rFactor 2 Publishes October Release Candidate

rF2-RC-Release-header-1024x585.png
Studio 397 releases its October early build to the public. According to the description, this update focuses on "fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single-player aspect of the software". Full release candidate notes are below.

In anticipation of the Q4 content drop, which will be announced "in the coming weeks", the October release candidate has been unveiled to the public.

"Release Candidate" means this update is in beta, but you can already download and try it out for yourself.

Personally, I find any AI improvements very important, that's why I was delighted to read:
In this new Release Candidate, we have spent some time fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single player aspect of the software – an area that we have noted has been high on the priority list for a number of our community in recent times.

AI and single-player experiences are sadly sometimes only an afterthought of the competitive online experience. It reads well to see a focus on this. Unfortunately, despite the words in this opening paragraph, only 3 dedicated AI fixes seem to be listed. Granted, they do seem major and if "erratic throttle and brake inputs" and "jerky steering motion" are really fixed in this update, it's a great step forward.

Particularly interesting to me is the first point made in the log: "Enabled Alt+F4". Nice to see the rage-quitting community get their will.

Here's the full log:

October 2022 Release Candidate Notes​

Client: 9737077

Dedi: 9737090

General
  • Enabled Alt+F4 and X closing the game
  • Fixed various cross compiler issues
  • Fixed a rare crash when changing cameras
  • Refactored hdv file reading
  • Added Key Assignment to toggle Freelook Mouse Control
  • Fixed upgrades being broken on develop
  • Package installs should now be faster
  • Updated DRS regulations to be restricted in all zones by default and not allowed if there are no DRS zones.
  • Added RFM parameter “RearFlapNoZonesAllowed” to allow DRS when no zones are available.
  • Fixed online temp car not lighting correctly at night.
  • Improved visibility of pitbox marker at night.
Track Limits
  • Added Relaxed Track Limits Mode
  • Added Penalties Only display mode
  • Added Test Day support for GDB Settings (via Practice settings)
  • Increased penalties for passing illegally and increased time to return place.
  • Made it possible to change modes in Dev Mode
  • General improvements to pit lane, removing unnecessary reports inside the pitlane, and fixing pit exit line cut detection if content is setup correctly.
  • Reworked Track Limits dialogue to use HUD Font and add indicator strip
  • Updated track limits display, showing all warnings and penalties via messages.
  • General tidy up and bug fixing on message displaying.
  • Fixed AI editor adding connections from pit lane to main path where the game should not (in some cases due to waypoint locations)
  • Fixed an issue where going off track again before penalization would not continue the investigation.
  • Added ability to configure Track Limits display in HUDs, but fix to set display if not configured.
  • Added “HUD” option to Display position options for Track Limits Info, when set at this it will be placed where the HUD configures. You can manually adjust the position otherwise.
  • Added sample parameters to default HUD
  • Removed loose fonts from ModDev and fixed font loading from mas files
  • Added HUD editor support for Track Limits element
Headlights
  • Added Headlight Pulse. Defaults to J key. On activation headlights will pulse 4 times for a second. Previous headlight state is retained and this will not cause issues with headlight requirements.
  • Set Auto Headlights to turn on at night even if not required.
  • Fixed an issue with Headlight assignment not being kept after a driver swap.
  • Fixed Max Headlights PLR value not being respected
  • Updated Headlights to be culled based on the position of selected vehicle. Note in Freelook mode to make sure you have selected the vehicle you are focusing on if you are having issues with the headlights not being rendered.
HUD / Graphics
  • Improved in Game Exposure in VR
  • Fixed omni lights being falsely applied to objects with Omni not enabled
  • Added ability to set an emissive map on the Terrain shader. Intended for baking distant lighting into terrain.
UI
  • Settings across the UI can now be adjusted more quickly:
  • Right mouse button: 10x multiplier
  • Middle mouse button: 50x multiplier
  • Holding down left mouse button:
  • 5x multiplier after 2 seconds
  • 10x multiplier after 4 seconds
  • Greyed out setup settings (including the name and value) that cannot be adjusted
  • Fixed camber setup setting description
  • Ambient and track temperatures in the event screen are now shown in Celsius of Fahrenheit based on the selected units
  • MultiView monitor side angle setting has been limited to 90 degrees in graphics settings
  • Updated refreshing of setup list
  • Fixed subscribing to “All” content collection in the First Launch Wizard
  • Fixed setup settings becoming greyed out when one of the step values is “N/A”
  • Fixed multiplayer admin session controls
  • Fixed setting next race length (note: new race length will be displayed after switching to another session, e.g. practice → qualifying)
  • Fixed restart race button being disabled during a race session
  • Fixed showing percentage for the singleplayer “Race time” setting when “Race criteria” was set to “% Track Time” or “% Track Default”
  • Fixed “Torque split” setup setting description typo (read wheels → rear wheels)
  • Merged store into RC
  • In multiplayer session controls, fixed selecting spectators when there are more than one
  • Fixed selecting driver/spectator in multiplayer session controls when there’s a driver and spectator with the same name on the server
AI
  • Fixed erratic throttle and brake inputs
  • Fixed waypoint lookahead to fix jerky steering motion
  • Fixed an issue with driveline noise that could cause AI to brake partially off track and spin, or cut too much
Physics
  • Refactored engine code
Modding
  • Added the ability to animate any maps UVW via Scroll and Step options on IBL Standard and IBL Standard Blend shaders.
  • Fixed buggy background on telemetry debug screens in ModDev.
  • Added OnScreen ModDev Tweakbar for debugging Car Cockpit readouts and debugging of LED values.
Known issues
  • Skip updates button on package installation is unresponsive
  • ISI Formula 2 does not load correctly

Worth mentioning is, that the footer image of the update makes it look like there will be more BTCC content coming up:

rF2-RC-Release-Footer.png


What do you think about this update? And what are you hoping to see in the Q4 content drop? Let us know in the comments below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

Premium
Makes for interesting reading. I hope this helps Rf2 in general. I was suprised to read a known issue is,
ISI Formula 2 doesn't load correctly.

