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Featured rFactor 2 build 1098 released

Discussion in 'rFactor 2' started by Paul Jeffrey, Jun 7, 2016.

  1. Paul Jeffrey

    Paul Jeffrey
    Sim Racing News Editor Staff Premium Member

    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!
    • Like Like x 7
  2. Well...for me this part

    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.
  3. Wow can't wait :thumbsup: when is it coming to consoles ? :cool:
    • Haha Haha x 4
    • Like Like x 1
  4. samcar304

    Sam Carmichael Staff

    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.
    • Sad Sad x 1
    • Agree Agree x 1
  5. DaVeX↯

    Premium Member

    Wait...have they released it for pc first???
    I think it is still on beta...
    Last edited: Jun 8, 2016
    • Like Like x 4
    • Haha Haha x 3
    • Angry Angry x 1
    • Agree Agree x 1
  6. MoerasGrizzly

    Premium Member

    Red Bull Airracing confirmed :p

    (Fuel mixture adjustment is used most commonly in airplanes as they have to adjust for the density of the air changing when they change altitude)
  7. its very commonly used in race cars, too...
    • Like Like x 1
  8. samcar304

    Sam Carmichael Staff

    I Don't see any of rF2, AMS, Assetto Corsa, RRE and iRacing as having been or will ever be fully released... They are constantly evolving them by bringing out updates.
    Last edited: Jun 8, 2016
    • Haha Haha x 1
    • Agree Agree x 1
  9. JeffL

    Right on Brother, I hear ya, it's all good. Premium Member

    Does any other sim do fuel mixture in car and in realtime? That is a really cool feature.
    • Haha Haha x 1
    • Agree Agree x 1
  10. SK

    Prince with a thousand enemies. Premium Member

  11. SK

    Prince with a thousand enemies. Premium Member

  12. Matheus Machado

    Matheus Machado
    #17 Talking Door Racing Staff Premium Member

    • Like Like x 1
  13. Ole Marius Myrvold

    Ole Marius Myrvold
    JWB 96-13 Staff

    Hmm, I know it was in IndyCar Series II (Papyrus) and IndyCar Series 1 (Codemasters). But can't remember having seen it elsewhere.
    • Like Like x 1
  14. Fuel mixture button has been part of Codemasters F1 "sims" since 2011.
    • Like Like x 1
    • Agree Agree x 1
  15. 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.
  16. ouvert

    Premium Member

    also isn`t it in iRacing?
  17. Yea when is it coming to conoles ???
    • Haha Haha x 1
  18. It is, some cars in iRacing have in-car control to adjust the mixture.
    • Like Like x 2
  19. Paul Bennett

    Paul Bennett
    Premium Member

    When hell freezes :p
    • Haha Haha x 2
  20. JeffL

    Right on Brother, I hear ya, it's all good. Premium Member