rFactor 2 | New RC Build And Circuit d'Azur AI Update Released

Paul Jeffrey

Premium
Studio 397 yesterday released a new version of their Circuit d'Azur track, plus a substantial 'Release Candidate' build update of the core rFactor 2 simulation.
  • Circuit d'Azur track AI and tweak updates.
  • Release Candidate build adds new auto exposure.
  • Further track updates to follow.

In terms of content first, the Circuit d'Azur has been available in the simulation for the last 12 months, however many players have been left dissatisfied with the way the AI behaves in racing conditions on certain combinations of cars. With poor AI behaviour contributing to more than a fair share of AI related accidents, it has been a shame to see Studio 397 take such a long period of time between release and this new track update, however now that it is here, players should hopefully be able to enjoy a much more robust offline experience with the track.

In other rFactor 2 news today, the studio have also released a sizeable build update to the Release Candidate version of the simulation, updating the already available RC build with a sizeable collection of fixes, tweaks, improvements and changes. It is worth noting that the RC build can be selected manually by users in the Steam - rFactor 2 - Properties page, however this new build has not yet been filtered into the main public version of the simulation.

CS_blog_2021_03_24_featured_image.jpg


Latest Release CandidateSteam Build IDs
Client 6133456
Dedicated 6426499 Changelog
  • General- Added SteamID of each client to race results logs generated by a Dedicated Server
  • Fix issue with Attack Mode overlay information not correctly resetting.
  • Stopped AI playing wipers when in Garage
  • Added automatic headlight and wiper settings for player.
  • These show as an extra step in the key toggles (Headlights: Off / Auto / On) or (Wipers: Off / Auto / Slow / Fast)
  • Skip Auto option when the setting is disabled
  • Added a message about windscreen wiper state to the message centre. Don't show a message if the vehicle does not have wipers.
  • Auto Headlights and Windscreen Wipers are forced on if no key is assigned"
  • Fixed issue where automatic gears would require a false top gear to correctly downshift for some vehicles
  • Report steam branch and build number on startupHUD- Fixed spacing for weather info in HUDGraphics- Renamed Anti-Aliasing options to show the amount of MSAA applied.
  • Adjust Sunflare strength so that they work with different field of views
  • Added a blend out at screen edge to smooth transition of Sunflare going off screen.
  • Fixed an issue where a texture sampler would not set correctly
  • Fixed an issue that DigitalFlags would behave as Marshals online
  • Reworked Auto Exposure to reduce the calculated exposure "bouncing" around in different conditions
  • Enabled Auto Exposure in Cockpit Cameras
  • Fixed Water not rendering on TV Screens
  • Removed GPU V-Sync option from Graphics Configuration settings
  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
  • Ambient light probes now allow for more advanced blending options
  • Fixed stuttering on Replay Monitor screen.UI- Added sector and lap timing to full screen replay bar.
  • Updated the styling and alignment of the full screen replay bar.
  • Fixed UI stopping updating when clicking repeatedly on the track map in the event screen.
  • Corrected the display of FXAA to On/Off
  • Fixed the units to seconds for displaying Transparent Trainer Lead Timer
  • Fixed the display units for Low Speed Information to show a percentage
  • Fixed race countdown not always showing for a multiplayer race.
  • Fixed showing the maximum time for a single player race before the race start.
  • Improved formatting of time durations.
  • Fixed issue where RealRoad setting was carried over from previous track selection in session setup screen
  • Fixed an issue where some tracks would not show in game due to having packed SCN files which were not valid track layouts
  • Added Auto Blip, Auto Lift, Hold Brakes, Hold Clutch, Repeat Shifts, Start Engine, Auto Wipers and Auto Headlight settings to difficulty screenModding- Fixed some minor issues with sample ModDev content
  • Added pop up (mod dev & scene viewer only) / logging to paths where the RRBIN file fails to load
  • Force an update after loading RRBIN in scene viewer or moddev so that it shows correctly straight away.
  • Updated default RRBIN filename scene viewer / moddev tweakbar rollout
  • Setup a stable and beta version of Max Plugins 2021. Stable is the last fully tested internally. Beta is built to the absolute latest code.

rF2 Azur Update 1.jpg


rFactor 2 Circuit d'Azur V1.15 Update Notes:
  • Revised Cut Corridors
  • Slightly safer AI lines between St Devote & Casino
  • Improved Armco Barrier Collision Meshes
  • Fixed lack of collisions on Media Centre in pit lane
  • Fixed collisions in T1 run-off
  • Regenerated real road profiles
  • Fixed Starter Worker Safety Car Animation
  • Fixed Some Illegal NoRainZones
  • Fixed Wet Road in Tunnel
  • Fixed some material errors
  • Fixed issues with marshals/yellow flags online
  • Updated Crowds
  • Removed Driveable tag from unnecessary objects
  • Slightly reduced rearview distance
  • Improved AI Fast Path


Original Source: Studio 397.

rFactor 2 is available now, exclusive to PC.

For the latest news, or to find out answers to your most ponded questions, head over to the rFactor 2 sub forum here at RaceDepartment, start up a thread and get involved with the community today!


rF2 Azur Update 2.jpg
 
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Even tho I had already read this report, I was confused(easily done I admit) by the headline. When did rF2 get Radio Controlled(RC) cars ? Positive news. I hope they keep working on Multiplayer TEAM stability so that drivers swapping the driving duties don't get FFB changes, setup changes, damage repair issues...etc..
 
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ooooooo exciting! cannot wait to get home and drive an F1 where the reflection rate on the car does not look like 60's Disney stop motion animation!! (at least that's what I hope this means)


  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
 
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Sorry to pose a question that has probably been answered elsewhere already.

If I use the RC version, and the latest changes are transferred to the public build, those two should be the same until the next RC update, yes? So apart from online racing there should be no need to switch between RC and public versions?
 
Sorry to pose a question that has probably been answered elsewhere already.

If I use the RC version, and the latest changes are transferred to the public build, those two should be the same until the next RC update, yes? So apart from online racing there should be no need to switch between RC and public versions?

I think the last time the RC was released to the public build, there was a new RC at the same time. I am not sure if they are still doing the same, but I remember someone from Studio 397 mentioning in their discord that both the RC and the public branch keep the same version number, so you should be able to join same severs from them.
 
ooooooo exciting! cannot wait to get home and drive an F1 where the reflection rate on the car does not look like 60's Disney stop motion animation!! (at least that's what I hope this means)


  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
Prepare to be very excited, day off today so getting to have a quick go on this. Car reflections now look like a modern sim, some of the chrome liveries look very cool when following the cars. Also stuttering replay preview in pits seems to be fixed for me.
 
  • Updated Environment Reflection Settings
  • Low/Medium/High/Ultra settings which increase refresh rate and resolution.
Hopefully that's the missing function that has been in a 2003 game called Need For Speed Underground but not in rFactor 2 in 2021.
The unchangable 5Hz reflections rendering frequency/refresh rate of rF2 was the reason I kept that game lowest on the list
Also don't know how much longer we'll have to wait if I did not mention this to the developers...
 
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Hopefully that's the missing function that has been in a 2003 game called Need For Speed Underground but not in rFactor 2 in 2021.
Reminds me of how they mentioned some months back how they're "experimenting with a technology called screen space reflections" ;)

Are these the results, BTW, or are the reflections still the old ones?

But I mean it's nice that rF2 is entering the 2010's with some of the settings apparently now being revamped. I'm looking forward to the day when rF2 will finally just follow whatever vsync and AA options you have set for your GPU instead of using its own implementations. I guess removing the GPU vsync is a step in that direction.
 

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