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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S397 has been doing great work so far.

Looking forward to all of the improvements, especially the new UI.

Hopefully it doesn't break the ways mods are so easily installed and integrated from the Steam Workshop and other sources, but I'm sure they've already taken that into consideration.
They said in the roadmap that workshop will be integrated in launcher so mod installation should be even easier.
 
Most of this is ux stuff, not ui.
- Ability to not download any updates when launching the game. Syncing with steam workshop for example should have cancel button so I can do it later if I don't want to do it now.
- drag and drop skins. Just a folder called skins with its own sub folder. None of this current stuff. A lot of this is probably hard limited by rf2's limitations but the current system is pretty awful in every way. If rf2 new ui works in windowed mode then a drag and drop feature for mods and skins would be great as well. Just drag a zip or a folder or rfcmp file and drop it anywhere over the window and magic happens.
- tooltips what the parameters in-game options do (not setup but game ui). And no more text file editing. Put it in the options. Call it super-advanced settings or whatever.
- online browser that can show much much much more usable incredibly basic information. Car list, what configuration of the track, session time left (practice, race) and what sessions are to come.. Should be super easy to improve as the current system is the worst unusable thing ever. Show if I have the content or not that the server is running and filter servers based on if I can just join or not. Lots more filters. Use existing car and tracks I have installed as filters so I can find something specific quickly. Favourites for everything. Also aI= not human player.
- content manager is all over the place. Delete, unsub, sub and browser could be... in one place? Different versions of mods when installed could be handled smarter inside the game.
- loading times for sure could be optimized?
- car and track browser is really bad. Need to manually dig a car from a pile of text of folders and sub folders. Needs a text search at bare minimum but also various tags and filtering menus and different content viewing options so you can find what you want much much quicker.
- opponent filter is awful because it is literally list of folders with no usable info about anything at all.
- logs are awful and useless when trying to solve any kind of issue
- modding support is extremely restrictive for a game that claims to be a modding platform. Just adding a skin requires a phd in rf2logy and you can only make skins for wildcard materials. And it is not a ui thing for sure but for sure it is an ux thing if one mod can break another mod because of same name of material/gmt. That is just bad code period and unfit for purpose. I can't believe you were so shortsighted to kill gjed. Sure it sucked and had bugs but 9000 times better than not having it. Selection and implementation of digital instruments is poor, outdated and restrictive and can no be used to accurately create any (modern) dash display. And why is still 98% rf2 modding tutorials outdated random google-found rf1 tutorials? Why do you absolutely refuse to explain things like the upgrades naming requirements, upgrades file, genstrings, veh file and so forth in capacity for rf2? Modding is not reverse-engineering but content creation. You have incredibly massive amount of room for improvement here and here https://docs.studio-397.com/developers-guide/ you barely explain 1% of the sim functionality. Why do you absolutely refuse to do anything about this?
 
How many other Current Sims have a Mid-Race Save Feature? If it wasn't that "hard to implement" don't you think every Sim would have it? (bar iRacing of course!)
Also comparing to GTR2 is irrelevant, there's a lot more detail in a Race that needs to be saved in a current Sim compared to GTR2, more advanced Tires, Weather Systems, Dynamic Surfaces, Physics all of which need to be Saved at the point the User wishes and all more advanced than GTR2.

I agree a better Mid-Race Save Option (Than Resume From Replay) would be better, but it's a lot harder to implement than you think, for now RFR does a job and does it well enough :)
That's not so difficult. a few megabytes of data needs to be saved. I would like the feature of saving mid-race.
 
but it's a lot harder to implement than you think,

Well, i would say, because we have the Resume form Replay feature, you could implement a more streamlined form of exactly that which let you drive from where you let of. And one way to make it more easy and "sim-like" is to allow saving only while pitting.
Also in the log files everything is saved that you would need to make a save-feature (i think).
 
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.
They are updating the interiors now so it didnt slow down. They Went from horrible performance to really good performance and better Graphics with the new DX11. Then when they felt ok with that they started the work with interior shaders to make cockpits look better, and that work is under way now + the UI. I agree there seems to be issues that are old and annoying so lets hope they do something about some of those when they are done with what they are working on now.
 

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