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New rFactor2 Roadmap update - New Car Announced

rf2 BMW (1).png


The latest edition of the rFactor2 roadmap has been released and there is some tasty content on the way along with some other neat updates.

As a big rFactor2 fan I am excited to see the latest news regarding new cars coming to the highly accurate sim, especially the BMW M4 GT3, it's a popular choice in iRacing so I would expect it will a go to car for many in rFactor2.

Here are the highlights from the latest roadmap update:

Announcing The New Formula Pro Car

A new car is about to be released for rFactor 2, in the form of the mighty Formula Pro – a realisation of how top tier open wheel formula racing will be represented in the years ahead. The introduction of the Formula Pro in rFactor 2 will mark the fastest and most modern open wheel machine within our collection of vehicles, featuring no-less than an eye watering 800 HP delivered to the real wheels of a car that weighs just 680 KG. Complete with modern safety devices like Halo head protection system, this new car takes a lot of skill and effort to race, and gives us all a small insight into how open wheel racing is set to develop in the very near future


Release Candidate and Beta Progress

Earlier this month, we deployed a substantial new ‘Release Candidate’ build update for the simulation, bumping the version number for this latest RC build and adding the new and (we believe) dramatically good-looking first pass at Screen Space Reflections (SSR) – vastly improving the way rFactor 2 represents reflections in wet road conditions, adding a much appreciated level of graphical depth and quality to the simulation when racing in the rain on any given track within the title. Of course, with such a considerable improvement to the graphics of the software, we anticipate small fixes and updates will be required over the comings weeks to ensure everything is performing exactly as expected, something that we are monitoring and working on at a near daily basis back at HQ.

What this does mean, following a release of this size, is that much of our attention is currently focussed on supporting the quality of life and development of the latest Release Candidate update – addressing any issues that have been presented by the community and generally making sure that everything is performing correctly, and addressing any bugs and problems that crop up between now and when we turn this latest Release Candidate build into the main rFactor 2 branch on Steam.

Already we have received a few reports of various items of interest from the community, which we are in the process of reviewing and tweaking for the next hotfix update currently in development.

Although a lot of our resource capacity is quite rightly focussed on the continued improvements to our current RC build, we are also turning our attention to the next batch of updates that are underway behind closed doors (the workflow never stops!) – although these changes are still at an early stage as we focus mostly on supporting the current RC, we have plenty of interesting fixes and improvements planned for our next update.

Rf2 Chevy (1).png


Tyre Compounds In Overlay

One of the key areas we are looking at expanding in the near future is the amount of information shared to the game overlay, something that should help enrich the various rFactor 2 broadcasts that are regularly run both centrally here at Studio 397, and out within the wider rFactor 2 community. With the introduction of the upcoming Formula Pro open wheel car, and the inevitable selection of tyre compounds that machine comes with, we have resolved to upgrade our overlay system to show the viewers at home which compounds are in play for each driver at any given time – something that we feel will bring a positive improvement to the broadcast experience within the simulation.

As many of you will likely have noticed from the last Release Candidate update, we have already added a few new features to the in-built overlay that have proven to be popular amongst our active racing community, namely the introduction of a brand-new DRS display, as well as the welcome addition / return of RMP, speed, gear and pedal inputs. Needless to say we will continue to look at refining and expanding this powerful tool within the simulation, as well as continuing to enjoy the many varied event broadcasts our outstanding community so impressively produce.

2022 BMW M4 GT3 Announced

If you tuned in to the recent BMW Reveal Event ahead of our new BMW M4 Class 1 2021 announcement, you may have noticed a cheeky little reference to another new car towards the end of the show – that’s right, we have signed a licence agreement with BMW to bring the new for next season 2022 BMW M4 GT3 to rFactor 2 – a car that will represent the 14th GT3 model in the simulation, and should prove to be a very exciting and dramatic modern upgrade for the rapidly expanding field of GT3 cars already on offer in rFactor 2.

Developed as the successor to the M6 GT3, the new machine represents what BMW hope will become the new standard in GT3 performance. Based on the latest generation BMW M4, the new car not only looks dramatically different to its predecessor, but should pack a greater punch out on the circuit with improved consistency and tyre life one of the key cornerstones of this latest design. Of course, it is still very early days for the sim version of this car, as the real world M4 GT3 is still very much undergoing intensive testing and select race outings ahead of its 2022 competition debut, so stay tuned on the Studio 397 website and rFactor 2 social channels for further updates and news about this exciting new addition to rFactor 2 in the weeks and months ahead.

rf2 BMW (1).png


That’s about it for the things we can talk about going forward, rest assured these are just the very tip of the iceberg here in rFactor 2 land – we’ve got PBR updates, new licences, new cars, feature improvements, bug fixes and many other things besides all cooking away in the background – but more on some of those topics another day.

As is tradition in these roadmap posts, we will now turn our attention to some of the key highlights that occurred during the month about to pass, with a quick look back on some of the things we have achieved in June….

