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

AC, has it.
PCars2 has it
AC, as I say, only with CM

PC 2 has it, sure? So AMS 2 too.

Tell me then where the adjustment is because I don't see it in 3D.

Edit: I think you don't really understand what I mean. I invite you to try the demo of Live for Speed in VR to understand it.
 
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AC, as I say, only with CM

PC 2 has it, sure? So AMS 2 too.

Tell me then where the adjustment is because I don't see it in 3D.

Edit: I think you don't really understand what I mean. I invite you to try the demo of Live for Speed in VR to understand it.
PC2 / AMS2 / iRacing, all have 3D mirrors in VR.
 
PC2 / AMS2 / iRacing, all have 3D mirrors in VR.
No way. I don't know the case of iracing, but in PC2, AMS2, AC, ACC, RR and RF2 the mirrors are 2D.

Does the reflection move based on the movements of our head? YES (RF2 does not)

Does that make it a 3D mirror? NO. Because the reflection is still a flat image, without depth.

Try closing your eyes alternately and you will see that the reflection is exactly the same for both and it shouldn't be.

Now believe me try Live for Speed in VR, you don't need to buy it if you don't have it, it works with the demo content and you'll see what I'm talking about.
 
Does that make it a 3D mirror? NO. Because the reflection is still a flat image, without depth.

Try closing your eyes alternately and you will see that the reflection is exactly the same for both and it shouldn't be.
Agreed, only AC and NSF have 3 d mirrors with also the ability to see exactly what a mirrors can show, like the driver, inside the car, etc....
PC2, does not, it only shows the reflection move based on the movements of our head, but not in 3D.
 
Does the reflection move based on the movements of our head? YES (RF2 does not)
Do these lines in the player.json affect VR? I don't have it so I can't test.
"Moving Rearview":3,
"Moving Rearview#":"Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement",
 
No way. I don't know the case of iracing, but in PC2, AMS2, AC, ACC, RR and RF2 the mirrors are 2D.

Does the reflection move based on the movements of our head? YES (RF2 does not)

Does that make it a 3D mirror? NO. Because the reflection is still a flat image, without depth.

Try closing your eyes alternately and you will see that the reflection is exactly the same for both and it shouldn't be.

Now believe me try Live for Speed in VR, you don't need to buy it if you don't have it, it works with the demo content and you'll see what I'm talking about.
Okay, that's a distinction (Stereo 3D) I don't see (literally) the point of, other than the ability to see the car & self in the mirror(?). Maybe something for the future but, long to-do list. :p:D
 
Agreed, only AC and NSF have 3 d mirrors with also the ability to see exactly what a mirrors can show, like the driver, inside the car, etc....
PC2, does not, it only shows the reflection move based on the movements of our head, but not in 3D.
lack of easy to control mirrors is painful .. I find myself just looking around in VR instead because i CBF'd trying to contort my fingers and brain to try remember all those combon for pan/tilt/zoom for all the mirrors that are something ctrl+shift+f3+backspace&&left key or whatever that bizarre combo is for mirrors that you can never find documentation for anyway.

They really need to add an onscreen control like what AC has with the BLM app. click. set mirror. save. done.

in VR in the new mini for example, cant see **** out of the mirrors. by default they dont work right.

 
lack of easy to control mirrors is painful .. I find myself just looking around in VR instead because i CBF'd trying to contort my fingers and brain to try remember all those combon for pan/tilt/zoom for all the mirrors that are something ctrl+shift+f3+backspace&&left key or whatever that bizarre combo is for mirrors that you can never find documentation for anyway.

They really need to add an onscreen control like what AC has with the BLM app. click. set mirror. save. done.

in VR in the new mini for example, cant see **** out of the mirrors. by default they dont work right.

There is no app that I am aware of, here is a tutorial.
 
ya.. i posted on the forums to ask if an app exists as well. reading that howto makes me lose the will to live. ;) . 22 different key combos to try use in VR to set a mirror. its just silly.
fingers crossed ther eis an app or they sort that out.
Yeah, AMS2 uses a very similar (to AC) mirror adjustment interface, simple and effective.
 
Do these lines in the player.json affect VR? I don't have it so I can't test.
"Moving Rearview":3,
"Moving Rearview#":"Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement",
Thanks for the info.

I have the value 3 selected and it doesn't seem like a setting for VR because it doesn't do anything.
 
in VR in the new mini for example, cant see **** out of the mirrors. by default they dont work right.
That's exactly what I mean when I say wrong angle, and it seems to only affect VR.

It was when I decided to activate the "self in rearview" parameter that I verified that the mirror coordinates are wrong. It seems that they set a value of 0 taking as a reference the total volume of the vehicle starting from the nose.
 
Okay, that's a distinction (Stereo 3D)I don't see (literally) the point of, other than the ability to see the car & self in the mirror(?).
Immersion, realism.

Once again, try Live for speed in VR and you will understand.

Obviously I speak only of the mirrors. Live for speed has many other shortcomings.
 
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So does the Caterham have a front axle now?
I think you are talking about the wheels. They ran into some weird steam workshop things they can't even change its thumbnail, can't update it. Lol a cursed car. I love it and its front axle though, tons of fun in competition system, if only people didn't quit after couple laps because they CAN"T WIN AGAINST ME CUS I AM THE GREATEST.
 
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So does the Caterham have a front axle

So does the Caterham have a front axle now?
Not yet, they issued an update for the Cate along with hotfixes for all the Q3 content. All the other cars have updated but Steam has had some problem sending out the Cateham. I still have v1.00 which is the original release. The notes say the missing wheels have been fixed along with other issues, but the car has just not updated like the rest of the Q3 hotfixes.
 
Immersion, realism.

Once again, try Live for speed in VR and you will understand.

Obviously I speak only of the mirrors. Live for speed has many other shortcomings.
I tried LFS right after they added VR support (& VR mirrors). Neat feature but, the 2D versions in other titles work well enough for me, so long as the image angles respond to head movement. rF2 mirrors are perhaps currently, the model case for how not to render them / adjust them.

It's a bit like the prioritization of realistic drivetrain physics, something that matters to me. For others, they don't care or may be unaware of such things.

For those of us with VR / motion systems, etc., priorities in simulation tend to shift to a much larger degree. Advanced hardware can be a blessing and/or a curse, depending on one's perspective.

Imagine how it must be for the developers. :rolleyes: :O_o:
As sim-heads, we are a very demanding clientele, to put it nicely. :)
 
It's a bit like the prioritization of realistic drivetrain physics, something that matters to me. For others, they don't care or may be unaware of such things.
That's why I love RF2, because what I prioritize is what's best in my opinion, but that's not to say that I don't want them to fix what I don't like.
 
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