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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

I end up buying all the new content in the hope they may spend the money on fixing all the offline issues, seems to be an increasingly forlorn hope.

With iRacing and AC/ACC well established and Raceroom on the rise I think the online battle is already lost for now. Fix the core issues rebuild confidence in the product then go back and chase the multiplayer stuff.
 
I've owned Rfactor2 from it's very beginning.
It had become an exercise in futility with regard to the difficulty associated with joining online sessions in particular.
Almost a year ago, I made the decision to stop launching the title.
Last night I saw this article and though.... Okay what is there to lose by seeing what has changed?
I then stumbled upon a nice little BMW M4 2L Turbo I'd never even knew existed.
I loaded it up at SPA and did four laps.
It was immediately apparent I was driving something special....the sound...the 'handling'....wow!
It put a big old grin on my face...one that has been missing where RF2 is concerned for quite some time.
It has done more to restore a bit of confidence in Rfactor2, than all the DLC I'd purchased to date.
If the new car is anyway as good...(different class obviously)... I'll take it.
 
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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.
They seem to be destroying RF2 AI on purpose to enforce the "esports" BS AND because they have no idea how to fix the bugs introduced by their own like the full course yellow madness. S397 is not a software developer, they only bought the platform to sell DLC.
 
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I've in fact mentioned it in my initial comment, yes it will be better in VR because you can turn your head when you enter the corner and look at the apex. On monitor it'd be just annoying. But would you rather not have it at all? Since this is not based off a real car with a Halo but based around a fantasy car close to a modern F1 car? There is no question of replicating authenticity if it was a fantasy car in the first place imo. The halo serves one purpose, to protect the head of the driver, maybe minimally impact the Aero. But this is simracing, the Halo just becomes an obstruction and it isn't protecting anything. One could say "how about rollcages in sims, should be remove those as well?" Rollcages aren't put directly in front of your virtual view.

Anyways if anything, just take it as my personal opinion. I personally do not like it. But everyone is free to choose if they like the Halo in their Sim or not.
Yes, I would have it. Because, its a fantasy car that trying to replicate the real thing. We have enough "F1" cars without the halo.
 
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.

The AI was really good before all the full course yellow bugs were introduced. I think it was one of the patch that introduced that bug and it was downhill from there.

I used to love playing rF2 offline because of the amazing AI that fights decently with you, pass slow cars reasonably well, works well with safety cars and still make some mistakes. Now, it is a mess of constant full course yellow with drunk drivers on the track.

Havent play much since the full course yellow bug and no intention of returning/buying more content until offline gets more support.

I guess esports more important than offline players.
 
Not everyone is familiar with what a halo looks like in sim racing..

So just some context for those about why a halo is distracting for sim racing even though it's part of the real car we are simulating
h-png.485113
Slightly off topic but quick Q how do you get the leaderboard up for the LMP, GTE etc please?
 
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Just some of the things that are still outstanding with the AI after 5 years of Studio 397....

- AI Slipstreaming (Cars unable to slipstream and will effectively break every 0.5ms behind a car, even if it's slower class)
- AI are unable to overtake if they intend to pit (even if you have a LMP1 and a GT3, the LMP1 will stay behind the GT3 all the way until the pits)
- AI in wet weather pit repeatedly each lap for new tyres (Studio 397 caused this and it was acknowledged back in 2016. Still no fix)
- AI Full Course Yellows are broken (Something else that was ruined for offline racing)
- AI Erratic Throttle & Breaking in corners (introduced in Build: 1110 which was in 2018. Again, no fixes, it wasn't even tested).
- New AI Cars always have a tendency to spin and are very rarely configured correctly (slow, usual breaking lines, wheel turning 360 degrees for small turns)
-AI AIW is usually always very poor on new tracks (usually they don't even bother testing it properly and just release it anyway).

The state of offline is unbelievably bad right now. Studio 397 basically inherited the code, made it worse, and refuse to fix any of there mistakes. Meanwhile people continue to buy DLC to race offline knowing all of the above issues. They've done nothing in 5 years to rectify these issues, and it's safe to say they'll continue to keep f***** it up.
 
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I liked rf2 very much but now after ams2 i do not wvwn touch it… this game should change a lot of things, as ffb was one of best, but now o do not think so, competition is very strong that is very good for us simracers
How people can be so different and feel different things altogether. Well, me and my son cannot touch AMS2, because of the FFB feel (Exactly(almost) the same feel as pcars2) With RaceRoom, after the new FFB and physics update, i´m having a blast, the feel for me is very similar to RF2 now. I only play in VR, and ams2 can have the most beautiful graphics but with that FFB, i cannot feel the cars, so not many hours of play. I don´t like the way S397 have been developing RF2, without fixing the basic thinks, and taking almost 4 years to develop a awful UI, in my view they are just Modders, not Developers, because the core of rf2 have been the same since ISI left the scene, of course they have had dx11 and VR, that i like, but the core of the game is exactly the same. I´m sure they do not have brain power to decipher ISI core game, maybe none have, it is real a pity, because no SIM, in my view can translate the feel of driving a racing car like RF2 does. Well, driving with soft or hard tires do not affect anything else, only grip with hard tires, because the life of them is the same, one of the most import things that should have been implemented, track temperatures, is no where.
 
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The irony here is, that Luminus (S397) is an actual software and tech company.
So they literally are software developers.
Well, they must be as good as some of my developers collogues, always making code full of bugs ( i´m a computer engineer) and using the internet to solve(copy code) there problems. The new UI is just stupid and full o bugs. If you try steam offline, run rf2 in offline mode, the UI will freeze for seconds, before you could change cars or tracks, every time you change cars or tracks. When you click in the race tab, in offline mode, it will try to browse the internet, and will take some seconds to do it. In online mode(steam) i don´t have that problem. Trying to have a race in multiplayer, is the same as trying to found a needle in a barn.
 
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Nice.
And complete overhaul of their amazing steam item system should be much appreciated.
+1 Even R3E's wacky custom points store is better than the steam way of buying things

I'd even go for Steam's regular way of buying DLC over that.

Which reminds it'd be great if S397 adopted Reiza's season passes idea and/or the way they package and release dlc that'd be fine.
 
I have bought and tried the new Formula Pro,and noticed that these cars can walk away from on the straights and track you down on the straights too easily even with the DRS on. Then they slow up on the turns way too much. Appears to be a common problem with these F1 cars. Only way to fix it I guess is lower down the AI alot. Also, the halon needs to have the option to remove it like other F1 mods.
 
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
Nope they are not, they try to make their brand more visible.
Huge grills is fashion.
As if aerodynamics is only something for airplanes, but not for roadcars. ;)
 
Slightly off topic but quick Q how do you get the leaderboard up for the LMP, GTE etc please?

I have no idea, I just took a picture of a car with a halo and photoshopped on all sorts of overlays I found online because I see people talking about halos getting in the way yet I see so many screens that are cluttered in all that stuff :)
 

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