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rFactor 2 | New Build Update Released

Studio 397 have deployed a new build update for rFactor 2 - adding many fixes, tweaks and improvements to the simulation.
  • Multiple UI improvements and tweaks.
  • New controller profiles for various wheel manufacturers.
  • Substantial modding support archive documentation refresh.
Studio 397 have been pretty busy of late, and today some of those labours have seen the light of day with a brand new build hitting the public version of the simulation - adding many fixes and improvements to the title in a number of key areas.


As rFactor 2 strives towards making the new UI the default interface choice for the public build of the simulation, Studio 397 have released a new update today with many tweaks, improvements and fixes to how the UI operates within the game - again taking another step forward in what is a considerable overhaul to the way the simulation looks, feels and functions when loading into the sim.

Other notable changes within the new build include a reworking of many broadcast overlay features, substantial updates to the documentation available to modding teams, additional wheel profiles, graphical tweaks and multiplayer fixes - the full details of which can be seen in the change log below:

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Update Notes 04.09.2020

Old UI (opt-out)

  • Client build ID: 5504070
  • Dedicated server build ID: 5504080
New UI (public_beta)
  • Client build ID: 5503999
  • Dedicated server build ID: 5504004
User Interface
  • Added key binding for hide cursor. This is useful when running the in-game overlays and doing a broadcast to a capture card that insists on showing your cursor otherwise.
  • All replay controls can now be custom assigned in the controller tab. By default all replay controls are mapped to the same defaults unless re-assigned.
  • Added first time start up wizard. For now only has name and nickname fields. This will be extended.
  • Added player area in the main UI. For now only has name and nickname fields.
  • In showroom we now check for upgrades on page load and do not show info if there aren't any.
  • Disabled select button in list layout for category items. When switching from grid or thumbnail layout to the list layout, and having a "category" item selected, the select button would be available and would glitch things when clicked.
  • Clear car configuration info when viewing a "category" item.
  • Updated the pop-up layout and styling.
  • Renamed event screen "Drive" button to "Passenger" when in multiplayer spectator mode.
  • Made transitioning to packages area page smoother:
    • Get packages after the page has loaded to avoid blocking.
    • Show a pop-up message while getting packages.
    • Use a dark grey background during switching to the page.
  • Enabled a chat message for single player admin commands.
  • Fixed a game crash when switching sessions.
  • Fix accessing garage data properties if data is not available.
  • All controller profiles are updated. This fixes various issues when using 'Detect' on first time hardware setup.
  • We have new controller profiles for:
    • Simucube 2 Sport;
    • Simucube 2 Pro;
    • Simucube 2 Ultimate;
    • Logitech G923 PlayStation 4 and PC;
    • Logitech G923 XBox One and PC;
    • VRS OSW;
    • XBOX One Controller For Windows.
  • Added "PlayerFileOverrides" to various profiles to ensure proper driver aids are enabled/disabled on first time wheel detect.
  • Added use thread "true" for all profiles.
  • Ensured that the "920 workaround" is set to "false" on all non-Logitech profiles.
  • Fixed profile naming and removed redundant profiles.
  • Fixed stuck 'look left' on TS-XW profile.
  • Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
  • Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
  • Thrustmaster F1 wheel Integral profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS, TS-XW.
  • Thrustmaster Racing wheel profiles: Fixed all mapping conflicts: T-GT, TS-PC, T500 RS.
  • Added correct max torque to Fanatec CSW v1, v2, V2.5 and Direct Drive profiles.
Modding Support
  • Published a ton of new information about modding for rFactor 2 on the documentation website.
  • Large update to modding documentation, will full documentation on PBR material system, dedicated Development Tools section and more.
  • First official release of 3ds Max 2021 Plugins.
  • First official release of Material Editor.
  • First official release of Maps Converter Tool.
  • Added Loch Drummond (PBR Track) to ModDev.
  • Added ability to disable auto albedo correction on pre PBR shaders.
  • Added ability to choose cube Fresnel default settings on pre PBR car body shader.
  • Corrected Deformable Tire shader naming in Max Plugins.
  • Exposed Atmospherics section in Wet file to configure Haze and other settings..
  • Updated ModDev to use main game HUD.
  • Added ability to save preset positions in the Scene Viewer.
Graphics
  • Added new pit exit marshal textures.
  • Small refactor of glare settings in PostFX
  • Many other minor tweaks to various shaders and settings.
Multiplayer
  • Significantly improved logging for multiplayer sessions.
  • Fixed race conditions in our low level socket node list.
  • Increased the size of an internal array to accommodate all possible cars in a session.
  • Fixed an issue where not just the server would send out node reordering messages.
  • Changed some very "spammy" log messages.
  • Fixed several crashes where some code would reference invalid data.
  • Added descriptive names to all threads.
  • Improved the handling of an application crash to ensure logs get flushed.
Broadcast Overlays
  • Made qualifying box sector colors correspond to best lap sectors instead of absolute best sectors.
  • Added fallback for drivers with no last name set.
  • Added dropdown in control panel to select overlay configuration.
  • Made replay transition follow the configured series color.
  • Added an option to show more data in tower field 4 (gap to next, number of pit stops).
  • Added an option to automatically enable race update box when timing box is enabled.
  • Fixed pit timer getting stuck after leaving pit lane.
  • Fixed displaying of gaps to leader/fastest lap time in tower and banner.
  • Extended field 2 data with manufacturer and team logo.
  • Added turning lap time green or purple in the qualifying box after the lap.
  • Added option to minimize boxes in the control panel.
  • Fixed starting order not working with multiple events.
  • Fixed replay jumping to wrong time.
  • Cleaned up the CSS to make it easier to make changes in the custom.css.
  • Added a replay marker button to mark replay events.
  • Updated team name and car number to use the entries from the .VEH file.
  • Added mixed/overall standings option.
  • Added an option to toggle between driver name, team name and description.
  • Made b-roll a standalone element.
  • Added option to condense tower by hiding field 2 or 3.
  • Fixed schedule slide date comparing.
  • Added an option to start the overlay in multi-class or single-class mode.
  • Updated banner behaviour based on the selected car class (or mixed/multi-class mode).
  • Rearranged control panel.

