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Operation Sports
Operation Sports
Steve Noah

Wreckfest 2 Content Update #4 Adds Buggy, Crash Canyon 2.0 and New Customization Tools

Wreckfest 2 has received Content Update #04 bringing several new additions and gameplay improvements.

The update introduces the Crap-it customization tool, which lets players modify their cars with rust, dirt, damaged paint, decals and other details, all visible in multiplayer. A new European folk racing car, the Buggy, joins the roster and the classic track Crash Canyon has been fully reimagined as Crash Canyon 2.0.

Gameplay also sees a number of enhancements, including smarter AI, improved car handling and suspension, more realistic tire simulation and collisions and reduced twitchiness in lighter cars. Loading times have been improved and multi-monitor support has been added, along with other improvements to overall performance.

Content Update #4 also includes more fixes for gameplay, AI, audio, online features and more. The full patch notes are listed below.

SYSTEM

  • Crash fixes and stability improvements.
  • Improved shadows.
  • Car loading optimizations.
  • Improved input handling.
  • Support for extreme resolutions (multi-monitor setups).
  • Reduced VRAM usage on low resolutions.
  • Added GPU crash reporting on Nvidia for better crash analysis.

ONLINE

  • Improved multiplayer input handling precision with server jitter buffer and better network time synchronization.
  • Improved matchmaking QoS measurement to reduce chance of players getting matchmaked into wrong region.
  • Cars are no longer unnecessarily reloaded between switching tracks in multiplayer.
  • Quitting a server while track is loading no longer results in incorrect track loading screen being shown.
  • Implemented tire and engine temperature network synchronization for telemetry use.
  • Added dedicated server telemetry support – server can send specified player ID’s car data in main packet as well as participant packets.
  • Added sector times to multiplayer telemetry (was already supported in single player).
  • Event rotation config is now saved to the server save folder and is both changeable and configurable at runtime.

GAMEPLAY

  • Increased simulated tire resolution.
  • More precise tire collision, improved deflection and better surface normals.
  • Revised all cars’ suspensions for more realistic response and better handling.
  • Increased tire behavior consistency between cars, with light cars in particular now being less twitchy.
  • Fixed a bug which caused stability control to be partially enabled even when fully disabled by user.
  • Reduced throttle sensitivity at low RPMs to make throttle application more fine-grained and less on/off.
  • Improved engine startup in high gear, greatly reducing time it takes.
  • More realistic engine behavior below idle RPMs so it’s easier to stall with manual clutch.
  • Fixed player car AI control not using automatic shifting.
  • Improved front shock animation for visual suspension.
  • Increased visual damage (deform) precision, should yield less glitchy results.
  • Fixed a bug which caused lingering damage to the car after restarting an event.
  • Improved driver deformation to keep it inside the cabin.

AI

  • AI now better matches the selected difficulty level so Novice and Amateur AI is easier.
  • AI starts the races more naturally and does not dive into the racing line right away.
  • Various improvements to AI turning and jump preparation.

AUDIO

  • All cars: Exhaust limiter one-shot sounds now become increasingly muffled, the more the pipe exit is pointing away from camera.
  • All cars: Reconfigured response of exhaust sound models against physics throttle pressure (IMEP) for slower rate of change through mid-range throttle. Effectively offsetting sound transitions between partial and full throttle to require slightly more throttle input than previously.
  • All cars: Re-designed all starter motor sounds to track physics simulation throughout the start sequence, to add more dynamic behavior to sound.
  • All cars & manual clutch: Fixed issue on all car sound models where engine idle would go silent while engine is stalling.
  • Bravion & Gizmo: Implemented dynamic effect to car exhaust sound that is applied during partial throttling (constant speed), to more precisely replicate tonal changes that are present in the original source car recordings.
  • Crusader: Fixed pitch tuning issue between engine & exhaust objects which occurred during over-revving (money-shifting).
  • Rammer: Versioned motor start assets for slightly longer duration.
  • Switchback: Fixed minor pitch calibration mismatch between engine & exhaust sound objects.
  • Added a bunch of new starter motor models to pool of shared engine objects.
  • Mixdown, cockpit view: Adjusted track-object-to-car collision mixdown for more dry sound (less cockpit reverb).
  • Mixdown, driver view: Fixed configuration issue that caused car engine sounds to play at a very low volume compared to other camera angles.
  • Target car tire: Added tire roll & slide sounds for Offroad_Foliage and Offroad_Rocks materials.
  • Target car tire, rim (damaged tire): Adjusted lateral slide screech intensity and response on asphalt surface and overall mix levels.

UI

  • Minor UI improvements.
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