rFactor 2 Q3 2022 Update and Content Release! Surprise New Car!

btccford-4.png
Not only has the new build and content just dropped but, S397 have added yet another surprise car to their ever growing roster of automotive treats.

Along with the free Caterham, paid DLC Austin Mini Cooper S & Hyundai i30 there is now a fourth touring car on offer with this content drop, the Ford Focus ST NGTC!

This should certainly keep touring car fans happy, especially with S397's previous announcement stating that they intend to include the full grid of current BTCC cars in the simulation in future releases!

New track updates

There is also a new track in the form of the Worldwide Technology Raceway available as paid DLC, which offers a great mix of banked kerbs and challenging infield section with both road course and oval configurations inculded.

Aswell as the new track there are updates to many of the existing tracks such as Donnington, Le Mans, Indianapolis, Zandvoort and Nordschleife!

New features

Probably the biggest and most long awaited new feature to Rfactor 2 is Real Road 2.0.
This brings fully dynamic working track temperatures to the build which will in turn affect heating of your tyres and also change the way rubbered in sections of the track behave in wet conditions, forcing drivers to change their lines to account for the way in which grip changes on these sections in different conditions!

There are many other improvements such as updated ABS & TC systems, new tires for some of the cars like the GTE's & Oreca's, track limits calculations, sounds and much more!

For a full list of improvements check the update list below!

Let us know what you think of this new build and content in the comments

Client: 9261937
Dedicated Server: 9261942

General
  • Updated Track Limits System taking into account many factors to award warning points for infringements with drivers given a short amount of time post cut to give up any gained time or positions in race.
  • Ability to set Track Limits to None/Default/Strict
  • Ability to configure number of Track Limit Points before a Drive Through during race sessions.
  • Improved calculation of infringement during time off track, taking into account, time gained, distance travelled, throttle application, time off track, speed differentials, positions gained during race, wall riding and more.
  • During all sessions invalidate current lap and sometimes next lap, based on how close to the end of the lap and the size of the infringement.
  • During race sessions earn warning points, if 3 points are acquired in one go or you pass the cumulative point limit threshold (5 by default) a drive through is given. The size of penalty increases for extreme cuts.
  • Pit Lane Exit violations are now logged and penalized accordingly (May require content updates)
  • Disabled Pit Exit violations by default on Ovals in none race sessions and added ability to customize which sessions have Pit Exit limits enforced via GDB or RFM.
  • Wrong Way Driving calculations have been tweaked to be more lenient when far from the track.
  • Strict mode intended for eSports, has harsher thresholds and invalidates all off track laps in non race sessions.
  • Improved logging options and ModDev options for analysing cuts.
  • Support for up to 16 input devices
  • Added chat message indicating when there are latency issues and collision is turned off.

