rFactor 2 | Q2 Content Release and Patch Out Now


The second update and content drop in 2022 for rFactor 2 is now live on Steam, it includes an extensive changelog, graphical enhancements, and 5 new pieces of content.

Just like before the Q1 update in February, Studio 397 have been teasing and hinting towards updates, enhancements and releases over the last few feeks, then they've slowly been building up to the release with content announcement. The content is now on Steam, ready for purchase.

The content being released in the Q2 drop is mainly based around BTCC, with two cars from the 2021 British Touring Car Championship, a RWD Infinity and a FWD Toyota, finally bringing touring cars with different drivetrain-solutions to rFactor 2. Couple with the BTCC cars, we also find Donington Park and Brands Hatch. Keen followers of rFactor 2, and the Motorsport Games-saga, will probably recognize this as content made for the planned BTCC game. In addition to the BTCC content, Studio 397 have also added Laguna Seca to the Q2 pack, making it 2 cars, 3 tracks and a total of 5 different layouts.

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In addition to the new DLC. rFactor 2 has also been given a new sound engine, with special care given to headphone and VR users.
There has also been an update to particles and sparks, to make the rooster-tails of water, sparks and debris look more realistic and better. They should now also behave in a more accurate way, and interact with the shape of the cars making them. Shift protection and refined engine and brake cooling has also been added with this update, and older content will get these updates in the coming weeks and months.
Wet Weather have also been given an overhaul, from how the rain falls and dries on the circuit, to how the grip changes in different conditions.

Many issues have also been patched, for an extensive list see the next page here

If you want to try out the new content in a fun and friendly race-setting, the RaceDepartment rFactor 2 Club will do like the real life British Touring Car Championship, and racing on Brands Hatch Indy this Friday. RaceDepartment Club Racing is open to all premium members of RaceDepartment. For more information, visit the Racing Club subforum.
Next page: rFactor 2 Changelog
About author
Ole Marius Myrvold
I've been a motorsport-fan for as long as I can remember. Initially a rallycross-maniac, but got into F1 around the time I started school. Got my first sim when I was 7, but didn't start properly until I got a wheel when I was 12. Been a staff at RaceDepartment since 2012. Mainly the dirty-guy who does rally-stuff here. But also management-titles and rFactor 2.

Comments

Check out how to set up your system and rF2 to use OpenXR instead of Steam VR which will give you quite a performance bump.
Join the S397 Discord for more direct assistance on the #VR channel.
So you tell me I could get even more satisfied VR racing rF2? :)
My post was about how surprised I was about VR performance.
And you're right, I'm using Steam VR - normally I for AC, AMS2 and PC2 startup SteamVR within my Quest 2 but as a first time rF2 test, I started up via PC using HMD + Mirror settings, but result was the same. I'm not a SOME'er hence not a Discord'er, but I'll join if I feel for it - thanks for the tip! :)
 
I think most people don't know how real torque steer feels. I frequently drive cars that have no power steering and you have excessive torque steer even at lower torque ranges. That's with cars that have around 50 bhp and very soft road suspension. Now compare that to a modern BTCC car that has 370 bhp and a very stiff racing suspension. Doesn't need further explaination if you ask me. On top of that, rF2 doesn't add power steering effects ontop of the suspension forces and the forces on the steering rack like AC for example, so you will feel a noticable difference. AC is simulating more what you feel on the wheel, while rF2 is more foces on the direct forces from the suspension to convey a seat of pants feeling. Also funny to read people complaining about vibrations due to lock ups ... are sim racers really such a breed of wimps?
That's actually a good point about lack of power steering in rF2. But most race cars these days have power steering so it not being modelled just feels wrong.

And this "steering forces only vs. seat of the pants" -argument keeps popping up, and is a valid argument some of the time (although why torque steer in a straight line would appear in the SoP effect is beyond me), except it's always presented in the form that "Sim A has SoP and Sim B doesn't, therefore Sim A is superior", but Sim A and Sim B keep changing. A lot of time I get told it is Assetto Corsa that has the SoP while iRacing/ACC/whatever don't, yet here you are claiming it doesn't have SoP. To me it just sounds like people projecting their own personal preferences to the sim where they managed to tune the FFB to their liking and explain that as some kind of fundamental superiority.
 
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And this "steering forces only vs. seat of the pants" -argument keeps popping up, and is a valid argument some of the time

This is an interesting thing for me. I don't have a driver license, though I do have racing licenses for more than one type of 4-wheeled motorsport.
This means that all my practice happens in games, and the only time I actually drive a car is on a racetrack. I'm always surprised of the lack of feel in the wheel when I drive IRL, and with the exception of karting, I've only been driving FWD cars. So if adding "what you feel in the car IRL to the wheel" in games are more realistic or less realistic I don't know. Not adding it is more correct in terms of what you feel in the wheel, but at the same time, it removes something you feel IRL.
 
