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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My first test when i bought rF2 was the historic formula on Belgium 66' (old Spa). I keep mentioning this, but the sensation of driving that car on that track made me see rF2 as the top sim. The feeling of driving was so intense. The car was so wild and alive, and i was even scared in the beginning to drive max speed because the cars were so alive. It felt really fast and you couldnt step on the brakes and just force the cars around the corners because you had to keep that cars balance in mind. Much more modulated pedal and wheel work. The feeling was, well, amazing. The graphics didnt matter. It looked good enough, and that was before DX11.

Im not saying graphics is irrelevant. Obviously if you can have both at top it makes it even nicer, but what im saying is that the experience of driving was so kick ass that i didnt care. It never entered my mind because it was so fun to drive and took so much concentration to go at the limit. And i dont think driving real racing cars at the limit let you think of anything else but the driving. :cool:
 
Do you really think that it looks good?

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You are posting screenshoots (compressed) taken from a video (super-compressed), from bad angles (outside objects which is normal to be low quality in every game since ages) and from old/thirdy part content. I can't find any sense in this.

rF2 doesn't have a "photo mode" with instagram effects, here you can find unedited in-game screenshots.

https://forum.studio-397.com/index....s-thread-unedited-screens-only.40609/page-220
 
  • Deleted member 99238

I can't find any sense in this.
The meaning here is that this is the first thing I get the search engine YouTube on request.
No compression can hide the low quality of the texture and the detail of the tracks at the level of the early 2000s.
From all that I was advised here, I realized that at the moment there are several tracks of a decent level of perception: Circuit de la Sarthe, Silverstone Circuit and Sebring International Raceway. All the rest is better not to see.
 
  • Deleted member 113561

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.
In my opinion it also ****s up the FFB (if wheel rotations do not match) ...
So I suggest try it out to check under Controls what Wheel range the car has and set that in Logitech Gaming Software and then check if FFB feels better ....
 
The meaning here is that this is the first thing I get the search engine YouTube on request.
No compression can hide the low quality of the texture and the detail of the tracks at the level of the early 2000s.
From all that I was advised here, I realized that at the moment there are several tracks of a decent level of perception: Circuit de la Sarthe, Silverstone Circuit and Sebring International Raceway. All the rest is better not to see.

There are quite a few other very good tracks, both 1st and 3rd party content. If you take a look at Woochoo's tracks or tracks by F33ls, who has been producing tracks for Sector 3, you might be surprised how many decent looking tracks there are. Lester, Toban or Mills are great fantasy tracks and especialy Toban combined with the Howsten Decenter is a blast. Check out the site from SimRacingTeam and you will find a few other pretty decent tracks. As allready mentioned Sebring from VLM is nice, but so are their other tracks like Mid Ohio. At the end there are more tracks than most people are able to master anyway. And I find it still amazing that VLM tracks for example have more detail and athmosphere than most 1st party tracks from most of our recent sims.
 
Thanks for the info, maybe I'll fire it up. :thumbsup:

Had a chance to jump in today - pleasantly surprised! Last time I tried rF2, was not using VR yet but it still managed to stutter like crazy. Today, without even looking into any tweaks, I was able to run fine even with a reasonably large sized field. I did get a little stutter anytime there was smoke or dust but, like I mentioned, I made no tweaks whatsoever.

The sim still drives marvelously (as always). AC and R3E are definitely both more friendly in terms of recognizing/catching slides, but overall the FFB effects in rF2 remain second-to-none in my book.

Glad to add another sim into my VR rotation! Hopefully 397 continues to mature the product.
 
The meaning here is that this is the first thing I get the search engine YouTube on request.
No compression can hide the low quality of the texture and the detail of the tracks at the level of the early 2000s.
From all that I was advised here, I realized that at the moment there are several tracks of a decent level of perception: Circuit de la Sarthe, Silverstone Circuit and Sebring International Raceway. All the rest is better not to see.

Hehe. If you are relying on YouTube and modded tracks from god knows what year, then how could they ever satisfy your request for better graphics? It's not like these two hour job modded conversions are going to just disappear or magically start looking better. It's funny that nobody ever posts random pictures of Assetto Corsa modded tracks to make this same point, because they are just as poor. It's somehow valid to use modded tracks as example for poor graphics only in rF2, but not in other titles.
 
All of this back and forth is interesting, and of course, everyone is entitled to their opinion. No one ever seems to mention the fact that the AI in rF2 is excellent. It's not perfect, but it's darn good. I did a race yesterday with the AI set to 100% aggression and managed to do quite well.:)
 
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My first test when i bought rF2 was the historic formula on Belgium 66' (old Spa). I keep mentioning this, but the sensation of driving that car on that track made me see rF2 as the top sim.

101%


imho It is a combo of historic tyre chassis and terrain that makes rF2 special not Indy or Kart or GT3

They could have finished it at Build60 with a handful of cars, it was already a better drive better then anything else

Fanatec belt-drive is what makes rF2 Historics really shine for me, without that it is less extordinary
 

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