HUD
  • Added current Track Limits points to Penalties MFD Page in Race Sessions.
Graphics
  • Driver labels now correctly depth buffer regardless of display mode
  • Added Light Dust Particle Profile
  • Expanded Decal Features on IBL Road Shader
  • Fixed orange ambient bug
UI
  • The first launch wizard controls configuration can now be re-run from the “Calibrate controls” page
  • Moved “Electronics” setup settings (TC and ABS) under the “Engine” heading, which has been renamed to “Engine & electronics”
  • Fixed damage multiplier setting description in singleplayer session settings
  • Moved damper setup settings to their own tab
  • Fixed sporadic empty car list on server join
  • Added “Track Limits Rules” singleplayer setting
  • Added “Track Limits Points Allowed” singleplayer race setting
  • Added Tender Springs to suspension setup page
  • Added description/tooltip to Tender Springs setup
  • Improved description/tooltip for Traction Control and ABS
  • Fixed alphabetical sorting of opponent filters and opponents list
  • Fixed race countdown timer format for duration longer than one minute
  • Updated Aston Martin logo
  • Added a button to refresh the setup list
  • Added two settings into the “Visuals” column in graphics settings to adjust the vertical and horizontal position of the Track Limits Info (TLI) screen
  • Fixed alphabetical sorting of car selection list
Physics
  • Dynamic track temperatures based on weather conditions and cars driving on track
  • Added a toggle to load temperatures from real road files on main game/moddev/dedi
  • Added improved anti-lock braking and traction control systems. (Only available on the TEST version of the McLaren Senna GTR)
  • Added Traction Control Power Cut map to control the amount of TC to apply. (Only available for the new TC)
  • Added Traction Control Slip Angle map to control the target (maximum) slip angle before TC activates. (Only available for the new TC)
  • Added ABS/TC dash LEDs which show the amount of slip and show when the systems activate
  • Added Tender Springs functionality (Only available on the TEST version of the Porsche 991 GT3 Cup)
  • Fixed ABS/TC aid through settings
Networking
  • Cars that lag too much or teleport will have collision disabled for 5 seconds.
  • Network speeds now enforce the player limit to max out at the highest acceptable number the connection can support
Sound
  • Fixed loops not restarting correctly
  • Fixed loud audio spike when loading into multiplayer sessions
  • Fixed random shift sounds in the garage
  • Separated TC and Pit Limiter events
  • Fixed audio loop points
  • Fixed spotter and start lights not playing or being delayed
  • Fixed game startup without audio device or with +nosound enabled
  • Performance: Sound system now uses another thread, eliminating random frame time spikes and improving game performance
  • Fixed tracks with lots of ambient sounds not playing any sound at all in some conditions
  • Fixed other cars crashing online playing crash sounds on the player car
  • Fixed HRTF selection
  • Fixed a rare crash when crashing sounds play
Live Stream Overlay
  • Updated broadcast overlay live timing page
    • Fixed live timing page not loading
    • You can now customize the styling with custom CSS (custom_livetiming.css)
      • Added CSS classes: car class for each row and last sticky row
    • Added car class and team name columns
    • Added car livery images
    • Added tire icon
    • Added configurable scrolling and multiclass mode
Modding
  • Batched loading warning pop up messages together for fewer popups (Dev Mode/Scene Viewer)
  • Added warning popup for assets exported with default LOD Out for optimization debugging (Dev Mode/Scene Viewer)
  • Added cancel button to show no more messages that session (Dev Mode/Scene Viewer)
  • Fixed various content issues with Showrooms and Joesville (Dev Mode/Scene Viewer)
  • Added Sideview_UI showroom to ModDev for UI screenshots of cars.
  • Fixed an issue in MapConverter where it would crash with textures named *_M_<type>.TGA
  • Added “FarLight” parameter to IBL Shaders in Material Adjust section. This allows us to set materials to be in shadow beyond shadow cascades.
  • Fixed crash when no AIW file present
Known Issues
  • UI – Steering lock second bracket is cut off
About author
Tarmac Terrorist
If I can drive it, I'm Rocking it!!! Besides writing sim racing articles I am running my own YouTube channel called Tarmac Terrorist

Comments

The caterham has very weak FFB (Fanatec CSW1). I had to change the car specific FFB to 125%. Even then its still weak as piss but I have a feeling this also effects curb FFB so can't go too high. Wierd, because FFB is usually one of the highlights of RF2.

The gloss and reflective sheen on everything is also off putting. I select a bright yellow car and yet all I see is a white bonnet.

Anyway, not exactly overly impressed by the free Caterham Academy thus far and Caterhams are my favorite cars to drive in any sim when they are available. I think its mainly due to FFB being very very weak.
 
The caterham has very weak FFB (Fanatec CSW1). I had to change the car specific FFB to 125%. Even then its still weak as piss but I have a feeling this also effects curb FFB so can't go too high. Wierd, because FFB is usually one of the highlights of RF2.

The gloss and reflective sheen on everything is also off putting. I select a bright yellow car and yet all I see is a white bonnet.

Anyway, not exactly overly impressed by the free Caterham Academy thus far and Caterhams are my favorite cars to drive in any sim when they are available. I think its mainly due to FFB being very very weak.
Very much of the lightness is due to very small caster, but you can increase it in the setup. Honestly, FFB is pretty good for default 3degs, you can set it up to 6.
 
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Very much of the lightness is due to very small caster, but you can increase it in the setup. Honestly, FFB is pretty good for default 3degs, you can set it up to 6.
Thanks for the tip. Unfortunately, I don't think it makes much difference. I don't really like overly strong FFB either, but this is so weak its ridiculous and completely out of tune with other cars.
 
M D Gourley
Premium
Fantastic update:inlove:...liking the direction rF2 is going, keep up the great work:thumbsup:

Trying out the Caterham on Laguna Seca. Nicly modelled with good reflections:inlove:
0 rFACTOR 2 CATERHAM at LAGUNA SECA copy.jpg
1 rFACTOR 2 CATERHAM at LAGUNA SECA copy.jpg


...and the Mini...liking the quality consistant look of the new content:inlove:
0 rFACTOR 2 MINI COOPER S at LAGUNA SECA copy.jpg


...and purchased the 'Q3 All in Pack':thumbsup: and looking forward to trying this content out.

