rFactor 2 October Roadmap Update is Here

Paul Jeffrey

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rF2 Roadmap.jpg

The latest monthly roadmap update on the state of play in rFactor 2 is now live!


It must be difficult to find new things to discuss each month when Studio 397 sit down and plan out the latest roadmap blog posting, and it is testament to the Dutch studio that pretty much consistently since taking over the reigns of development for this outstanding simulation the developers have been able to bring news of progress with the sim, often breaking new ground as they continue to breathe fresh life into the title following acquisition of rF2 from Image Space Incorporated.

For the month of October, S397 have released another new piece of content in the form of the Finnish Botniaring track, plus updated fans on the progress of the mammoth task of bringing a modern laserscanned version of the epic Nürburgring track in Germany - one of the most sought after pieces of sim racing real-estate within our hobby.

So without further ramblings from me, let's see what Studio 397 have to say this month....

The full October 2018 rF2 Roadmap can be read below:

It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements!

Botniaring
In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center.

Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?!
rF2 Botniaring roadmap.jpg


Nürburgring
When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system.
rf2 Nords 2.jpg
rf2 Nords 1.jpg
rf2 Nords 3.jpg


McLaren Shadow rFactor 2 Qualifier
After introducing three new free cars to the simulation, we headed into the harsh but exciting world of competitive racing, on the hunt for that one driver that would represent the rFactor 2 community in the McLaren Shadow final later on in Woking. But before anyone could claim this spot, three qualifier rounds broke down the list of participants to the last 30 that had a chance at winning this.

Road 1 at Silverstone
Round one saw our racers flying through Hangars straight at the iconic Silverstone Circuit in the McLaren MP4/8. With everyone ready to shine and willing to do everything to put their stamp on the first round of the new competition, our livestream saw plenty of action and great fights with everyone trying to get inside the top 10 to make their way to the Qualifier final. After 30 minutes we had our first podium of the rFactor 2 McLaren Shadow Competition with Jan von der Heyde winning in front of Michelle D Alessandro and Eros Masciulli.
Round 2 at Zandvoort
The first 10 had their ticket to the Qualifier final, another 20 tickets were still up for grabs. After everyone parked their McLaren MP4/8 in the garage again we went even further back in time with the McLaren M23, a pure drivers car. No electronics, just a steering wheel and pedals. And with these weapons, our best drivers out of the Hotlap Sessions had to go up against each other on Zandvoort. Long fast corners, a lot of banking, and the endless will to fight made up another great livestream during this competition, eventually seeing Georgo Baldi reaching for the top spot and sending Peyo Peev and Kuba Brzenzinski down to the other spots on the podium.

Round 3 at Indianapolis

The championship car of Mika Häkkinen, the McLaren MP4/13, was the car of choice for the last qualifier round, leading our drivers to Indianapolis for a last chance to earn their spot in the Qualifier final. With an aggressive rear end, this car meant serious business for our participants and Indianapolis GP wasn´t willing to make it any easier for them. As this was the last qualifier round, everything heated up quite quickly, with several fighting groups that had to be covered by our live broadcast. In the end it was too much pressure for some drivers which totally threw around the top 10 in the last laps of the qualifier. Managing to keep his MP4/13 under control, it was Mark Berends securing the first place with Kevin Ryan and Antonio Kolarec following closely.

Finals at Longford, NOLA and Sebring
All qualifier rounds had been done and it was time for the Top 30 drivers from around the world to face off in the Qualifier final. Due to it being the big finale with just one spot leading to the McLaren Shadow Event in Woking, we decided to send out drivers to 3 different tracks, using all the new McLaren cars to find out who will represent our beloved Sim.


Normally you would expect a write up about what happened, right? Yeah, me too… not gonna happen XD! There was just too much action everywhere and the battles really showed that everyone was willing to give his best to get the Ticket to the UK. So better watch it yourself! (You fancy a link? It’s down there!). To cut a long story short, after 3 intense races it was Nuno Pinto who leading the standings and lifting himself up to the next level of the competition, the on-site final. Nuno Pinto:

It was really good, I wasn’t really expecting to win the competition. The first race was almost perfect, pole position and win. The second race started really bad with the crash on turn 1, recovered from P20 to P9 and got some good points. The last race was so good, started from pole, but when I switched to 2nd gear the rear end stepped out and to avoid hitting the wall I had to lift the throttle and lost 5 spots, recovered to P3 and that gave me overall win. Really happy and I am already working to be in the best shape possible for the final in January, I don’t really know what to expect but I will try and do my best and make all rFactor 2 players as proud as possible!
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!


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Happy with the contents of the latest roadmap release? Looking forward to the future of rF2? Let us know your thoughts in the comments section below!
 
