rFactor 2 Publishes October Release Candidate

rF2-RC-Release-header-1024x585.png
Studio 397 releases its October early build to the public. According to the description, this update focuses on "fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single-player aspect of the software". Full release candidate notes are below.

In anticipation of the Q4 content drop, which will be announced "in the coming weeks", the October release candidate has been unveiled to the public.

"Release Candidate" means this update is in beta, but you can already download and try it out for yourself.

Personally, I find any AI improvements very important, that's why I was delighted to read:
In this new Release Candidate, we have spent some time fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single player aspect of the software – an area that we have noted has been high on the priority list for a number of our community in recent times.

AI and single-player experiences are sadly sometimes only an afterthought of the competitive online experience. It reads well to see a focus on this. Unfortunately, despite the words in this opening paragraph, only 3 dedicated AI fixes seem to be listed. Granted, they do seem major and if "erratic throttle and brake inputs" and "jerky steering motion" are really fixed in this update, it's a great step forward.

Particularly interesting to me is the first point made in the log: "Enabled Alt+F4". Nice to see the rage-quitting community get their will.

Here's the full log:

October 2022 Release Candidate Notes​

Client: 9737077

Dedi: 9737090

General
  • Enabled Alt+F4 and X closing the game
  • Fixed various cross compiler issues
  • Fixed a rare crash when changing cameras
  • Refactored hdv file reading
  • Added Key Assignment to toggle Freelook Mouse Control
  • Fixed upgrades being broken on develop
  • Package installs should now be faster
  • Updated DRS regulations to be restricted in all zones by default and not allowed if there are no DRS zones.
  • Added RFM parameter “RearFlapNoZonesAllowed” to allow DRS when no zones are available.
  • Fixed online temp car not lighting correctly at night.
  • Improved visibility of pitbox marker at night.
Track Limits
  • Added Relaxed Track Limits Mode
  • Added Penalties Only display mode
  • Added Test Day support for GDB Settings (via Practice settings)
  • Increased penalties for passing illegally and increased time to return place.
  • Made it possible to change modes in Dev Mode
  • General improvements to pit lane, removing unnecessary reports inside the pitlane, and fixing pit exit line cut detection if content is setup correctly.
  • Reworked Track Limits dialogue to use HUD Font and add indicator strip
  • Updated track limits display, showing all warnings and penalties via messages.
  • General tidy up and bug fixing on message displaying.
  • Fixed AI editor adding connections from pit lane to main path where the game should not (in some cases due to waypoint locations)
  • Fixed an issue where going off track again before penalization would not continue the investigation.
  • Added ability to configure Track Limits display in HUDs, but fix to set display if not configured.
  • Added “HUD” option to Display position options for Track Limits Info, when set at this it will be placed where the HUD configures. You can manually adjust the position otherwise.
  • Added sample parameters to default HUD
  • Removed loose fonts from ModDev and fixed font loading from mas files
  • Added HUD editor support for Track Limits element
Headlights
  • Added Headlight Pulse. Defaults to J key. On activation headlights will pulse 4 times for a second. Previous headlight state is retained and this will not cause issues with headlight requirements.
  • Set Auto Headlights to turn on at night even if not required.
  • Fixed an issue with Headlight assignment not being kept after a driver swap.
  • Fixed Max Headlights PLR value not being respected
  • Updated Headlights to be culled based on the position of selected vehicle. Note in Freelook mode to make sure you have selected the vehicle you are focusing on if you are having issues with the headlights not being rendered.
HUD / Graphics
  • Improved in Game Exposure in VR
  • Fixed omni lights being falsely applied to objects with Omni not enabled
  • Added ability to set an emissive map on the Terrain shader. Intended for baking distant lighting into terrain.
UI
  • Settings across the UI can now be adjusted more quickly:
  • Right mouse button: 10x multiplier
  • Middle mouse button: 50x multiplier
  • Holding down left mouse button:
  • 5x multiplier after 2 seconds
  • 10x multiplier after 4 seconds
  • Greyed out setup settings (including the name and value) that cannot be adjusted
  • Fixed camber setup setting description
  • Ambient and track temperatures in the event screen are now shown in Celsius of Fahrenheit based on the selected units
  • MultiView monitor side angle setting has been limited to 90 degrees in graphics settings
  • Updated refreshing of setup list
  • Fixed subscribing to “All” content collection in the First Launch Wizard
  • Fixed setup settings becoming greyed out when one of the step values is “N/A”
  • Fixed multiplayer admin session controls
  • Fixed setting next race length (note: new race length will be displayed after switching to another session, e.g. practice → qualifying)
  • Fixed restart race button being disabled during a race session
  • Fixed showing percentage for the singleplayer “Race time” setting when “Race criteria” was set to “% Track Time” or “% Track Default”
  • Fixed “Torque split” setup setting description typo (read wheels → rear wheels)
  • Merged store into RC
  • In multiplayer session controls, fixed selecting spectators when there are more than one
  • Fixed selecting driver/spectator in multiplayer session controls when there’s a driver and spectator with the same name on the server
AI
  • Fixed erratic throttle and brake inputs
  • Fixed waypoint lookahead to fix jerky steering motion
  • Fixed an issue with driveline noise that could cause AI to brake partially off track and spin, or cut too much
Physics
  • Refactored engine code
Modding
  • Added the ability to animate any maps UVW via Scroll and Step options on IBL Standard and IBL Standard Blend shaders.
  • Fixed buggy background on telemetry debug screens in ModDev.
  • Added OnScreen ModDev Tweakbar for debugging Car Cockpit readouts and debugging of LED values.
Known issues
  • Skip updates button on package installation is unresponsive
  • ISI Formula 2 does not load correctly

