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Wreckfest 2 News

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]

Content Update #2 Patch #2

[p]- Improved handling and collisions in multiplayer.[/p][p]- Added Motorhome AI Set.[/p][p]- Motorhome now has more mass.[/p][p]- Improved automatic gearbox logic.[/p][p]- Rear wheels of all cars are now sturdier.[/p][p]- Reduced derby AI aggression towards player.[/p][p]- Physics surfaces now work correctly in multiplayer.[/p][p]- Re-enabled procedural terrain foliage on European Rallycross.[/p][p]- A HUD notification is now displayed when reset is not allowed.[/p][p]- Fixed an issue which caused reset request not to register.[/p][p]- Fixed lingering score in HUD after restarting event.[/p][p]- Fixed an issue which caused the car engine to go mute.[/p][p]- Fixed zooming in Photo Mode.[/p][p]- Optimized driver memory usage.[/p][p][/p][p][/p][p][/p]

Content Update #2 Patch #1

[p]- Fixed AI on Scrapyard.[/p][p]- Fixed an input system related crash.[/p][p]- Fixed crash when exiting European Rallycross track.[/p][p]- Fixed a case where client prediction ignored server state when it should not.[/p][p]- Fixed checkpoints on Banger Racing Oval.[/p][p]- Fixed flat looking track surface on Banger Racing Oval.[/p][p]- Fixed an issue which caused unexpected lighting on certain tracks.[/p][p]- Fixed outdated materials for a number of objects.[/p][p]- Fixed an issue with contact timer that caused cars not to be properly eliminated.[/p][p]- Fixed focus being lost in the Car Paint menu.[/p][p]- Improved loading speed.[/p][p][/p][p][/p]

Content Update #2

[p][/p][previewyoutube][/previewyoutube][p][/p][h3]CARS[/h3][p]- New American special vehicle: Motorhome.[/p][p][/p][p]- New American large sedan: Cardinal.[/p][p][/p][h2]TRACKS[/h2][p]- New Banger Racing dirt track with Oval and Figure 8 layouts.[/p][p]- New Scrapyard demolition derby arena.[/p][p]- Tree collisions now work as intended.[/p][p]- Improved Sandpit track surface.[/p][p][/p][h2]SYSTEM[/h2][p]- Improved game stability.[/p][p]- Improved input system robustness.[/p][p]- Optimized VRAM (video memory) usage.[/p][p]- A warning is now displayed when launching the game and there could be low amount of VRAM available.[/p][p][/p][h2]ONLINE[/h2][p]- Added configurable event rotation.[/p][p]- Improved client prediction precision and reliability for smoother gameplay.[/p][p]- Selecting a server in the Server Browser now brings up Server Info with additional information.[/p][p]- Server can be favorited/unfavorited in the Server Info screen.[/p][p]- Lap times now match between multiplayer and single player.[/p][p]- Gameplay damage now better matches visual damage in multiplayer.[/p][p]- Fixed a bug which caused the health bar to erroneously appear full or empty.[/p][p][/p][h2]GAMEPLAY[/h2][p]- Improved car handling.[/p][p]- Improved collision physics.[/p][p]- Physics surfaces now work as intended.[/p][p]- It's now easier for cars to lose panels.[/p][p]- Cars now last longer in the normal damage mode.[/p][p]- Realistic damage mode is now more realistic.[/p][p]- Wrecking machines now cause appropritate health damage.[/p][p]- Added Last Man Standing demolition derby game mode.[/p][p]- Fixed an issue which caused contact effects (both visual and audio) to vanish after a while.[/p][p]- Car engine may now stall in a heavy collision especially when it's damaged (can be restarted by just holding throttle). [/p][p]- It's now possible to get a faster launch at the event start by holding revs at the optimal range, visualized in the tacho.[/p][p]- When using automatic clutch, it's now possible to speed through gears even when a shift is already in progress.[/p][p]- Reset can be now triggered with a push of a button instead of needing to hold it down when reset delay is used.[/p][p][/p][h2]HUD[/h2][p]- Start lights are now displayed at the event start.[/p][p]- Redline is now visualized in the tachometer.[/p][p]- A wrong way notification is now displayed in the HUD.[/p][p]- Bogus damage notifications are now longer displayed in the HUD after a respawn.[/p][p]- What is shown in the damage HUD now better matches the visual car damage.[/p][p]- Car tags are now shown from further away.[/p][p]- Improved HUD element placements and resolution.[/p][p][/p][h2]AI[/h2][p]- Improved turning in racing mode.[/p][p]- Smarter racing lines with more realistic apexes.[/p][p]- Better pathfinding in derby arenas.[/p][p]- Reduced car getting stuck in derby mode.[/p][p][/p][h2]AUDIO[/h2][p]- Added rev limiter effect.[/p][p][/p][p]Check it out here[/p][p][dynamiclink][/dynamiclink][/p][p]Enjoy & stay tuned![/p]

Content Update #1 Patch #2

Changelog
- Fixed flickering shadows.
- Fixed crash when entering the Settings menu.
- Improved Server Browser server info reliability.
- Improved HUD element placement.