rFactor 2 v982 32/64Bit

  • Thread starter Thread starter Voltaic
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Just did a ten lap race at Spa (http://www.internationalsimracing.com/forum/index.php?topic=2225.0) and then Lime Rock with the AI running the GTR and a couple other Vettes.
Eau Rouge= AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Ran the Lime Rock race starting in the dry, then, to wet, then dry again.
That was also awesome. The rubber building up, then the rain coming down and you want to stay off the rubber, but then the drying line starts to come.

Love the handling (and sound :drool:) of the vette right now. Can catch most any slide with a little bit of throttle and brake balancing. Great for the rain.



One gripe. The rF2 FFB doesn't give me ANYTHING with weight transfer. Only tires I think. Need realfeel or something to fix that ASAP!


EDIT: rF2 AI is very good. They will swap positions back and forth with you and each other but won't do anything stupid.
The GTR and Vette (from what I can tell running with the AI) are relatively evenly matched.

Voltaic, we've gotta get that server going. ASAP!
Hi mate! that League in the link above is my league and they are awesome! if you want, you can participate in that event as a guest!
 
Somehow my rF2 installation got messed up with the Corvette, I am encouraged by wajdi's video and your comments gogatrs. I still HATE the install method ISI chose, so convoluted.

I am trying to buy Win7 for the server, Win8 is cheaper now :/

Update: I did a new rF2 install and disabled the HDR, this made little difference the Corvette FPS is still horrible. There are other complaints in the forums. I hope they will have fixed this in the upcoming update :/
 
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The FPS on rFactor 2 at the moment is bad for me. I can run everything else on high settings at 60 FPS but not this. I know that it's beta but for me, I think this is one of the main things they should be aiming to fix.
 
Just turn down all the HDR and bloom and blur effects and your FPS will go up significantly. That stuff looks nice, but it's not really a deal breaker for me, game still looks great with all other stuff on high.
 
I have no HDR or bloom I don't think. I think it's just optimisation at the moment. I'll be looking forward to a new release. The problems lie with the tracks that the creators of rFactor 2 supply. Any other downloaded track is fine for me for some reason.
 
Just turn down all the HDR and bloom and blur effects and your FPS will go up significantly. That stuff looks nice, but it's not really a deal breaker for me, game still looks great with all other stuff on high.

I had all of it to "Full" and HDR turned on before this latest Corvette install, it ran great. I have now disabled HDR, and it still drops a lot of frames. I will disable the other settings. Here is my PC build, I think it should easily handle all of it as it had;

OS Windows 7 HP (x64) SPk 1 bld 7601 | CPU Intel i7 2600k 3.4GHz | MoBo Gigabyte Z68X-UD3H-B3 100 megahertz | PSU Corsair Pro HX 850 | GPU XFX Radeon HD 6970 | RAM CORSAIR Vengeance 16GB 1866 MHz | Audio ATI HDMI Audio Intel(R) Display Audio Realtek Hi-Fi Audio | Case Corsait Ghraphite 600T | Wheel T500RS/TH8RS | 1TB HDD & 2 120GB SSD |
 
We've got a very similar system, except my 2600k is overclocked to 5.0ghz and I run a 7970. To get nice smooth framerates at 5760x1080 I have to turn off multi-view as well as turn off all gimmicky stuff like HDR and blur and other such things. I haven't noticed any lower frames with the Corvette vs the other closed cockpit cars.
 
We've got a very similar system, except my 2600k is overclocked to 5.0ghz and I run a 7970. To get nice smooth framerates at 5760x1080 I have to turn off multi-view as well as turn off all gimmicky stuff like HDR and blur and other such things. I haven't noticed any lower frames with the Corvette vs the other closed cockpit cars.

Then I don't know what happened. Before this week I had everything pretty much on FULL, including HDR and Shadow Blur, and had no issues. I am still tinkering...thanks for the feedback guys.

PS; do you have liquid cooling on yours? Mine shuts down if I push it at 4GHz.
 
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So is it just me that has problems with FPS at the moment? I'm on a powerful laptop (don't hate, laptops can hold their own. I run many games on full settings with high FPS) which can run any other modern sim except this... :(
 
Here we go!

For those thinking rF2 needs to be turned down graphically, you may have an issue similar to what I was experiencing. After installing the latest drivers I could hardly drive the car given the horrible FPS. Below is a video I just made after resolving the problem, I followed "axipher" instructions on the site listed below, reverted back to 12.8 drivers in my case;

http://www.overclock.net/t/1323729/...g-on-12-11-beta-drivers-and-13-1-wqhl-drivers



My system, especially rF2, now run as before...smooth as butter!
 
