rFactor 2 v982 32/64Bit

  • Thread starter Voltaic
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Looks like you're in the same group as Lars, a sort of former teammate of mine in the Virtual Endurance Championship. Be nice ;)


Good luck in the races, though. Looks like it'll be very competitive.
Managed to finish the race, think your mate crashed out. I didn't have much pace at all in hot lapping so finishing 12th was best I could achieve as everyone else was a lot quicker in race pace than my qualifying pace. Seems most made a step up in performance for the race.

Managed to do race without getting warned and also only ended up getting lapped once. Think total race time would have put me 8th in another race, that was due to a lot of crashes of fast drivers though. Fulfilled my role as a backmarker. I wonder if any eSPORTS+CARS drivers finished?

After the only pitstop (My first ever one in a race in this sim, maybe my first ever one in an online race on any sim. I'm a noob), my steering wheel started shaking a lot which made it more of a challenge. Given looking at other races, feel like if I can improve setup a lot and my driving, may luck into top 5. Finishing in top 10 seems a pipe dream at the moment so not going to spend much time on it.

Below are videos of the semi-finals. It's impressive how quick the top drivers are. Some say they're here to further mankind, all we know is they're Aliens.






Long Beach final race will be streamed later today, might be interesting to watch given the starting grid:

Long Beach Final.png


 
Nearly forgot about the second event, ended up doing the last full session and managed to qualify for the race which wasn't hard given there was less people trying this time around. It was tricky to learn the track given there was quite a few people on the server so I had to exit back to the pits or back out of laps to not get in their way. I expected to be much slower on Paris track as it has double the amount of corners compared to Long Beach. Ended up with delta to top about double of last event.

If I could somehow get rid of some of the understeer and also make car a bit more stable through setup then I think I could get a lot closer but at the moment, I'm not sure if I will take part in the race as I think I'll end up getting lapped at least a couple of times and it doesn't seem as easy to get out of the way.

Below is video of my fastest lap towards end of the session, didn't get the racing line nailed on this one so a few tenths left in it for me. Find it a bit crazy how much time I'm losing in first sector alone given it is mainly just one right hander, about 7 tenths off no matter how good I do it as I just can't carry the extra speed through the corner.

 
Currently £11.99/$15.99/14,99€ on Steam now with free multiplayer for everyone. Bargain considering it was £62.99 before.

Release of Build 1108

Studio 397
Introduction
Finally, it’s time for the first Studio 397 release of rFactor 2!

It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.

We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.

Stock Car
  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Pass_Safety_Car-300x169.png

    Better awareness of what to do under caution.

    Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.

  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
    • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
    • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
    • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
    • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"
AI
  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.
Physics
  • tgm_temp_load-300x169.jpg

    Temperature and load of the tyre contact patch.

    Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.

  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.
Driver Swaps
  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.
Graphics
  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.
  • Removed the option to disable HDR.
Dedicated Server
  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.
User Interface/Launcher
  • engine_mixture-300x169.jpg

    Engine mixture settings are part of the setup.

    Added an Engine Mixture setting to garage so it can be saved as part of a car setup.

  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.
Additional Changes
  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.
 
Adoring this sim. It sets a standard for many of the hardcore racing games out there, and a really competent AI to boot.

AND IT FINALLY HAS AN ACCURATE SUPER GT CAR AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 
As an rFactor veteran, I just couldn't get into rFactor 2 much no matter how much I tried. I've even been told I am not missing too much in regards to rF2 and the original rFactor. I had rF2 and then decided to uninstall it after trying to enjoy it. So I understand if you didn't like rF2.
 
I think the problem with rF2 is it improves on everything rF1 does physics wise, but takes away the modding ease. Then AC happened and all the modders jumped ship. Without mods rF is a hollow shell basically. A shame because the physics is one of the best. Now I'm hoping Studio 397 can turn things around, but I'm not holding out much hope.

It's a case of a series of bad decisions (like the online pass), doing too little and too late. Having bad graphics doesn't help its case either (even AMS looks better in some screenshots sometimes).
 