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For a game like rfactor, physics is the most important, no doubt about that.
But here at RaceDepartment.com
"The graphics is still not good."
- "You are wrong, the physics is very good."
"I didn't mention the physics. I agree the physics is good. Just the graphics needs some more work."
-"Physics is enough, don't care about the graphics. It's a very good game."
:sneaky:
 
i didn't say that the most important in a game are the graphics, but is like a showcase, if the people want to begin in simracing, rfactor is not attractive if you see the images of the game, project cars 2 or until AC are better, yes, the physics are for me the best of all, but if you want to open your place at the market of the videogames you need first a good graphic to attract new gamers and then, you must polish the playability and physics, this is the reason why PC2, GT sport, Forza have more users than RF2, RF2 is only for people who was playing simracing during years and with experience, but the majority of the people doesn't know about physics, the only thing they see are graphics... and you have to gain a lot of new users to make great the game.

Those titles you mentioned all have probably ten times the developer resources of S397 for working on graphics, so it's not realistic to compete on graphics front. Again, I don't understand this obsession about graphics, it doesn't seem to apply to other e-sports or popular online games like CS:GO, PUBG or Fortnite. None of those games are popular because of graphics. In fact games that are all about graphics like Crysis series etc. seem to have lost sales in recent years. iRacing hasn't updated its graphics engine much in years either and it maintains its users. I think most people are fine if the game has a good enough base level of graphics, like CS:GO, and then more importantly, it shouldn't require ultra hardware to run in order to make it more accessible.
 
once again always the same people who cry over the same thing the graphics rendering(new motor!!new motor!! :rolleyes:)... I think S397 understood well and I agree it is not at the top visually. I prefer an engine known and recognized for its physics than a great new engine just for graphic demonstrations and not good for simracing!

on the other hand it has been 8 years ahead of all the other sim with rf2 feature, day/night cycle, dynamic weather, modern and old contenue (only the tracks are not level) physical and ffb far in front of the others, tire model too... short where is your super sim with its super new engine? 8 years later there is nothing new except some effects to dazzle your beautiful eyes... if that is enough for you!

not to mention the many free content that S397 regularly releases!! who else?:thumbsup:

It's not about graphics, it's about "fluidity". It's very unpleasant to play with 30/45 fps, my eyes are bleeding... I prefer them working on optimisation instead of new content because the actual content is nothing with a good optimisation. It looks so unreal for a simulation experience with 30 fps, even with the very good physics). Simulation is a global experience, not only what you feel on your wheel and pedals...
 
It's not about graphics, it's about "fluidity". It's very unpleasant to play with 30/45 fps, my eyes are bleeding... I prefer them working on optimisation instead of new content because the actual content is nothing with a good optimisation. It looks so unreal for a simulation experience with 30 fps, even with the very good physics). Simulation is a global experience, not only what you feel on your wheel and pedals...

and your system as stated is a 8700k, 64gb ddr4, and a 1080ti.

you know it helps if you put those pieces on a motherboard and connect to some power. Why come on here and bullshit, honestly. You are contributing nothing other than false nonsense which anyone who owns the game can see right through. There are settings you can adjust to find the experience that suits. Please find something else to do with today. Thank you

PS i7 3770, 1060, 16gb, triples no issue, locked at a moderate 85fps, 24 ai, sometimes track and car combo dependent, but overall, a good experience. Believe you me, I can make the game chug at 30fps if I want to, but I choose not to be so stupid
 
It's not about graphics, it's about "fluidity". It's very unpleasant to play with 30/45 fps, my eyes are bleeding... I prefer them working on optimisation instead of new content because the actual content is nothing with a good optimisation. It looks so unreal for a simulation experience with 30 fps, even with the very good physics). Simulation is a global experience, not only what you feel on your wheel and pedals...

you have a big problem on your PC it's not from the game sorry, I have an I5 3570k @3.8Ghz and a 1060 6Go and I'm between 60 and 70fps with 25 AI according to the combo
 
Those titles you mentioned all have probably ten times the developer resources of S397 for working on graphics, so it's not realistic to compete on graphics front. Again, I don't understand this obsession about graphics, it doesn't seem to apply to other e-sports or popular online games like CS:GO, PUBG or Fortnite. None of those games are popular because of graphics. In fact games that are all about graphics like Crysis series etc. seem to have lost sales in recent years. iRacing hasn't updated its graphics engine much in years either and it maintains its users. I think most people are fine if the game has a good enough base level of graphics, like CS:GO, and then more importantly, it shouldn't require ultra hardware to run in order to make it more accessible.

it's the only criticism people have to say on rf2 and since it's not their favorite sim they say the same thing over and over again...so...sad...
 
I must admit I've found it hard to get into RF2.

I only started Sim racing about a year ago (offline until I get better at it) and I find the whole sim to be quite fiddly to set up properly both with my wheel, and setting up AI.

As the cars and racing go, when you get it right it feels great, but it's just so inconsistent across different cars and tracks.

I'm sure if you're a lot more experienced with sim racing it must be fantastic, but to a newbie like me it's a hell of a slog and it just puts me off.

This has been the main reason popularity of rF2 has been so low...for years and years. You can read identical comments to yours when rF2 was still in beta. Devs chose not to address this and even today the desperately needed and announced new UI has taken more than a year and half to emerge :(

It's called shooting yourself in the foot. Amazing tech buried in an almost unusable framework (except for the few die-hards, like most people on here, who are willing to tinker and fret endlessly to get their sim racing fix).
 
