rFactor 2 Q3 2022 Update and Content Release! Surprise New Car!

btccford-4.png
Not only has the new build and content just dropped but, S397 have added yet another surprise car to their ever growing roster of automotive treats.

Along with the free Caterham, paid DLC Austin Mini Cooper S & Hyundai i30 there is now a fourth touring car on offer with this content drop, the Ford Focus ST NGTC!

This should certainly keep touring car fans happy, especially with S397's previous announcement stating that they intend to include the full grid of current BTCC cars in the simulation in future releases!

New track updates

There is also a new track in the form of the Worldwide Technology Raceway available as paid DLC, which offers a great mix of banked kerbs and challenging infield section with both road course and oval configurations inculded.

Aswell as the new track there are updates to many of the existing tracks such as Donnington, Le Mans, Indianapolis, Zandvoort and Nordschleife!

New features

Probably the biggest and most long awaited new feature to Rfactor 2 is Real Road 2.0.
This brings fully dynamic working track temperatures to the build which will in turn affect heating of your tyres and also change the way rubbered in sections of the track behave in wet conditions, forcing drivers to change their lines to account for the way in which grip changes on these sections in different conditions!

There are many other improvements such as updated ABS & TC systems, new tires for some of the cars like the GTE's & Oreca's, track limits calculations, sounds and much more!

For a full list of improvements check the update list below!

Let us know what you think of this new build and content in the comments

Client: 9261937
Dedicated Server: 9261942

General
  • Updated Track Limits System taking into account many factors to award warning points for infringements with drivers given a short amount of time post cut to give up any gained time or positions in race.
  • Ability to set Track Limits to None/Default/Strict
  • Ability to configure number of Track Limit Points before a Drive Through during race sessions.
  • Improved calculation of infringement during time off track, taking into account, time gained, distance travelled, throttle application, time off track, speed differentials, positions gained during race, wall riding and more.
  • During all sessions invalidate current lap and sometimes next lap, based on how close to the end of the lap and the size of the infringement.
  • During race sessions earn warning points, if 3 points are acquired in one go or you pass the cumulative point limit threshold (5 by default) a drive through is given. The size of penalty increases for extreme cuts.
  • Pit Lane Exit violations are now logged and penalized accordingly (May require content updates)
  • Disabled Pit Exit violations by default on Ovals in none race sessions and added ability to customize which sessions have Pit Exit limits enforced via GDB or RFM.
  • Wrong Way Driving calculations have been tweaked to be more lenient when far from the track.
  • Strict mode intended for eSports, has harsher thresholds and invalidates all off track laps in non race sessions.
  • Improved logging options and ModDev options for analysing cuts.
  • Support for up to 16 input devices
  • Added chat message indicating when there are latency issues and collision is turned off.

