rF2: Sebring Released

Paul Jeffrey

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rF2 Sebring 1.jpg rF2 Sebring 2.jpg rf2 Sebring 3.jpg rF2 Sebring 4.jpg
Studio 397 and rFactor 2 have released a fully laser scanned version of Sebring!


Rich in motorsport history, the Sebring International Raceway is a legendarily tough, bumpy, dirty and challenging race track in Florida, USA, home to many high level international grade motorsport events and something of a favourite with endurance racing fans.

With little margin for error and some delightfully fast corners mixed with slow and technical sections, Sebring has many of the characteristics essential for a classic race venue, and now, thanks to Studio 397 and rFactor 2, sim racers get the chance to try out the track in all its virtual glory, with a new and laserscanned version of the iconic circuit released earlier today - Happy weekend everyone!

And now for the big one, Sebring! Since taking over the development of rFactor 2, our goals have been clear: take an already incredible simulation as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home!

So this track release is more than just “a track release”. It’s a milestone for our team in what we’ve set out to do. The level of fidelity and road feel is above and beyond anything that’s out there, and we’re boldly confident you will agree. Of course we’re excited to say the track was created using an extremely detailed laserscan – but it’s not just about the laserscan itself, it’s about the way we utilized the data and converted it into usable detailed information that gets back to the force feedback in your wheel, something that has not yet been done in rFactor 2 at this level. We feel we’ve achieved our goals in the high level of road fidelity thanks to some innovations and, of course, rigorous testing. The end result is… the ‘FFB’ doesn’t lie – you’ll feel every crack in the pavement and every undulation in minute detail. On the straights and as you dive into each turn, those subtle nuances in the track surface will give you the precise control and muscle memory that a real-life driver would have on track. Our development and test teams have all become addicted, driving endless stints and trying to get that elusive extra tenth or even hundredth of a second!

rF2 Sebring 1.jpg


On the visual and graphics side, we’re just as excited and pushing ahead. We’ve paid close attention to those essential details that add to the overall immersion. The road surface itself is very precisely modeled on the real thing, with every crack and repaired and re-repaired crack. All the nuances and color variations as well as the overall worn-down, characteristic look from years of racing help to really convey the atmosphere. And with an ultra high level of trackside objects in the environment, from spectators to campers and vehicles, there’s a real ‘track vibe’ from any camera you’re viewing from, which makes watching an online event that much more exciting. Of course, as always, we’ve kept in mind scalability for performance.

rF2 Sebring b.jpg


So today we release to you Sebring. The main layout is available in two versions. One featuring the 12-hour race layout, with a packed infield and a lot of spectators, and another that gives you more of a “track day” feel. On top of that we also included two shorter layouts: School and Johnson Club. These layouts are very well suited for smaller fields of cars and somewhat slower cars.

Sebring is completely laser scanned in location, through professional high density, high accuracy, laser scan equipment. We scanned the track just a few weeks before the 2018 “12 Hours Of Sebring”. We then processed, filtered and optimized all the data to produce a clean stream of points for the simulation. We used that data to describe and model everything from centerline to first barriers, so even if you put your tires off the grass, you’ll still get a complete simulation of the grounds, through both physics/FFB and graphics.

rF2 Sebring c.jpg


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 and share the love this simulation so very much deserves...

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What do you think of Sebring from the talk and drive video, do you think it looks like a good representation of the track? Are you excited to try a first laserscanned circuit in rF2? Happy with the choice of Sebring for the sim? Let us know in the comments section below!

 
I bought the track tonight and I have big issues with the bumps. The Oreca 07 and the Brabham the front tires is doing drum solos. I feel the exact same on my wheel and the monitor view goes by the same beat. No matter where I position the car it´s like there is constant bumps every time the wheel lands again. Just a bit worse in the last corner as expected.

I understand Sebring is supposed to be bumpy but this is made worse by my head not moving with the car and it´s pretty awful to drive when everything is blurry. No matter where I position the car front wheels do the same drum solos. I am not prone to motion sickness it´s just the constant vibration making everything blurry and unsynced that is annoying.

There is apps like realheadmotion but none that works after driver swaps? Is there any other fix to subdue the effect? I run with head camera effects off.
I had the same problem with my TS XW as it was just to bumpy / detailed etc (which is a good thing)...so I added some 'FFB SMOOTHING' in the 'Controls" settings (see attached screen shot)...you could also try reducing the 'CAR-SPECIFIC FFB MULT' as well
rF2 FFB SETTINGS.jpg
To adjust as 2stains suggests the visual bumpyness i went into the 'Display' settings and set the 'STABILIZE HORIZON' to 'High'...(see attached screenshot)...this stabilizes the horizon but your cockpit view is slightly bumpy....hope this helps
rF2 DISPLAY SETTINGS.jpg
 
Just purchased today after reading varying comments and waiting a few days since release. I'm happy with the track and enjoying it. Feels really different from other Sebring courses in RF2 such as width in different parts of the track, bumps and turns. Laser scanning definitely brings in the accuracy. It is quite bumpy as others have stated but challenging for sure.

Now on to the price... I do feel it is a little high but I decided with all the updates Studio 397 have brought to the table along with what is still planned I owed them a few extra dollars for the track. RF2 would have been long dead without Studio 397 coming on board and this is a very good sim that is only getting better and better.

