rFactor 2 GT3 update announced for February 7th

GT3-Update-4-1.png
Studio 397 just announced a significant updated that will enhance all the 14 GT3 cars available in rFactor 2 that will see important physics changes affect the category.

Here is a list of all the announced changes and additions:
  • new tyre model
  • tender spring support (tender spring is a term that often designates a smaller, secondary set of springs mounted on a shock that is usually of a softer rate than the main spring and serves to soak high frenquency bumps and curbs)
  • traction control update
  • ABS update
  • downshift protection
  • sound update (integration into the new sound engine)
  • updated BoP
Studio 397 advertises that this will affect the way cars need to be driven, stating racers will need to adjust their driving style and setups accordingly. They also say the addition of shift protection to these cars will prevent unrealistic use of rapid fire downshifts to achieve unrealistic stopping distances - a tactic widely used by the fastest players in games without the feature, such as Gran Turismo.

Overall, this update should make GT3 cars "a richer, more immersive driving experience" and generally more accurate, as per the devs' words.
About author
GT-Alex
Global motorsports enjoyer, long time simracer, Gran Turismo veteran, I've been driving alongside top drivers since the dawn of online pro leagues on Gran Turismo, and qualified for the only cancelled FIA GTC World Tour. I've left aside competitive driving in 2020 to dedicate myself to IGTL, a simracing organisation hosting high quality events for pro racers and customers, to create with friends the kind of events we wished we could have had. We strive to provide the best events for drivers and the best content for viewers, and want to help the simracing scene grow and shine further in the global esports scene.

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this Friday, we will update our Release Candidate with a new feature… the ability to race online against content you don’t own! Exciting as this is, we just need more time to polish it all up, and a few other bits, so we hope you don’t mind a little delay – I’m sure you will think it was worth the wait!

Here waiting for the haters
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With cars that are updated to the new sound system, you can barely hear the opponents unless they are right next to you. (nice Dopler effect as they go by) In fact, that has been one of the early gripes by users. Apparently they got used to hearing the cars as a situational awareness tool.
In the cockpit view it may still be bearable, if you (like me) take a different view, the noise of the others is very annoying
 
The online news are pretty great to hear. I am curious to see how the system will work. In AMS2, R3E you basically have everything installed. In iRacing it's optional. I am guessing it will be a similar system to that in iRacing, where we manually choose content that's installed, or it auto installs once we join a server.
 
The online news are pretty great to hear. I am curious to see how the system will work. In AMS2, R3E you basically have everything installed. In iRacing it's optional. I am guessing it will be a similar system to that in iRacing, where we manually choose content that's installed, or it auto installs once we join a server.
this update (the release candidate build preview) has the ability to manage content, so to install/ update /uninstall, even store content manually, in other words we will presumably be able to only have the content installed that is wanted
 
The news that you can race online against content you don't own is massive. Will allow many more people to (potentially) enjoy racing in rF2 without having to drop a lot of dollars for a whole lot of cars they may need to race against, but don't want to drive themselves. This has been a killer feature of RaceRoom for a long time. Nice to see it come to rF2. Well done, Studio 397. :thumbsup:

This also shows more than ever that Studio 397 are listening to the community. This has been one of the most requested features (as well as arguably the most complained about missing feature :roflmao:) for a long while now. And the list of various bugs/complaints/limitations is shrinking with seemingly every update, recently. Still a ways to go, but the progress is encouraging!
 
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Does anyone know if the "sound update" will fix the issue whereby the new sound system broke the sound for legacy/historical mods?

I primarily drive historical mods so have been waiting for this to be fixed before upgrading.
 
Does anyone know if the "sound update" will fix the issue whereby the new sound system broke the sound for legacy/historical mods?

I primarily drive historical mods so have been waiting for this to be fixed before upgrading.
Something worth trying is to increase volume for both the Onboard + Legacy Engine sounds. I find that works in most cases (Using RC version). You may have to max them out, or close to it.
 
