rFactor 2 New Release Candidate is Available

General

Fixed assigned Screenshot button not working in UI in Retail
Fixed Photo Mode depth option not working
Linked Photo Mode Screenshot Format and Depth saving to player.json setting
Removed non functional copy to clipboard screenshot player.json setting
Disallow assigned Screenshot button in Photo Mode
Allowed toggling of showroom background in Retail (via key 1 or via button).
Added player.json setting “showroom background” for default state of rendering background.
Added Sideview UI showroom for taking screenshots of cars for icons.
Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game.
Fixed crash when changing resolution options in VR

Configuration Application

Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change.
Setup a VR specific config file. This file will copy from the default file on first run of VR.
Allowed the option to configure multiple files from the config application
Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes
Fixed windows version reporting in config app
Updated displaying of PC Specs to show only relevant information in config app
Removed various unused settings from config file

Physics

Ensured that results files / ai report battery state when it’s the primary energy source
Various fixes for battery energy consumption

Graphics

Updated Dashboard Elements Shader to use IBL Setup for better lighting
Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these.
Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background
Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked
Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap
Updated Moddev Tweak Bar displays for new options
Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure:
RegenLightRequireThrottle=1/0 (requires higher throttle than brake)
RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light)

AI

Reworked AI throttle behaviour
Less overshooting, more controlled deceleration
Improved acceleration with less wheelspin
Improved corner exits
Eliminated even more sources of oscillation
Improved laptimes for certain vehicles
Pit speed limit won’t be overshot
Stop positions (grid, pit box) will no longer be overshot
Reworked AI reaction to other vehicles (road courses)
AI will now properly slipstream other vehicles
Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel
Multiclass: Faster classes will no longer slow down when trying to overtake slower classes
Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex
Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists
AI will now be more cautious when other cars are around
AI can now use more of the space following other cars, for proper drafting behaviour
More cautious when yellow flags are ahead or under FCY
Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible
When cars ahead are in a fight, AI will now set up for an overtake on corner exit
AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous
Less incident prone with large grids

HUD

Updated Default HUD
Added Battery State & Usage options, as well as LEDs for P2P and Battery

UI

Added Battery Unit setting (Percent or kW(h))
Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect
Package Management
Server now verifies that connected clients own the content they are using

Modding

Map Converter Updates
Now checks for file updates every 500ms.
-f (force all textures to update) command will only run once and exit.
-o (once) command will only run once and exit
DDS files are only copied from source folder on first pass.
Improved output display with more information.

Mod Dev\Scene Viewer

Added extra lighting debug information for fog and direct light direction
Added toggling of shadow groups via shadow key (U) in scene viewer.
Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason).
Added missing Limit Path option to Static Cameras in Camera Editor

Known issues

Battery Usage in Percentage does not show clearly (always says below 0.01%)
AI will fail to line up for FCY
AI tend to try to overtake around the outside, but quickly realise that won’t work
Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time
 
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Some AI vs AI pics, various cars various tracks showing them using the slipstream to pass. Looks nuts as I didn't qualify them and probably have the aggression set too high - but it was bloody fun watching them, especially 4 wide at Le Mans!
 
Had a fun race with BTCC cars, it was extremely close racing like the best moments in some other sims. Could not yet try multiclass, but if that is anywhere near as good as single class, then rf2 is really back on track. I was already bought by the buy one-race all the category change, very happy with the recent developments.
 
Had a fun race with BTCC cars, it was extremely close racing like the best moments in some other sims. Could not yet try multiclass, but if that is anywhere near as good as single class, then rf2 is really back on track. I was already bought by the buy one-race all the category change, very happy with the recent developments.

I would still contend I have had great races in rF2 since first build always being able to run wheel to wheel without doing anything too dramatic. for the major part.
The fuel load and all AI settings are critical combo to combo something most simply do not get.
Note: I never said every race is great some are downright soul destroying but you get that in all sims sooner or later. If AI were perfect what fun or example of real racing would that be simulating? I would call it moronic and boring which is what I get when I race other sims AI, almost always nothing happens. The AI behave more canned and predictable where rF2 will try a outside pass in the dirt but I mean they have always done that ? for 10 years ? It has nothing to do with new AI fixes. Yet all these so called modern sims no car goes to the dirt ever which is fantasy.

Slipstreaming is great but without fixing other long race issues is wasted. Like you have fantastic battle then get shunted out of your pit box by another car wanting to use it or a car is in your box and you need to use no damage rookie mode so you can push it forward. lol I never hear anyone even mention is bug but it is rampant.

However this is why you use strategy to pit out of cycle ! Great joy to pull off a full race doing this.
AI ramming you I think has always largely been rookie mistakes braking too soon too late drifting wide a few inches etc. etc. etc.
I mean to get decent AI this is after you set right fuel load right AI setup right agro and skill level and right AI limiter to suit the driver, track, vehicle combination of which there are 10's of thousands iterations. In other sims you can virtually jump from combo to combo and use the same settings which I call unrealistic.

That is why rF2 is the best imho it makes you think every corner every lap.

Biggest difference for me in other sims AI races most every lap is the same in rF2 it's the exact opposite no 2 laps are the same, not even close.
 
Has the AI bug where a faster car going to the pits can get stuck behind a slower car for a whole lap, finally been fixed?
yes, last year. The current RC has a problem with cars getting lost on pit lane, but we've shown it to them and they have been able to reproduce it, so hopefully that gets cleared up soon.
 
yes, last year. The current RC has a problem with cars getting lost on pit lane, but we've shown it to them and they have been able to reproduce it, so hopefully that gets cleared up soon.
So why am I still seeing that bug? Do I need to do some kind of reset of the files, or reinstall the game so I can get the new AI?
 
I can also confirm the AI updates are not working on my end, at least for the modded content.
Since I never use official stuff, pretty much useless for me.
The AI won't shift properly, making the races impossible.
I guess it will be fixed at some point.
 
I can also confirm the AI updates are not working on my end, at least for the modded content.
Since I never use official stuff, pretty much useless for me.
The AI won't shift properly, making the races impossible.
I guess it will be fixed at some point.
Is that not something to do with the modder settings tho?


How do u set the ai fuel load? @Durge Driven
 
How do u set the ai fuel load? @Durge Driven

For offline I use a private server that you can tick a box for fixed setup ( shown in pdf below)
I mainly use a offline server so I can swap cars without reloading track. If you want to
test 12 cars it saves 11 track reloads with heavy tracks can save valuable time on a schedule. Not to mention you get saved lap times for all the cars you drive.

You can't make varying strategy only set starting fuel and fuel usage %.
You can then change your own fuel usage before race without saving it to setup.
So you can take more or less fuel to pit outside the AI laps.
AI will normally pit over 3 laps.

Here is old guide attached, can't say if it still works though.
 

Attachments

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