Paul Jeffrey

Premium
Wreckfest Patch 2.jpg

Those chaps at Bugbear have been at it again, releasing another very solid hotfix patch for the rapidly improving Wreckfest game.

Following on from the first hotfix build released on a few short days ago, Bugbear have continued their rather impressive run of support for Wreckfest in recent weeks by deploying yet another large and highly impressive hotfix update, going on to further refine the recent big December update as they search for the final push to get the game in a version 1 build release state.

Going on to further refine the game and addressing those last few final details that have cropped up post December update, you can check out the full hotfix post details below:

Dear Wreckers,

We are no Santa but we still have a few goodies left in our sack of spare distributor caps, long lost level art and missing bits of physics code, and since we felt there was still something we could do to improve the game in the spirit of the festive season, here we go with another hotfix, hot on heels of yesterday's one:

TECHNICAL
  • Improved mechanical damage reliability in multiplayer.
VEHICLES
  • Improved in-car camera.
  • Default Steering Speed Sensitivity for gamepad is now 75%.
  • Controller settings are reset to default for everyone to make sure no pesky bogus bindings remain.
CAREER/GAMEPLAY/HUD/USER INTERFACE
  • Improved AI racing line assessment for better cornering performance, affects all tracks but most noticeable in Speedway 1.
  • Toned down demolition derby AI difficulty on hard difficulty slightly more.
  • It's no longer possible to enter a series with an originally eligible car that was upgraded to an ineligible class.
  • It's no longer possible to use the keyboard + mouse combo to select an ineligible car.
  • When purchasing cars or parts, credits deduction is now reflected in the player stats right away.
  • Player now receives correct rewards for events in the Dirt Track Fury career series.
  • When retiring from a custom event or an online event, player no longer receives the credits and experience awarded in the previous career event.
  • Player with a fastest lap (Best Lap) and most damage dealt (Damage Dealer) is now shown in the results screen.
  • Player Steam icon is now shown correctly for the player and not someone else in the grid order and series standings views.
  • Results screen is now skipped altogether as unnecessary after retiring from a custom race.
  • Player stats are no longer displayed in the results screen.
  • Difficulty and Tune tabs are now titled correctly in lobby.
  • In both server browser and lobby, route minimap is now displayed instead of the boring placeholder image.
  • Back buttons in lobby car select, tune and difficulty tabs view now work as designed.
TRACKS
  • On Tarmac 1, replaced most proxy prop vehicles with final ones.
NOTES FOR CONTENT CREATORS
  • Implemented more robust mod detection for disabling runtime AO for custom vehicles.
Wreckfest is available for PC with console versions due to release during 2018.

Check out the Wreckfest Sub Forum here at RaceDepartment for the latest news and discussions regarding the sim. If you want to get the most out of your Wreckfest install then we can help! Check out our awesome Wreckfest Racing Club, it's new, it's fun and crashed are allowed! Check it out here.

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Just had to fire up Wreckfest once again to see the improvements, as always what a giggle. The career mode is filling out nicely to give it some more game.

The physics, car handling and FFB on the TX458 wheel are great now, well on par with the likes of Forza and DiRT4, it's easy to control slides, correct from bumps and scrapes but at the same time get it hopelessly wrong and end up un your roof...as at the end of this video.

I was so tempted to title this video Typical Forza 7 multiplayer lobby...

The physicality of the cars is what impresses me most, they feel the size and weight they are supposed to be and when they make contact it is both realistic and yet still controllable. The UI improvements are also good, much clearer and easier to use. For some unknown reason, the game still reverses the TX458 throttle and brake pedal on the first assignment but that is minor now the options are also available during the race.

Truly great fun and good to see the game continuing to develop. I look forward to this on Xbox One where it really belongs next year.
 
No issues here with Eset Nod32 installed; the detection is a false positive by AVG.

The other benefit of Nod32 is it's one of the lightest AV solutions on system resources according to AV-Comparatives, including MSE.
 
Why Xbox. Wreckfest with triple screen, sehr gut. Not true triples, but can't imagine playing a driving game on one screen anymore.

Xbox doesn't have upsides, especially in racing games. Other than low price. And if you want to play PC games lying on sofa using gamepad, you can do that too

Assuming you said "Belongs on Xbox" because of the more "arcade" theme. Does Project Cars 2 belong to Xbox? Because this has more communicative force feedback than pCars 2
 
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Since Hotfix 2, I have no Esc functionality in a track. The Esc key works in the menus, but not once driving. In fact, it works in the track at the beginning if you want to quit before starting, but once you Enter the session, Esc no longer works (Esc key or button mapped to wheel).

Overall, the controls set-up on this is still horrible and too console-like.
 
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Just got it recently, anyone else experiencing stutters and input lag?
GTX1080 (non-Ti), I7-6700K, W10, 144hz Dell monitor, gSync on/off, no matter... Also no matter am I on everything ultra, or everything lowest settings, the stutters are the same. And input lag is so bad I couldn't catch any snap oversteer... All other titles run smooth and no input lag at all.
 

What are you racing on?

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