****Official rFactor 2 Thread****

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RFACTOR 2 TRAILER
http://www.youtube.com/watch?v=_1i9DNScRTI
http://www.simhq.com/_motorsports6/motorsports_200a.html
Introduction

Images Space Incorporated hit the right time and place with their 2005 release of rFactor. Its open architecture allowed hundreds of third-party mods and add-ons to simulate nearly every track on earth, and nearly every vehicle that races on those tracks. But after this many years, the gloss on rFactor is wearing off. The sim racing community is hungry for more.

Rather than produce an upgraded rFactor, Gjon Camaj and his team stepped back and took a look at the entire rFactor racing world from purchase to functionality to modding. Not only has the ISI code evolved, but many new elements such as developing a brand-new distribution and purchasing function, new physics, new effects, as well as a new simulation, proved to be a significant challenge for the small development team.

ISI plans to release a pre-purchase offering that includes access to the rFactor 2 Beta. That will allow the sim racing community time to provide feedback to ISI so they can tune, tweak, and sweeten rFactor 2 before the full release.

The goal of this preview is to provide as much detail as possible before access to the Beta. Except for the Performance page, there will be a minimum of opinion in this article. That is the purpose of SimHQ's future review on rFactor 2.

Also, you may see some small discrepancies in images (like version numbers) because of the different builds.

The preview is divided into multiple topics. Each page topic will present new content, new images, and video segments to reinforce the points being presented. Included are some nice surprises included that ISI is only now comfortable with releasing.

Media/Youtube


How to get started in rFactor 2 Beta

Get Started Here (how to purchase, faq, etc)
Hello,

Thank you for your interest in rFactor2 during it's beta phase.

What is a beta, and what are you doing
The first thing to understand entering the process and before you make a purchase is that this software will slowly build up. It's not finished, and even after we finish the beta process there will still be both content and features added for years to come.

Beta software might not work on your system at times, even if you meet the minimum specs. It may have bugs, poor performance, issues and problems. We will be working to fix them, but you WILL have problems at some point or another.

You will be required to pay for the software, making an early purchase, in order to use the software. This all helps us to test, refine and adapt our purchasing system to our future needs.

Advice from staff may be lacking during the testing and development phases, so a lot of advice has to come from members of the community.

If this is all not something you agree with, then don't buy it. We will produce a free demo AFTER the testing period is completed and you can check it out at that time.

Purchasing
rFactor2 is currently purchased within the software itself. Follow this guide for more information, but the basics are that you install, run the rFactor2 launcher and go to the Purchase tab. You should also make sure you at least meet the minimum specifications (rFactor2 will not perform well, or at all, if you do not):

MINIMUM:
PU: 2.4 GHz Intel Core 2 or 2.4 GHz AMD Athlon x2
Memory: 2 GB
Video Card: nVidia 8600 GT or ATI/AMD 3850
Video Memory: 256MB
Operating System: Microsoft Windows XP, Windows Vista, Windows 7
DirectX: 9.0c
Storage: 4 GB
Internet connection required.

RECOMMENDED (over above minimums):
CPU: 3.0 GHz Intel Core 2 Duo or 3.0 GHz AMD Athlon II x2 or better
Memory: 4 GB+
Video Card: nVidia 250 GTS or ATI/AMD 4870 or better
Video Memory: 512MB+
Operating System: Microsoft Windows Vista 64bit, Windows 7 64bit
Storage: 4 GB+Notes:
1 – 2008 C++ Runtimes SP1 required (included with installer).
2 – rFactor 2 executable is 32bit. 64bit OS recommended above to allow more than 4GB RAM.

Current version (Build)
If you are installing rFactor2 for the first time, this is current version: Build 69.
Download it here.
Note that this includes no cars or tracks, they are downloaded seperately as RFMOD files.

Standard or Lifetime version
When purchasing, you are given two options. Both are the same product, they simply have different pricing structures and limitations on online services.

STANDARD:
Single payment of $43.99, then (after one free year) an additional yearly payment of $12 every year.
LIFETIME:
Single payment of $84.99.
Other regional prices may vary.

STANDARD:
Online services (including multiplayer and automatic updating) require the yearly payment to be made.
LIFETIME:
Online services are free for the lifetime of the product.

Refunds
You may request a refund for rFactor2 if eligible. Your eligibility depends on when you made your purchase. Both Moneybookers and Paypal have a two month refund policy, so that is what we will be doing. Two months should be more than enough time to see if development is moving at a pace you are happy with, or if the product is outside your tastes.