Graphics and performance stopped being an issue since game moved to dx11.
FFB is still superb.
Physics wise i am not sure. Since ACC released , seems deeper in physics compartment. Maybe not. Who cares? I enjoy both (although ACC seems to have better tyre feeling especially bite/grip where rf2 seems to slide too much).
 
Physics wise i am not sure. Since ACC released , seems deeper in physics compartment. Maybe not. Who cares? I enjoy both (although ACC seems to have better tyre feeling especially bite/grip where rf2 seems to slide too much).

Interesting observation. I tend to agree about the ACC feeling, but there is a lot of variability from car to car in rF2, so some feel more weighty and grippy than others. If you want a really wide variety of race cars that all feel properly planted and as a bonus all feel plausibly calibrated relative to each other you have to use AMS. rF2 is a dog's breakfast of inconsistency--very frustrating when a few cars feel so good, you know that they all could feel that good if properly programmed. Unfortunately, with ACC's focus on a single series, we won't be able to properly judge its physics for quite a while.
 
FFB is still superb.
Physics wise i am not sure. Since ACC released , seems deeper in physics compartment. Maybe not. Who cares? I enjoy both (although ACC seems to have better tyre feeling especially bite/grip where rf2 seems to slide too much).

How can you be sure that FFB is superb, but not physics ? I think they are related quite a lot.

While probably no one is 100% sure about anything, but still sometimes you can be pretty close.

Do you know that SAT curve is related to Slip Angle curve ? Also there is a very important feature of slip angle "the dropoff" which is basically how quickly full footprint will start sliding past peak angle, next thing then goes - the sliding friction. These things (and more) done wrong can badly reduce simulation, like make tire drift everywhere everytime and just don't ask to concentrate...

Well you can't just tell whats more realistic within small interval of different interpretations, unless you have incredible data, but the very essential principles should be obvious without too much digging just with plain common sense and knowlege.

The way I have developed my perception of public simulation market, the sim has to be fool proof, because eventually as sim will get popular it is going to be pressured to get easier. Perhaps some simulators are more popular, because they adjust.
 
Interesting observation. I tend to agree about the ACC feeling, but there is a lot of variability from car to car in rF2, so some feel more weighty and grippy than others. If you want a really wide variety of race cars that all feel properly planted and as a bonus all feel plausibly calibrated relative to each other you have to use AMS. rF2 is a dog's breakfast of inconsistency--very frustrating when a few cars feel so good, you know that they all could feel that good if properly programmed. Unfortunately, with ACC's focus on a single series, we won't be able to properly judge its physics for quite a while.

Yes, i do like AMS. Thing is that since ACC, i have hard time return to it and same thing happens with AC. Physics wise, i mean what i get through the FFB seems more flat and simple. Alsmost the same thing happened with tyre model V10 from KUNOS which seemed way "deeper" than V7. Hard to expain.

How can you be sure that FFB is superb, but not physics ? I think they are related quite a lot.

FFB is an output. If you have good physics engine then you will get good FFB. But i can't tell which sim has better physics engine overall since physics means a lot of things (mass, inertia, tyres, suspension, aero etc). And i don't really care.

Thanks studio397 or keeping this sim alive. It's getting better and better.
 
For a game like rfactor, physics is the most important, no doubt about that.
But here at RaceDepartment.com
"The graphics is still not good."
- "You are wrong, the physics is very good."
"I didn't mention the physics. I agree the physics is good. Just the graphics needs some more work."
-"Physics is enough, don't care about the graphics. It's a very good game."
:sneaky:
The actual argument was that the game looks bad and runs slow. Nothing what you just invented there. Just because physics is good does not justify everything else being bad. I don't want to write a list.

I think one of the really annoying problems with rf2 is its userbase. I think there is some serious survivorship bias going on. All the people have left who did not find rf2 to be much good. You are only left with the people who absolutely love anything and everything in rf2 and would not change anything until something is changed and then they praise the change. Physics is nice but with rf2 you need to give away so much that the one thing that it does just little better than the competition does not matter anymore (unless you really like it that way, the rf2 way).

And it is no wonder so many people left rf2. Back when rf2 was still new and people were reporting issues and providing feedback the standard response from the fanatical crowd was always "this is not for you. Go away". And people did.

I used to think the best thing you can do with rf2 as a developer is to kill it and make rf3. If the game and the code is so broken, so outdated and so spaghetti that even ui rewrite takes years or you need to go through two graphics rewrites to make it look better then obviously continuous development while fixing that ui is a development suicide. But I think the main reason I'd want that rf3 restart is to have a better rf community. There are too many blind fanboys, people who look down at other sims and too much toxicity, elitism and brand loyalty to get valuable feedback from that crowd. Best thing about rf3 would not be that it would most likely be the best sim but that it had a good community as well.
 
Are you trying to drive in 8K or something? I can play in 4K with almost all graphical settings at max with 30 cars on the track, running a 8600k/1080ti and maintain 60fps.
No, 60hz screens, 5760x1080. I have no issues with my hardware, other games run perfectly (AC, Automobilista, Dirt Rally). I don't know what is your secret/settings but I will be happy to know it...
 

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