Hey everybody,
Today we’re releasing our latest update for FM6, and we have plenty of details about the fixes and changes in it in Brian’s
build notes.
I wanted to give you some additional tips on some of the content in the update and how it affects some of the questions you had and issues you’ve reported.
I’ll keep it brief, and will try to answer relevant questions you may still have after reading.
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World Traveler AchievementFor those of you stuck at 96% completion, you should be able to now unlock it with the latest update if you play 1 race on Mazda Raceway Laguna Seca in multiplayer. That’s the one track that wasn’t reporting and was blocking the achievement.
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Level 25 Affinity BadgesIf you’ve reached level 25 affinity but didn’t unlock the badge, you should be able to eventually unlock the missing badge if you continue to use cars from the same manufacturer. This is despite the UI showing no progress past level 25. The semi-good news is that the issue we fixed here was causing some affinity XP to accrue towards a different manufacturer badge incorrectly. So, invisible to you, there are other manufacturer badges that will be easier to unlock since they have extra XP accumulated from before this update. This issue used to only occur in races where you chose your car in the pit lane, as you do in endurance races. It is now fixed and going forward you can expect all badges to unlock and affinity XP to accrue correctly at all times.
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Controller DeadzonesIf you’ve set your deadzones to anything other than the default and were losing them from race to race, the issue should no longer occur. You don’t need to do anything other than take the update. The fix applies to both gamepads and wheels.
* You may have noticed that you sometimes run into issues with
button mapping on the wheel if you had a gamepad connected at the same time. These issues are fixed. We designed the game so that you can have a gamepad to control the camera (e.g. in photomode) if you usually race with the wheel, so go for it!
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New Grid Ordering and Delay OptionsWe’ve added some new options in multiplayer and they’re ready for you to use in private lobbies as well! For grid ordering, you can now set it to fastest lap ascendingly (fastest at the front) or descendingly (slowest at the front). The fastest lap considered is from the previous race, and as always clean laps always beat dirty. DNFs that never finish one lap in the previous race sort behind dirty laps. For grid roll-off delay, you can now set the value in increments of 0.1 second (only 1 second increments were allowed previously), and you can set the delay to be between rows of cars so that two cars release at a time.
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Headlight repair in the pitsIf you’ve been doing night enduros with sim damage and no rewind, you probably wanted this to work and now it does! Just one note: there is a separate issue where the headlights may go back to a broken state if rewind is used after they’re repaired in the pits. We’re tracking this issue separately. Hopefully the headlight repair in the pits still proves valuable to you, I know quite a few of you turn off rewind for the extra rewards or authenticity (I do!).
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AI Pitting in Endurance RacesYou’ve read in the release notes that we have now removed the 2 AI in the pits at a time restriction. This was actually the root cause of those instances where some of you observed the AI pitting at weird times in longer races, sometimes changing the strategy of the race from 1- to a 2-stop or vice versa. You will now see the AI pitting fairly in longer races. Keep in mind that we do model the tank capacity of cars in FM6. This means that Drivatars in cars with smaller tanks will still pit more often than you if you’re in a car with a larger tank capacity and vice versa. We also do model fuel burn rate based on your driving, so you can get more out of a tank of gas by using the same techniques you would use in real life: driving slower, short shifting, and going to 100 percent throttle less often.
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Multiplayer "Can't get server match list" errorWe added a fix that we think will resolve the issue for some of you who have been encountering this specific error. If you have been getting this error trying to play multiplayer, give it another go once you get the update. Please keep in mind that there are other issues that can affect your multiplayer connectivity (your connection, your router, your network topology, etc...), but the change we included in this update should resolve issues for a big portion of players who received this specific message.
Edited by user Saturday, January 9, 2016 3:25:30 AM(UTC)
| Reason: Not specified