Paul Jeffrey

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Studio 397 have dropped a surprise new circuit configuration into rFactor 2 - adding the yet to be raced brand new 2020 Zandvoort Grand Prix layout to the simulation.

Included as an additional configuration to the already available original Zandvoort venue, the new release today bring with it the brand new Formula One layout of the track - a first appearance as official content within a racing title. The new layout includes multiple changes over the much loved traditional circuit, including the now famous final banked corner designed and built especially for the aborted return to Grand Prix racing - a race that should have taken place this very weekend.

The new configuration is available as a free DLC for rFactor 2, and can be found at the rFactor 2 Steam workshop if it hasn't already downloaded automatically.

In a rather cool move from Studio 397, the version available today will closely match the current build state of the real world location. In the real world, the race track itself is very much ready for action, but the infrastructure and buildings around the track are still very much in a state of development - something Studio 397 have replicated in the simulation with an intention to update and develop the content in the months to come as it evolves towards hosting the upcoming Dutch GP.

The new circuit is available to download now from the Steam Workshop.

The release notes post in full can be read below:

The weather along the Dutch coastline this weekend was rather typical for May. The sun and clouds both fight for attention. Trying to make their presence felt to the people on the beaches below. But this was not supposed to be a normal weekend. An enormous amount of people would have flooded the area, cheering for their favorite driver, enjoying the fast cars that would have graced the beautiful track of Zandvoort. Then everything changed.

What could not continue in the real world, most certainly can in the virtual world. We therefore decided to release on this day the brand new 2020 layout of Zandvoort, for everybody to enjoy in rFactor 2. For free!

rf2 2020 Zandvoort.jpg


If you look at the real track today, it is certainly ready to race, but all the surrounding buildings, grandstands and other infrastructure are very much still under construction. Our pre-production release today reflects that. We’re trying to remain close to the current state of the track and will keep updating it in the months to come as it evolves towards the upcoming Dutch GP.

Much has been said and written already about the changes to the track, all aimed at improving the racing, but let’s highlight some of the most important ones as we take you around a virtual tour of the track.


The lap starts on the longest straight, that takes you to the Tarzanbocht, a banked 180 degree turn that is traditionally a good overtaking spot. One apparent change here is the location of the pit exit, which used to be on the inside of the corner entry, but has now been moved to the corner exit, with a wall making sure there is no way to merge too early.

rf2 2020 Zandvoort 2.jpg


The corner exit takes you onto a straight that bends towards the left and sets you up for the next right-hander called Gerlachbocht. Exiting that is where the next big change is. The Hugenholtzbocht, named after the famous dutch designer of race cars and tracks, John Hugenholtz, is made wider with more banking to offer a faster exit and possibly multiple lines through the corner.

rf2 2020 Zandvoort 3.jpg


More speed means an even faster passage over Hunzerug and the Rob Slotemakerbocht towards Scheivlak, the only corner on the track that has its own TV channel, a clear indication that that’s a good spot to watch a lot of action. The jury is still out on how high downforce open wheelers can go side by side over this straight and through this blind corner, but if they do it will certainly be a memorable moment.

rf2 2020 Zandvoort 4.jpg


We’re now basically at the back of the circuit where much of the existing layout remains untouched. The next straight brings us to the Mastersbocht, another high speed turn with a curbstone on the apex that you can hit hard, but not too hard. The anonymous Bocht 9 and Bocht 10 follow, two long, slow and wide corners that seem to never end and where you can drive many different lines, making sure at all times your exit onto the next straight is good as that one leads to another popular overtaking spot.

rf2 2020 Zandvoort 5.jpg


The Hans Ernst Bocht is another place to out-brake your opponent and while this corner had been modified fairly recently for DTM, placing less forgiving curbstones on the inside of the second part off this right-left turn, it was changed again, removing those curbs again in favor of more friendly ones.

