Image Space Inc have released build 90 of rFactor 2, making various improvements to the game which is currently in beta stage.
You'll need to download the latest build from here.
Much more content on this game can be found on our rFactor 2 game profile, and don't forget to keep up to date by following us on Twitter.
UPDATE 5 Changelog (June 14, 2012):
Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed NonRaceStartSector=1″ GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and others relative motion along the line perpendicular to his current driving line.
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry SafetyCarAvailable work (again).
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option Partial Cockpit View if you only need wheels or wheels+suspension in your cockpit view.
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings