rF2 March Development Roadmap

Paul Jeffrey

Premium
The March edition of the rFactor 2 Development Roadmap is here!


Firstly my apologies for the late posting... been a busy 48 hours!

Now on to the bit you came for, the roadmap...

Welcome to our third roadmap of the year. We’ve had quite an exciting quarter altogether with updates to many of our car packs, a new material editor, an exciting 12 hour race at Sebring and last but not least the release of our biggest pack to date, the Reiza pack, featuring no less than 6 cars and 4 tracks. Check out the trailer above. You can buy the full pack here, but there are also options to buy just the tracks or just the cars, or even individual items.

And those of you who follow our roadmaps every month will know there is a lot more to come, so let’s get started with this month’s updates!

Cars
We’ve just wrapped up the development of our brand new brake-by-wire system for the Gen 2 Formula E car. These cars are rear wheel driven, so the rear wheels also do the energy regeneration when braking. As much of the braking torque as possible will be used to regenerate the batteries, with the remaining required torque coming from the rear disc brakes. This is all controlled by a brake-by-wire system and we’re in final testing of it in the new car, so expect this one to be released next!

Tracks
The Nürburgring is going as planned as we’re moving towards the barriers and mapping out all the different pieces of graffiti on the track. Those of you who heard the podcast René and Marcel had with Davy Jones already know that we have two more tracks in progress, both of which we will keep as a surprise for later this year.

Performance
Very recently we’ve released a build that embeds some very specific performance logging in an attempt to catch the few cases people have reported over the years where they are “running out of real-time” because of hickups of the physics calculations. We have a dedicated thread on our forum explaining how to report these logs to us and although we have already received a few logs, we can still use a lot more so if this has happened to you in an on-line race, please help us out and submit your data, and we will try to help you solve the issues.

Competition and new UI Update
This month we’ll take a more in-depth look at where we are with the new UI and competition infrastructure. Our current UI is really split into parts, with a Launcher that is responsible for content management and on-line matchmaking and a main executable that can either be launched in single player or multiplayer mode. For our new UI we want to merge all of that into one. We are now at a point where we’ve replaced every bit of UI in the executable for both modes. In fact, one thing we are doing is eliminating the need to have two modes, merging single and multiplayer modes.

So let’s get started. When you launch rFactor 2, you end up in the main menu that provides you with a few different options. Here you can drive in single player, view a replay or live race or participate in multiplayer, browse various aspects of our community (forum, news, upcoming events) as well as configure the game.

The game options have been cleaned up and re-arranged to give a better overview. As an example we’ve kept the settings for recording replays here, but moved the actual playback of replays to a different location as viewing replays clearly has nothing to do with options. In general we now have more space as well to add extra context and help, making it easier for users to understand the many different settings. Session settings have also been revamped.

rF2 Roadmap 1.png


We’ve split those up into generic settings that span the different sessions, and session specific settings. We also exposed a few extras here, allowing you to for example configure more than one practice session without having to resort to editing text files. Car and track selections have been tweaked as well. For both we have added a few different views, ranging from a more graphical, icon based view to a more compact list. In all of those modes we’ve added quick search options, which usually help you find the car or track you’re looking for with just a few keystrokes. Car tuning is also still there, and here you will see our our new material editor being integrated nicely as well.


Moving on to the garage, you see we have grouped the different tuning options for a car into logical sections. Little details to make your life easier here is that we can show you in a different color all options you changed compared to the set you last loaded or saved, and we also still allow you to compare your own setup to another one, where we no longer list all options twice, leaving you to figure out the ones that actually changed, but more clearly indicating those. At this point it’s also interesting to point out another feature. As the whole UI is web based, we will also allow you to “share” your UI with a team mate remotely.

rF2 Roadmap 2.png


What this means is that while you’re driving he can log in to your game and review and make changes to your setup. Such changes will then be applied the next time you leave the garage. As you can imagine such features open up a ton of possibilities for people racing as teams, but also ways to give remote support and I’m sure our community will find many other uses as well! Apart from the garage we also have a monitor that allows you to view the action live from different camera standpoints, as well as to view an instant replay. Standings have been extended to show more information and the camera controls can be used for broadcasting races as well.


Competition is being developed now as part of the new UI, so it is easy to see what are the upcoming races. From a list of competitions you can sign up for the ones you want to compete in. Zooming in you can see past and upcoming events, sessions and standings. Joining a session directly takes you to the right server. This part is far from done but we just passed a few important milestones that will allow us to run not only hotlap competitions but also qualification sessions and actual races. We’re working on different ways to score those, from traditional “points based” ones to ones that evaluate the actual racing skills of every driver involved and ranking them accordingly. Another thing we’re integrating right now is a protest system. Currently we’re evaluating, through internal testing, how to best release this to the public and we are considering doing some kind of beta as a first step.

rF2 Roadmap 3.jpg


So, what is left to do? Mainly the features that are currently in the Launcher, two of which are crucial: the matchmaker showing the list of servers and the package management system. The matchmaker will receive some love as we will add features to see if a server has players or AI on them and we will also add more detailed information about each individual server. The package management system will be extended to allow you to directly browse the workshop and our item store, so all content can be managed in one single place.