The news that you can race online against content you don't own is massive. Will allow many more people to (potentially) enjoy racing in rF2 without having to drop a lot of dollars for a whole lot of cars they may need to race against, but don't want to drive themselves. This has been a killer feature of RaceRoom for a long time. Nice to see it come to rF2. Well done, Studio 397. :thumbsup:

This also shows more than ever that Studio 397 are listening to the community. This has been one of the most requested features (as well as arguably the most complained about missing feature :roflmao:) for a long while now. And the list of various bugs/complaints/limitations is shrinking with seemingly every update, recently. Still a ways to go, but the progress is encouraging!

I read the announcement, and maybe I misunderstand, but it seems like it's just a package management system to easily see and manage the content you own or download. There doesn't seem to be any explicit mention of not needing all server content to join. If that is the case it doesn't solve the problem you mention.
 
I read the announcement, and maybe I misunderstand, but it seems like it's just a package management system to easily see and manage the content you own or download. There doesn't seem to be any explicit mention of not needing all server content to join. If that is the case it doesn't solve the problem you mention.
it's not the complete "patch note" they released 2nd part (actually 3rd because 1st was about gt3 update) about it today
 
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The news that you can race online against content you don't own is massive. Will allow many more people to (potentially) enjoy racing in rF2 without having to drop a lot of dollars for a whole lot of cars they may need to race against, but don't want to drive themselves. This has been a killer feature of RaceRoom for a long time. Nice to see it come to rF2. Well done, Studio 397. :thumbsup:

This also shows more than ever that Studio 397 are listening to the community. This has been one of the most requested features (as well as arguably the most complained about missing feature :roflmao:) for a long while now. And the list of various bugs/complaints/limitations is shrinking with seemingly every update, recently. Still a ways to go, but the progress is encouraging!
Yes MASSIVE considering it took 10 years.
 
Premium
Positive news from S397 Discord regarding the release delay:

So, let’s tell you one of the big reasons why we want to delay… this Friday, we will update our Release Candidate with a new feature… the ability to race online against content you don’t own!
 
LOL not wrong, but hey, at least happening ever :)
Hopefully, after 10 years, they'll also fix the ridiculous problem where you can't join a room unless you have all the future tracks the server may race on.

One of the dumbest limitations in all of online multiplayer videogaming history.

"Sorry, cannot join the current game. Even though you have the current track, you don't have some of the tracks the server may race on in the future so you need to go download other tracks just to play on the current track you do in fact have".

LOL!!!
 
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no, the mods need to be upgraded for that. not the game :)
Ideally RF2's Software Architect would have accounted for backwards compatibility in the design of the new sound engine, but it sounds like that didn't happen.
 
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Hopefully, after 10 years, they'll also fix the ridiculous problem where you can't join a room unless you have all the future tracks the server may race on.

One of the dumbest limitations in all of online multiplayer videogaming history.

"Sorry, cannot join the current game. Even though you have the current track, you don't have some of the tracks the server may race on in the future so you need to go download other tracks just to play on the current track you do in fact have".

LOL!!!
From a reply on another thread, tracks will probably not be included in this new method. Laser Scanned tracks are expensive and one would think they would not want to give them away to online users. Think of leagues. League admin buys a track and the rest of the league could then practice & race for free?
 
Ideally RF2's Software Architect would have accounted for backwards compatibility in the design of the new sound engine, but it sounds like that didn't happen.
Technically the new sound engine IS backwards compatible, otherwise you would hear nothing at all when running mods that have not been upgraded. They have made some accommodation with the LEGACY sliders. But going from a non positional 64 sound channel system to 3d audio with 256 channels should highlight the massive change. To make the sound engine capable of mimicing the old system would be to limit the possible advances...and why bother updating sounds at all then?
The simplest way for mods to work with the new system is for the mod creator to split the sounds from Stereo to Mono. Then the user can balance the engine vs SFX with the legacy sliders. It 'is' different, it will sound different especially with non updated mods, but the benefits going forward are huge.
Perhaps, as modders learn more about the new sound engine, there may arise a few users who could provide sophisticated sound packages for older mods. Look what Doddyco has done both before and after the new sounds for the F186-88 mods.
 

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