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Featured rFactor 2: Revamped Dallara DW12 now available

Discussion in 'rFactor 2' started by Alex Franchini, May 27, 2015.

  1. rfactor2_indy_oval_indycar_hawksworth04.jpg
    Image Space Incorporated has updated the Dallara DW12 Indy Car for rFactor 2 to version 1.62.

    Fans of open wheel racing should give this a spin as it's almost a scratch built car in terms of physics.

    The car is available in both oval and road course versions, and though both have been updated, it seems like the oval configuration is where you'll be able to really feel the difference.

    You can take a look at the official car profile here, or download the car at this link.

    Here's the full changelog:

    Physics / Setup
    • Fixed fuel tank capacity.
    • Fuel tank position corrected (slightly lower and further forward)
    • Allowing both compounds during race.
    • Added ‘weight jacker’. Garage only at this time.
    • Brand new CPM enabled tyres.
    • Better undertray points.
    • Better fuel estimation.
    • Better ride height ranges and defaults.
    • Caster range now 4-10 as per real life.
    • Accurate suspension geometry that varies between oval / road course.
    • Tyre pressure ranges more realistic (as are defaults)
    • Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks.
    • Minor Turbo error correction.
    • Aero corrections for both speedway and road courses. (Main change is more accurate and gher downforce for speedway config)
    • Recalculated brake system & restricted brake bias range.
    • Improved unsprung masses.
    • Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119″ is ideal for speedways, 120″ may be ok for road courses.
    • Increased the weight of the car (was ~missing driver weight).
    • Slightly more damage sensitive.
    • Increased CG height according to new data.
    • More accurate default RC toe angles.
    • Increase AI’s grip a touch (road course).
    • Recalc’ed and more accurate anti-roll bar rates, ranges.
    • Fixed small error on front wing range (now goes up to 32° on RC / SC)
    • Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate.
    • Allowing stiffer springs.
    • Now using spool differential (locked axle).
    • Increase in chassis flex.
    • Min brake ducts now have MUCH less cooling, Max similar.
    • Brake Duct drag and lift reduced (so penalty is a little lower).
    • Steering system updated.
    • Opponent sound attenuation increased (so other cars are slightly less audible).
    • Steering ratio corrected (default, options not available yet).
    • Very slightly less sensitive to turbulent air, Auto-shift tweak (AI).
    • Fix so rotation matches in-game.
    • Fixed problem with Alternates showing as Primaries at race start.
    • Air intake gap fixed.
    • Hands animation fixed.
    • New tyre damage texture.
    • Spinner scene fixed.
    • Fixed tyre compound visibility in spinner.
    • Digits on the steering wheel increased to 5.
    • Digital Yellow message “Yel” aligned.
    • Graphics : whole model rescale (+2%).
    • Front susp arms corrected.
    • Mirrored rear wing back logo (#27 #77).
    • Various texture fixes.
    Have you tried the new DW12? What do you think of the progress ISI has made with rFactor 2? Let us know in the comments.
    • Like Like x 3
    • Beer Beer x 1
  2. That's quite the fix-list, always nice to see more open-wheelers get proper attention.

    Even if I haven't been able to try them myself. (rF2 seems pricey imo)
    • Agree Agree x 1
  3. It's one of the cheapest sims. :whistling:

    rFactor 2: 44 dollar ==> all additional content will be released for free. ;)
    AC: 67 Dollar + DLC packs...
    Pcars: 67 Dollar
    GCSE: 36 Dollar ==> :thumbsup:

    Iracing: 100.000 Dollar. :p
    • Agree Agree x 2
    • Haha Haha x 1
  4. its weird to me that ppl see the $84 price as normal, its actually priced quite aggressively & theres no official DLC to buy either; even if you throw URD in its still not more costly than other sims.

    i paid ~$40, if i want online i have to renew for $12/year, its not pricey at all.
  5. Torcano


    Don't see where you grabbed those prices from or if you are using some weird conversion rates... on steam right now these are the prices -

    AC - 49.99 +14.99 DLC - 67 is nowhere near the base price, was just on sale a few days ago if I remember for half off or something like that.
    PCars - 49.99 - 67 is nowhere near the base price here either
    GSCE - 29.99
    iRacing - I only buy stuff that I race with, so I don't spend a lot on it either. The well maintained multiplayer aspect for me is worth the sub fee, but who am I to judge sub fees as I unashamedly used to play World of WarCrack. xD
    • Agree Agree x 2
  6. 49,99 euro for AC or Pcars is 67 USD.

    Maybe the pricing in the US is different.
  7. Torcano


    No, we pay in USD here, not euros. My prices are in USD. Do the Eu prices not have proper conversion on steam considering Euro is fatter than Dollar, that's a bit weird? xD
  8. BTW:

    v1.63 Changelog:

    - Removed redundant sound files.
    - Added tyre sounds and wind noise directly into package file.
    - Reverse the order of 'Model" upgrades, so that road course is at the top and hence selected by default.
    - Fixed minor texture issues on some cars

    @Torcano ,

    I blame the European taxes. :cautious: :D
  9. Reaper


    Nah EU gets shafted on prices, places love to do €1 = $1.
  10. Because USD is usually without VAT and EUR is VAT included.
    (that still doesn't make it 1:1 but it get's closer ;) )
  11. Frederic Schornstein

    Frederic Schornstein
    TXL Racing Premium

    - PC to run most sims 1000€
    - Great wheel and paddles 1000€
    - Maybe tripple screens 600€
    - Any sim apart from iRacing as cheap as a nice dinner.
    • Agree Agree x 2
    • Winner Winner x 1
  12. I'm disappointed by that update, so much minor fixes but not what I expected:

    - Honda and Chevrolet engine still sound identically
    - the 2nd gear isn't settable, again ! Too bad, how if I want short 1-2-3 gear ratios to optimize acceleration ?
  13. About that car I did a race offline and in Rolling start and Fast Rolling start mode, it was impossible to skip the formation lap, I've never got that before.
  14. This might depend on the track rules in the .gmb file... Is it with all tracks?
  15. I've only tested on Road America, not yet some other track.

    The thing I really don't like compared to real life IndyCar is how the power makes the car sliding and accelerating in 1st gear.
    In real life when they pull the throttle in 1st gear (in example when the exit to the pits), you can see the car litterally sliding, you can feel the huge couple launching the car out of its place, you can notice the correction on the wheel the drivers must do.

    In rF2 none of that: the accel effect from 0 to 90km/h is very low, you can't hear the turbo launching the car away, no oversteer neither sliding and all the turbo power comes very late (just like a full-atmospheric engine.

    That makes life quite hard when it's question of get away from a risky opponent's move, or simply well negociate tight corners.