Sizable New rFactor 2 Update Available Now

Paul Jeffrey

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rF2 Build Update Released.jpg

Studio 397 have released a major new update for rFactor 2 - addressing many of the issues recently encountered with the simulation.


Having been in a bit of strife with the title following the recent 24h of Le Mans virtual event red flag, Studio 397 have redoubled their efforts to hunt down and eliminate some of the long standing bugs present within the simulation. With plenty of enhancements and changes having taken place within rFactor 2, many of the more long running issues appear to have been brought further into the limelight in recent months, and it is exciting to see these acknowledged and actioned by the development team - hopefully adding up to a much more robust playing experience now and in the future.

Check out the release article from Studio 397 below:

Releasing a new rFactor 2 build is typically something we do with a classic bulleted changelog, but this time we felt it deserved a bit more than that.

During our recent rF24 event, technical issues cropped up that left us no alternative but to red flag the race. We decided to immediately regroup and redirect our priorities towards dissecting and fixing what turned out to be long standing issues. It was not a simple task, but we rolled up our collective sleeves and dug in. With a lot of help of the participating teams, we analyzed all the problems and for the first time were able to reproduce most of them. Their cause turned out to be very specific edge cases in ‘rejoins’ and ‘driver swaps’ so we proceeded by focusing on trying to break these features in as many different ways as possible.

So of course, much of the findings relied on intense and focused testing over the past weeks. Having to go back and test multiple scenarios repeatedly and working to find fixes and workarounds required a well-thought-out approach with a solid understanding of the issues from all involved, both on the testing side and the development side. This intense focus has given us an insight into the many ways things can go wrong in the heat of racing. Thankfully, we also had the massive support of the rFactor 2 community through post-race feedback and stories, as well as logging – this was invaluable and an enormous push to help find the root cause of many of these issues people have in online events. As a team, we meticulously went over each of these reports and looked for any specific details that could point us in the right direction.

Car Selection and Upgrades
One of the main areas we focused on was issues related to rejoining after getting disconnected during a session, for example when the network connection goes down for a moment. rFactor 2 has always allowed for a driver to rejoin a race after a computer crash or network issue, but in some cases on rejoining the server, the driver would end up with a DNF (Did not finish), a DQ (disqualification) or their name would show at the bottom of the list as simply ‘pending an open session’. Of course, these outcomes are incorrect and the question for us was: what triggers these scenarios? Our research and testing quickly showed that, in most cases, these issues were related to rejoining and either a) picking a totally different car from the car selection, b) picking the right car with the wrong livery from the car selection, or c) picking the right car and livery but with a different upgrade package.

You might ask, “Why is this a problem, I always pick the correct options”? Whilst that might be true in 99% of the cases, it’s the 1% that hurts us here in the end. It’s hard to be sure a team of multiple drivers always chooses the correct options. Making a mistake, it turns out, causes problems for more people than the driver rejoining, so we needed to make sure this could no longer happen.

To tackle this problem, we first looked at the core code of the rejoin process to make sure all options regarding car and upgrades are inherited and stay with each driver, regardless of disconnections or previous driver swaps. This means when you join with car A and upgrade X, it will be logged in a more robust way that prevents the driver history getting lost. Next, we worked on making this process more user friendly, so that it’s actually impossible to make a mistake on rejoin. We enhanced the network protocol to communicate to your client what car, livery and upgrades were used before, so we can choose the right car for you. For example, if you join with a ‘BMW M8 GTE’ with the ‘Le Mans package’ and ‘my-team-livery’, and you have a network issue during the race and are booted, instead of seeing the whole list of cars, team liveries, and upgrades on rejoin, you only see your BMW M8 GTE, and the option to change upgrade package is no longer available. You simply get your car back!

rF2 Build Update Released 2.jpg


This brings us to another important point and side effect of rejoin errors. Rejoining with the wrong car or upgrade would often cause lags and freezes for all other drivers already on the server as everyone was forced to load a different car in real-time while on track (instead of the car that got parked in the garage when you disconnected).

“AI Take Over” and Driver Names Stuck in the Pit Menu
A recurring issue we’ve seen is when a driver swap takes place, the AI would suddenly take over the car without warning.

This was caused by trying to hand over the car to a team mate that was no longer a passenger or even on the server at the moment of the pit stop. By default rFactor 2 was then configured to let the AI take over. This turned out to be a bad idea and we altered the code to no longer do this. This means that from now on, if the driver taking over is no longer present, you will retain the car at the end of the pit stop. This will allow you to keep racing and retry a driver swap with your team mate without AI taking over and ruining your race.