Sadlely this update did not add functionality to my Thrustmaster SF 1000 Ferrari Wheel screen data readout:(...hopefully one day.
My Sim Rig with AMS2 shown on Triple Screens with TM SF 1000 Ferrari Wheel data screen operational.
0 SIM RIG EDIFIER R1280T flat copy.jpg
 
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Fantastic update:inlove:...liking the direction rF2 is going, keep up the great work:thumbsup:

Trying out the Caterham on Laguna Seca. Nicly modelled with good reflections:inlove:
View attachment 590160 View attachment 590161

...and purchased the 'Q3 All in Pack':thumbsup: and looking forward to trying this content out.

Sadlely this update did not add functionality to my Thrustmaster SF 1000 Ferrari Wheel screen data readout:(...hopefully one day.
My Sim Rig with AMS2 shown on Triple Screens with TM SF 1000 Ferrari Wheel data screen operational.
View attachment 590163
Do you have Neil Peart's Drum Kit in there as well???
 
One complaint with the pack is the liveries for the BTCC Infiniti, Ford, Hyundai and Toyota. The generic livery with odd colours and BTCC written on the side looks real cheap and lazy. Despite the model of the cars and the official liveries are great.

The support series', Caterham Academy and Mini Classics, have really nice liveries.
 
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Interesting content. I don't have rF2 installed at the moment and this won't convince me to reinstall it and buy more DLC yet. But it's good that they keep improving the core sim, hopefully another pass of AI work comes next. Maybe next quarter if they finish the BTCC grid (looking forward to the Astra very much) I will give it a go. The whole MSG drama is also silent now, maybe it's good news for the future of rF2, maybe not, not sure.
 
V
Premium
Yes please. More BTCC is always welcomed. Now time to vomit at the price of the pack.
Nothing like saying nonsense without any prior investigation...
€16,10 for 2 BTCC cars (Ford and Hyundai), the Mini and WWT Raceway.
Plus the Caterham for free.
 
I just realized that most of these updates are made with the 24hrs of Le Mans in mind. And they're not quality of life improvements instead they're added functions.
Quality of life improvement would be better UI, better AI, performance improvements, etc. basically anything that's already in the game but not in a good/polished state.
So it's probably safe to say that we won't see AI improvements until 2023 and beyond.
Another thing I realized is that S397 is either understaffed or/and they don't pay beta testers.
And they "drop" these new contents every 3 months because that's a business model MSG dictates, no matter the content quality... all that matters is that it's out and the early buyers themselves going to betatest the new content. That's also why they make the RC versions public.
No documentation provided for modders about any of the new functions because the moddability of the game is not really a concern for the studio, it became a secondary thought by now.
rFactor 2 became a cashgrab. I enjoy the sim no doubt but I can't really justify to support this kind of behavior.
 
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They might as well have completed the whole BTCC pack in one go given that the Focus and Hyundai largely feel like reskins of the Corolla. The sound is 100% the same as is the FFB. The FWD FFB remains terrible on Logitech wheels, a major flaw with rF2 in general. If you liked the Corolla I guess you'll enjoy these cars too, otherwise save your money.

The Mini feels good to drive with appropriate but not overblown slidyness, if only there was a way to tone down the overactive rF2 bump steer FFB. Caster doesn't help.

The Caterham has many issues: the front wheels are missing in the cockpit, the FFB is bizarre (very weak and mostly consisting of suspension knocking) and the way it loses grip doesn't make much sense to me but that could just be because of the bad FFB.

Fixes surely to come, so let's see what happens. Many of the other changes from the RC are good, and I wish other sims would adopt the track limit enforcement system instead of instantly handing out black flags because you get punted through T1 at Monza.
 
The new track limits system is actually one of the best new features, it's really well done, infact I'd go as far to say I think out of all the sims I use I think it may be my favorite.
I've been trying out all sorts of cuts off tracks and blatant short cuts. Every time the decision I've been given has been spot on appropriate!
seems to have eliminated the more than annoying probability of getting punished because someone else has screwed up and punted you off track. I'm very impressed indeed!
 
Can't wait to return from vacation
Gateway looks also very promising with a good flow. Hope the BMW 330i will be released next time. That will be my Go to car for the BTCC.
I must say im loving Gateway! Theres one heck of a challenging turn on the infield and guess what, the Indycars A.I. can handle the track (although only tried them on road course so far), however there is chicane where any A.I. (with any car) are way to slow, you can always take them there
 

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