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rFactor 2: Revamped Dallara DW12 now available

Nov 29, 2014
458
684
rfactor2_indy_oval_indycar_hawksworth04.jpg

Image Space Incorporated has updated the Dallara DW12 Indy Car for rFactor 2 to version 1.62.

Fans of open wheel racing should give this a spin as it's almost a scratch built car in terms of physics.

The car is available in both oval and road course versions, and though both have been updated, it seems like the oval configuration is where you'll be able to really feel the difference.

You can take a look at the official car profile here, or download the car at this link.

Here's the full changelog:

Physics / Setup
  • Fixed fuel tank capacity.
  • Fuel tank position corrected (slightly lower and further forward)
  • Allowing both compounds during race.
  • Added ‘weight jacker’. Garage only at this time.
  • Brand new CPM enabled tyres.
  • Better undertray points.
  • Better fuel estimation.
  • Better ride height ranges and defaults.
  • Caster range now 4-10 as per real life.
  • Accurate suspension geometry that varies between oval / road course.
  • Tyre pressure ranges more realistic (as are defaults)
  • Updated trackconfigsbase.ini to have proper layout names for Mountain Peak and newer tracks.
  • Minor Turbo error correction.
  • Aero corrections for both speedway and road courses. (Main change is more accurate and gher downforce for speedway config)
  • Recalculated brake system & restricted brake bias range.
  • Improved unsprung masses.
  • Added wheelbase options, the primary purpose of which is to adjust the weight distribution. 119″ is ideal for speedways, 120″ may be ok for road courses.
  • Increased the weight of the car (was ~missing driver weight).
  • Slightly more damage sensitive.
  • Increased CG height according to new data.
  • More accurate default RC toe angles.
  • Increase AI’s grip a touch (road course).
  • Recalc’ed and more accurate anti-roll bar rates, ranges.
  • Fixed small error on front wing range (now goes up to 32° on RC / SC)
  • Slight increase in mid-range torque and also fuel consumption, and attempted improvement for fuel estimate.
  • Allowing stiffer springs.
  • Now using spool differential (locked axle).
  • Increase in chassis flex.
  • Min brake ducts now have MUCH less cooling, Max similar.
  • Brake Duct drag and lift reduced (so penalty is a little lower).
  • Steering system updated.
  • Opponent sound attenuation increased (so other cars are slightly less audible).
  • Steering ratio corrected (default, options not available yet).
  • Very slightly less sensitive to turbulent air, Auto-shift tweak (AI).
Visuals
  • Fix so rotation matches in-game.
  • Fixed problem with Alternates showing as Primaries at race start.
  • Air intake gap fixed.
  • Hands animation fixed.
  • New tyre damage texture.
  • Spinner scene fixed.
  • Fixed tyre compound visibility in spinner.
  • Digits on the steering wheel increased to 5.
  • Digital Yellow message “Yel” aligned.
  • Graphics : whole model rescale (+2%).
  • Front susp arms corrected.
  • Mirrored rear wing back logo (#27 #77).
  • Various texture fixes.
Have you tried the new DW12? What do you think of the progress ISI has made with rFactor 2? Let us know in the comments.
 

Kurei

100RPM
Mar 21, 2015
155
43
30
That's quite the fix-list, always nice to see more open-wheelers get proper attention.

Even if I haven't been able to try them myself. (rF2 seems pricey imo)
 

yusupov

500RPM
Mar 25, 2014
961
150
35
its weird to me that ppl see the $84 price as normal, its actually priced quite aggressively & theres no official DLC to buy either; even if you throw URD in its still not more costly than other sims.

i paid ~$40, if i want online i have to renew for $12/year, its not pricey at all.
 

Torcano

250RPM
Premium
Aug 3, 2014
368
659
30
It's one of the cheapest sims. :whistling:

rFactor 2: 44 dollar ==> all additional content will be released for free. ;)
AC: 67 Dollar + DLC packs...
Pcars: 67 Dollar
GCSE: 36 Dollar ==> :thumbsup:

Iracing: 100.000 Dollar. :p
Don't see where you grabbed those prices from or if you are using some weird conversion rates... on steam right now these are the prices -

AC - 49.99 +14.99 DLC - 67 is nowhere near the base price, was just on sale a few days ago if I remember for half off or something like that.
PCars - 49.99 - 67 is nowhere near the base price here either
GSCE - 29.99
iRacing - I only buy stuff that I race with, so I don't spend a lot on it either. The well maintained multiplayer aspect for me is worth the sub fee, but who am I to judge sub fees as I unashamedly used to play World of WarCrack. xD
 

Torcano

250RPM
Premium
Aug 3, 2014
368
659
30
No, we pay in USD here, not euros. My prices are in USD. Do the Eu prices not have proper conversion on steam considering Euro is fatter than Dollar, that's a bit weird? xD
 
Jan 7, 2013
4,663
2,456
40
BTW:

v1.63 Changelog:


- Removed redundant sound files.
- Added tyre sounds and wind noise directly into package file.
- Reverse the order of 'Model" upgrades, so that road course is at the top and hence selected by default.
- Fixed minor texture issues on some cars



@Torcano ,

I blame the European taxes. :cautious: :D
 

Reaper

25RPM
Jun 14, 2011
44
6
No, we pay in USD here, not euros. My prices are in USD. Do the Eu prices not have proper conversion on steam considering Euro is fatter than Dollar, that's a bit weird? xD
Nah EU gets shafted on prices, places love to do €1 = $1.
 

Philip Heck

500RPM
Nov 18, 2010
720
314
31
Because USD is usually without VAT and EUR is VAT included.
(that still doesn't make it 1:1 but it get's closer ;) )
 
Feb 4, 2012
2,483
1,081
- PC to run most sims 1000€
- Great wheel and paddles 1000€
- Maybe tripple screens 600€
- Any sim apart from iRacing as cheap as a nice dinner.
 
Oct 20, 2010
299
269
I'm disappointed by that update, so much minor fixes but not what I expected:

- Honda and Chevrolet engine still sound identically
- the 2nd gear isn't settable, again ! Too bad, how if I want short 1-2-3 gear ratios to optimize acceleration ?
 
Oct 20, 2010
299
269
About that car I did a race offline and in Rolling start and Fast Rolling start mode, it was impossible to skip the formation lap, I've never got that before.
 
Oct 20, 2010
299
269
I've only tested on Road America, not yet some other track.

The thing I really don't like compared to real life IndyCar is how the power makes the car sliding and accelerating in 1st gear.
In real life when they pull the throttle in 1st gear (in example when the exit to the pits), you can see the car litterally sliding, you can feel the huge couple launching the car out of its place, you can notice the correction on the wheel the drivers must do.

In rF2 none of that: the accel effect from 0 to 90km/h is very low, you can't hear the turbo launching the car away, no oversteer neither sliding and all the turbo power comes very late (just like a full-atmospheric engine.

That makes life quite hard when it's question of get away from a risky opponent's move, or simply well negociate tight corners.