Latest rFactor 2 Update Introduces Endurance Lights

Paul Jeffrey

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rF2 Norma M30 LMP3.jpg rF2 Oreca 07 LMP2 1.jpg rF2 Porsche 911 RSR 3.jpg rF2 Corvette C7.R 4.jpg rF2 BMW M8 GTE 5.jpg rF2 Endurance Pack.jpg
With the recent Endurance Pack DLC, Studio 397 have also introduced some interesting new features to the sim, not least of which is the welcome inclusion of Position Lights...


Of course the release of five new cars rightly took much of the limelight from the new rFactor 2 update, however it might have been easy to overlook some very interesting and welcomed feature additions to the title, not least of which is the very important introduction of position lights, a relatively recent introduction into real world racing and a feature that will be a big help to players who enjoy long distance multiclass racing in the simulation.

So what are Position Lights?

Simply put Position Lights are illuminated lights on each car within class during an endurance race, and the aim of them is to help easily identify both where the car is in the race, and what position they hold in their respective class. Ideal for multiclass events, the new position lights that come with this new pack in rFactor 2 will "not only show your individual position, they will also show your position in class with colour coding. On top of that, the lights turn into a pit stop timer ‘counting up’ when you pit".

Still keeping endurance racing in mind, Studio 397 have also upgraded the simulation to include a new "in car traction control" feature. Essential for helping adjust settings with the game AI when different types of car configurations and rules apply, Studio 397 had the following to say of this other upgrade to the core software:

rFactor 2 already featured “driving aids” that provided both traction control and anti-lock brakes, but like all driving aids they are global for all cars in a session. Especially in multi-class racing, and this pack is a good example, it is common to have different classes that might or might not have traction control available. Therefore we decided to add the option for specific cars to feature traction control (and anti-lock brakes) as part of the car, completely separate from any “aids” settings. On top of that, we can configure the exact number of “levels” the real cars have and decide if you can adjust those levels in-car or just in the garage as part of your setup, and even if you can turn it off or not, as some cars have such aids built-in and you can’t even disable them.

For this pack, traction control is available only on the LMP2 and GTE cars, and there are a couple of things you need to know to set it up. First of all, as this is a system that is separate from the driving aids, to make in-car adjustments you need to go to your controller settings and map the following four new keys:

rF2 Controller Settings 1.jpg


On top of that, you can also configure these settings in the garage setup:

rF2 Controller Settings 2.jpg


As a final note, if you also have driving aids enabled for one of these cars, the effects of both will correctly be combined. For example, if you set traction control to 2 (which is fairly low) in the in-car setting and then turn on the driving aid to “Medium”, the end result will be that you have medium traction control. We expect most servers and people to simply disable those aids for official races though.

During the new car pack announcement Studio 397 also revealed some interesting information with regards to their current understanding of the tyre model in rF2, something that is already at a very high standards in the genre. The Dutch developers have confirmed they have learnt quite a bit about the way the tyres behave in both the real world and the simulation, something they intend to apply to the recent 'GT3 Power Pack' DLC that was released recently. The same rule applies to the position lights and traction control settings introduced with this new content, both we be retrospective applied at a future date:

New cars and features always trigger the question “what about the existing cars”? Our close collaboration with teams and manufacturers have given us even more detailed insight into the tyres that they are running on these cars. On top of that, our laser scanned version of Sebring gave us an excellent opportunity to compare data to a 100% accurate track. The data prompted us to make some updates to our model, and since the GT3 cars are using the same tyres, our next step will be to go back to and implement and test the tyres on those cars too, which in general will make them a bit slower.

The same applies to the position lights as well as the in-car traction control and anti-lock brakes, which will be added as features to each individual GT3 car. We don’t have an exact ETA for these changes yet, as we also need to make sure these changes don’t affect the BOP within the class, but we will certainly keep you up to date in our monthly roadmap. We will also add documentation to our website for third parties that wish to implement these new features on their cars, as well as publish example tyres.

The Endurance Pack DLC can be purchased from the rF2 Steam Store page for £13.11 HERE.

rFactor 2 is available exclusively for PC from Steam now.

Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now!

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Do you like the new rF2 update? Enjoying the Endurance Pack DLC? Let us know in the comments section below!
 
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Performance of rF2 DX11 has VASTLY improved since the last big update.
When DX11 was in open beta I could barely run a field of 20 cars and had to dial down the graphics substantially.

You may want to skip the higher PP effects settings also (video settings menu in the launcher, NOT in game itself).
The higher ones cause a big hit in performance + they still look REALLY AWKWARD with these strange 1970's Dutch soft-porn star shaped highlight effects, way too unrealistic DOF effect settings and such.
Setting PP effects to "LOW" will look way more realistic and goes a long way in performance increase was well.


Dirk,what GFX Card do you use and witch driver?
I have a Nvidia 1080 TI with the latest Driver,what can you suggest?
Thanx
 
Gentlemen, the engine is still the same gMotor (Image Space Incorporated), only the numbers in the name change (gMotor2, ISIMotor 2.5). It has been used since F1 2000 (2001), GTR (2004), rFactor1 (2005). It is constantly improved and improved, but at the heart of it is all the engine 20 years ago. Perhaps this is the best physical engine for today, but he needs a new graphical component that he is trying to Reiza. Kunos, Sector3 generally went along the way combining two physical and graphic engines in their products. Everyone understands that it's high time to do something about it.

I'm not sure you understood my point. Reiza is moving to rF2 graphics engine for their next title (Reiza 2018). Reiza currently uses modified rF1 engine. They considered the option to use Unreal engine etc., but it seems they chose to go with rF2 engine.
 
Dirk,what GFX Card do you use and witch driver?
I have a Nvidia 1080 TI with the latest Driver,what can you suggest?
Thanx

Asus ROG 370E Gaming
Intel i7 8700K
32GB Kingston HyperX 3600
Asus ROG Strix 1080 Ti
Win 10 64-bit
5760 x 1080 @ 60 Hz | Triple Screen

I did not do any proper performance tests with the latest builds only booted rF2 up from time to time, jumped into a quick race starting from the end of the field (I usually had 20-30 cars set to race).

With the release of the GTE pack I will most likely run rF2 much more often now as this is the content I am really interested in and it is unique in some features and the availability of the BMW M8 and Ford GT (just now released by URD, already bought and about to install in a bit).

From what I saw doing an open practice session with the new Porsche RSR and BMW M8 and a total of 30 cars on track performance looked stable (didn't experience any slowdowns or issues).
I did not tune the graphics settings yet to extract the best graphics at solid performance.

That's about to come in the following weeks.

I hope we will very soon see an overhauled UI which in it's current old condition is clearly the weakest link in rF2 (a real PITA to set up any custom grids or simply just switch your car while testing without having to set up the entire field AGAIN, …).
 
I have been driving the DLC this morning and I noticed there was an option for mapping TC... And I was like "why didn't I mapped those controls before? They're really useful!! ":rolleyes:

Btw, the DLC is just amazing. It drives nice, it sounds good... And in terms of performance it runs smoothly!

The introduction of proper TC and ABS is part of the GTE pack and the studio has announced to update other cars like the GT3 pack cars in the future to also have this functionality.

Once this is properly implemented we can finally properly set TC and ABS both through the setup and while racing in cars that support it.
 
I wonder if this is an attempt to get ahead of Asetto corsa competionze or however its called because they are doing this same thing with the blancpain cars so its not really that new but i do like the cars still but the oreca has been in asetto corsa as a mod

ethier way this looks intresting
 
If this is so, then in any case they will have to improve its graphic component otherwise they will look very poor in comparison with the future AC Сompetizione.

I play rF2 in 4K/60 fps and with the proper combination of track/cars/time of day, it can look very good. Do not underestimate the ability of rF2 to look good vs the competizione.
 
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Wheel rotation does not match with ingame ... for every car you have to go manually change it in Logitech Gaming Software
I might actually have that to be honest just I drive with the in-game wheel off so can't see the rotation. I do have the z- problem with Codemasters games though where the throttle is jammed on and registers as a z- axis. Means Dirt and F1 series are unplayable with the wheel as throttle is jammed on.
 
