1. Update v1.6.8.5:
  2. GENERAL
  3.  
  4. V1.6.8.5 introduces Temporal Anti-Aliasing (TAA) as a new anti aliasing option; TAA smoothes jagged edges caused by geometry, textures and shadows by combining previous video frames with the current frame, providing better results and in some cases improved performance over MSAA. You can enable TAA in the Graphics and Performance settings, a new TAA sharpening option is also included.
  5.  
  6. There has been further progress on the issue of autosaving / autoloading setups to further mitigate (if not outright eliminate) chances of saved setups being incorrectly restored.
  7.  
  8. Endurance headlights have been updated to feature a slightly stronger glare effect at night; so far the current era GTP, LMP2s, GTE, GT3 as well as the new 2005 cars have received the updates.
  9.  
  10. Finally, new presets have been added for the new 2005 Endurance content emulating FIA GT seasons from 2004 & 2005, ALMS & ELMS 2005 seasons
  11.  
  12. PHYSICS
  13.  
  14. A new round of physics refinements for many of the existing classes, most notable of which being once again GT3 (both gens), GT1, Group C, BMW M1 Procar & LMDh / GTP, all of which also having default setup and / or setup ranges revised which should mean old setups will probably not work for these classes without significant adjustments and it´s better to start them afresh; many others have received further minor tire adjustments as per the changelog below but those should not impact their performance or existing setups to a significant extent.
  15.  
  16. AI
  17.  
  18. All classes have received extensive AI behavior & performance calibrations revisions, focused primairly on traction & braking performance, elaborating their throttle application to logic to factor several specific circumstance into how fast or slowly they apply the throttle; this in turn has allowed for less compromising on the baseline rate of AI throttle application in each class and as a result their performance out of corners should be more balanced against their human opponents.
  19.  
  20.  
  21. AI racecraft & behavior adjustmewnts should generally result in reduced twitchness & more natural / flowing behavior from AI drivers when changing lines (be it for passing / defending or just positioning relative to traffic ahead); less aggressive throttle stomping in mid / high speed corners (which for GT cars could lead to them understeering offline or even off track altogether in some corners); traction / braking more balanced with thats viable for humans; less AI "rubber banding" effect (AI overtaking then getting overtaken back); more balanced AI drafting relative to player and each other; fractionally less risk of being pit manouvered or getting stuck glued with an AI car hanging around the outside of the player especially at lower Aggression settings.
  22.  
  23. On the topic of AI Aggression, we have further adjusted the different options to further distinguish behavior in each level; it is now generally recommended to gravitate around Medium or High Aggression settings in most cases for more realistic racecraft from the AI, with Medium being more suitable for longer distance races, endurance and / or heavier cars, and High more appropriate for sprint races, formulas & club level racing.
  24.  
  25. Low should only be mainly used by novices and / or those using controllers that offer more limited precision, as it will lead to AI being very careful especially around the player; Max Aggression on the other hand raises the general aggression for the whole field which increases risks of pile-ups and general erratic behavior; Medium & High will still feature some individual AI drivers with higher aggression personalities and the higher diversity provided by those settings will generally make for more dynamic races; please note this still largely dependent on individual driver AI personality variables so things may change or not work the same when running modded AI files.
  26.  
  27. We have improved sorting of AI drivers based on their qualifying skill when a qualifying session is not run or skipped mid-way, removing a randomizing function that could bring slower drivers up the grid and contribute to the formation of clusters of AI cars when qualifying sessions aren´t run in real time.
  28.  
  29. AI in Multiplayer has also been substantially improved both in terms of behavior as well as visual fidelity.
  30.  
  31. .
  32. V1.6.8.1 -> V1.6.8.5 CHANGELOG
  33.  
  34. GENERAL
  35.  
  36. Added option for Temporal Anti-Aliasing
  37.  
  38. Fixed several small issues and inconsistencies with the logic of the vehicle setup names
  39.  
  40. Fixed bug that could cause gear ratios to be incorrect in default setup
  41.  
  42. Prevented deleting the currently active vehicle setup (resolves setup loading issues that could occur when active setup had been previously deleted)
  43.  
  44. Fixed LOD fade setting causing flickering shadows in VR and Triples setups
  45.  
  46. Added controller profiles for Logitech RS50
  47.  
  48. Fixed issue where real weather wouldn't be found on the first try if the machine clock was ahead of time
  49.  
