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

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...
IF they follow past practices, they will release a two or three cars & one or more tracks each quarter. But there is no guarentee all the cars will be BTCC vehicles. Unfortunately, I cannot think of one series that is completely represented beyond the new Indycar cars, but even that is severely limited in regards to available tracks.
 
IF they follow past practices, they will release a two or three cars & one or more tracks each quarter. But there is no guarentee all the cars will be BTCC vehicles. Unfortunately, I cannot think of one series that is completely represented beyond the new Indycar cars, but even that is severely limited in regards to available tracks.
Remember, most of MSG's development team is out of (or at least partially out of) Russia, so I get the feeling these are the only assets MSG had ready for the BTCC game before the extreme restrictions on Russia began. When they realized they wouldn't be able to finish the development, they canned the proper BTCC game and Nascar 2022, and dumped whatever assists they had for Indycar and BTCC on Studio 397 to add as Rfactor 2 DLC. That's my theory anyway...

And for the sake of Lol's, here's MSG press announcement if my theory is correct and they were honest.

"Hey, we're Motorsports Games. Our first game was the worst launch of a licensed motorsport title in history, and dev team is currently being sanctioned to starvation. So we've canceled all the games we planned on making, and gave all the assets to Studio 397 to bail us out of this mess. Please help, because we don't have enough money to make it to the end of 2022 without going into debt...

So please, buy this 10 year old, glitchy game that we didn't make, (nor did the people that are working on it now) for $40, and then buy another $35 worth of quarterly DLC so our CEO can give himself another 600% raise next year. As fellow car fans, our extensive collection of Bentleys, Ferrari's, and other exotics cars are starving about as bad as our devs. "
 
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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...
Its clear, BTCC 2021/22 are going to be in rF2, the cars and liverys, just read the annoucement where it says this is only the first batch, the other will follow within months as they are not ready

If you are talking tracks then no, BTCC tracks have Not been annouced, ergo dont expect All of them, well atleast in the foreseeable future, possibly never as this is not a BTCC game and will continue to receive other content aswell
 
Anyways, I like a lot this version of Laguna Seca, Donington too, both possibly the best in
all Sims, and the two cars look nice enough, so maybe I'll get them in a couple of days.
I could do without Brands for now. If they announce soon a future pack with a sale and
a decent discount, I'd probably buy it with no hesitation.
 
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Other people have commented on the bizarre FFB on the Corolla, including the latest videos from SimRacing604 and Aidan Millward (a rF2 fanboy). And there aren't exactly a lot of options in the rF2 FFB setup, certainly nothing that reduces the excessive torque steer. FWD cars in every other sim (AC, AMS2, R3E) work just fine, communicate the information necessary for driving, and feel like driving an over-powered road car.
Well, a quick follow up:
 
" Online rubbish, terrible ....." he is rubbish

.............online races there were some but I could not join them for whatever reason

So basically means he acted like a rookie that spat the dummy , never went and found out why he could not join did he ?
 
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Forgot to mention he also has a go at offline drivers

" Going round and round in circles for no point " :roflmao:

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Premium
The video literally says that he had a rear suspension failure leading to that spin...
Yeah, I saw that too and of course that might have been the actual cause for the accident.
But... do you know what fishermen and race car drivers have in common?
The lie like hell: one lie about the size of the fish they catch and the others about the cause of their accidents :-D
And as the car hit the barriers hard with the rear axel, I doubt that it was possible at all to determine if there was a suspension failure or not...
Law of probabilities says that driver error is more likely to have happened than a suspension failure.
 
Yeah, I saw that too and of course that might have been the actual cause for the accident.
But... do you know what fishermen and race car drivers have in common?
The lie like hell: one lie about the size of the fish they catch and the others about the cause of their accidents :-D
And as the car hit the barriers hard with the rear axel, I doubt that it was possible at all to determine if there was a suspension failure or not...
Law of probabilities says that driver error is more likely to have happened than a suspension failure.
in a RWD car like that one yes, but in a FWD car it's literally impossible to lose the rear like that when you're flooring the throttle.
 
in a RWD car like that one yes, but in a FWD car it's literally impossible to lose the rear like that when you're flooring the throttle.
First of all, it can happen with FWD too, but much less likely, worse driving skills and worse setup required.

Secondly, it was a response to the video in this thread which shows this exact effect happening with Infiniti which is rear wheels driven.

And yes, I saw that Lotus vid statement "toe link failure". I don't believe it, although probability is a touch higher due to it being Lotus, but then it is a race car, so.... Super sudden grip hook up is highly expectable in such situation, and his steering position is fitting to what happened.. There are thousands of videos drivers receiving tankslapers, and many that happens at exact same place there at Donington.

Here is actual toe link failure:


Why tankslap happens ? It happens because rear end regains grip at the time driver is still steering "into a slide", but rear in fact at that time isn't sliding anymore, and car simply acts like if it would actually steer where the driver is pointing the wheels at. Some sims has the risk of tankslappers nearly non existant due to extremely blunted out tire grip composition, where actual grip is lower than it should be, but sliding grip is increased - net friction remains correct, but the dynamcs of sliding vs gripping up are reduced resulting in much less demanding car control at the limit. Simple as 2+2.
 