To process a refund, please run the rF2 launcher, click the purchase tab, click manage account, login (if not already), click Request refund and follow the instructions on-screen.

Note that in some cases, we may have to wait to receive your money before we can send it back to you. We also cannot refund any money to you if you were given rF2 for free by another organization, you should be refunded for their product/service by them. Allow at least two working days for your refund to be processed.

Updating
To manually install updates, drop the relevant file into the updates directory of your rF2 data directory. Run the launcher, LOGIN on Simulate tab, go to update and it should detect the file and run the updater. Never rename an update executable.

To automatically update, simply run the launcher, LOGIN on Simulate tab, go to update and follow instructions.

Installing Cars/Tracks (Mods)
Download RFMOD files and put them into the packages directory of your rF2 data directory. You can then click 'manage mods' in the launcher (right click on each mod for actions) or install at the series selector within rF2.

You update them in the same way. Download RFMOD files and put them into the packages directory of your rF2 data directory. You can then click 'manage mods' in the launcher (right click on each mod for actions) or update at the series selector within rF2.

Current RFMODs Available
RFMODS and Components released by ISI can be downloaded in this thread.

Modding
You can make mods (cars, tracks, plugins) for rFactor2. We provide as many tools and guides as we have time to produce. Tools are provided “as is” and are not supported.

Modders should make sure they keep all their working files during the testing phase, as mod compatibility between updates cannot be guaranteed. Advice from staff may be lacking during the testing and development phases, so a lot of advice has to come from members of the community.

You can download guides, examples, etc from this thread.

Frequently asked questions
Q. Should I download the EXE/RFMOD, or the TORRENT?
A. A torrent is a 'shortcut' that allows you to download a complete file in a torrent client. If you don't have a torrent client, it won't work and you should download the HTTP link. A torrent file is NOT a complete installer/mod.

Q. I have purchased, but all my options on the launcher are grayed out.
A. You need to try reactivating your software. Do this on the purchase tab in the launcher.

Q. My multiplayer button is grayed out in the launcher.
A. You need to login using your email and password used when purchasing. If that doesn't work, try reactivating.

Q. How do I 'reactivate' my software?
A. Run the launcher and go to the purchase tab. You can reactivate the product there.

Q. Can I install rFactor2 on another machine?
A. Yes. Install the software on the other machine, run the launcher and go to the purchase tab. You can reactivate the product on that machine there. Note that we have a soft limit of five reactivations per purchase.

Q. How do I check what version/build I have?
A. This can be seen on the Update tab of the rF2 launcher, or in the readme.txt in the core installation directory.

Q. How often will you release updates?
A. We never have and never will have a set date or time to release updates. There tends to be a negative reaction any time we miss a set date.

Q. Do you tell us what is coming in updates before they arrive?
A. Probably not. This tends to lead to negative reactions if anything we said would happen, does not happen.

Q. Why don't you tell us what you're doing all the time?
A. We are constantly working, but telling you that serves no purpose. This is a development phase, so the majority of information comes to us (for us to act on), not from us. We will have more open communication in later stages, when we begin marketing the product.

Q. My simulation seems to be running in slow motion.
A. Apparently some drivers can't handle a quick FFB update rate, so use this hack to skip the given number of updates:
Open controller.ini with notepad and adjust:
Skip updates="0" // (0=full update rate, 1=half, 2=one-third, 3=one-quarter, etc.)
Q. I have a strong noise/rattle with my controller.
A. See this thread for more information - OR - see below.

Q. The Force Feedback is strong and noisy on my Logitech G25/G27?
A. Yes. This is because most racing games and simulations filter Force Feedback. We, by default, do not, because most wheels can take it unfiltered without issue. However, the G25 and G27 are noisy when it is not filtered. If you want to add filtering:
Open controller.ini with notepad and adjust the following line to a number we recommend between 2 and 8 (maximum is 32):
Steering torque Filter="0"
Q. My simulation does not start?
A. If you do not have the DirectX runtimes installed, rF2 will not start. To test this is the problem you can run the rfactor2.exe in the core directory, and an error will popup.