Original Source; Studio 397 forum.

rFactor 2 is available exclusively on PC, via the Steam network.

Want to get the best from your rFactor 2 experience? No worries, head over to the rFactor 2 sub forum here at RaceDepartment, start up a new thread and let the community help you out!

rF2 footer.jpg
 
Last edited:
RaceDepartment Editor-in-Chief, occasional YouTuber, commentator and broadcaster, with a passion for motorsport on both the real and virtual racetrack.

metalnwood

250RPM
Premium
Sep 6, 2018
378
291
It's certainly not the place to go to online for pickup games. A league I am in uses it and I have to say that it's performance in VR is pretty good. Some time back I had completely given up on it.

It can look fantastic in VR with the right tracks. If only the clock could get wound back a little bit and modders/track makers jumped in with what it can do today and it would be great.

I hope it gets more community attention.
 

boxer

50RPM
Apr 2, 2013
73
58
50
and the old UI is still an improvement on the new UI... we should refer to it as "Vintage" UI
 
  • Haha
Reactions: Sam12H

chrisk2512

1RPM
Jul 9, 2020
2
1
53
Twice now I have downloaded the free "Demo"on Steam and I have been unimpressed, usually deleting it after about an hour of game play. Has the full release significantly improved from the demo???
 

Cheesenium

250RPM
Jul 15, 2011
420
533
i mean ams 2 has a bigger changelog in one of its weekly updates, sorry just done with this title its pretty much a dead offline sim now.
I guess the game is on a different part of the life cycle compared to AMS2.

In some ways, AMS2 is still in development as there are still a lot of changes that need to be added. rF2 is sort of "completed" and it seemed like it is mostly maintenance work for them. R3E is the same, mostly a patch here and there recently. Not much changes despite R3E is a by far more complete game than rF2.

rF2 really needs more work, there is no denying on that. It is so basic in a lot of ways.