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

Bought it a few days ago and I've been enjoying it so far.

The Clios are geat fun. Easy to drive, & easy to correct if you get out of shape, unlike some of the other default cars like the Corvette & Nissan GTR.

So good for me until I get a better idea of tweaking my setups to counter the tail happy ones.

The AI is slightly better than rFactor 1 so far imho. They're not quite as prone to ramming you from behind, which is a good thing. Although I've found they do move out the way once your alongside them a little bit too easily on most tracks I've tried.

Some of the default content definitely needs a facelift, as does the horrible UI, but hopefully that'll happen before it goes 'gold'.

The payware T5 Touring Series cars are worth a go as well. Nice models, sounds, handling & ffb although they're maybe a little bit to grippy / planted.

Then again I've never driven a DTM spec'd car so who knows.
 
The payware T5 Touring Series cars are worth a go as well. Nice models, sounds, handling & ffb although they're maybe a little bit to grippy / planted.

Then again I've never driven a DTM spec'd car so who knows.

Depends what track you drive them on. I find that some tracks they are more grippy and others not so much. Could just be the bumps etc. On Lime Rock Park you are pretty much full throttle after the 2nd hairpin.
 
Think I'm going to download this and give it another go. I enjoyed it when it was first released so.

From when we last played, a lot of improvements! Takes longer to get a rubbered in track. FFB Has been drastically changed, you now have an option to smooth the FFB.
 
rFactor 2 build 218
rF2 internals plugin, SDK (Dev Mode) updated See: http://rfactor.net/web/rf2/devscorner/


rF2 Build 218 Released. Release notes: http://rfactor.net/web/rf2/devscorne...ild-notes/#218
(Torrents are up, http is up, auto update will be up asap).
Links: http://rfactor.net/web/rf2/rf2dl/


================================================== ===
Update 14 (Build 218) Changelog (May 20, 2013):
================================================== ===


KNOWN ISSUES ON RELEASE:
————————


- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
- Possible MP lag/stutter when player disconnects
- Possible alt-tab crash (we have not been able to recreate yet)
- Wet Weather transparency issues, fixed in upcoming (short timeframe) build
See knownissues.txt for more


GRAPHICS:
————————
- Fixed problem where particles were mis-aligned across viewports in multiview
- Fixed a problem where side views could become un-synced with center view in multiview
- Fixed a shadow-related bug if shaders were initially compiled by showroom
- Fixed several issues with showroom when used with non-HDR mode
- Improved monitor replay view in multiview
- Fixed some overlay bugs in instant replay in multiview
- Changed render order of side views in multiview to fix lagging problem
- Improved rain look
- Re-enabled wet skids
- Fixed a bug causing inconsistent fog among channels in multiview
- Fixed a bug loading default HDR profile
- Fixed uncoordinated rain drops in multiview mode
- Improvements to fullscreen showroom display in widescreen and multiview modes
- Fix for multiview shadow error when tree wind is 0
- Fixed a bug with re-initializing letterbox manager
- Improved instant replay overlays in multiview mode
- Fixed a bug when switching to a non-multiview res, where multiview was still being used
- Fixed replays in multiview mode
- Restrict mem bar display to realtime only
- Fix location of reflection map display in multiview mode
- Fixed a bug with fire being non-alpha


PLUGINS:
————————
- Finally finished the V05 interface of internals plugin by adding calls to handle a lost and reset device. Note: any plugins that ignored our warning that V05 was a work-in-progress will crash.
- Improved the places where we call the plugins’ InitScreen() and UninitScreen() functions.
- Added ignition/starter state to plugin telemetry data.
- Made changes to allow plugins to draw in the options.
- Added UI location (main/loading/monitor/on-track) and UI page to plugin ScreenInfo structure.


PHYSICS:
————————
- Fixed downforce calculation in draft: BodyDraftLiftMult and DiffuserDraftLiftMult were accidentally negated. Wings and fenders already worked correctly. Regardless, some vehicles may need to be slightly re-tuned for behavior in the draft.
- Improved the automatic collision hull generation for front and rear wings.
- If re-attaching a wheel, fix to re-attach the relevant suspension bits as well.
- Small improvement in collision response.