rf2 2020 Zandvoort 6.jpg


This exit takes us to the penultimate corner, Kumho, which generally takes some lifting and light braking. Exiting this corner is where DRS will be enabled as the last corner on the track is again one that is completely modified. The Arie Luyendijk Bocht is now wide and very much banked like on an oval and you can therefore take it flat out, launching you onto the final straight at high speed and potentially setting you up for a pass through the first turn again.

rf2 2020 Zandvoort 7.jpg


This completes our lap around the track. Needless to say we’re excited to be the very first to bring you this track in a racing simulation. We hope you’ll enjoy driving it. You can subscribe to the track in the workshop here if it has not already automatically installed for you.


Original Source: Studio 397.


rFactor 2 is available exclusively on PC.


Want to know how to get the best from the sim? Start a thread in the rFactor 2 sub forum and let our community offer you the benefit of their massive combined experience.
 
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Oh my lord, just woke up. Had the most horrible dream...

I dreamt that Mr Bell had picked up the reins of Rfactor 2 instead of Mr Offermans. Rf2 had long become abandonware but with really crappy tires and still selling at launch price!

Oh it was awful. Think i'll sooth myself with a read of Marcel's post from the other day and calm down...
The Ian Bell derangement syndrome never goes away.
 
Tried the track - I have to agree with others, scenery is a bit rough but my understanding is this is WIP (and a free one, at that). Track surface itself though seems well modeled and faithful to reality. Nothing to do with the game/track, but I am a little puzzled why the higher banking is necessary. Won't that just serve to *increase* corner speeds? And wasn't too much banking the issue at the infamous USGP at Indy? The banking looks kind of cool, but it definitely does change the character of that final turn - it is very easy now, just flat out. Typically, I need to do just a slight lift in most cars to get down to the apex. Now it's just accelerator to floor with a relatively static steering angle.

rF2 has never run well on my machine, but I've never taken the time to look into it. I've always gotten annoying little frame rate hiccups, it seems. I need to at least hook up a profiler and make sure I'm not bottlenecking somewhere. I've seen plenty of videos where people have made rF2 look very nice, so I know it can be done. Like a lot of other things with this particular sim, it's kind of hard to get motivated to mess around with tweaking settings when there are other sims that do so well right out of the box. The graphics are that way for me.

Sorry, I don't mean to sound so negative - the sim drives awesome and S397 has made some good steps...it's just, whenever I try out the sim, there tend to be nagging reminders of why I don't play it more (despite the awesome physics/FFB).
 
The banking looks kind of cool, but it definitely does change the character of that final turn - it is very easy now, just flat out. Typically, I need to do just a slight lift in most cars to get down to the apex. Now it's just accelerator to floor with a relatively static steering angle.
Yep, exactly. It was IMO a deceptively tricky corner to get right, especially with Kumho leading to it, and a crucial one as it leads to a long straight. A lot could be gained or lost in those two corners, you had to plan your line right (and then execute it correctly). It was always a fun spot in most races I've done at Zandvoort because of that. Now it's out of the Kumho and flat out.

Similar with the Hugenholzbocht. It was a claustrophobic tight squeeze. Now it's three miles wide (even though technically the track limit is still there, but there's a big difference between a line on tarmac and a wall) and as a result, it just became a boring hairpin, it feels completely different.

Hell, even Tarzanbocht is now more "plain" and boring as a result of the changes.
 
Does rf2 have something like CP Servers from ACC?
Nope

I am sure any graphical issues will be ironed out
Yeah, because that's what S397 are known for, right? ;)

Quite sad that you have to go round studying it so hard to notice all that. If you dont like it dont use it, simple.
By looking at the images, I find it very hard to imagine you'd be able to miss it just lapping the track as you'd normally do
.
Zandvoort never looked good in any game assettoc orsa - iracing -ACC - whatever
It looks helluva lot better in ACC than this and even if what you're saying would be true, it doesn't mean it has to look **** forever.
 
