Content Update #3, Launch August 28, 2025
[p][/p][previewyoutube][/previewyoutube][p]CARS[/p][p]- New American muscle car Switchback.[/p][p]
[/p][p]- New European folk racing car Popper.[/p][p]
[/p][p]TRACKS[/p][p]- New folk racing track Cannonhill with forward and reverse layouts.[/p][p]- New Scrapyard Speedbowl layout.[/p][p]- New Scrapyard Figure 8 layout.[/p][p]- New Scrapyard Main Circuit reverse layout.[/p][p]- New Savolax Short Circuit with both forward and reverse layouts.[/p][p]- New Speedway inner (small) oval.[/p][p]- New European Rallycross 1 reverse layout.[/p][p]GAMEPLAY[/p][p]- Gameplay damage is now consistent irrespective of framerate.[/p][p][/p][p]HUD[/p][p]- Damage caused is now shown in the opponent car tag in red.[/p][p][/p][p]AI[/p][p]- Added AI difficulty setting (Novice, Amateur and Expert).[/p][p]- AI is smarter at turning and faster.[/p][p]- AI is better at driving with other cars.[/p][p]- AI can now give up during collisions.[/p][p][/p][p]SYSTEM[/p][p]- Fixed a number of crashes.[/p][p]- Improved track loading times.[/p][p]- Reduced input lag in multiplayer and when framerate is under 60fps.[/p][p]- Added initial telemetry support for data visualization and motion rigs.[/p][p]We've partnered with SimHub to make telemetry support ready from day one! Please refer below on how to get started.[/p][p]ONLINE[/p][p]- Player list is now displayed in the Pause Menu.[/p][p]- Chat is now available in the Pause menu, Post-Race screen and Spectator view.[/p][p]- Chat log is now displayed for a moment in-game whenever a new message is displayed.[/p][p]- There's now a delay before switching to a new track to ensure sufficient time to see the results.[/p][p]- It's now possible to report a player for misconduct via the Player List.[/p][p]LEADERBOARDS[/p][p]- Leaderboards will be reset shortly after update due to the top times being unattainable now.[/p][p][/p][p]AUDIO[/p][p]- New operating sound effects for 'The Claw' (Scrapyard derby track).[/p][p]- New wind-on-car effect in cockpit view.[/p][p]- New generic ambisonics surround ambience texture in cockpit view.[/p][p]- New asphalt surface sfx for target car: Roll, low intensity lateral slip (scrub), forward slip.[/p][p]- New gravel surface sfx for target car: Roll, launch slip, forward slip, lock slip, pebble kickup.[/p][p]- Existing extra material for gravel split to 'Spill' and 'Cover' variations; latter for surfaces where base material has gravel carryover on top of it.[/p][p]- Existing rumble strip material split to low & high intensity versions, to support alternate rumble types for telemetry. Low intensity = tire bump sound on initial contact, high intensity = wakeup strip style tonal sound.[/p][p]- Added missing sfx for the 'Hammer' machine ('Testing Grounds' track).[/p][p]- Tweaks to camera azimuth and distance based attenuation of machinery ('Testing Grounds' track).[/p][p]- Lowered level of shared rev limiter one-shot effects for npc cars.[/p][p]- Mixdown level tweaks: Npc tire sfx, handbrake in cockpit view, car pool loudness balancing, cockpit reverb EQ settings, cockpit surround ambience, camera angle based settings of new asphalt/gravel sfx.[/p][p][/p][p][/p][p]Getting started on using SimHub telemetry:[/p][p]1. Launch the game at least once after installing the update, then exit the game.[/p][p]2. Install the latest version of SimHub once it has been updated to include support for Wreckfest 2 (note that this may take a while after the game update).[/p][p]3. Start SimHub and select Wreckfest 2 as the game.[/p][p]4. SimHub will suggest automatic configuration — choose “Yes”.[/p][p]5. Launch the game and enter a race. SimHub dashboards and other features should now work, and in the SimHub’s main view it should say “Running”.[/p][p]Note: SimHub allows telemetry data from the game to be forwarded to another IP address and port. If you need this, please refer to SimHub’s documentation for more details.[/p][p]Instructions for setting up any generic telemetry application:[/p][p]- The IP address and port for telemetry in UDP format are set in the game’s save folder, in the file \\telemetry\\config.json.[/p][p]- The IP should be 127.0.0.1 for local host, and the port something like 23123. Alternatively, you can specify another IP address, such as the local network address of a tablet if the telemetry application is running on it.[/p][p]- If the telemetry application requires a specific port, set that in the config file. Otherwise, you can use the default 23123.[/p][p]- Make sure that "enabled" under UDP is set to 1.[/p][p]- If the telemetry application doesn’t require a specific port and lets you choose one in its settings, set the same port there as you did in the config file.[/p][p]- After setting everything up, start the game and enter a race, and the receiving application should now be able to receive telemetry data.[/p]