SOUNDS:
————————
- Reduced maximum volume passed into sound library because too many sounds at full resulted in distortion. Similarly, the maximum player and opponent volume ratios in the options is now 100% rather than 200%. Users may need to readjust settings or speaker/headphone volume to compensate.
- Computed player and opponent volumes on the fly so UI options would take effect immediately, and be correct for who is controlling the vehicle.
- Added the ability to set vehicle sound attenuation variables separately for inside vs. outside sounds.
- Automatically upgrade trackside sound effects to use exponential attenuation if they are still using old attenuation; also consolidated the related PLR file attenuation variables.
- Ambient sound effects can now use exponential attenuation like the vehicles do.


FEATURES:
————————
- Added a PLR file option “Temporary Replay Keys” which allows the instant replay arrow keys to act permanently rather than temporary. The default remains temporary.
- In replay, space key now toggles between play and stop.


GAMEPLAY:
————————
- Increased component/mod verify level from None to Normal
- Using additional criterion to differentiate between cmps with same name/version


UI / HUD / Options:
————————
- Playerfile variable “Auto Install Uninstalled Content In Packages Directory”, if set to 1 will auto install all uninstalled content in packages directory on start up of regular game (not dedicated server)(default is 0).
- Added plrfile option for transparency AA (defaulted to On)
- Fixes for various showroom problems.
- Added a “download in progress” button that only appears when we have a component download in progress.
- Added PLR file option “Start Engine” for whether you want it automatically started
- Fixed vehicle labels in monitor
- Fixed mp lobby issue were the UI would show the incorrect session name in the server description scroll box
- Fixed bug where HUD relative tach would use the deafult 10,000rpm maximum value instead of the real car value if the car’s cockpick tach was set up not to be relative.
- Corner damage states in HUD now represent body and/or suspension damage.
- Turn off time acceleration when moving to another session.
- When loading default or scripted weather data, set to sunny if file not found (instead of old way of leaving weather state as whatever it was before….usually rainy)


MODDING / PUBLIC DEV
————————
- Fixed a ModMgr bug which prevented a mod made from updated cmp(s) from installing against existing full (non-updated) cmp(s)
- Fixed a ModMgr bug reporting MAS file sizes of upated cmps
- Fixed a ModMgr bug with availability of updated mods/cmps
- Component/Mod names now limited to 32 bytes
- Ambient Sounds are not movable with arrow keys + left ctrl. Fixed bug where Start Skill, Wet Speed, & Corner Caution RCD parameters would not save from editor. AIW path lateral position now moves X10 as far with right ctrl down + arrow.
- Added justification info to text items that can be added to HUD.
- fixed HUD value range for TVOP_tachNeedleAbsoluteMax in HUD editor (-1 means relative rpm gauge {max is determined by car setup}, any other non-zero number means that’s the top range of the rpm HUD gauge)
- Now allow custome needle names for speedometer, tachometer, and boost meter (all used to be hardcoded to “needle.tga”)
- Added ability to remove yellow flag to puppet master mode.


BUG FIXES / OPTIMIZATIONS:
————————
- Fix for broken replay display in triple head mode.
- Also fixed a possible deadlock when trying to resume a race from replay.
- Stopped resetting the camera to the starting driving view when toggling fullscreen in replay.
- Fixed an intermittent crash if you were a pending driver and the weekend was restarted.


AI:
————————
- Fixed bug where after changing mod, some AI cars would be unable to load the correct RCD file thus resulting in very bad driving.
- Attempts to make AI that are running wide notice and do something about it before smashing full speed into buildings next to the road…(historics on spa).
- Minor adjustment to some driver RCD editor to keep some parameters within meaningful bounds.
- Adjusted algorithm related to RCD parameter “UnderSteerEffectOnLineMulti”, so that AI looks at more immediate road curve to determine if he is sliding out (in order to adjust driving line out to maintain useful front wheel grip levels). Recommended range for this parameter is 0.50 (most sensitive to front wheel grip lose) to about 1.5 (less sensitive). default is still 1.0.
- Added a new playerfile parameter “AI Logic Override” that can disable specific AI behaviors using a bit field. Currently only one behavior is toggle-able: use of the “blocking” line….which is disabled when this parameter is set to 1.