Do I need to dig up my anti anti-tree rants from Le Mans? The ribbon of pavement is what matters. What the fook are you'all looking at bushes and trees for? (smiling, yes, trying to start a war.....) ((probably shouldn't admit that...)) The color of the sky, the color of the pavement, all these things seem to ruin tracks for certain users. I am at a loss to understand why. If it drives like it should, then purple asphalt, shabby trees be damned.

Generally I'm with you, especially if repeating textures on the grass are beeing mentioned, which you can only see in helicopter view if at all and things like that.

On the other hand, I've been distracted by graphical glitches, too, not only in rf2, it happens in all sims on one place or other. For example at a time I was severely distracted by a broken flag animation in ACC. This only happens in VR for me though, because for some reason I tend to look around a lot more for markers and opponents, so it's a lot more probable to use a viewing angle the devs haven't used and therefore checked themselfs. And I would like to point your attention to the pictures shown again, most are in an angle you wouldn't use normally while racing, but totally could come into view if looking to the side watching an opponent.

So in a way, both of yours and egoists oppinion have some merit, so I guess a civilized discussion to understand the different opinions is in order :) , peace!
 
The color of the sky, the color of the pavement, all these things seem to ruin tracks for certain users. I am at a loss to understand why. If it drives like it should, then purple asphalt, shabby trees be damned.

You are seriously "at a loss" why some of us seem to care about the fact the sky is green(ish) in rF2 (well, pretty much everything is) or the fact the tarmac is full of purple and green speckles? I mean, by that logic...why even simulate real-life tracks if we can't get the very basics of the environment right? We could just drive on Tron-like virtual circuits consisting of colourful beams of light (OK, that might actually be pretty cool...for a while, at least).

And I really wish it was as simple as "well then just don't notice the purple tarmac or green sky"...

rf2_purpleasphalt_enhanced.jpg


(Note that in this instance, the color saturation has been increased by about 50% to show the speckles/chroma noise more clearly. And yes, it can absolutely be seen/noticed while driving, not just from an external view like here.)
 
Yeah, because that's what S397 are known for, right? ;)
I think I explained/rephrased that statement earlier?;) To add to this, the ‘old’ Zandvoort circuit also got a number of updates from S397. It started out in a 0.2 version if I can remember and eventually got several update iterations. Not bad for a track that was offered to us free of charge.
 
You are seriously "at a loss" why some of us seem to care about the fact the sky is green(ish) in rF2 (well, pretty much everything is) or the fact the tarmac is full of purple and green speckles? I mean, by that logic...why even simulate real-life tracks if we can't get the very basics of the environment right? We could just drive on Tron-like virtual circuits consisting of colourful beams of light (OK, that might actually be pretty cool...for a while, at least).

And I really wish it was as simple as "well then just don't notice the purple tarmac or green sky"...

View attachment 369291

(Note that in this instance, the color saturation has been increased by about 50% to show the speckles/chroma noise more clearly. And yes, it can absolutely be seen/noticed while driving, not just from an external view like here.)
Yup, saw it, I think I remember reading that S397 was surprised by the way it looked. Without trying to sound deragatory, it's the Princess and the Pea, something I can overlook causes almost physical discomfort in others. Some of us have learned to live with that wierd shadow moving behind the armco as you speed by, the flashing on and off of the brake lights, (heck, half the time the brake lights are too faint to see anyhow) The arguments over the years about the grass, the trees, I would understand if, say for example, Lime Rock Park was placed inside a city enviroment, but if I expect trees and grass and see some sort of representation of trees and grass, I stop looking.
 
@davehenrie But that's exactly it. You "have learned to live with it". Which is understandable. So have most of us with many things (yep, the annoying Armco thing is another good example, or the flickering brake lights, or almost invisible headlights of some cars behind you, which can catch you by a big surprise in a night race sometimes). And yes, sooner or later you learn to not even mention these things, because even if they annoy you, you don't really see the point to mention it for a hundredth time year after year, especially when you then get ten people telling you how you shouldn't even be bothered by such minor things and should focus on driving instead.