Now that strikes me as something that might be worth taking a look at ???
 
I can't tell if the comments about the erratic throttle and break inputs are legit or sarcasm? :)

also which BTCC cars are in the picture?


edit: tbh disappointed I don't see anything like "refactored AI opponent UI to allow for detailed opponent selection and easy renaming of the AI drivers"
 
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I can't tell if the comments about the erratic throttle and break inputs are legit or sarcasm? :)

also which BTCC cars are in the picture?


edit: tbh disappointed I don't see anything like "refactored AI opponent UI to allow for detailed opponent selection and easy renaming of the AI drivers"
there is no sarcasm, as a Simucube 2 owner, rF2 is superior to any other game, and even without AI, so with a fix for throttle/brake AI, there is no more debate :
rF2 > all.
 
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I can't tell if the comments about the erratic throttle and break inputs are legit or sarcasm? :)

also which BTCC cars are in the picture?


edit: tbh disappointed I don't see anything like "refactored AI opponent UI to allow for detailed opponent selection and easy renaming of the AI drivers"
It is a genuine issue that has plagued this game since was introduced in 2018. But yes, I am looking forward to the changes that you outlined as well. This is also needed.
 
there is no sarcasm, as a Simucube 2 owner, rF2 is superior to any other game, and even without AI, so with a fix for throttle/brake AI, there is no more debate :
rF2 > all.
It's my favourite as well but I guess I'm not as pro yet to know about the throttle/brake AI problems. What is it about?
 
It's my favourite as well but I guess I'm not as pro yet to know about the throttle/brake AI problems. What is it about?
Early in the period when S397 purchased rF2, they introduced some code to help NASCAR oval racing. That apparently broke the AI code for the rest of the computer controlled cars. On many corners, the AI would dab at the brake and throttle pedals all the way through the corner. This DID allow the AI to navigate the corners correctly, but it also introduced a Staticco throttle sound through every corner. HUGE problem for many users as it really detracted from the immersion while driving and also extremely annoying while watching replays.
I've only tested with the GT3 cars so far, but it does seem to be almost eradicated. Huge win for offline users who have been begging for this fix for years and years.
 
More BTCC content is welcome although suspecting the next additions could be the awful Cupra and Astra, rather than the Civic Fk8 and BMW 330
 
Can`t play it anyway since the brilliant update to the new ui was finally finished... lmao... waste of time and money... but even Ermin can`t start it anymore as he stated in a recent video about the best f1 game this year... RF2 is a software desaster...
 
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Can`t play it anyway since the brilliant update to the new ui was finally finished... lmao... waste of time and money... but even Ermin can`t start it anymore as he stated in a recent video about the best f1 game this year... RF2 is a software desaster...
You should know that you are in minority, with rF2 picking up a lot of positive exposure and new players since it has been included in the LFM platform.

Aside from that, the new new UI (2022) is, generally, pretty fast and easy to use, with much less issues than the "old-new" UI which was abandoned.

Does it still have issues? Sure. Is it going in the right direction with major progress achieved in the last year? Heck yeah!

Basically, there is an excess of negativity and an absence of effort from your side if you are really "sticking to your guns" with this type of pointless gibberish :-D

PS: you used an accent " ` " rather than an apostrophe " ' " on "can't" and misspelled "disaster".
 
Premium
I can't tell if the comments about the erratic throttle and break inputs are legit or sarcasm? :)

also which BTCC cars are in the picture?


edit: tbh disappointed I don't see anything like "refactored AI opponent UI to allow for detailed opponent selection and easy renaming of the AI drivers"
The BTCC are the 3 of the 4 DLC cars which have been launched so far in 2022 in the Q2 and Q3 game updates: Hyundai, Ford and Toyota.

Within 20 days Q4 update will come out, in principle making the current Beta/Release Candidate the public version.
 
In this new Release Candidate, we have spent some time fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single player aspect of the software – an area that we have noted has been high on the priority list for a number of our community in recent times.
  • Fixed erratic throttle and brake inputs
  • Fixed waypoint lookahead to fix jerky steering motion
  • Fixed an issue with driveline noise that could cause AI to brake partially off track and spin, or cut too much
Thank you so much to everyone at S397 for this. Well done, and keep it up. :)

So. Remember how so many comment and discussion threads related to rF2 have been swamped (by me and others here) by "BuT tHe Ai" comments? While it must have been somewhat annoying, and I'm sorry for that, this is why we did it. Clearly, the feedback here, in the rF2 Discord, and elsewhere has been heard at S397, and they're now working to improve it! I'm beyond thrilled.

Regardless of precisely how good the single-player-related fixes are at the moment :roflmao: I'm just glad they're working on the AI (and hopefully will continue to) – including the fundamentals of the codebase. IMO it'd be worth it for them to get the AI right in rF2. In addition to the FFB and weather, good AI racing used to be a real differentiator for rF2 – and it still could help set rF2 apart from the current-day crop of sims and provide a distinct reason to buy and play it.

For those wondering why these AI fixes matter, one easy example is the Stock Car 2018X on a road course. The issues meant the cars jerked back and forth through the corner and were very slow. I found a decent race to be more or less impossible. Hopefully not anymore! :)
 
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