Worth mentioning is, that the footer image of the update makes it look like there will be more BTCC content coming up:

rF2-RC-Release-Footer.png


What do you think about this update? And what are you hoping to see in the Q4 content drop? Let us know in the comments below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

Yes you can still run any version back to first UI update and where all cars will have adjustable volume.

You can also run as many versions of any content you wish even DLC.

All it takes is making rfmods that between them contain all content.
That then means Steam can't delete or replace any content whatsoever.

You have absolute full control now don't you wish even 1 other sim would let you do that.

That is what ISI gave you, the studio most of you kicked to the curve.

edit:
Just to clarify your mod manager should look like below.
ie: all content in at least 1 rfmod, Steam can't do a thing about it. ;)
rfmods.jpg
 
Last edited:
The AI Changes are amazing and noticeable, but the update broke the sound, The engine sound of the car the player drives, shuts off after a minute or two into the session. Is there any solution to this or does anyone of you have the same problem? Thanks.
 
The AI Changes are amazing and noticeable, but the update broke the sound, The engine sound of the car the player drives, shuts off after a minute or two into the session. Is there any solution to this or does anyone of you have the same problem? Thanks.
Many have seen it and it has been reported. There were issues prior to the RC of some other cars losing sound. I haven't heard if this will be fixed by the time the Q4 drops.
 
You can't start it? IF your system meets the minimum specs then I suspect you have some sort of issue on your ssytem with the title due to a corrupted json file or an out of date mod. If Ermin can't load it...he's not put any effort to solving the problem. I'm sure he's a busy man shilling for whatever is new. However, since there are hundreds who CAN load the program I doubt the issue is with rF2 itself. On the S397 boards there are always several posts like those about having issue with various videocard drivers(AMD) so yes you can say it is a finicky program. But it does work unless you have your games on outlandish drive letters above G for example.(remember it is a very old program)
If you want some help, we'll be glad to try assist you, but I understand if you don't see the worth in sorting it out.
Im having an issue with the new release candidate, works fine with current stable release but as soon as I try the RC the menu won't load, I get the top bar and can access the options but can't launch any game modes as those menu items don't appear
 
Many have seen it and it has been reported. There were issues prior to the RC of some other cars losing sound. I haven't heard if this will be fixed by the time the Q4 drops.
I should add that most of the sound issues have been reported on cars that have not yet been updated to work fully with the new sound engine.
 
I had the menu disappearing thing too, I shuffled across the betas quite a bit and finally got the menus working. It took me a while though. Atleast 5-10 tries.
 
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Reactions: Bez
I had the same once. It's probably the player folder that needs to be removed. And as for Ermin, he's another cattle of fish anyway.
I had the menu disappearing thing too, I shuffled across the betas quite a bit and finally got the menus working. It took me a while though. Atleast 5-10 tries.
thats pretty much what I did last night and now it works
 
Hardcore racing... hahaha... yes... the realism is incredible, sitting in the box all the time and trying to fix the problems you have with the software... maybe in AC and AMS2 you are just too slow to realize the brilliance of their physics... rf2s ffb feels artificially produced... and not being able to catch a slide is just gaming and far from realism... if driving would be as unforgiving in real life there would be many more accidents...
If you can not drive your car from the boxes i think is your problem cause I don't have the issues using vr, dd, shakers and others devices.
I don't say is perfect but I enjoy it a lot more from other offerings, because none is perfect.
Fix your rig, and then do a fast lap in Nordschleife dlc using the Porsche cup car, compare the same experience using AMS2.
If you still can drive outside the boxes then you don't know what you're missing.
 
thats pretty much what I did last night and now it works
Probably mentioned, but there do seem to be some issues changing from NONE to Release Candidate. After doing the change, run the verify files do-hickey in Steam. Then restart everything. That "might" help.
 
Probably mentioned, but there do seem to be some issues changing from NONE to Release Candidate. After doing the change, run the verify files do-hickey in Steam. Then restart everything. That "might" help.
There's an issue with the release candidate installation. As I've exolained, I had the same.issue after having made.a complete install of the game with the release candidate, and switching between versions didn't change anything, I've uninstalled the game and reinstalled it with the regular version and after switched to the release candidate. It seems switching between both versions several times can solve the issue.

Definitely there's a bug somewhere with this version, let's hope S397 will fix that.
 

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