arbeitet, da wöchentlich neue Veränderungen veröffentlicht werden. Das Hauptaugenmerk beim neuen Build liegt auf der neuen Strecke, Laguna Seca.
Hier eine Liste mit den Neuerungen im Build 184.
- fix for RenderContext blendstate ‘over-optimisation’ bug
- Update profile defaults (meaning new profile needed for this build).
- fixed black shadows bug under sx11
- change to the setup of the weather forecast so that we always go from the first condition to the second one and back..
- [Weather] day and night time building setup. i.e self illuminated
buildings; weather system clamping values between 0.01 and 0.99 for
emissive control; setting default emissivetexturecontrol to be 0.01;
changing the name of the default sky texture. - Experimental: modify camera behaviour when world movement setting is fully off.
- Fixes for console compilation errors
- Audio:
- Doppler setting changes for most cars (this heightens the effect).
- Most cars have subtle filter effect for interior engine sets to emphasise higher rev ranges
- Surface sounds received some balancing tweaks (wind effect is louder and jet stream enhanced for flybys)
- Cosworth DFV cars have received some balancing changes and some pitch and crossfade tweaks
- Reverb level settings adjusted.
- Sakitto: Change main fence texture; brightnes tweaks
- Monterey: new textures
- AzureCoast: textures
- Connecticut Hill: wtc and emissive control map tweaks so that
windows come on at night; random factor added to CH lights coming on and
off; rescaled nightcolor textures and reduced some of them in
brightness; Textures update for fresnel road shader - Portaloos created and placed on Badenring variations
- Fixed carbon shader not compiling with crumple damage and vinyls on (needed VS outputs to be packed into less items)
- [Weather] day and night time building setup. i.e self illuminated buildings.
- BAC Mono added to the game (placeholder physics)
- New exports of Azure Coast; JPLM; Connecticut Hill; Monterey; Sakitto