Sure gogatrs. Post here when ready and have chosen one.

PS; we can keep each other company at the rear lol
 
Build 146 is out!
http://isiforums.net/f/showthread.php/10231-rFactor2-Build-146-Released

=====================================================
Update 11 (Build 146) Changelog (Febuary 4, 2013):
=====================================================
GRAPHICS:
————————
Modified skybox gamma
Added ability to specify that one part must break off before another does
Added “postrequisites”, other parts that must fall off if one part falls off.
Make front and rear flaps disappear if associated front and rear wings get detached.
Allow multiple (up to 4) prerequisites for detaching a part.
GAMEPLAY:
————————
Allowed DRS zones to apply to race only or to all sessions. This should probably go in the RFM rather than the GDB: “RearFlapZoneSessions=16″ for race-only, “RearFlapZoneSessions=31″ for all sessions including test days.
PHYSICS:
————————
Better tire abrasion computation.
More accurate ride height measurement (works on non-HAT surfaces now, too).
Small optimization in RealRoad processing.
Introduced tire rubber degradation model.

Realtime tire properties can no longer operate outside of their quasi-static analysis range (to prevent physics blow-ups when the tire gets really hot, for example).
In the tire tool, turn off wear as well if thermodynamics is disabled.
Temperature display added to +ttool realtime section.
AI:
————————
Broke out car lateral movement detection into two parts, one for the front and one for the rear, so that algorithms could more accurately access the situation. The specific issue fixed was one where a car losing front grip would take a wider turn was not appropriate for chicanes based on the condition and position of it’s rear end.
UI / HUD:
————————
Switched names of HUD mappings “Driving Aids” and “Vehicle Status” to match how they actually worked.
Added g-force trace and driving inputs to replay monitor page..
Fixed screenshots in UI.
Added RFM tree list and an RFM picture gizmo for new RFM tree list picker page.
Picking car again auto-selects the same class for opponents (accuracy depends somewhat on classes listed in the VEH).
Partly fixed the issue where you can sometimes see garage setups from other cars, although the real issue is an asset problem.
Fixed bug where main page vehicle display wouldn’t come up with the proper player vehicle until you select it from the vehicle selection page.
BUG FIXES / OPTIMIZATIONS:
————————
Fixed occasional crash-on-exit bug
MULTIPLAYER:
————————
Fixed it so that dedicated server defaults to previous RFM in list box.
Added upgrade-only classes to the list of available vehicle classes that the server can choose. This should fix the “Spark_F2B” (winged F2′s) problem.
Added custom skin propigation between clients in multiplayer game. In Multiplayer.ini “Download Custom Skins” must equal “1″ for the server and all clients (there is also a checkbox in the Display tab of the Settings pages). The custom skin path for your skin should look like, “\UserData\player\Settings\ISI_SkipBarber_2012\SKIPBARBER_05\Altskin1.dds” where “ISI_SkipBarber_2012″ is the name of the component this vehicle is from and “SKIPBARBER_05″ is the Veh file name (minus the “.veh”). NOTE: skin names must be less than 10 characters wide, not including extension.
Added dedicated server option to allow/disallow skin transfers.
PLUGINS:
————————
Fixed reporting of tire longitudinal force to plugins
Fixed a problem in Max exporter when exporting vertex alpha from Vertex Paint modifier
REPLAYS:
————————
Allow more than two visual tire compounds, and store/transmit that data in replay/multiplayer.
Fixed ancient bug that prevented replay fidelity from working exactly as intended.
Added code to not load a replay if the mod could not be loaded.
MODDING / PUBLIC DEV
————————
Fixed some sorting and display problems in ModMgr
 
Posted by Tim today in a thread regarding driver swaps:

It will come, probably at the same time as some other endurance and Le Mans (car, we don't have the track licensed yet) content.
 
Sweet! It will be much much better to have just 1 version of LeMans than 35,000 different ones!
I really hope they bring in an official LMP1/2 car at some point, it'll make the moding teams job much easier by giving them a good performance benchmark!
 
Good lap 👍

But who nicked the sound half way through the lap ??? :boggled:


Thanks! it's the same lap duplicated, the first lap with audio and the second without! I have uploaded only one lap, but youtube,inexplicably,
duplicates the video and I don't know why!
 
A clean lap at Med-ohio(online session)!1'22.19



Niceeee driving there! I need to brush up with the C6-R and actually drive it for once. I never like to go from cars like Megane racers and 350z racers to the more powerful cars. I'm a little bit of a girl when it comes to that! 👎
 
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