rFactor 2 build 1098 released

Paul Jeffrey

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rF2 Build 1098 released.jpg

Image Space Incorporated have released a new build for popular racing simulator rFactor 2 bringing the title to version 1098.


Available to download now on Steam the latest rF2 build brings no new content but a number of fixes and enhancements to the simulation. Notable changes include "fuel mixture adjustment” for race strategy, custom setups reloading on race rejoin and a selection of tyre fixes.

A full changelog can be found below.

  • Session starting times now default to track GDB values rather than always 9am.
  • Changed default for Controller.JSON value “Use thread” from “true” to “false”.
  • TTool: added a way to set the Surface Load Goal during Quasi Static Analysis, rather than using Surface Height directly
  • Restore garage setup upon race rejoin, if server’s Multiplayer.JSON setting “Race Rejoin” is set to the new value of 3. Note this may be used to restore the fixed setup when that feature is enabled.
  • Added mixture adjustment.
  • Added diffusive adhesion to tire model
  • Tire planar contact compliances can now be adjusted based on tire pressure, etc
  • Added ability to automatically mirror tires rather than re-running TTool tests on a
  • mirrored tire.
  • Various fixes for multiple pitlanes tracks.
  • For rear flap rules, check track wetness in all sessions, not just race by default.
  • Fixed bug where if an AI retires early due to mechanical failure & doesn’t make it completely off the road (to the right), AI following him might try to avoid him….by turning straight into him.
  • When the player’s car is under AI control & the race finishes, he will now retire to the pits and stay retired.
  • Changed the way FFB gets ‘paused’ to avoid halts with certain FFB drivers.
  • Fix for 2nd pitlane cars not finding the right pitlane in race.
  • Fixed exploit that could allow people to change the fuel level when that wasn’t supposed to be allowed.
  • Fixed some issues with virtual vehicles not showing up in car list.
  • Fixed AI cars in pitlane when yellow flag gets thrown getting confused about what they are doing.
  • Anisotropic filter setting fixed for gJED GMTs.
Known Issues:
  • Lost wheel intermittent repair after driver change, possibly more likely with higher damage percent set. ‘Normal’ damage repairs function as intended.

Check out the RaceDepartment rFactor 2 forum for news, discussions, mods, setups and of course our fabulous rFactor 2 Racing Club for all your online racing needs.

Have you tried the new build yet? Is it an improvement? What do you think of the recent rF2 progress? Let us know in the comments section below!
 
...Have you tried the new build yet? Is it an improvement? What do you think of the recent rF2 progress? Let us know in the comments section below!
Well...for me this part

  • Added diffusive adhesion to tire model
  • Tire planar contact compliances can now be adjusted based on tire pressure, etc

would be the most interesting one. But tbh, its not possible to check this out, until the rF2 cars got an update with new tires, where the new parameter are included.
 
Wow can't wait :thumbsup: when is it coming to consoles ? :cool:
I have seen this many times, So i feel foolish if i am taking the bait here.... But i very much doubt rFactor 2 will ever make it to consoles. Yes Assetto Corsa is going there, However i feel Assetto Corsa has a bigger Following than rFactor 2. Both Sims are great and Consoles would be humbled to have them as options. I just don't see it happening for rF2.
 
  • Deleted member 130869

It's falling into place for a F-ISI 2016 spec series in the near future. Just hope we at least are given sufficient teams with good looking paint jobs.
 

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