MULTIPLAYER:
————————
- Fixed Mod download that failed to complete would prevent future successful attempt to install
- Offer only actual mods, not multicmps, as choices to start a dedicated server.
- Changed it so clients joining during the race session will now load cars in the garage whose drivers have left; this is a precursor to being able to rejoin race sessions after a disconnect. A positive side effect of the fix is that we can now have more than 32 AIs in multiplayer (if the mod, track, and network settings allow). A negative side effect is that a player converted to AI doesn’t exit until a new track is loaded; for example, you can leave or get disconnected during a race, only to rejoin and see a duplicate of yourself driving around as an AI if the weekend was restarted. That will be addressed in the near future.
- Attempt fix for driver swap “name confusion”.
 
Rfactor 2 Build 228

We would like everyone to try auto update feature first to update. We'd essentially like you to crash it by overloading it. If it does and you end up stuck, then download 228 Lite and install it over your current installation.

Download links for Content and Lite installers are here:
http://rfactor.net/web/rf2/rf2dl/
No free demo with build 228.

NOTES:
Build 198 had a bug which stops is updating. Download 218 or 228 Lite and install that over your current installation. 218 and 228 should update fine to future versions.


================================================== ===
Update 15 (Build 228) Changelog (June 10, 2013):
================================================== ===


GRAPHICS:
————————
Fixed an error with frame buffer textures in a few cases
Fixed a problem with HDR bloom when running multiview
Did some adjustment of multiview HDR processing
Added detail levels to env and road reflection options


SOUNDS:
————————
Fixed bug where the audio mixer treats the player as an opponent when going under AI control.
For onboard cams, setting Flags2 to 1 will make them use external rather than internal sounds.


FEATURES:
————————
Attempt to correct controller IDs if they get switched around when plugging in other input devices like joysticks.


GAMEPLAY:
————————
More tidying up of multiview replay


UI / HUD / Options:
————————
Clearing sidebars from replay gizmo when bouncing back to main monitor from large replay window in multiplayer


MODDING / PUBLIC DEV
————————
Fixed a crash in ModMgr when switching from detailed to simple view
Fix up some minor UI problems in MAS2
Added ability to place listeners for ambient sounds using the editor.
Added ability to see the path the AI last took in AIW editor show/hide menu
Fixed an issue in ModMgr where an install to a new directory would use last known working and packages folders - new installs will now use new working and packages folders until modified by user.
Added menu option to cancel recording paths in AIW editor and to trigger path recording with "External Signal Left" mappable input.


BUG FIXES / OPTIMIZATIONS:
————————
Fixed a bug when toggling FXAA from in game where the shaders were not being recompiled properly
Fixed alt-tab crash in MP caused by multiple rearview inits
Demo set as PREFERRED_RFM
Fixed recently introduced bug where clients would sometimes halt when another client exited the race.
Fix skins on dedicated server replays, not yet sure if this helps with skins on client replays.
Fixed "Get Mod" password entry box to send player to the right screen when "Enter" key is used to progress forward
Fixed a bug with incorrect billboard rotation when wind/crown motion deactivated
When mapping controls to a controller axis, fixed a minor problem where the axis settings could get stuck in a bad configuration (more specifically, while we tried to detect whether you were trying to use a half axis or a full axis).


AI:
————————
Fixed bug where sometimes AI would get stuck in an extremely slow state.
Closed potential slowdown loop when yellow flag is thrown and freezing running order for AIs.


MULTIPLAYER:
————————
Fixed an alt-tab crash specific to MP only
Added send rate control to built in HTTP server
Added server & admin commands "/dq" and "/undq" to disqualify and re-qualify drivers.
Remove exited clients' cars if restarting weekend.
Added basic race rejoin after disconnect, which must be enabled on the server to work (with the multiplayer.ini setting "Allow Race Rejoin"). Currently you just get a new car in the garage.
 