I have essentially no issues with car choice when it comes to this game. It has about everything I want in a sim. The only reason I'd choose to drive in AC over this is for the tracks and the ease with which you can drive a car in AC vs. rF2.
 
Oh look, they plan on implementing the awful blue overlay from BF3! :lol: Nah, I'm happy that S397 are keeping this game alive. Picked it up during the last sale and I don't regret it.

By the way, a few people I know want to do a 6h race on Sebring using rF2 (Enduracers mod probably, it's not the best out there but hey, it's fun!) - anybody on here interested in that? They're experienced with running events on Forza and Assetto Corsa, so don't worry, something like that Formula E fiasco won't happen. :D
Maybe we can get together a GTP team or two, would be pretty awesome.
 
Besides better skies and slightly better reflections, I'm struggling to say DX11 is significantly better than DX9. I'm not that well versed in the technical stuff, but is it possible to migrate the rF2 engine directly to DX12? Just seems like such a waste of time to upgrade to DX11, only for it to become obsolete again in a few short years.
 
Besides better skies and slightly better reflections, I'm struggling to say DX11 is significantly better than DX9. I'm not that well versed in the technical stuff, but is it possible to migrate the rF2 engine directly to DX12? Just seems like such a waste of time to upgrade to DX11, only for it to become obsolete again in a few short years.

DX12 is only for Windows 10, so they'll be isolating a bunch of racers, since there's a huge userbase with Windows 7 and 8.1.
 
A few comments about the content available for rF2 would be justified until this mod along with the first release Flat Sixes.

These are something that simracers dream of. All the feedback is as you perceive it to be in the real world. IMO

Get it!!!
I'm in the Ferrari.....Video maker is in the blue Porsche.Enjoy!!!!

 
20170220184625_1.jpg


URD have just released their 2016 GT-R GT500 car. It's a bit heavy on the inertia I think, but other than that, it's a very nice car to drive, and is actually accurate for a change for SUPER GT cars (as with the 2013 GT-R). Worth the 3.90 Euros
 
Let me surprise some of you. A little bit of me actually wants to give rFactor 2 a second chance. I previously retired my demo of rFactor 2 because it just didn't grab me as much as the first rFactor. I later have been told that I wasn't missing too much between rF1 and rF2. I then learned of a different group developing rFactor 2 further apart from Image Space Incorporated. So maybe I may look to getting this game on Steam or anything. I still will play rFactor 1, but maybe I can have a different appreciation of rFactor 2 than when I initially played it and tried to get into it.

Nothing official of yet, but I'll let you know if I do indeed decide to go with trying rFactor 2 again.
 
I picked up rF2 in the current Steam sale. $15.99...It's worth it to support the devs in my tiny community of a hobby. I don't have much time behind the wheel yet, but I've done quite a few laps on Bathurst - a track I've driven in GT6 when I played it and a track I've driven extensively when I switched to AC only in Oct 2015. FFB is nice. Physics...no question they're superb. So far, however, there is no way that I can conclusively say either is "better" than what I experience in Assetto Corsa. Since they both seem to be similar in those two regards, why not stay with the sim that has far better graphics and sounds as my day-to-day sim?

I still plan on giving rFactor 2 a fair shake. Those are just initial thoughts. I am glad that I bought it, though. Can someone tell me where to go for the most/best rFactor 2 mods? For Assetto Corsa, Race Department is where the quality mods are. Then there are dozens of places that also offer forza rips w/generic amateur physics setups. I'd like to try some more cars that I have in both AC and rF2. So, if anyone can point me in the right direction I would appreciate it.

Oh, one last thing. I will concede that rF2 is way more "immersive" when thinking about the overall process of being a racer. Engine start ups and a trillion other settings and features mapped to keyboard keys. My head was spinning from all the $hit I realized can be mapped. No wonder people who play rF2 & iRacing exclusively need to add multiple button boxes. :D There is no way that I'd ever remember half the mappings in rF2, so if I do enjoy the sim enough I'll have to get myself a button box at some point. I need a better wheel/pedal set first and foremost. AND it would be nice to finally have a manual stickshift and clutch pedal.
 

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