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

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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

with no other "reasonable" way to set morriros in RF2 , i buckled down and built them into SimDashboard as buttons. Works well enough.

How can i turn off that "meeewa meeewa meeewa" sound ?

(edit: firgured out how to upload, but takes 24/48 hours for approval, nothing special my regulat racing screen, seat and now mirror adjustment, if you have simdasboard i guess search for TRCB? Its the only one i ever uploaded.,
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Last edited:
It says "mirror mirror mirror" to let you know you're moving the mirrors. Same with "seat seat seat" when you're adjusting your seat. Without that, how would you ever know what you're doing currently? :)
well. i would see it with my eyes?
 
Also, besides those audio cues, the message center will display the numbers changing as you progress through angling the mirrors or seat.
 
There is Something strange with Caterham gearbox. It's simple h-shifter, but it only works in sequential mode. You can't jump over the gear, I mean for example - from fourth to second or from fifth to third and so on. Can someone confirm ?
There is no "problem" like this with others h-shift cars. Once you've seen that, you can't unseen, literally unplayable. :)
 
There is Something strange with Caterham gearbox. It's simple h-shifter, but it only works in sequential mode. You can't jump over the gear, I mean for example - from fourth to second or from fifth to third and so on. Can someone confirm ?
There is no "problem" like this with others h-shift cars. Once you've seen that, you can't unseen, literally unplayable. :)
Your experience with Cate AND also the Mini is correct. What we are seeing I think is the interaction of the new gearbox protection routine combined with rF2's rather incomplete manual shifting. The protection appears to be a rather straight forward test. If the gearboxes revolutions do not match the carspeed, then the shift is denied. To simplify the process it appears they chose to make such a test linear. If you can't shift down to 3rd, then CERTAINLY you cannot shift down to 2nd. (something roughly like that but in Computerese gobbeldygook)
 
Premium
Your experience with Cate AND also the Mini is correct. What we are seeing I think is the interaction of the new gearbox protection routine combined with rF2's rather incomplete manual shifting. The protection appears to be a rather straight forward test. If the gearboxes revolutions do not match the carspeed, then the shift is denied. To simplify the process it appears they chose to make such a test linear. If you can't shift down to 3rd, then CERTAINLY you cannot shift down to 2nd. (something roughly like that but in Computerese gobbeldygook)
Your experience with Cate AND also the Mini is correct. What we are seeing I think is the interaction of the new gearbox protection routine combined with rF2's rather incomplete manual shifting. The protection appears to be a rather straight forward test. If the gearboxes revolutions do not match the carspeed, then the shift is denied. To simplify the process it appears they chose to make such a test linear. If you can't shift down to 3rd, then CERTAINLY you cannot shift down to 2nd. (something roughly like that but in Computerese gobbeldygook)
Aha! So that’s what is happening, makes sense. I’ll try not to get so frustrated with shifting now. Thanks
 

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