When selecting a driver in the pit menu, names of any passengers would stay stuck in the list and would be select-able regardless of whether they had left the server or stopped riding with you. This meant you select your team mate in the pit menu, they leave the server or stop riding with you, but their name stays in the pit menu and can be selected. This caused multiple issues: On disconnection/rejoin you would often end up with a DNF, and if a name of a driver was selected that was no longer riding or had left the server, the AI would take over. We’ve fixed this issue by simply removing any drivers from the pit menu list that are no longer riding with you (as should have been the case all along).

Disconnection/Rejoin with Passenger(s)
Disconnections while another driver is riding along, either waiting on a driver swap or having just completed one, would end in a DNF on rejoin. For example, you’re driving on track, your team mate is riding with you and you get a disconnection. On rejoin, you’re not able to race again and your team mate’s name is now showing in the list as a driver with a DNF. We fixed this by making sure that on disconnect/rejoin only the current driver retains the car, all other teammates simply stay registered as ‘passengers’ and are not considered a driver until an actual driver swap takes place.

Pit Menu Parameters Locked After Rejoin
Yet another issue we looked at and were able to fix was the sudden inability to toggle pit menu options after rejoining. This was particularly a problem if you experienced a disconnect with very little fuel and could not request more fuel in the subsequent pit stop, ultimately you would run out of fuel and end the race with a DNF. All allowed in-car pit menu options should now be open to selection on rejoin.

Steam Integration Improvements
As part of our ongoing profiling process based on logs sent to us by users, we have also discovered that the “real-time” API functions that Steam provides could cause small hiccups. We technically solved that by internalizing the original plugin and making sure we execute such functions on a background thread so they can never interfere with our physics loop. This change is done both client and server-side and it means you will no longer see a SteamPlugin.DLL in your plugins folder (and we’ve made sure that if it is still there by accident, it gets ignored from this build onwards).

Faster Loading Times
Last but not least, we also spent some time profiling and optimizing the track and car loading process. Internal tests have shown improvements in the range of 30-50%, which should help people in general. Faster loading obviously also means you can rejoin quicker, losing less time overall.

What’s next?
Build 1114 is the first of two scheduled releases to address the issues we found. We decided to split the process in two, concentrating on the major bugs first and then addressing the smaller ones. We thought it was important to get an update into everybody’s hands as quickly as possible, but only after making sure we could not break this build anymore. As always we encourage people to update both their dedicated servers and clients and report any issues. We are heavily committed to getting this right and continue to improve the online experience in rFactor 2. We expect to have an update on those issues next month, but again, we’ll take as much time as we need to ensure these minor issues are also completely gone.


rFactor 2 is a racing simulation exclusively available for PC.

For more news from the world of rFactor 2, check out the RaceDepartment rFactor 2 sub forum and join in with the community discussion. If you like racing in a clean and fun environment online, why not check out the RaceDepartment rFactor 2 Racing Club? Get yourself in on the action!


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To be a pendant there were AI improvements made by ISI right through to 2016 (when Studio397 took over), since then they have slowed down for reasons explained elsewhere :)

Thanks for correcting me, you're right. Unfortunately ISI's efforts left the AI throttle pumping and brake tapping several times per corner, and when I last played Spa 66 featured no slipstreaming whatsoever.
I'd be delighted to be corrected and shown otherwise in a video like below.


Reiza to their immense credit managed to sort it for AMS

 
Well the Mouse 1 8hr endurance race at Sebring server crashed after 4.5 hrs on Saturday night which was a major PITA, 1hr wait under red flag, then the organisers decided to restart to finish the 3.5hrs based on laps (instead of treating red flag condition as time lost like in real life), hopefully this update will finally address this. Shame S397 had to be embarrassed into doing a fix with their own event crashing but there you are. IMHO they needed to put some serious time into all these multiplayer bugs, especially if multiplayer full on endurance racing is their main focus. Hopefully this will be a step forward.

I do think also they need to bring out the ability for entire teams to be on the server for the whole race, so all team members can be on the server either driving or spotting. Currently its all pretty janky, you only log in 5 mins before you do a driver swap, after spotting for your team mate on the live timings website which has a 1 second delay, and a youtube stream which has a 30 second delay and is pretty much useless for spotting. All leagues do not allow you to sit in the server as a spectator as it can cause server issues.