  50. Fixed dialogs staying open when in-game menu closes automatically such as when the last player hits ready in MP
  51.  
  52. Adjusted LiveTrack mud dirt properties
  53.  
  54.  
  55. UI & HUD
  56.  
  57. Added Euro Enduro GT 2004 & 2005, Euro Enduro LM 2005 & ALMS 2005 presets
  58.  
  59. Updated vehicle logo graphics
  60.  
  61. Reinstated missing real weather status feedback text on race and session settings dialogs
  62.  
  63. Blanked default setup description
  64.  
  65. Disabled track tabs on the setup load/save menus (this resolves an issue where the tuning setup changes made by the user could be ignored if he had manually saved a setup to a track's tab previously)
  66.  
  67.  
  68. PHYSICS
  69.  
  70. Minor tread adjustments for LMDh / GTP, GTE, GT3 (both gens), GT4, G55 Supercup, Ligier JS2-R, GT Open, Lamborghini Huracán ST, Lamborghini Diablo ST, GT1, Group C, Group A, M1 Procar, F-USAs (all), F-Retros (all), F-Classics (all), F-HiTechs (both gens), F-V12, F-V10 (both gens), F-Reiza, F-Ultimate (both gens), Vintage Cars
  71.  
  72. Minor tire thermodynamics adjustments to the Lamborghini Miura, Ginetta G55 Supercup, Ligier JS2-R and Ligier JS P4
  73.  
  74. Revised default setups for F-Ultimate Gen2, GT3 (both gens), GT1, Group C, BMW M1 Procar & LMDh / GTP (setup ranges are updates so older setups should not work correctly - please start fresh)
  75.  
  76. Revised dirty air effects for modern formulas, GTs & Prototypes
  77.  
  78. Ligier JS2-R: Minor frontend aero adjustment; Adjusted ARB & front brake torque
  79.  
  80. Lotus 23: Corrected tread width; revised chassis polar moment of inertia
  81.  
  82. Group A: Adjusted chassis polar moment of inertia
  83.  
  84. Adjusted crankshaft mass for Diablo & Miura SV V12 engine
  85.  
  86. Lamborghini Revuelto: improved active aero behavior; adjusted peak torque from hybrid system; Added ERS-EV Launch (ICE starts at 60 Km/h)
  87.  
  88. Lamborghini Miura: Adjusted pushrod geometries; Adjusted bumpstop spring & damper rates; Adjusted brake torque & bias; Adjusted crankshaft mass
  89.  
  90. Revised FFB for GT1 cars
  91.  
  92.  
  93. AI
  94.  
  95. Improved AI throttle application logic, adding several functions to scale rate at which AI goes full throttle according to specific circumstances
  96.  
  97. Extensive class-specific calibration pass to AI throttle usage & braking points
  98.  
  99. Increased overall rate of AI driving mistakes (frequency and severity of mistakes will still vary according to the series and and driver personalities, with mistakes happening less often at the upper racing classes relative to club / amateur levels)
  100.  
  101. AI in practice / qualifying sessions now use more of the race blue flag logic allowing them to navigate slower traffic more efficiently
  102.  
  103. AI drivers of the same vehicle grid groupings now get ordered for the grid based on their non-race skill with random factor
  104.  
  105. Improved fidelity of remote AI vehicles in Multiplayer, fixing issues such as cars appearing to move sideways and front wheels pointing in the wrong direction
  106.  
  107. Further adjustments to drafting & AI drag scalars during AI-on-AI battles
  108.  
  109. Adjusted AI dynamic corridors for all tracks (slightly higher baseline values for less wheel stepping offroad at lower Aggression settings)
  110.  
  111. Adjusted AI corridors around the apex curbs for Brands Hatch, Cadwell, Donington, Oulton Park, Silverstone 1975 & Termas Rio Hondo
  112.  
  113. Oulton Park: Add speed boost at Clay Hill and Water Tower Removed any boost from Knickerbrook; Updated Oulton Classic AI line
  114.  
  115. Monza GP 1971: Adjusted corridors to exclude the runoff region along S/F straight
  116.  
  117. AI calibration pass for F-Vintage (both gens), F-Junior, GT3 (both gens), Ligier European Series
  118.  
  119. Slightly increase AI willingness to concede when being overtaken from the inside
  120.  
  121. Adjusted AI peak slip angles for all tintop classes
  122.  