Premium
Only the Formula Pro, the Dallara IR18 and the Oreca have received a specifically developed sound tune up. Other official content will receive with time specific improvements.
However, virtually all content benefits from the new sound engine.
There are settings which require some personal tweaking, as there will be mod dependent variations, as well as system dependent variations.
In any case, Devin Braune, one of the developers directly involved in the sound engine revamp gives the following advice:
  1. Set on Windows, RF2’s app specific volume to 100%;
  2. In game use the master volume slider (typically 35/50% should blast your ears with engine music);
    the above is devised to avoid "sound clipping"
  3. Set maximum number of effects to 256.
  4. Then, on legacy settings:
    Effects 50%
    Onboard 80/100%
    Tyres 60%
NOTE: I understand that for users who have less powerful CPUs, it's best not to bump up the number of sound effects to 256 as you may not have enough cores to keep up with all of them.
 
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This is an interesting thing for me. I don't have a driver license, though I do have racing licenses for more than one type of 4-wheeled motorsport.
This means that all my practice happens in games, and the only time I actually drive a car is on a racetrack. I'm always surprised of the lack of feel in the wheel when I drive IRL, and with the exception of karting, I've only been driving FWD cars. So if adding "what you feel in the car IRL to the wheel" in games are more realistic or less realistic I don't know. Not adding it is more correct in terms of what you feel in the wheel, but at the same time, it removes something you feel IRL.
Most of the sensations in real life is coming in trough your butt, not trough your hands.
So everybody has their own version of what it should feel like to compensate.
 
Most of the sensations in real life is coming in trough your butt, not trough your hands.
So everybody has their own version of what it should feel like to compensate.
Exactly. I have been on track (1 lap rent lol) with a race MX-5 NA with semislicks in the rain (very responsible from the owner). Accelerating out of a slow corner I got slight oversteer. I did catch it and correct it but it took me a bit of time to identify that sensation through my butt as I was used to feel it through the wheel, in those circumstances I felt nothing through the wheel. That being said I do think that some fake forces are important to have in sims.
 
That's actually a good point about lack of power steering in rF2. But most race cars these days have power steering so it not being modelled just feels wrong.

And this "steering forces only vs. seat of the pants" -argument keeps popping up, and is a valid argument some of the time (although why torque steer in a straight line would appear in the SoP effect is beyond me), except it's always presented in the form that "Sim A has SoP and Sim B doesn't, therefore Sim A is superior", but Sim A and Sim B keep changing. A lot of time I get told it is Assetto Corsa that has the SoP while iRacing/ACC/whatever don't, yet here you are claiming it doesn't have SoP. To me it just sounds like people projecting their own personal preferences to the sim where they managed to tune the FFB to their liking and explain that as some kind of fundamental superiority.
Why in gods name can people not life with the fact that different sims have different concepts? This is not a war or anything between what's more realistic or not. It's simply a different feel between the sims, nothing more nothing less. What you prefer is totaly subjective but there is no right or wrong in this case. If you don't like the feel of torque steer, wich is a pretty natural feel for FWD cars then you take the RWD car or use another sim. I wouldn't race different sims if everything felt the same and drove the same way. rF2 doesn't simulate what you feel on the steering wheel so either you accept that or not. It makes no sense to simulate power steering for reasons allready explained within rF2. Some people prefere the numb feeling of power steering wich is fine by me but it doesn't make rF2 physics broken or the ffb wrong. It's simply a foreign feeling, that's all. I for one like that different cars with different suspension concepts and transmission models feel that different in sims, but there are people who don't. Where is the issue? Do you think that racing drivers like all their cars?
 
This is something I've said many times especially since Direct Drive wheels came out. Many
Sim Racers praise a lot these wheels and some Sims because they give you more detailed
information of the road and behaviour of the car, they say that you can feel more nuances
through the steering wheel, hence the FFB is much better, which in turn make these
Sims better than others.

To me all these new FFB implementations that offer too much information is utterly
unrealistic, because, as someone just said in this thread, in a real car you mostly feel
the car through your "butt", not through the steering wheel, and this is very true. To
me there is excesive information given, and this is not good because it is confusing.
Sometimes you feel some vibrations at the same time that makes you wonder what
the heck was that and if there was something wrong.

