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Added Hockenheim RX layout (not compatible with DynHUD at the moment)
Integrated initial batch of Steam Achievements (more info & related discussions here)
Season Tool: Improved handling of errors related to reading of series/track images; All series vehicle filters are now added to seasons (these can be further limited/customised when starting the season in game)
Radio Spotter: Audio files now cached in memory to try prevent stutters loading the files during gameplay on some systems
Expanded track GDB tire compound parameters to set different compound restrictions for different series, and define which of the allowed compounds AI qualifies & start race on *
Added AIRaceCompoundSwitch parameter to series files - if set to 1 AI is forced to switch to the next tire compound allowed in a tire stop (if set to 0 or not present AI will continue on the same default compound) **
Made softest compound default for F-Extreme. F-Reiza, F-Ultimate
DynHUD: Added option to switch Track Map state from stactic, rotating & off (CTRL + M switches between the states)
Replaced tacho texture in native HUD
Revised & expanded default championship calendars for several series
Reduced pitlane speed limit in races from 100 km/h to 80 km/h in all GP layouts to match real rules
Fine tuned drag effects for each car, correcting some previous exaggerated values
Fixed F-Truck & ARC Camaro wrong ID for TT leaderboards
Fixed bug that would cause excessive AI tire wear when TireManagement parameter wasn´t present in driver RCD file (now defaults to 80, 100 being default tire compound wear)
Fixed bug in AI tire pitstop thresholds not working causing the AI to run tires to canvas
Fixed bug that could cause AI to slow down too much in cool down lap after checkered flag
Global AI adjustments: Slightly reduced qualifying performance gap vs race / slightly increased AI tendency to move out of the draft from car ahead; Adjusted AI reaction to be more combative when another is close by or side by side
Fixed AI fuel slightly over fueling in qualifying (now AI does 3-4 lap runs and takes just enough fuel in between for the next run)
Changed AI strategy for fixing damage in pits - now AI only fixes damage when wings are missing (no longer doing long pit stops for minor bodywork fixes)
Further fine tuning of fuel consumption & estimates for several cars
Reduced AI performance variation in Supertruck layouts
Adjusted tire wear & degradation rates for all compounds in F-Ultimate, F-Extreme & F-Reiza
Brands Hatch: Fixed safety car position in pit lane; Updated AI paths; updated curb textures
Hockenheim: Disabled Safety Car for 77 & 88 layouts
Karts: Adjusted POV to avoid clipping with driver model
Caterham: Fixed missing driver arms in external view for 360R models
Montana: Fixes to pitgroups & talent files
Mini: Fixed Celtic teams missing vehicle IDs for Time Trial
LancerX: Moved default brake bias forward; Fixed bug with driver arms in external cameras
F-Ultimate: Adjusted steering wheel height; Increased DRS drag reduction; Increased tires´ pneumatic trail (should make FFB slightly stronger)
F-Truck: Updated driver suits & Gloves
F-V10: Updated driver suits & Gloves
F-V12: fixed sound going mute between 4-5k RPM
Ultima: Fixed graphics glitch in headlights from external cameras
Superkart: corrected moving arms lodout distance
F3: fixed steering wheels LODs of F301
MCR: fixed rpm lights and LCD glass
Marcas: Added missing talent files; Reduced AI skill range for more consistent performance
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