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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

Of course they should be better than anyone that is not a coder. But in my view since they took RF2 from ISI, they just behaved like modders, doing cars, tracks. The only think they have done to improve RF2 was adding DX11 and VR. Ahh, and taking 4+ years to make a new UI, that is never finished. About the new tires, even modders sometimes modify tires, maybe it is just what S397 have been doing, modifying the tires made by ISI. Kudos to them in taking the best car simulation to make money!
 
Of course they should be better than anyone that is not a coder. But in my view since they took RF2 from ISI, they just behaved like modders, doing cars, tracks. The only think they have done to improve RF2 was adding DX11 and VR. Ahh, and taking 4+ years to make a new UI, that is never finished. About the new tires, even modders sometimes modify tires, maybe it is just what S397 have been doing, modifying the tires made by ISI. Kudos to them in taking the best car simulation to make money!
The have working on the code,the tire model code as updated.
 
My rF2 install is 180GB. Just saying....
Is that only the rF2 folder or also the workshop content? E.g. my rFactor2 install is 134GB, but the workshop files in 'C:\Program Files (x86)\Steam\SteamApps\workshop\content\365960' also claim 101GB. So in total rFactor 2 claims 235 GB on my system. That is the big disadvantage of how rF2 uses Steam Workshop Items I think. A lot of content is stored twice on your system.
 
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Is that only the rF2 folder or also the workshop content? E.g. my rFactor2 install is 134GB, but the workshop files in 'C:\Program Files (x86)\Steam\SteamApps\workshop\content\365960' also claim 101GB. So in total rFactor 2 claims 235 GB on my system. That is the big disadvantage of how rF2 uses Steam Workshop Items I think. A lot of content is stored twice on your system.
It's important to identify the limitation here. Is it really a rF2 limitation or a limitation of Steam and the workshop? I agree it's not ideal but I would have to check if it is the case for games like ArmA 3 that also use the workshop. I remember that game also using quite a bit of disk space. That said, there is a reason why it is done as it's done and it's a bit easy to put this down on the ability of a dev studio. With the competition server it might actually be alot better to have the content stored in some way to speed up the sign up process for competitions without having to wait for long downloads. People waiting for long downloads when connecting to a server has been a frequent complain IIRC, so there is good and bad as with many things in life. ;)
 
It's important to identify the limitation here. Is it really a rF2 limitation or a limitation of Steam and the workshop? I agree it's not ideal but I would have to check if it is the case for games like ArmA 3 that also use the workshop. I remember that game also using quite a bit of disk space. That said, there is a reason why it is done as it's done and it's a bit easy to put this down on the ability of a dev studio. With the competition server it might actually be alot better to have the content stored in some way to speed up the sign up process for competitions without having to wait for long downloads. People waiting for long downloads when connecting to a server has been a frequent complain IIRC, so there is good and bad as with many things in life. ;)
rF2 limitation, probably because Steam Workshop wasn't part of the original game but was integrated after the fact. Train Valley 2, which also uses the Steam Workshop for user created levels does not store the downloaded content twice but only in Steam\steamapps\workshop\content\602320 and can read downloaded levels directly from there.
 
None of the mentioned softwares duplicate and waste your SSD storage for nothing. Stop to justify the unjustifiable
53GB is 53GB
I could not care if it took 200GB it is 4 times better to drive
You can't rate sims by the space content takes ridiculous

.........and the people say bad AI are you blind there is utube here show different
NOW show me the bad AI utubes
I have never heard anyone say the AI is brilliant ... you lot just make things up as you go
 
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Anyway I would not believe a word you trollers say

What are you still doing in threads 10 years on if it is that bad why do you waste your life being negative what a life get over it
 
Here is my contribution now show me the money show me bad ai

Bunch of Losers !

the AI are "ok" if you have them 95%++ and set aggression really high, on lower settings they vary between meek sheep and then complete kamikaze style.. but.. at least you have the slider to set them.. sadly though i think for most new players, jumping into an AI race at high settings will be frustrating until your skill improves

My big gripe is the start line.. no matter what track or car combo I can always overtake at least 3-8 cars on a start. ow good is that damn BMW M4 Class1 though.. my new favorite car in simracing!

 
The main reasons why I rarely play Rfactor2 is absurdly long load times to load a track, especially in VR. Assetto corsa or ACC take about 10 or 15 seconds to change tracks. Rfactor 2 takes anywhere from 1 to 5 minutes. Sometimes I don't know if the game has crashed, because it is taking so long. So I am reluctant to switch tracks or even start the game to begin with. I have never read anything concerning what makes this sim so much slower to load even a short track.
The other main problem is the prettier U.I. menu is the worst and most confusing of any sim I have ever played. Just totally ditch it and have a simple intuitive interface . Everything else is salvageable to very good IMHO.
 
Here is my contribution now show me the money show me bad ai

Bunch of Losers !

Durge, it doesn't matter how many more times you rub it under their nose. They will allways have something to complain about when it comes to rF2. Now they can't complain about the graphics anymore, so it is the UI. If it isn't the UI, it is the broken AI. If it isn't the AI it's the loading times. If it isn't the loading times it's the broken physics engine. And if it isn't the physics engine it is the haircut of their mother.

It doesn't matter because they still can't get over the fact that a ten year old product beats the crap out of the other products where it really matters and that the AI in their favorite product still acts like a bunch of idiots. People have no problems installing games like GTA V, Cyberpunk or PC2 for that matter, where the initial downloads are beyond the 50 GB benchmark while they forget that rF2 comes with a cute initial download of 3 GB. People who haven't understood that you can manage the size of your install - and according to the comments of some usual suspects here I have the feeling that they haven't even installed the game - should just move on and leave the people who enjoy the sandbox that is rF2 alone. But they won't, that's for sure. It sounds as if people right click on the rF2 folder every five minutes and freak out in anger while screaming: "Oh my god,, it's huuuugggeee!!111".
 
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