Kinda think in 2019 the server system should be absolutely robust enough to do this efficiently and have all the tools you need to do spotting, i.e. a live track map with all the times, plus a real time stream / view in game. When you get down to it, this is what we are all praying the UI is going to do.
Don't care if it looks nice, it just has to work really really well.

No point in a fancy UI if the servers keeps crashing though is there!
 
Wow, the load times are so much quicker, many thanks! Although I never found it much of a problem in the first place. I still remain scarred by the 20 min load time for Chequered Flag on the 48k Spectrum - so any improvement on that is a bonus in my eyes. (Plus that game was rubbish, I mean don't get me started on its AI, tyre model or physics)
 
To be a pendant there were AI improvements made by ISI right through to 2016 (when Studio397 took over), since then they have slowed down for reasons explained elsewhere :)

Curious what kind of AI problems? I find the AI to be very competitive. It's all in the settings.

Where I've heard most have problems is offline races in the first couple laps but I don't do a lot of offline races. Mostly practice sessions. That said, I have not experienced what other have described. I also don't know what their settings were for the symptoms they described.

This is what I use based on lots of reading at the S397 forums and lots of testing.
Damage Multiplier - 100%
AI Strength - 100%
* With some 3rd party mods or for more challenge 110% or 120%
** Haven't tried more than 120% as I'm just not that fast.

AI Aggression - 29%
* Much higher than 33% and they seem to get a bit goofy

AI Limiter - 0%
 
... and runs like sh#t. Seriously, those threads are getting ridiciolous. No matter the sim it's allways drama even if there are news about improvements. :rolleyes:

Sorry but I cannot stand that AC console, crap thing. I loathe it actually. To be fair, at least rF2 (S397) are trying to update and fix things. AC went from promising in a 2012/2013 non-steam beta to a console arcade game with a poor, unrealistic tire model, ffb rivaling ED and questionable physics. Instead of fixing it, they essentially said "screw you" to the many who spent a fair bit on the game and dlc and are now on to their next abomination.

Don't get me started.
 
Thanks for correcting me, you're right. Unfortunately ISI's efforts left the AI throttle pumping and brake tapping several times per corner, and when I last played Spa 66 featured no slipstreaming whatsoever.
I'd be delighted to be corrected and shown otherwise in a video like below.


Yes those are both known issues and will hopefully get fixed when the time is right :)
 
Curious what kind of AI problems? I find the AI to be very competitive. It's all in the settings.

Where I've heard most have problems is offline races in the first couple laps but I don't do a lot of offline races. Mostly practice sessions. That said, I have not experienced what other have described. I also don't know what their settings were for the symptoms they described.

This is what I use based on lots of reading at the S397 forums and lots of testing.
Damage Multiplier - 100%
AI Strength - 100%
* With some 3rd party mods or for more challenge 110% or 120%
** Haven't tried more than 120% as I'm just not that fast.

AI Aggression - 29%
* Much higher than 33% and they seem to get a bit goofy

AI Limiter - 0%

I never mentioned problems!? As with all racing Sims the AI in RF2 is no exception to a few bugs and issues, regardless as it is now (and has been for many years) the AI is very good but just like those others there's always room for improvement :)
 
I never mentioned problems!? As with all racing Sims the AI in RF2 is no exception to a few bugs and issues, regardless as it is now (and has been for many years) the AI is very good but just like those others there's always room for improvement :)

I was assuming the person you responded to was having some issue.
 
It is interesting how loading up the track for a second time is much faster. Loading for first time seems about same, well maybe faster, but loading second time is indeed a lot faster. I loaded lemans in about 45seconds yesterday, with 18 AI cars.

Because the first time you load it from a cold start, PC will fetch resources from you HDD to your RAM. You exit the track or even the game and fire it up again, all resources are already in the RAM and no more HDD fetching needed.
 
Because the first time you load it from a cold start, PC will fetch resources from you HDD to your RAM. You exit the track or even the game and fire it up again, all resources are already in the RAM and no more HDD fetching needed.

I guess you're wrong...

First time you load a track, after changing something on graphics etçª, rF2 will generate a file with track graphics info, so after you load it a second time the file is already build so the loading time obviously descreases...

The way you explained it, it only applies for a single session, after you reboot your PC that will start again from scratch, which makes no sense...
 
Does the AI properly slipstream pass yet? :unsure:
Nothing in this patch addresses single player issues, other than reduced loading times. This was mainly focused on preventing the cascading failures that scrubbed the LM 24hr online event.
We probably won't see any progress in SP areas until after they have released the UI and sorted out the accompaning Competition System. Well into next year would be my earliest guess.
 

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