rFactor 2 | Spa-Francorchamps Released

Paul Jeffrey

Premium
Studio 397 have today released their laserscanned Circuit de Spa-Francorchamps DLC for rFactor 2.

The new track is available now, and retails at around 8.99 Euros from the rFactor 2 Steam Store.


From the release post:

Studio 397 are absolutely delighted to bring to rFactor 2 one of the most revered and loved race circuits in Europe – that’s right, the mighty Circuit de Spa-Francorchamps is now available to purchase for the sim!

Spa-Francorchamps | Steam Store: Click HERE.

The Belgian legend, one of the best tracks in Europe, home to the Formula One Belgian Grand Prix and the Total Spa 24 Hours of Spa… at long last a highly accurate and incredibly detailed version of the 7.004km Circuit de Spa-Francorchamps is available to purchase in rFactor 2.


The current configuration of Spa-Francorchamps first made its public debut during the 2007 racing season, having featured in previous years with several takes on the traditional lap ending Bus Stop chicane. Finally settling on a suitable configuration for a last corner that is very much at odds with the quick and challenging nature of the circuit, the venue has remained a firm favourite in the minds of both drivers and fans alike.

Spa 1.jpg



Consisting of some of the best sections of corners anywhere in the world, including the exceptional Eau Rouge / Radillon complex and the fearsome Pouhon (now called Double Gauche) – almost every one of the 19 turns on this historic venue are noteworthy in their own right – so let’s take a look at some key highlights as we see what we have in store for our rFactor 2 drivers:

La Source

This is one of the tightest corners on the track, and despite its relatively simple nature perhaps one of the most critical to get right for a competitive lap time – miss step on corner exit and you’ll be giving away time all the way down to perhaps the showcase corner of Spa-Francorchamps…

Eau Rouge / Radillon

Instantly recognizable throughout the world, Eau Rouge and Radillon offer up some of the most iconic tarmac in motorsport. Fast, challenging and dangerous – depending on the car and your racing line, a driver may just have to breathe off the throttle to safely navigate their way through the steeply uphill section of track, before rounding the blind crest through Radillon and powering down the Kemmel Straight and into the more technically challenging portion of the lap.

Spa 2.jpg



Les Combes

Here drivers have a great opportunity to line up their rivals and make a play for the overtake under braking, either down the inside into the first right-hander, or the long way round the outside and block pass for the switch back to the left-hand part of this section. A keen feeling on the brake pedal, and not too enthusiastic getting back on the gas are key ingredients to making your way through this part of the circuit in good time.

Spa 3.jpg



Double Gauche (Pouhon)

From top gear down to fourth, trail brake into the apex at corner entry then balance the car on the throttle for a smooth transition through the turn and early onto the power trusting the downforce and tyres to stick the car firmly into the racing surface – here you need confidence, commitment and a solid vehicle underneath you to fully unearth the speed needed to propel you through the corner and into the very fast final sector.

Les Fagnes

Another overtaking opportunity, on both the outside and inside line, Fagnes is one of those corners so very common to the Spa-Francorchamps circuit – fast, delicate and requiring the driver to dance on the pedals in order to find just that right balance between speed and keeping the car stable. A fantastic place to watch a race car in action.

Spa 4.jpg



Blanchimont

Pretty much flat out throughout the final sector (85% of the lap is spent at full throttle in a Grand Prix car) the drivers have to deal with the fearsome Blanchimont corner – probably full throttle, depending on setup, track condition and racing line, but very easy to make a mistake and lose lap time, or worse still, have a potentially race ending accident if you get too greedy with the curbs on corner exit.

Bus Stop

The final part of the lap is the reprofiled Bus Stop chicane. Despite its nature as a somewhat awkward corner in comparison to the rest of the lap, the Bus Stop has gained a bit of a fanbase in its own right, and offers up another really solid opportunity to overtake a slower rival. Much as with the rest of the lap at Spa-Francorchamps, get this wrong and the price of your mistake will be significant, so drivers will have to tread that fine line between caution and commitment.

Spa 5.jpg



Original Source: Studio 397

rFactor 2 is available now, exclusively on PC.

Check out the rF2 sub forum here at RaceDepartment for a great place to hang out with your fellow fans of the title, discuss the latest news and get advice on how to make the most from your simulation. Join in and start a new thread today!

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Nice copy paste skills Paul. ;)

No historic layout then? At least it's a similar price to AMS2 tracks. There will be those who point out that you tend to get more than 1 layout with AMS2 tracks though, but well done S397 on keeping the price down..... a bit.

Well it's all relative I guess. :)
 
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... and to top it off the AI are very racey. Great stuff.

This is something I have wondered about for some time. Is the quality of AI specific to track, or to be clear is it decided by the class, track, the creator of the mod? And say a multi-class race with cars from various sources is there some sort of Balance of Skill or something that is applied?
I race almost exclusively offline and trying to get the most out of the experience but AI is giving me a bit of a headache.
 
This is something I have wondered about for some time. Is the quality of AI specific to track, or to be clear is it decided by the class, track, the creator of the mod? And say a multi-class race with cars from various sources is there some sort of Balance of Skill or something that is applied?
I race almost exclusively offline and trying to get the most out of the experience but AI is giving me a bit of a headache.
This might help a bit with AI if you’ve not seen it David.
This guy has been updating AIW files for quite a few tracks.
Also at the top of page 28 1st conversation he gives you settings for the AI in your JSON file.
 
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This is something I have wondered about for some time. Is the quality of AI specific to track, or to be clear is it decided by the class, track, the creator of the mod? And say a multi-class race with cars from various sources is there some sort of Balance of Skill or something that is applied?
I race almost exclusively offline and trying to get the most out of the experience but AI is giving me a bit of a headache.
I find it interesting that when racing offline, people say they are racing against "AI". That is not AI, that is pre-programmed cars to give the user the experience of racing other cars. Users complain about "AI: behavior as if racing humans and their behavior is better.

If true "AI" was used, the game would not have "AI" levels. It would learn tendencies and eventually, the users would never win a race. That is how true "AI" works.

And yes, "Ai" does act differently per track.
 
Thanks @Badwheels I was using AI in the context of the topic of Sim Racing, or if you prefer computer racing game.
I will now refer to them as 'computer generated cars that are not controlled influenced in their ability/skill set by human interaction and only can be modified in tendencies by changes made to a game computer file'

edits made for content related to an attempt at humor.
 
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