Q. What is the graphics 'sync' option?
A. This determines the method you use. Some work better/worse depending on your system.
Software sync is a software VSync.
GPU sync is a “Flush Previous Frame” setting. This setting is not recommended for SLI.
Video sync is our VSync option.
None will behave like our older software, without VSync enabled.
Q. How do I reset my files to the state you released them?
A. During a testing phase we always advise using unaltered installations and checking that any problem isn't being caused by someone else's mod or plugin first. If you are certain the problem is caused by the current build (and not an issue with someone else's files) you can try uninstalling and reinstalling. For an even fresher installation, you can delete the rFactor2 folder in the Documents folder (or wherever you told the installer to put the 'data' files). When doing this, you should save the rfmod files you downloaded so you do not need to re-download them, and note that all options will be reset when you reinstall.

Q. Can I paint my cars?
A. Yes. Templates are posted here.

Bonus of testing
Before we started testing, we announced that people who purchased during testing would receive a longer period than 12 months free for the online services mentioned above (standard version only). This is still current and we will make sure that people who have helped us during this period are given extra time in that way no matter when testing ends. A refund request obviously invalidates this.

Thanks,

Tim



Mods Available

Tracks

!!!!! A MUST - ALL CUSTOM TRACKS IN 1 TORRENT FILE !!!!!!
Note, this list of tracks in the spoiler were added on 28/12/2012. In time this list will be larger. The link above will stay the same which will give updated list
Included locations:
Black Hole Ring v1.20
Botniaring v0.6
Brianza1966 v1.0
Canyelles54 v1.01
Croft v0.91
Deuna City Circuit v1.04
Essington Park v1.02
Fuji 2012 v1.02
Hockenheim 1960 v0.85
HP Topeka v1.01
Indianapolis v0.1
Jarama 1979 v0.8
Kyalami 1975 v0.8
Long Beach 2011 v0.9
Lutzland Circuit v1.01
Mid Ohio v1.91
Montreal 2008 v1.6
Motor Sport Ranch v0.92
Mountain Forest v0.5
Nordschleife 1975 v0.86
Orchard Lake v1.01
Pocoyo Park v1.05
Putnam Park v0.91
Salem Valley v1.10
Searspoint RW v1.35
Sebring v1.90
Silverstone 1970 v0.2
Snetterton 300 v0.71
Toban v0.51
Watkins Glen v0.2
Watkins Glen 1970 v0.8

Vehicles
Assuming you have every custom track installed. Their should be no problem installing any custom vehicles in rF2.

Maserati Trofeo GranTurismo MC Series

Lola T280 by PIXSIM




Troubleshooting

Some mods may relay on other rFmods. If this is the case. Please go to the downloads page and make sure you have downloaded all the official cars and tracks. If this is a first time install you will have to download all off them. All off the different versions of each mod. For example.

Formula Renault 3.5 has three versions ( v1.0 v1.1 and v1.2 ). What you need to do is, download all three off them and place them in your rFactor packages folder. Once you have done that, you will see you can install Formula Renault 3.5 1.0 in the mod manager. Install it. Once installed you will see a * next to it in the mod manager. This means their is an updated rfmod file in the packages folder. Right click and update. This will update it to v1.1. Do this again after the update to install v1.2. Do not just install v1.2. It will not work.
 
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I've been massively enjoying playing race 07 recently and was looking for a newer sim title with updated graphics etc

This should fit the bill :)

You guys think I'll be ok to use a gamepad with this? Reason being my desk is quite low, tried a wheel but it was just too low down and it was like driving a bus :(

May i interest you in a wheel stand pro :)
Also gamepad would work, but it wouldn't feel right !
 
http://www.racedepartment.com/2011/12/qa-rfactor-2-talking-simulation-open-beta-and-release/
More Q&A
rFactor 2 is one of the most anticipated racing simulators at the moment and for good reason. Ever since the first announcement two years ago, we have been teased with screenshots and little titbits that made us drool. Naturally we wanted to learn more so we got in touch with the team working behind the scenes to make it all happen. Tim Wheatley (marketing, community relations) was so kind to redirect our questions back to the team.
An impressive list of 50+ questions was chunked down by removing duplicates and teaming common interests, resulting in the questions below. There’re quite some juicy bits in there so without further ado, here’s the Q&A we’ve all been waiting for.



Will the game include advanced ambience effects like wind? If so how do these effect the player.

Wind will be included (most likely after the open beta), and will have an effect on both cars and environment. A typical example would be the approach to the Masta Kink: If you have had the wind behind, you may need to bring your markers for lifting and/or braking further away from the turn-in. You may also need to adjust gear ratios to cope with the faster speeds, which may cause engine damage.