Fanatec 12 hours of Sebring
A week ago, 40 teams divided into three classes lined up for the 12 hours of Sebring, and wow what a race it was. Right from the get go we had action and close battles that lasted right until the very last minute of the race. The top 3 in each class got cash prizes and Fanatec vouchers, and commentators and spectators joined forces to nominate a driver of the day, who walked away with a SimLab rig. Also, a record number of viewers watched the event and every two hours could win a Fanatec voucher and even a Podium Series wheel! All in all this event was a big success and we will certainly host more as we ramp up towards the release of our competition system.

rF2 Roadmap a.jpg
rF2 Roadmap b.jpg
rF2 Roadmap c.jpg



rFactor 2 is a racing simulation exclusively available for PC.

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I hope the new ui also brings new functions, so far it seems to be only a new skin and different arrangement for the same options. That Opponent tab hopefully hides a Raceroom-like ai selector with saving options. And a simple and fantastic idea is what AMS already introduced: limited number of tire sets for a weekend (try a double race weekend with Copa cars with only one set of tires in AMS and you'll see my point). Would love to see these + offline championship editor too. Don't wanna sound negative, looks and feels great so far, good job :thumbsup:
 
If they release all these things then yes it will have come on leaps and bounds but they are very slow in fixing current issues
I don't think they have been slow in fixing issues to be honest. They have been releasing new content at the same time as well. Each of us has his own priorities: some would prefer still more content, others improved features... but in general the software is pretty stable and runs and looks good in current hardware (including VR). Obviously there are things that can be improved, but as they are actively supporting the sim, no doubt the improvements will come.
 
Infamous cars for unreasonably high cost price. Over the acquisition
of the proposed tracks stil can think.
And what about a rank system and matchmaking? Community tired get acces to lobby in multiplayer.
Need a system like "iRacing" or "GTS".
Interface? Pffff. Its normal. Nothing to change.
 
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Some points from the subject:
  • Workshop and store directly from UI
  • Finally making us aware if server has all UI, or there are real players lol
  • More information about server
  • Matchmaker
  • Team mate tweaking setup realtime while you hate the car to make it better :D
  • Monitor for race action (apparently just not showing in UI previews ?)
  • More information in the standings list
  • More controls over cameras (probably from standings menu)
  • Signing in to competitions
  • Racing skills ranking (Will Smith looking from binoculars and saying "thats hot")
  • Protest system ! Must attract a lot of French people. (Joke, I'm sorry France has this problem)
  • Improved car and track selection
  • New material system integrated
  • Color indicating of setup changes
  • Sending setup to your team mate
  • One launcher for SP and MP
  • Browse forums, news, and stuff !
  • Tweaked options with some help and context added
  • Tweaked session settings

    @Fabian Biehne I am not much skins guy, but adjusting AI properties and selecting grids are not complicated in current UI IMO
 
I have been absolute 0 about the skins all the time, I can't even make one. I think.

Every single driver has unique abilities in rcd file iirc, wouldn't it be too complicated for you to tweak every single driver properties ?
 
If ISI got the support it deserved I believe we could have gmotor 3.0 by now :(
Well they had the support they deserved and seeked. They went with a senseless paywall model for online (which is the smallest part of the community) without offering anything in return other than demo cars that would be available for everyone, they complicated the modding proccess without giving tools that would simplify it. Also ISI did not operate on debt afaik, good for them but this has the potential to slow down a company. But it's past so....
 
@mantasisg

It’s all possible in rfactor 2, the question is how much pain and trouble you want to go through? (slightly exaggerated ofc but you know what I mean). Today it’s all about usability and convenience. As an example you might want to look at Content Manager for AC, there you can setup custom grids, assign every single skin to certain cars and even can adjust driver strength and aggressiveness within several clicks.
 
They said we gonna have online races every day this year and we have nothing. I have been waiting for more than two years for the new ui and new online system. They are very slow. So I've decided I'm not going to buy any content until they release these two things.

And of course they will add/fix vibration for us poor Control Pad users (yeah right) :rolleyes:;)
 
Es el mejor simulador de diferencia. Tan solo hecho de menos un buen sistema Online
Mod Edit: this is an English speaking forum please use it in future.
It is the best difference simulator. I only miss a good online system
 
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I don't think they have been slow in fixing issues to be honest. They have been releasing new content at the same time as well. Each of us has his own priorities: some would prefer still more content, others improved features... but in general the software is pretty stable and runs and looks good in current hardware (including VR). Obviously there are things that can be improved, but as they are actively supporting the sim, no doubt the improvements will come.
You only have to go to the official forums to see how many old issues still have not been addressed while new content had been churned out, I understand they need continual income and I have been buying all the content to support them but it would be good to get some balance, the updates are generally small in fixes and features and are mainly new content. Kudos to them for updating the graphics engine but even that seems to have slowed down.
 
My 2p is once the new UI is implemented they should be able to increase the user base beyond the more hard core users and therefore expand their income, which should enable them to speed up the updates further. You can see they are struggling with resources to get all of these different things moving forwards. But moving forward they are, and giving frequent updates as well.
With the outstanding issues you can see they are firefighting and prioritising on what can get them the most success in terms of time spent. Niggling bugs are going to have to wait while they deal with the big hitting items.
Its just frustrating as because the backbone of RF2 is so good and you see more successful competition in the form of iRacing etc, so our expectations are very high willing it to be at the same level.
 
In case you are not aware you can resume a race from replay, just put it at the point u want and click Resume.
Not ideal and has its bugs. A proper save is needed for sure.
Yeah i know the Replay-workaround. But like you said, its not ideal.
If a nearly 15 year old game can make it work (GTR2) then today it shouldnt be so hard to implement.
Also a proper driver-change feature would be nice (also for offline play, like in GTR2)
 

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