  123. Adjusted AI differential settings for all LSD cars (slightly more power & coast lock)
  124.  
  125. Termas Rio Hondo: Slightly reduced AI Grip
  126.  
  127. AI calibration pass for Vintage Cars T1, F-Ultimate Gen2, GT1, LMDh / GTP, Ligier European Series
  128.  
  129. AI wet calibration pass for GTE / GT3 / GT4 / GT Open / Lambo ST
  130.  
  131. Azure: Adjusted corridors at T1 and Mirabeau to mitigate chances of AI cars hitting the barrier in those corners
  132.  
  133. Spa-Francorchamps (all layouts) : Fixed issues leading to AI drivers often turning into concrete wall near La Source during race start
  134.  
  135.  
  136. TRACKS
  137.  
  138. Azure: Fixed the geometry issue between the Cardio center and Sports institute buildings
  139.  
  140. Bathurst Historic 1983: Adjusted trackside crowd distribution
  141.  
  142. Le Mans: updated foliage & ground materials and textures, raised brightness a little. New curb & raceline textures.
  143.  
  144.  
  145. VEHICLES
  146.  
  147. Revised cockpit POV to correct standard for GT1, Group A, Group C, LMDh / GTP, LMP2, GTE, GT3 (both gens), GT4, Copa Truck
  148.  
  149. Added glass cracks texture
  150.  
  151. Adjusted cockpit gear shifting animation timing for GT1, Group C
  152.  
  153. Lamborghini Miura SV: New paint materials with orange peel, extra dirt and metallic flakes, new popup lightglass material, new lights textures; Improved cockpit with customizable leather and stitches colors, updated gauges glow texture, smoothed gauges cluster; Added Livery Override support for custom paints and vinyls, custom interior configurations
  154.  
  155. Lamborghini Revuelto: Fixed exhausts glowing too early
  156.  
  157. Aston Martin Vantage GTE: adjusted RPM LEDs range
  158.  
  159. LMDh / GTP: (all) Fixed number plates z-fighting; added extra dirt to all exterior materials; increased front lightglows size and brightness; Alpine A424: improved rear lights glow texture
  160.  
  161. LMP2 (all) Fixed number plates z-fighting; added extra dirt to all exterior materials; increased front lightglows size and brightness; updated paint materials
  162.  
  163. GTE (all): increased front lightglows size and brightness; fixed number plate z-fighting
  164.  
  165. GT3 Gen2 (all models): increased front lightglows size and brightness
  166.  
  167. BMW M8 GTE, Corvette C8.R: added extra dirt to all exterior materials, updated cockpit lights and materials, updated leaders lights color, added flashing display LEDs
  168.  
  169. Porsche 991 RSR: added extra dirt to all exterior materials, fully updated display (new textures, new LEDs, new pit limiter container)
  170.  
  171. Aston Martin Vantage GT3 Evo: updated yellow headlights textures
  172.  
  173. Audi R8 GT3 Evo2: updated display
  174.  
  175. BMW M4 GT3: updated steering wheel textures
  176.  
  177. F-Reiza: Added 2 new teams to increase grid to 24
  178.  
  179. Update v1.6.8.1:
  180. UI & HUD
  181.  
  182. Fixed missing localised strings for ICM HUD Options page and Setup Autoload gameplay settings
  183.  
  184. PHYSICS
  185.  
  186. Minor tread adjustments to Vintage Cars´ tires
  187.  
  188. Slightly reduced effects of dirty air in aerodynamics of GT cars
  189.  
  190. Lamborghini Revuelto: Minor engine heating ajudtment
  191.  
  192. AI
  193.  
  194. Adjusted AI max aggression threshold for heavier tin tops to prevent over-driving by the AI
  195.  
  196. Further AI throttle application adjustments to cars with higher power-to-weight ratio, with slightly   more nuanced calibration to each car / engine power delivery characteristics
  197.  
  198. AI calibration pass for GT3 Gen2, Vintage Cars Tier 1
  199.  
  200. AUDIO
  201.  
  202. Lamborghini Murcielago R-GT: Fixed opponent engine sound inaudible in live play.
  203.  
  204. Lamborghini Revuelto: Fixed audio artifact on gearshifts
  205.  
  206. VEHICLES
  207.  
  208. Added damage to blinkers for Lamborghinis Miura SV & Revuelto