Is full clutch support added in the game? And are transmission systems implemented true to real life (F1 paddle, sequential shifting etc)

Currently the clutch behavior remains constant, no effects of heat or wear are simulated during the initial open beta phase. As for the transmission, semi-automatic, manual, sequential and H-shifters are supported. H-shifters no longer suffer shift delays and so are no longer penalized for vehicles to which they are appropriate. As for gearbox wear and crunching, this is something we’d like to see by the time of the initial release.

Tell us about the mechanical damage. What parts can experience failures and is it related to the actions of the driver?

For the initial stages of the open beta phase, brakes and engines can fail when punished, such as choosing poor ducting or constantly over-revving the engine.
As stated in the previous answer, clutch and transmission damage is definitely a priority and there are also other aspects of mechanical failures we will be looking into as we move forward, these include slow punctures and tire blowouts.

Will turbo charges be simulated? I.e. boost lag.

Not currently, but this is something that will come into play at some point.

Can rFactor 2 handle more than 3 input devices? (HID Joysticks etc)

rFactor 2 will accept up to four controllers.

What differentiates rFactor 2 from its predecessor and other simulators on the market?

While it is possible to modify other racing titles, we believe the community will find rF2 a more supportive platform for modding than was even found with rF1.
rFactor 2 will be a constantly changing environment. Whether it is coping with changes in the tires, track surface, or weather, even the fact that you may be blinded by the sun as it sets and transitions into night, you won’t be racing on the same track, or having the same experience, at the start and finish of your races – unless you want to.
Sim racing has been about finding the ultimate setup for far too long, we’re trying to build something that more closely matches the real experience of racing.



With the industry putting emphasis on graphics these days, how important is it to improve on the visuals? And what is the team doing to make it stand out from the crowd?

In some cases, too much emphasis is put on graphics these days. Pretty screenshots can often help when marketing a product, but if the gameplay is lacking, you are pulling players into a trap. With that said, we realize that we need to stay current with the market.
We’ve included a post processing system for effects like HDR (with more to come later), as well as other enhancements to our rendering engine. However, while other products shoot for an “over-the-top” (atmospheric and artistic) look, we prefer to set the real-world as our target. We spent a long time trying to replicate a human-eye look; so some new things such as HDR may have a more subtle look than you may be used to in video gaming.
We do have some visual elements that we feel help us stand apart in that they also directly affect the simulation experience, such as the visual elements of our RealRoad system. And finally, we fully intend to continually update rF2 with new visual features both during the Open-Beta period and beyond…

Are elements (like the headlights) dynamic from car to car? Meaning that the AI cars will decide on their own when to turn on the lights or wipers.

Cars do not turn their headlights on at the same time, no.

Will rFactor 2 include laser-developed tracks?

No. We do not believe this to be a cost-effective solution for a retail product. It has a place, and we do use the technology, but only with our rFactor Pro customers.



Will there be DLC after the release?

DLC is way too limited. Like with rF1, ISI will continue to support rFactor with new content, features, and enhanced racing experience for years.

How many tracks can we expect in the final release?

The open beta will have six or more tracks (note that some tracks have multiple layouts, and some may not be immediately available in the open beta), while the initial release isn’t known.
This is somewhat an unanswerable question in that rF2 will not have a planned final release. While we will move from a Beta stage to an initial release, the development of rF2 will be an ongoing experience. We plan to continually add new features, cars, tracks, etc. We can’t really say for certain how many cars and tracks will be available when we move to the initial release, it all depends on what we consider ready at that point.

Can you tell us about the new online system in rFactor 2?

If the online system were the only addition to rFactor 2, it would still be a major one. The infrastructure we’re building will be a major step forward in mod handling.
It will be much easier installing and using mods. We will not manage or control the mods, but we now allocate IDs and use these IDs to make sure everyone has the same version number. It takes away mismatch issues commonly found in rF1.

Can leagues still use their own mods?

Yes. You can re-package content specifically for your league from other mod packages.

Are mods from rFactor 1 compatibly with the new game? If so how difficult is it to transfer content over to the new software?

No, they are not directly compatible. Some work will be required, and experienced modders should be able to adapt both their work and their practices very quickly.
It would be worth modders taking the time to work on their mod a bit, to bring it in-line with the new features of rF2, before releasing it.

Will there be a “unique vehicle check” that ensures no duplicate cars in a race?

Not at open beta launch. There are still some server rules to implement.

Will rFactor 2 support very large maps (over 200km square)?