AND THERE'S MORE...
There is a ton of other goodies in the official update from Studio397 including Summer sale, competition system and a look back at June. Check out that article by Paul Jeffrey
About author
Steve Worrell
A motorsport fanatic and sim racer for over 20 years. Content creator for RD, and MD at Simracing.gp. Favourite sims include ACC, AC, RF2, AMS, WRC9 - VernWozza#7419 @vernwozza

Comments

Not a dig at RF2, but that BMW (along with the M3) is the ugliest thing in creation. Whoever came up with that grill apparently advises rappers also. BMW has lost it's mind. There is nothing racy about a car that looks like that.

I will continue to use the M6 GT3 until the dolphins fly and parrots live at sea.
 
On the halo talk... I went in with an open mind, even looking forward to it. I think the first time we got it was with AMS1. Does it obstruct the view? A little bit. Never had an accident because of it. Driving open wheeler cars without it is now weird for me. Racing in 1080p by the way.

On @Amanda's point fully agreed. Not only "premium" cars not have proper digital dashboards with multiple pages, the older cars even have completely wrong fonts, stretched numbers, etc. Some AI improvements would be long due as well. Error prone in some cars, even more so in multi class, FCY, Safety car, Formation lap systems are... no comment.

@Badwheels I still don't particularly like how the road car looks, but this M4 GT3 really grew on me, it looks so... racey. Looking forward to it very much. Hopefully it reaches ACC as well eventually.

Content-wise I like that they are picking up, however the main priority for me would be to improve the offline racing experience.
 
Would love to hear details about Motorsport Games and how that's progressing and how it plays into development.

Agree. At least it looks like there is some kind of "more development"happening since this year.

DTM BMW and Monza: very good stuff, well done. The BMW is way harder to drive as the mostly used GT3s. What a shame that these cars are not used in the real DTM anymore. Tire model seems very authentic as well. Played a big role in reality last year. All in all: really good stuff.
 
On @Amanda's point fully agreed. Not only "premium" cars not have proper digital dashboards with multiple pages, the older cars even have completely wrong fonts, stretched numbers, etc. Some AI improvements would be long due as well. Error prone in some cars, even more so in multi class, FCY, Safety car, Formation lap systems are... no comment.
Oh yes, completely forgot about the fonts.

But the worst offender was while I was racing yesterday. Full-Course yellow, I had to stay behind a certain car. Problem is, this car was literally going 20 mph on purpose, doing brake checks, and we (me and him) were miles behind the pack.

rF2's AI has always been talked about as "one of the best AI out there", but honestly I don't see that. In multiclass races, I dare you to take any high-speed corner in a GT3/E car while there's a prototype on your tail. They lack the basic understanding of "hey, this driver is struggling for grip and will hit the apex at any moment, why don't I just stay behind until the corner is over", they simply go through as if you're not there - the result is you either have to give up on the corner (either by massively slowing down or going on the runoff area) or you'll have your race ruined by an artificial "intelligence" that lack basic racing knowledge.
 
Oh yes, completely forgot about the fonts.

But the worst offender was while I was racing yesterday. Full-Course yellow, I had to stay behind a certain car. Problem is, this car was literally going 20 mph on purpose, doing brake checks, and we (me and him) were miles behind the pack.

rF2's AI has always been talked about as "one of the best AI out there", but honestly I don't see that. In multiclass races, I dare you to take any high-speed corner in a GT3/E car while there's a prototype on your tail. They lack the basic understanding of "hey, this driver is struggling for grip and will hit the apex at any moment, why don't I just stay behind until the corner is over", they simply go through as if you're not there - the result is you either have to give up on the corner (either by massively slowing down or going on the runoff area) or you'll have your race ruined by an artificial "intelligence" that lack basic racing knowledge.
Have done 6 hour races at Virginia 110% with 35% aggression and had no problem with AI honestly barely a few incidents a hour which is what you would expect in reality. Easy to force AI offline and brake test

To have well behaved AI is fiction and why would you select any flags offline ? ;)
 
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- Please fix the Logitech G29 rotation problem. Every time I need to change cars, I must change the rotation on the Logitech profiler. No other game suffers from this and it seems you're either lazy or incompetent that this problem isn't fixed after many years existing out there. It should work like in all other games: I set my wheel simply to 900 degrees, and each new car works out of the box regardless of the car's specific wheel rotation, my physical wheel just stops when the virtual wheel stops;

Hello,

I agree with you for everything you said except that, this is solved (since a last tree years) ;)

You must go to your "controller.json"
And check these line (put it this values, your logitech setting for rotation need to be at default value 900°) :
"Steering Wheel Maximum Rotation = Default”
“Steering Wheel Software Rotation" = "true"
“Steering Wheel Maximum Rotation from Driver” = false (I think this one is the problem)
 
Hello,

I agree with you for everything you said except that, this is solved (since a last tree years) ;)

You must go to your "controller.json"
And check these line (put it this values, your logitech setting for rotation need to be at default value 900°) :
"Steering Wheel Maximum Rotation = Default”
“Steering Wheel Software Rotation" = "true"
“Steering Wheel Maximum Rotation from Driver” = false (I think this one is the problem)
What year is it, 1991 when Linus Torvalds just released the first Linux build and we had to do everything via text files and command lines? xD

It's not "fixed" if I have to manually go to configuration files and actually fix the problem.