HUD
  • Added current Track Limits points to Penalties MFD Page in Race Sessions.
Graphics
  • Driver labels now correctly depth buffer regardless of display mode
  • Added Light Dust Particle Profile
  • Expanded Decal Features on IBL Road Shader
  • Fixed orange ambient bug
UI
  • The first launch wizard controls configuration can now be re-run from the “Calibrate controls” page
  • Moved “Electronics” setup settings (TC and ABS) under the “Engine” heading, which has been renamed to “Engine & electronics”
  • Fixed damage multiplier setting description in singleplayer session settings
  • Moved damper setup settings to their own tab
  • Fixed sporadic empty car list on server join
  • Added “Track Limits Rules” singleplayer setting
  • Added “Track Limits Points Allowed” singleplayer race setting
  • Added Tender Springs to suspension setup page
  • Added description/tooltip to Tender Springs setup
  • Improved description/tooltip for Traction Control and ABS
  • Fixed alphabetical sorting of opponent filters and opponents list
  • Fixed race countdown timer format for duration longer than one minute
  • Updated Aston Martin logo
  • Added a button to refresh the setup list
  • Added two settings into the “Visuals” column in graphics settings to adjust the vertical and horizontal position of the Track Limits Info (TLI) screen
  • Fixed alphabetical sorting of car selection list
Physics
  • Dynamic track temperatures based on weather conditions and cars driving on track
  • Added a toggle to load temperatures from real road files on main game/moddev/dedi
  • Added improved anti-lock braking and traction control systems. (Only available on the TEST version of the McLaren Senna GTR)
  • Added Traction Control Power Cut map to control the amount of TC to apply. (Only available for the new TC)
  • Added Traction Control Slip Angle map to control the target (maximum) slip angle before TC activates. (Only available for the new TC)
  • Added ABS/TC dash LEDs which show the amount of slip and show when the systems activate
  • Added Tender Springs functionality (Only available on the TEST version of the Porsche 991 GT3 Cup)
  • Fixed ABS/TC aid through settings
Networking
  • Cars that lag too much or teleport will have collision disabled for 5 seconds.
  • Network speeds now enforce the player limit to max out at the highest acceptable number the connection can support
Sound
  • Fixed loops not restarting correctly
  • Fixed loud audio spike when loading into multiplayer sessions
  • Fixed random shift sounds in the garage
  • Separated TC and Pit Limiter events
  • Fixed audio loop points
  • Fixed spotter and start lights not playing or being delayed
  • Fixed game startup without audio device or with +nosound enabled
  • Performance: Sound system now uses another thread, eliminating random frame time spikes and improving game performance
  • Fixed tracks with lots of ambient sounds not playing any sound at all in some conditions
  • Fixed other cars crashing online playing crash sounds on the player car
  • Fixed HRTF selection
  • Fixed a rare crash when crashing sounds play
Live Stream Overlay
  • Updated broadcast overlay live timing page
    • Fixed live timing page not loading
    • You can now customize the styling with custom CSS (custom_livetiming.css)
      • Added CSS classes: car class for each row and last sticky row
    • Added car class and team name columns
    • Added car livery images
    • Added tire icon
    • Added configurable scrolling and multiclass mode
Modding
  • Batched loading warning pop up messages together for fewer popups (Dev Mode/Scene Viewer)
  • Added warning popup for assets exported with default LOD Out for optimization debugging (Dev Mode/Scene Viewer)
  • Added cancel button to show no more messages that session (Dev Mode/Scene Viewer)
  • Fixed various content issues with Showrooms and Joesville (Dev Mode/Scene Viewer)
  • Added Sideview_UI showroom to ModDev for UI screenshots of cars.
  • Fixed an issue in MapConverter where it would crash with textures named *_M_<type>.TGA
  • Added “FarLight” parameter to IBL Shaders in Material Adjust section. This allows us to set materials to be in shadow beyond shadow cascades.
  • Fixed crash when no AIW file present
Known Issues
  • UI – Steering lock second bracket is cut off
About author
Tarmac Terrorist
If I can drive it, I'm Rocking it!!! Besides writing sim racing articles I am running my own YouTube channel called Tarmac Terrorist

Comments

Ctrl, Alt + Shift and the seat adjustment controls you can set in the options. While it could use less fingers, for setting them once per car it's not that big of a deal.
I used the ALT and CTL and the arrow keys to adjust the side mirrors and nothing worked.

It Is a big deal as you have to do it for every car.

I wait for the day they piss mirror adjustment off.

Why don't they have Mirror Adjustment listed in the Controls with Keys listed?

Argh!

HATE the mirror adjustment,just do what every other sim does,we do not carry a KB in our cars pressing multiple keys to adjust our mirrors all the time lol.
 
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You over thinking it ;)

Every car you drive set and forget same as you do for FOV and FFB and everything else you go back to same car it will be as it was, as it should be.

I have not changed my mirror positions in 10 years, that's a worry.
 
Premium
Does not mean studios have to become one.
They form a separate company same as Unreal did
Build a motor they can license to others
Each studio involved would still make their own titles while
constantly developing motor.

Can you imagine the positives, too many.
Going from one title to another where all settings are the same
Tweak FFB in one sim then drive another same experience
Tweak graphics on one same performance in another
Same VR
Isn't that what we all want ?
It's called communism. Quite a few countries have tried it. Didn't work.

(Don't take this post too seriously... )
 
Download Notepad++ so you can leave rF2 files open
Get to know player.ini
Mirrors: Line 438 to 447
Many things to set false basically stock *.plr is more arcade
 
Premium
So you throw a little punch, but don’t want any answer?!
Politics and games do not go well together.
Living in a post communist country, this was my honest first thought, without wanting to go into politics, this is why I stated not to take my comment too seriously, even if I know most people will find it sketchy.

I do agree, games and politics don't go well together. Simply just reading the post I commented on, I thought that even if combining all sim studios' efforts is not a bad idea, I just remembered that this is still a buisness and every studio would make every effort to gain more than the others. This is just how it works, isn't it? Than the analogy came to my mind. Simple as that. I know people get offended very easily these days, that's why I included the second bit in brackets.
 