First of all, it can happen with FWD too, but much less likely, worse driving skills and worse setup required.

Secondly, it was a response to the video in this thread which shows this exact effect happening with Infiniti which is rear wheels driven.

And yes, I saw that Lotus vid statement "toe link failure". I don't believe it, although probability is a touch higher due to it being Lotus, but then it is a race car, so.... Super sudden grip hook up is highly expectable in such situation, and his steering position is fitting to what happened.. There are thousands of videos drivers receiving tankslapers, and many that happens at exact same place there at Donington.

Here is actual toe link failure:


Why tankslap happens ? It happens because rear end regains grip at the time driver is still steering "into a slide", but rear in fact at that time isn't sliding anymore, and car simply acts like if it would actually steer where the driver is pointing the wheels at. Some sims has the risk of tankslappers nearly non existant due to extremely blunted out tire grip composition, where actual grip is lower than it should be, but sliding grip is increased - net friction remains correct, but the dynamcs of sliding vs gripping up are reduced resulting in much less demanding car control at the limit. Simple as 2+2.
In the video from Wolftree it is pretty evident that the loss of the rear comes from the rear left "jumping off" the kerb and being catapulted to the right. It almost seems like the tire/wheel assembly goes through a resonance moment. It can be clearly seen that the first thing is the tire being vertically displaced off the ground a lot and then the loss of grip happens, but only after that.
The tankslapper due to loss of grip is nowhere to be seen as a cause for the start of the sequence
 
Premium
In the video from Wolftree it is pretty evident that the loss of the rear comes from the rear left "jumping off" the kerb and being catapulted to the right. It almost seems like the tire/wheel assembly goes through a resonance moment. It can be clearly seen that the first thing is the tire being vertically displaced off the ground a lot and then the loss of grip happens, but only after that.
The tankslapper due to loss of grip is nowhere to be seen as a cause for the start of the sequence
It's a bit pointless to discuss this more in depth for many reasons, one of them being that you can have varying degrees of "replay accuracy", so what you see on the replay may have a significant loss of "data" and not be a representation of what the physics engine produced at the time of him driving.

Also, as my snippet from Dave Cam's videos illustrates, the overwhelming opinion on these BTCC cars is that they are great, including the Corolla's FFB.
So, one of several possibilities can be in play here:

1. Bad will towards rF2, leading him to blindingly have a default negative opinion;
2. A bad FFB set up, ie. subpar wheel base and/or settings;
3. Deficient knowledge about how cars should behave and feel.

I agree that, in general, rF2 hasn't had a decent number of FWD cars that feel good, but it's not due to any shortcoming from the side of rFactor 2 as the wonderful mod, by SimTek, Clio Cup 200 Turbo proves handedly.
 
In the video from Wolftree it is pretty evident that the loss of the rear comes from the rear left "jumping off" the kerb and being catapulted to the right. It almost seems like the tire/wheel assembly goes through a resonance moment. It can be clearly seen that the first thing is the tire being vertically displaced off the ground a lot and then the loss of grip happens, but only after that.
The tankslapper due to loss of grip is nowhere to be seen as a cause for the start of the sequence

Whole left side of a car jumped up, looks like due to hitting a bump on the kerb (but who knows, maybe toe link failed). Then rear right tire got overloaded, naturally rear started sliding and driver turned into a slide. But then immediately rear end became planted again as whole rear axle was in balance again + mechanical downforce due to track geometry, however driver steering was still in a position of correcting slide. And car just turned right - a classic tankslapper.

You are right by your last sentence - tankslapper is always end result of oversteer. Why oversteer happened is separate discussion. You may question if it is actual realistic bump on a kerb, some weird resonance of suspension frequency vs kerb frequency at that speed, or some little glitch of kerb modeling or something like it... But usually simracers complains about failed correction of oversteer, refusing to admit their mistake, rather than why oversteer happened to begin.

Anyway, opposing to @v4v474 I think it is always awesome to discuss physics. Should happen more often. But it is not kool when discussions are driven by ill will to invent some issue with no doubt on sight, while what is happening is most likely excellent and perfectly realistic.

Edit: By the way, I have modeled a track "Nemuno Ziedas". Have done track walks, talked with lots of people with great knowledge about that track. On one of the last turns, there is a water trap slightly sunk in and positioned at the apex. It is sunk in very little, track there dips perhaps 3-4cm in a distance of 2-3meters. But that dip is very infamous, has caused lots of crashes and broken suspension IRL.... just saying in that vid looks like same thing.
 
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Could anyone tell me how to configure the shift gear protection? IMO Formula Pro has the limit in 2nd and 3rd too low.
 
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Could anyone tell me how to configure the shift gear protection? IMO Formula Pro has the limit in 2nd and 3rd too low.
I don't know of any method to alter those. Dig around the player.json file and see if there are any lines in there for it.
 

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