It's just that previously, you said you are "at a loss to understand" why people notice stuff like that. Which did suggest something else entirely than what you are saying right now. Right now you are saying you do notice similar things, you just got used to them by now.

So, yeah...don't shoot the messenger. I understand if it's annoying when the same things pop up over and over and are mentioned over and over, I absolutely get that. But at the same time...they are kinda still there, so...they probably should get mentioned at least occasionally, not get downplayed like they don't even matter. They do, even if they might be lower on the importance scale than other things. (Edit: But yes, it's also sometimes easy to get carried away and misjudge the importance of such an issue, or - even unintentionally - make it seem like it's a much bigger deal for you than it is.)
 
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It's stuff like this that makes me play iRacing instead of for example rF2. iR is far from perfect but at least everything (almost everything...) works as it should. I remember in my FSX days with tons of mods (because otherwise it's not realistic) after a flight of 3,5 hours to Mallorca and on final approach the sim crashed. Nah i rather have something stable then :)
 
I guess on one thing we can all agree:
For those who care just for physics and ffb, good graphics are neglectable. Graphical models of the real world deliver braking points and possibilities to have a proper orientation in the virtual environment.
For those who care for immersion though, good graphics are necessary. They can stop to improve when they look like the real thing. ;) In case you bother: I'm one of the latter. (Immersion is the alibi for the slow you know)
 
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It's stuff like this that makes me play iRacing instead of for example rF2. iR is far from perfect but at least everything (almost everything...) works as it should. I remember in my FSX days with tons of mods (because otherwise it's not realistic) after a flight of 3,5 hours to Mallorca and on final approach the sim crashed. Nah i rather have something stable then :)

I agree.When you watch The Race E Series the Nurburgring looked great in RF2.Indianapolis looked average.I get that the RF2 developers are excited about this release but would they not be better getting Zandvoort up to Nurburgring standard & charging for it?
 
I think the question is regarding this: are you really willing to make it up to that standard. If they charge you for this you expect it will eventually become the same quality as for example the Nurburgring. Maybe they don’t know if they will finish it?
 
perfect timing for all those Dutch fans out there who had really been looking forward to see Max in a home Grand Prix. I own rF2 but do not have it installed, one day when I am old and gray I will have enough time to go through all the hassle of installing the game, the addons, the mods, the lot. Right now, good to see it is still alive, the more competition there is on the market, the better. Btw: is this a laser-scanned track? Did I read it somewhere? I just glossed over the first page of this thread.
 
You are seriously "at a loss" why some of us seem to care about the fact the sky is green(ish) in rF2 (well, pretty much everything is) or the fact the tarmac is full of purple and green speckles? I mean, by that logic...why even simulate real-life tracks if we can't get the very basics of the environment right? We could just drive on Tron-like virtual circuits consisting of colourful beams of light (OK, that might actually be pretty cool...for a while, at least).

And I really wish it was as simple as "well then just don't notice the purple tarmac or green sky"...

View attachment 369291

(Note that in this instance, the color saturation has been increased by about 50% to show the speckles/chroma noise more clearly. And yes, it can absolutely be seen/noticed while driving, not just from an external view like here.)

Purple on tarmac is probably caused by textures. They are saved on .dds using DXT5 compression and that causes different color artifacts in textures.
 
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Nope


Yeah, because that's what S397 are known for, right? ;)


By looking at the images, I find it very hard to imagine you'd be able to miss it just lapping the track as you'd normally do
.

It looks helluva lot better in ACC than this and even if what you're saying would be true, it doesn't mean it has to look **** forever.

Funnily enough you do miss it while lapping normally. It looks fine. Plus as has already been stated its an alpha version I'm sure it will be sorted.
 

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