That would be a HUGE track. There could be other factors to make it not work, but memory would be the largest. It has never been tested…



When is the open beta/demo coming out?

The demo is not the open beta. A demo will come later and will be free to try. The open beta will be a full early purchase of the software.
We project that we will be in Release Candidate stage around the Christmas Holiday. We think it may be too hectic for our testers and staff to try to push out a product at this time, so we are now likely to release the open beta early 2012.

What will be in the demo or open beta?

At this time we are lining up the following content for the open beta:
Historics 1960’s package – 2 announced tracks, generic cars.
Historic 1960’s package – 1 new track, 1 licensed car will be added sometime during the open beta, as soon as they complete internal testing.
Formula Renault 3.5 & Megane packages – 3 tracks, 2 licensed car types.
These packages may receive updates and further cars and tracks after the open beta release.
The demo version is likely to be a time-limited version of the full product, but we will not be building a demo until AFTER the beta process.

As it stands now, what is the target for release?

We do not have one. We don’t work that way. Our focus is development, not marketing (the marketing department that normally sets release dates with most software developers). We realize that an understated and open-ended approach may be confusing and hard to accept, but a worthy product sells itself, regardless, and this is our style.

For more information about this upcoming simulation visit our rFactor 2 forums and make sure to visit the official rFactor website as well and leave your comments about this article below.
 
http://isiforums.net/f/showthread.php/1382-It-s-been-a-while
Scott Juliano

It's been a while...
...since I last had time to post any updates. As I hope you can understand, it has been a rather hectic, crazy time. So, without further introduction...

As you all have seen by now, Monte Carlo was the "monster of a track" I mentioned previously. While in scale it's not that big, the shear amount of art that it took to create it was staggering. This is the second time I've done MC (first time was done in only a couple of months and was a rush job), and I honestly never want to build it again. Luc and I are still recovering from it That said, it makes use of all the techniques we have developed and refined to date for building tracks with such a small environment team. It sets the standard for any tracks we build from here out for release and the updates beyond. It also pointed out some other little flaws in our technique, which we've already applied to the track we're currently working on.

It's funny, in a way I wish we could re-do all the tracks prior to this one. While I think all our current tracks look great as-is, some of the earliest-built ones do suffer a bit from having been updated over and over while engine and game features were being developed and refined. But that's okay--we have a lot of great stuff coming up. Things are much more stable now and we can really play to our strengths...

We had started an update for Toban, and it was progressing nicely, BUT, we had to set that aside for a bit to work on another track to go along with a new car license we have. This will be an addition to the beta build of the historic open-wheel mod, and we wanted a track to go along with this new car.

After that we should be able to complete the Toban update. The "new" Toban will be different to the new Mills. Where the owners of Mills had money to upgrade the track, garage and grandstands, Toban has only gotten 6 years older with very little upkeep. So, visually it will have a much different look.

Beyond that, we are at varying stages of licensing deals and will have a WIDE range of new racing series and tracks to go with. Plus, as you all have seen, we're keen to get point-to-point working with proper ladder-type scoring. We're still eager to expand dirt racing as well. All of this will help rF2 continue to grow and expand in many new directions long after release.

Even between the time we release the first Beta to the first "Gold" release, we will be updating not only the series you'll soon see, but adding new series as they reach a more final state. We have many close to this stage--rFTrainers, FISI, Clios, karts as well as a few others. There will be a lot coming to keep you busy.

Finally, we will be offering support to modders with regards to cars and tracks. We'll still have our hands full with new content as well as fixes, but we have a few documents lined up, as well as some forum support to get you all started.

I expect a slew of quick rF1 track conversions to "hit the shelves" VERY quickly. While a track from rF1 won't be drag and drop and a bit more work is required to get them to use the newer track features, it is easy to get a basic conversion up and running--just re-export the original assets using the new exporter, and package them up into a new track component.

The new component/mod system seems a bit restrictive at first. But, I can honestly say that once you learn to work in a more organized fashion it will be just as easy to add content to rF2 as it was for rF1--even more so because you won't have all the mismatch madness to contend with. I think league admins will also have an easier time in the long run as they'll be able to keep their drivers more organized. I have a tutorial doc ready to go that will hopefully help ease the learning process for the new system...

In any case, this will probably be the last update before the holidays. Happy Holidays to all who celebrate, no matter how or what you celebrate. We'll be seeing you all online at the track very soon. Not long to go now--thanks for your patience through this long development.
 
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