Thanks for the tip. Unfortunately, I don't think it makes much difference. I don't really like overly strong FFB either, but this is so weak its ridiculous and completely out of tune with other cars.
It's so weird because on my CSWv2 the FFB is a little light but hardly feels wrong, actually feels heavy at very slow speed coming out of the pits but a tad to light at speed, I increased per car FFB to 110%. I always like FFB to be heavy, always run my wheel at 100 and ingame at 100 unless it clips.

All cars feel amazing and Gateway is excellent.
 
Had a race with the btcc cars last night. Used the hyundai against the AI on thruxton from the steam workshop and genuinely the most fun I've had against AI on any sim for a long time. Typically the fwd cars suffered with their left front tyre and the rwd infiniti didn't.
 
Well, I went against my self-advice and bought some more DLC I was interested in: Laguna Seca, Monza, the new WWTR and Ferrari GT3. I'm not interested in the touring cars or Donington and Brands Hatch at the moment.

I've only done a few short practice sessions, but from my laps at Laguna Seca and Monza my first impression of the new track limits logic is that it works as advertised. If I went off but lost time it seemed to ignore it, but if I didn't or maybe gained a little I got a warning. This is so much better than invalidating a lap (that would be ruined anyway) or facing a penalty regardless of circumstances. More time is needed of course to really see how well it works, but I like it so far. I haven't done enough to get an impression of the Real Road updates.

Here's a question though - if you set up a race weekend with practice/qualifying/race, and set real road to "naturally progressing", does the rubber build up carry over into the next session or start over from a clean track? I should probably know that after all the time I've driven this sim, but keep forgetting to really look for it.

I did about a half hour session on the WWTR oval with Stock Car 2018x. I didn't run in traffic with the AI too much, I had them set much too slow apparently, but they appeared to do well enough getting around the track. I didn't see them constantly hitting the wall on corner entry and exit (ahem, Indianapolis). However if I went into replay at any point, it was always in super-slow motion. I've seen that happen before, don't know what causes it but it's annoying.
 
Well, I went against my self-advice and bought some more DLC I was interested in: Laguna Seca, Monza, the new WWTR and Ferrari GT3. I'm not interested in the touring cars or Donington and Brands Hatch at the moment.

I've only done a few short practice sessions, but from my laps at Laguna Seca and Monza my first impression of the new track limits logic is that it works as advertised. If I went off but lost time it seemed to ignore it, but if I didn't or maybe gained a little I got a warning. This is so much better than invalidating a lap (that would be ruined anyway) or facing a penalty regardless of circumstances. More time is needed of course to really see how well it works, but I like it so far. I haven't done enough to get an impression of the Real Road updates.

Here's a question though - if you set up a race weekend with practice/qualifying/race, and set real road to "naturally progressing", does the rubber build up carry over into the next session or start over from a clean track? I should probably know that after all the time I've driven this sim, but keep forgetting to really look for it.

I did about a half hour session on the WWTR oval with Stock Car 2018x. I didn't run in traffic with the AI too much, I had them set much too slow apparently, but they appeared to do well enough getting around the track. I didn't see them constantly hitting the wall on corner entry and exit (ahem, Indianapolis). However if I went into replay at any point, it was always in super-slow motion. I've seen that happen before, don't know what causes it but it's annoying.
Naturally progressing is indeed the way to go if you want to transfere the real road state from session to session and built up a groove over a race weekend. This also helps to get better offline races from my experience as AI is sensetive to grip changes aswell, same as most racers would struggle more on a green track. Regarding your content choices I hope you are aware that you end up quite a bit more expensive if you buy single items, but it's your choice ofcourse. No idea how to solve your slowmo issue. From my experience it happens mostly when the CPU load is too high. Have you tested it with lower graphic or replay settings?
 
Regarding your content choices I hope you are aware that you end up quite a bit more expensive if you buy single items
Yes, I am aware of that and usually buy packages. In this case however I wasn't interested in other content they were packaged with, and to buy those packages and then the leftover pieces I wanted would have cost more. Actually, this may have been the ONLY time I've purchased individual items. Too bad they don't have a "buy X number of items together and get X % off" instead of limiting you to the package contents they decide.

For the replay issue, if it happens again I'll try. Still aggravating.

And, I figured since there was an RF2 update something must be broken, and it's saved replays. Any replay I had from before the update crashes the game when loading. So, had to delete those. Maybe that happens after every update, I dunno. Do added car liveries still disappear after every update? I stopped adding skins after like the 4th time they all got blown away after an update.
 
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