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

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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

I think most of you have problems must be redoing player and userdata files
Ever since beta I set mirrors, seat position, FOV, FFB per car and they have always saved , are any of you calling me a liar ? , I like to see it !

Tell me I got a bad name because what I defend rF2 by telling lies ?
Listen to you lot go on !

You full of ****

Oh look I backup the user data folder lol rF2 amateur's ! , blame the sim typical
 
Oh and just like every other gmotor sim you backup different players for oh I don't know, Historic player and Modern player at the very very basics !

In GTR2 GTL rFactor I have many players for many situations, different cars, AI files, plugins screen position, key layouts, heaps of things but somehow rF2 is supposed to do all while you endlessly re-installing it, deleting userdata, resetting player lol

That is what OVGME is for yes rF2 as well
 
Staff
Premium
Is it not the same adjustment as the original rF1, which I seem to remember saved it.
And with that I think the mirror thing has been covered now.
 
Is there still only one seat/mirror setting for all the cars in game or are they being saved on a per car basis by now?
I think they are saved on a per-skin basis. Admitted, it' one of the areas that still isn't ideal but once you have an idea how it works it's not a big deal and doesn't require more than a minute before I go racing. For online racing I use the virtual mirrors anyway as I am driving single screen.

That said, I find this whole discussion about too much customizability in sim racing a bit funny at times. From a realism standpoint rF2 has the most realistic solution :p, as every car is handled as an unique entity in the game. There are genres where controls can't be complex enough, like DCS for example where developers put alot of effort into very detailed control schemes and in sim racing it moves more and more into directions where everything needs to be automated. It's a hobby so why don't we take the time that we need for our hobby? And I don't just mean the driving part. If I get into a "new" car I need to get comfy first.

Interestingly I would move away from the automization if I was developing a sim. Same goes for HUDs. Why aren't we at a point where we use animated pitboards and better dash boads? Why isn't every sim using those animated monitors in the garage like in the official F1 games? In my sim there wouldn't be options that start with "auto". Whenever I hear people complaining that they can't see the start lights I tell them to take a clear look at their surroundings. Those big red startlights on the HUD infront of your face are the most "arcade" thing ever and I would kill them with fire if I could :p. At Gateway you have to keep an eye on the guy on the start tower. Such little details are great and add another level of immersion from my perspective. At the historic tracks in rF2 you have no start lights aswell because at those times there was an artistic guy waving the flags at the S/F line. People cry when the slip angles of cars are half a degree too high but once they have no start lights on the HUD or the cars roll away at the start the world falls apart. :)
 
I know it's not the subject of the thread, but speaking of mirrors, I need to say something.

Don't get me wrong, rFactor2 is by far my favorite sim.

RF2's mirrors in VR are broken. First of all they look flat, not 3D. This is common in most sims, except Live for speed.

I edited in the player.json file the line that says:

"Self In Rearview":"*",
"Self In Rearview#":"Empty for nothing, * for everything, otherwise list comma-delimited instances you want _removed_",

to see the parts of my own vehicle and increase the immersion and it resulted in a disaster. The reflection seems to come from the nose of the car and I can see the windshield and the back of the mirror itself. That also affects the wrong angle it shows when moving with the aforementioned key commands.

And yes, this also happens with official content. If you don't believe me try it yourself in VR. And then try Live for Speed to see how they should be.

In any case I will continue to love RF2 even if it hurts sometimes.
 
I know it's not the subject of the thread, but speaking of mirrors, I need to say something.

Don't get me wrong, rFactor2 is by far my favorite sim.

RF2's mirrors in VR are broken. First of all they look flat, not 3D. This is common in most sims, except Live for speed.

I edited in the player.json file the line that says:

"Self In Rearview":"*",
"Self In Rearview#":"Empty for nothing, * for everything, otherwise list comma-delimited instances you want _removed_",

to see the parts of my own vehicle and increase the immersion and it resulted in a disaster. The reflection seems to come from the nose of the car and I can see the windshield and the back of the mirror itself. That also affects the wrong angle it shows when moving with the aforementioned key commands.

And yes, this also happens with official content. If you don't believe me try it yourself in VR. And then try Live for Speed to see how they should be.

In any case I will continue to love RF2 even if it hurts sometimes.
Sometimes it makes sense to look at when development of a sim started. rF2 was born around 2008/2009 when VR was nonexistent. At that point ISI created cars that would be cut in half behind the driver seat to safe performance in first person view, as rF2 was a real performance killer at that time. The self in rearview mirror option doesn't really work and is disabled by default for that very reason. Adding VR was an afterthought so enabling that option might be on a to-do-list, but it's not really high priority propably. With the latest releases since VR was introduced you can look around in the cars though.
 
hi there. anyone knows if it can be turned on, or is it just a bug?
It is definitely a mistake in files for objects visibility of that mod. There are more but less obvious similar issues with it. It surely has to be fixed soon.

I also hope they rise up front floor points, cause sparks from something invisible ahead of the car also isn't a good look.
 
Last edited:
I know it's not the subject of the thread, but speaking of mirrors, I need to say something.

Don't get me wrong, rFactor2 is by far my favorite sim.

RF2's mirrors in VR are broken. First of all they look flat, not 3D. This is common in most sims, except Live for speed.

I edited in the player.json file the line that says:

"Self In Rearview":"*",
"Self In Rearview#":"Empty for nothing, * for everything, otherwise list comma-delimited instances you want _removed_",

to see the parts of my own vehicle and increase the immersion and it resulted in a disaster. The reflection seems to come from the nose of the car and I can see the windshield and the back of the mirror itself. That also affects the wrong angle it shows when moving with the aforementioned key commands.

And yes, this also happens with official content. If you don't believe me try it yourself in VR. And then try Live for Speed to see how they should be.

In any case I will continue to love RF2 even if it hurts sometimes.
It's up to the makers of the car to make sure the cockpit view contains everything you need to see in VR.
So not half the car is missing when you look backwards.
Has actually nothing to do with the sim itself.
The cockpit view is a whole different 3D object set not connected to the exterior of the car at all.
So instances/objects need to be added to the cockpit file.
Content producers need to add those 3D objects you need to see from the drivers viewpoint.
Not some magical software switches that can help.
 
Last edited:
Premium
You missed reading the thread :)
Believe it or not I went through the whole thread searching for references to these issues

I found people talking about it but still assumed I must be missing something as the severity of the problem is ridiculous
 
Loving the mini but it does have a strange bounce, i dont see of "feel" it in the car but you can see it in the AI.

 
Last edited:
Not true, not just Live for speed.
I can't talk about iRacing because I don't use it, but the rest of the VR compatible sims, RF 2, AMS 2, AC, ACC, RR, PC 2 and DR 2, have 2D mirrors.

Do not confuse head tracking with 3D imaging.

I know, AC has an option within CM to make them 3D, but it's not realistic like Live for Speed.

Edit: If I've missed any settings in any of the sims I've quoted that make the mirrors 3D, please let me know.

In any case, I have no problem with this because it is common in almost all sims, but I do have a problem with the angle of the reflection and the view of the vehicle itself.
 
Last edited:
It's up to the makers of the car to make sure the cockpit view contains everything you need to see in VR.
So not half the car is missing when you look backwards.
Has actually nothing to do with the sim itself.
The cockpit view is a whole different 3D object set not connected to the exterior of the car at all.
So instances/objects need to be added to the cockpit file.
Content producers need to add those 3D objects you need to see from the drivers viewpoint.
Not some magical software switches that can help.
Yes, I understand, but what about the wrong positioning of the mirror on the nose of the car?

This makes the angles of the reflections not right. Has no one noticed?
 

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