Do you really think that it looks good?

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4e992627a7ec.jpg

070d0131d139.jpg

ad62e85c43cc.jpg

I don't know how to put it, but you have a very graphics focused view on immersion and how it is achieved. For many people, immersion in a racing sim is a sum of many aspects, wich include graphics for sure. But when I have a game that looks like Projects Cars, but has absolutely terrible sound, FFB, AI and physics, the immersion get's broken for me. Otherwise I would still be playing NFS Shift or Racedriver Grid if graphics were my sole concern.

With the right content, rF2 can get quite time robbing. Take the Endurance DLC together with the newly released Le mans 2017 v.083 or some of the VLM tracks, speed up the time and maybe add some changing weather conditions and make a 2 hour race against AI and you might notice what this is all about. If all comes together it will wipe the floor. But you actually made a case on how not to use the sim basicly, or you just haven't spent enough time with it. Good graphics are nice, but they don't make or break a game ;)

Btw, that's rF2 on my end:
365960_20180503002039_1.png
 
  • Deleted member 99238

With the right content, rF2 can get quite time robbing. Take the Endurance DLC together with the newly released Le mans 2017 v.083 or some of the VLM tracks
I'm very impressed with the graphic style that the Studio 397 team uses. I had a great desire to buy the last addition, but after looking at the latest reviews on it on YouTube, I was disappointed. The demo version also did not impress me. I still can not understand what content is official (tracks) in order to get the most complete picture of this simulator.
 
I'm not sure you understood my point. Reiza is moving to rF2 graphics engine for their next title (Reiza 2018). Reiza currently uses modified rF1 engine. They considered the option to use Unreal engine etc., but it seems they chose to go with rF2 engine.
Has that been confirmed by Reiza yet or are we still going by one blurry screenshot?
 
Gentlemen, the engine is still the same gMotor (Image Space Incorporated), only the numbers in the name change (gMotor2, ISIMotor 2.5). It has been used since F1 2000 (2001), GTR (2004), rFactor1 (2005). It is constantly improved and improved, but at the heart of it is all the engine 20 years ago. Perhaps this is the best physical engine for today, but he needs a new graphical component that he is trying to Reiza. Kunos, Sector3 generally went along the way combining two physical and graphic engines in their products. Everyone understands that it's high time to do something about it.
It’s not the gmotor engine, it’s the need to use that damn realfeel plugin to get a decent FFB!
This thing is just awkward, therefore ACs FFB, derived directly from the physics engine is way on top.
This problem just goes over to rF2.
 
It’s not the gmotor engine, it’s the need to use that damn realfeel plugin to get a decent FFB!
This thing is just awkward, therefore ACs FFB, derived directly from the physics engine is way on top.
This problem just goes over to rF2.

rF2 gets it's FFB directly from the physics aswell and has nothing to do with realfeel. For it's time RealFeel was very nice for rF1 and if I am not completely wrong it is still used in AMS with great success. rF2 and AMS have many weak points, but FFB in those sims aren't part of that.

@Newproto If you are looking for official content, then your best bet is to search for content from S397 in the workshop and subscribe to it. You can do that just by clicking on the user tab. That said, as with rF1 it is a big sandbox experience, so one has to take a look at the workshop at forums or other sources to get the best out of it. It might not be as easy as with other sims to get a full package experience in five minutes, but with the right combination of content it really shines. There are too many examples to list them though and it depends a bit what you are looking for.
 
I'm very impressed with the graphic style that the Studio 397 team uses. I had a great desire to buy the last addition, but after looking at the latest reviews on it on YouTube, I was disappointed. The demo version also did not impress me. I still can not understand what content is official (tracks) in order to get the most complete picture of this simulator.

If you buy the game. The first time you start the game it will subscribe you to all official free content. So essentially if you are an owner you don't have to understand much because it's in the game. Later you can customize your game by deleting or adding content.

IF you buy any dlc content. It will be also installed automatically.
 

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