I've driven many road cars and some race cars, and I don't remember feeling these many
vibrations we have in today's Sims and wheels. Most real cars are pretty smooth. And this
is the reason why I always avoid commenting on FFB posts. Also because each person
has different gear and settings so I find it useless to compare.

To be honest, at this time of Sim Racing evolution, all Sims have already more than
adequate and realistic great FFB implementations, there is no need for more. And
remember: not always more is better.

Oh, I forgot to mention I haven't yet bought nor tried any of the new rFactor 2's 3 tracks
and 2 cars, but for what I read and the videos I've seen so far, they look and seem to feel
fantastic. What I don't like much is the price... Will the remaining BTCC cars and tracks
be released soon? If I buy them all, that will be a lot of money! Not sure if waiting a bit
to see what to do...
 
The Corolla has the typical bizarre rF2 FWD physics. Touching the throttle stops an oversteer slide and turns it into instant understeer way quicker than any other FWD cars in any other sim.

You should probably compare to real life instead of "other sim" which may or may not have better/worse physics than RF2.
I'm guessing your real life front-drive experience is in a sub-200 hp car? My '16 Focus ST made north of 370 the wheels. At that level I could smoke tires in 3rd gear. Understeer was a fraction of pedal travel away.
Trying to steer AND put 400+ foot-lbs of torgue down with the front tires is a whole lot different than what most drivers will ever experience.

Regards.
 
Outside of that, rFactor 2's GT3/GTE/LMP cars do have a tyre model which is too forgiving, but it's in the process of being replaced by a more recent one which is already adopted on the BMW M4 Class 1, the Formula Pro, the Dallara IR18 and on the BTCC cars
Do you actually have an official confirmation that this is indeed happening? Because this is pretty common expectation between rF2 users (myself included) but I'm not really sure that it's anything more than that, an expectation.

We've already been waiting for months and I don't remember them officially saying that it's going to happen. Paul might've mentioned they "hope to", or "some day", but that's a far cry from being "in the process of being replaced".
 
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Dlc format of selling needs an overhaul, its expensive compared to other sims except that I empty your bank balance Racing sim. Btcc is a bit sparce at the moment
 
Will the remaining BTCC cars and tracks
be released soon? If I buy them all, that will be a lot of money! Not sure if waiting a bit
to see what to do...
Currently S397 has established a Quarterly release plan. That is why you see Q1 & Q2 mentioned these days. The BTCC items just became available with the Q2 release in May. So the next content will appear in August Q3, and November for Q4. (if all things stick to plan)
 
Funny that you say that, because a guy like Jardier, who drove "touring cars" in real life, loves these cars.
AND, he drives iRacing and ACC, and said that the tracks looked amazing.
PS: He even drove Nords on the Infinity and called it the best Nordschleife in the business...
He also got the content for free ;)
 
Premium
Do you actually have an official confirmation that this is indeed happening? Because this is pretty common expectation between rF2 users (myself included) but I'm not really sure that it's anything more than that, an expectation.

We've already been waiting for months and I don't remember them officially saying that it's going to happen. Paul might've mentioned they "hope to", or "some day", but that's a far cry from being "in the process of being replaced".
Yes, they said that it's in the works, but restructuring the cars' physics AND BOP'ing them takes a lot of time.
As I mentioned on a different thread, I am the member of a Discord group which has a semi-fictional/based in reality and/or previous plans frankenmod devised to replicate what a 2022 IMSA/WEC frankenmod would be and they made a number of in-house HY class cars, made some tweaks to the DLC GT3 cars and tuned down the C8R to be a GTD and the BOP process took hundreds, if not thousands of hours, split between a relatively significant panel of experienced drivers (can't remember how many, but possibly 6 or 7 drivers).

Modding group is called StormGangSimulation, Discord Group which has the exclusivity is CMS.
 
Premium
Dlc format of selling needs an overhaul, its expensive compared to other sims except that I empty your bank balance Racing sim. Btcc is a bit sparce at the moment
Wait for a Steam Sale. BTCC should not be available at a discount before Christmas, but eventually by then there will be a more complete pack where the discount may be more significant.
And yes, this Q2 pack is pricey.
 
Currently S397 has established a Quarterly release plan. That is why you see Q1 & Q2 mentioned these days. The BTCC items just became available with the Q2 release in May. So the next content will appear in August Q3, and November for Q4. (if all things stick to plan)

Yes, but I don't remenber having read any official clarification on new BTCC content. Go figure
if they will release the whole thing or not...
 
On top of that, rF2 doesn't add power steering effects ontop of the suspension forces and the forces on the steering rack like AC for example
Are you sure AC adds power steering? Is it via one of additional sliders that you can turn off?
 

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