I feel we should support the projects we enjoy and have passion for. Is this for everyone, apparently it's not and that is ok. Have a nice day everyone. :)
 
I think it's been mentioned in this forum or maybe another, I've been reading so much today I forget. But it's not the actual cost that's the issue, I think it's the idea of the investment. Are we putting money into something that's going to get better, or is it just too old of a game to keep dumping money into?

Is it like putting lipstick on a pig? Not to say rF2 is a pig. :laugh: It's like investing in an old car. Sure you can drop in a new engine and restore it with new interior and a paint job, but underneath it's still the same old car as it was designed originally. Like the aerodynamics of a 1960's car compared to modern day aerodynamics.

I think that's where the skepticism comes in. Are consumers investing in something that's going to keep on improving, or will the devs just drop it in a year or so because the software engine will limit any more improvements they want to implement?

Hope that makes sense. I'm pretty tired so it makes sense to me.:O_o: I've been messing with Sebring all day. Should've been doing the lawn and the house, but been sitting on my ass all day long. :thumbsup: I'll post more later today about my thoughts on Sebring. It's actually not bad.

Right now it's time to :sleep:.
Im a historic race car owner so too me its a great investment :)
 
Im a historic race car owner so too me its a great investment :)

oi B :)

Paid for 1st lap first build

Then all I heard for years since Build45 ...........

".... pCars and AC are always getting updated ......you wait ! You will see when they get their new tyres !@! "
Now tell me who is in denial ? lol
Today the same people will call pCars rubbish

That is why so many can't comprehend why anyone would like rF2 ........ dat' feelin' from day 1 :inlove:
 
oi B :)

Paid for 1st lap first build

Then all I heard for years since Build45 ...........

".... pCars and AC are always getting updated ......you wait ! You will see when they get their new tyres !@! "
Now tell me who is in denial ? lol
Today the same people will call pCars rubbish

That is why so many can't comprehend why anyone would like rF2 ........ dat' feelin' from day 1 :inlove:
Im hearing you DD... best thing is I dont give a flying about THOSE folk :0 while im sideways in a brabham.. hope to see you in my dust soon ;) lol
 
rF2 from build 45 to today

Visual, content , features, yadda 95% of the improvement

Physics tyres 5% if you lucky

Which just means it was always that good to drive and everyone is still playing catch up 6 years later

My dream is for a new gmotor from ISI gets injected directly into a new S397 sim lol
and i will pay pre-order $100US+ lol
 
Just bought the discounted pack. Ignoring al other RF2 issues, this track is quite incredible. I have been concentrating on the Norma, which seems to be the most challenging car vs the AI. How does RF2 simulate such a bumpy track, with such powerful FFB with my CSL Elite PS4? Assetto, my fave, would have the wheel cogging and clattering like crazy with the same Fanatec settings. Very impressed and these cars are dynamically light years of progress compared to the 'stock' content and the URD PX and EGT.

BTW, does anybody know why the track side cameras all appear to be underground and the car cameras all misplaced within the cars? I have yet to see these cars in a replay...??
 
rF2 from build 45 to today

Visual, content , features, yadda 95% of the improvement

Physics tyres 5% if you lucky

Which just means it was always that good to drive and everyone is still playing catch up 6 years later

My dream is for a new gmotor from ISI gets injected directly into a new S397 sim lol
and i will pay pre-order $100US+ lol

I don’t get why they don’t just do a crowdfunding campaign with clear goals, timelines and required funding. Ie

“Modernize sound and graphics to 2019 standards / industry-leading” — XX k EUR - 12 months;
— xx k EUR *2.5 (example) - 6 months

- Add all F1 laser-scanned tracks - licenses and dev work — xx k EUR - target to release 4/Q.

— license and add <most voted content in forum> — Xxk EUR - timeline.
And so on. For a commercial project I’m not a great fan of just donating money to people, in exchange for say a customized steering wheel made from walrus baculum... yawn.

Or actually make it a smallcap listed company and sell shares to the community to raise capital to expand the dev team significantly and get things done faster.

I have no problem giving Studio 397 a chunck of money -even more serious cash- but then I want a vote regarding timelines and content and hold them accountable.
 
There is a dedicated F1 game with all the F1 tracks. If you want F1, there it is. F1 doesn't race from day to night nor with limited lighting. These are engineering areas S397 has put considerable time and resources towards achieving. And what happens to the crowd funding when a deadline is missed? I'm fairly certain they can produce a certain amount of cars and a few tracks each year. Expecting more, and expecting content that would have to compete with dedicated single issue sims would be difficult.
We are consumers and while we can voice our desires and opinions, we should NEVER have any control over the direction of a company. What if 100 drifters got together and influenced S397 to only make D1 drift cars on half lap ovals? What if a 1000 Nascar league members with-held funding until a fully independant Nascar product was available? What if F1 users fragmented on years and ended up demanding the seasons of Cosworth domination or the turbo years or the aero era and ended up with a several groups each with a rather small user base?
I think your concept of a publicly funded sim might be viable as stand-alone product with just one area of focus. But that would not be rF2. In fact wasn't crowd funding the approach of Project Cars?
 

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