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KartKraft News

The International Circuit of Genk is here!



International Circuit of Genk, Belgium added to the track line up in this eagerly anticipated update for the award winning KartKraft.



The 1.36-kilometer, 0.85-mile circuit in Belgium, that is historically tied with Formula 1’s Max Verstappen, is live! Verstappen was able to hone his racing skills growing up competing at the venue, and we wanted to give you the same opportunity.



Please restart Steam if you do not see the update.

Build 0.1.0.3096 is now live!



As we approach the release of the Karting Genk circuit, we’re taking a quick pit stop to update Unreal Engine to take full advantage of the new quality of life and performance fixes in 4.25 and 4.26. This build also adds support for head tracking using TrackIR. The full changelist can be found after the break.

[h2]JOIN US[/h2]
We’re also on the lookout for programmers and artists to join us. If that sounds like you, we’d love to hear from you at [email protected]

[h3]CHANGES[/h3]
  • Updated Engine to 4.25
  • Added support for head tracking using TrackIR
  • Fixed a bug which prevented the ability to bind brake input to gamepad

Please restart Steam if you do not see the update.

v0.1.0.3006: Fanatec wheel/pedal binding issues fixed

This hotfix will require all existing users to rebind their inputs if using a steering wheel. (This is most likely the last time you'll ever need to do this.)

Changes
  • DirectInput binding storage format changed. Fixes issues when binding some Fanatec wheel/pedal combinations.
  • Added a menu asking if you would like to bind your wheel if a device is detected and no binding found.

Small patch: VR, lanugage, input and telemetry updates

Build 0.1.0.2992 has gone live and contains the following improvements:

[h3]General[/h3]
  • Fixed font issue for languages other than English. Main menu option fonts will look different but are now legible. Nicer fonts and translations are slated for the future.
  • Added more telemetry output: vehicle world position, session elapsed time, session name, track name, track address and track country code.
  • Added the ability to manually drive in to the pits during practice sessions.


[h3]VR[/h3]
  • Improved VR input for menus. Menus now default to using mouse, with an option to switch to gaze input available in Settings > VR.
  • Added new setting to fine tune world scale in VR. Use this setting only if the world feels "wrong" to you. Default of 100% should be correct for 99% of people. Available in Settings > VR.
  • Added an option to switch between Headphones (head-tracked) and Speaker (non-head-tracked) mode for audio. Available in Settings > VR.
  • Fixed a bug which caused VR settings to be invisible.


[h3]Input[/h3]
  • Fixed issue preventing the ability to bind G27 clutch pedal.
  • Improved FFB fade in when returning to driving. Now much faster and more direct.

February Update: Physics Overhaul!



We're back with another update and arguably the biggest change to the handling of the karts since the launch of KartKraft. What began as an analysis of tyre loads when riding over kerbs, quickly became a much deeper investigation into the damping response of the tyres with respect to the rate of change of steering input. This uncovered a bug in the method used to calculate the damping velocity of the tyre and after it was resolved, we witnessed much more consistent loads across varying steering input rates of change. As such, all tyres/classes have been re-tuned with the result being an improved and much more natural driving feel that allows you to lean on the tyres during cornering, trail brake and lap consistently with more detailed force feedback.

We've also been working with Valve to investigate and fix the issues causing some players' wheels not being detected by KartKraft despite Steam Input being disabled both by the player and in the steam game backend. Valve has now released a patch for Steam and we have made changes that should resolve this for all players. Despite the good news however, this change does require all controllers to be rebound.

[h3]CHANGELIST[/h3]
  • Improved implementation of Minimum Force for wheel force feedback
  • Improved FFB algorithm
  • Improved KZ2 shifting logic. It is now much quicker and easier to lift off the throttle when changing gears
  • Added basic support for Logitech Wheel LED lights
  • Reduced stopping force of gravel traps
  • Setup parameters now display the significant digit when set to values below 1. i.e 0.1 rather than .1
  • Fixed bug where controller would receive force feedback when wheel is being used and vice versa
  • Fixed tyre damping bug that caused incorrect loads when cornering
  • Improved tyre and handling model for KA100, X30 and KZ2 classes
  • Fixed issue where Steam would steal Direct Input wheel control away from the game. This change will require you to rebind your wheel
  • Added frame identifier to udp telemetry. Telemetry clients can now validate telemetry frames using KartKraft.Frame.FrameBufferHasIdentifier(bytes)
  • Fix for wheel input being overridden by Steam when user has Steam Input enabled
  • HUD now shows vehicle class
  • Fixed leaderboard not updating after exit of time trial event
  • Easy/Medium AI retuned to make them easier
  • Fixed crash when adjusting KZ2 drivetrain sprocket teeth.
  • Fixed AI vehicles sometimes failing to load