But really, thanks, I'll try that in a few minutes.

EDIT: Seems to have worked. Thanks.
NOW it's fixed xD
 
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Have done 6 hour races at Virginia 110% with 35% aggression and had no problem with AI honestly barely a few incidents
You mean multiclass races? You being the slower class?

Now, granted, I've been away from sim racing since 2018, but I could boot up rF2 and record at least 80% incidents when a prototype was behind me and I needed to corner.
 
The new formula car is exciting news to me. I agree with those that see no need for the halo system. They could at least make it removable so if you don't like it you can get rid of it. It is a fantasy car after all, and not a replica of a modern F1 machine. Either way I'm sure I will like driving it when its released. Should be a lot of fun.
In VR or real life 3D the halo is much less distracting and irritating.
On the straight you lean you head a bit sideways and tend to focus beyond the halo.
But in 2D i hate that screen dividing bar blocking my vision to the cars ahead of me.
 
Not a dig at RF2, but that BMW (along with the M3) is the ugliest thing in creation. Whoever came up with that grill apparently advises rappers also. BMW has lost it's mind. There is nothing racy about a car that looks like that.

I will continue to use the M6 GT3 until the dolphins fly and parrots live at sea.
 

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You mean multiclass races? You being the slower class?

Now, granted, I've been away from sim racing since 2018, but I could boot up rF2 and record at least 80% incidents when a prototype was behind me and I needed to corner.

Sorry no LMP but I was lapping GT3/GTE with other LMP fine
Try turning up strength and more aggression makes AI more decisive
This was 44AI really great
Not trying to say you not right as many factors to each situation
Worse problem was AI taking your pits so had to make sure you pit out of sequence

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Here are a few ideas for S397:

Instead of (seemingly) focusing mostly on releasing expensive content, how about actually improving the core experience? Like:

- No more doubling the disk space necessary for rFactor 2. Currently, if I subscribe to a 5 GB file on the workshop, I must inescapably reserve 10 GB in disk space, 5 for the workshop file (which will never be used again after installing in-game) and 5 for the actual rFactor 2 data folder. This system might be OK for smaller games, but for something that uses more than 50 GB (like rFactor 2) it's just a bad way of using precious disk space;
- We need the cars' displays to actually flip. GTR2 (2006) and Race07 (2007) already had working in-car displays that you could flip the pages (main page, tire data, laps, etc). R3E has this feature, PC2, AMS2, ACC.... In rFactor 2 we still must use the HUD to see tire info, lap info, etc, which isn't realistic at all;
- Why do all of my races have a full course yellow after a few laps if I have the full-course yellow option enabled? Every single race this happens;
- Your DLC purchasing scheme is just horrible. I bought the first GT3 pack you launched it in 2017 ("GT3 Power Pack" or whatever the name was) and had a few GT3 cars in my inventory ever since. I bought another GT3 pack and didn't get any discount for the cars I already had, in addition of having duplicate cars in my Steam inventory;
- Please fix the Logitech G29 rotation problem. Every time I need to change cars, I must change the rotation on the Logitech profiler. No other game suffers from this and it seems you're either lazy or incompetent that this problem isn't fixed after many years existing out there. It should work like in all other games: I set my wheel simply to 900 degrees, and each new car works out of the box regardless of the car's specific wheel rotation, my physical wheel just stops when the virtual wheel stops;
- Loading some of the newer tracks (like the Nordschleife) should not take 10 minutes and should not take 12 to 14 GB of RAM for 29 cars;
- Performance-to-looks ratio is just bad. Either the graphics engine needs optimization, or there's something else going on. Like for instance, in the past I could set the opponent detail to low but they would still have the same rain particle effect as me. That shouldn't happen on Low settings for the opponents.
Yes, yes and yes!
The disk space issue is so annoying, sometimes I want to erase rF2 from by SSD just because of this atrocity.
Add to your list new driver model, looks utterly terrible on VR. It's not just ugly but also has no animations apart turning the wheel... in 2021.
 
Sorry no LMP but I was lapping GT3/GTE with other LMP fine
Well, of course, when it's you the faster car you know when to give space for the slower cars.
Now record yourself on a GT3+LMP1/2 race in Silverstone or Spa where you're driving the GT3 cars. You'll see the carnage this AI can make. They're clueless.
 
Not a dig at RF2, but that BMW (along with the M3) is the ugliest thing in creation. Whoever came up with that grill apparently advises rappers also. BMW has lost it's mind. There is nothing racy about a car that looks like that.

I will continue to use the M6 GT3 until the dolphins fly and parrots live at sea.
Not to defend but if you look at the old BMWs, including the 328, you can see what the designers are trying to do
050_328.jpg
 
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