Updates coming thick and fast at the moment:

Lime Rock Park v1.43

Official links:
http://rfactor.net/web/rf2/rf2dl/
Mirrors will be added as my mirror contacts reply with their links.
Our green http link verified working. getmod.php is also hooked up.

Unofficial link (until it dies - my dropbox) just for you guys here:
https://www.dropbox.com/s/1z4nj5x37g...012-v143.rfcmp

Changes since 1.41, which this should replace:
- Updated HDR profile
- Adjusted initial fog values
- Fixed missing GMTs

File should be 308MB.

Skip Barber Formula 2000 v1.46

We have now removed the combined rfmod (LRP and Skippy) from our downloads page.

1.46 has the following advancements over the previous release:
- New driver
- Updated textures
- Updated shaders

Official download link(s):
http://rfactor.net/web/rf2/rf2dl/#sb2000
Mirrors will be added as they come to me.

My dropbox (link will die at some point):
https://www.dropbox.com/s/faqncxt5ue...010-v146.rfcmp

Getmod.php is hooked up for the relevant files.

Corvette C6.R 1.42

To REPLACE 1.41. (This means unless you have a planned race using 1.41, you can uninstall and delete 1.41, then install 1.42).

Notes (which may be incomplete, I compiled them from what I could see):
- New driver
- New animations
- Fixed inside windshield reflection
- Modified backfire
- Improved materials

Official links and mirrors:
http://rfactor.net/web/rf2/rf2dl/#c6r

My dropbox:
https://www.dropbox.com/s/6kgusrsqco...009-v142.rfcmp

This brings the public version of the car inline with what we have bundled with the next build. I'll add mirrors as they come to me. I'll edit the notes if I find anything I missed anything. getmod.php will work for the multicmp, not for the new veh file, as I don't have that yet.

Also looks likely we will get a new build and Silverstone released by the end of the week.
 
There might be a free demo soon according to a dev on twitter. I hope so, wanted to try this for a while but it looked too buggy (and ugly quite frankly) for me to buy.
 
Last edited:
They'll give you a refund within 30 days if you don't like it. At least that way you get to try out all the content.

I did that about a year ago. Bought it again a few months ago and it's a huge improvement over what it was.
 
There might be a free demo soon according to a dev on twitter. I hope so, wanted to try this for a while but it looked too buggy (and ugly quite frankly) for me to buy.

The demo's available now on the rf2 download page.

Includes the Corvette C6R & Lime Rock Park.
 
Build 240

http://isiforums.net/f/showthread.php/13055-rFactor2-Build-240-Released

Update 16 (Build 240) Changelog (June 27, 2013):
=====================================================

FEATURES:
————————
Doubled the number of upgrades a vehicle can possibly have.
Added some dynamic adjustments to weather-based road params

GRAPHICS:
————————
Fixed lagging road reflections.
Set HDR on by default

UI / HUD / Options:
————————
Computed rake in spinner so that both front and rear tires would be on ground.
Added progress bar to component download page

MODDING / PUBLIC DEV
————————
Fixed RFM spinner in mod mode exe to work correctly even without and “All Tracks & Cars” mod button.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed auto-detection of controller on first startup (i.e. no player file exists).
Made parking box work when swapping drivers.
Added track signature variable to playerfile so that 2 different versions of a track can be selected and displayed.
Fixed launcher verify issue that was related to data.path being placed in the update.
Fixed one issue that could accidentally change the vehicle setup during a driver swap.
Removed some DX API calls which were interfering with desktop color calibrations – these should now work in full screen mode.
Quick fix for new lag problems when someone leaves a race.

AI:
————————
Fixed an AI slowdown bug that could prevent pace car from entering the track when called upon.
Fixed half second throttle lift when car detects a tire bounced off road (usually from a rumble strip) but otherwise no grip issue.
Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.
Roughly halved the cornering radius that can (among other things) trigger throttle lifts when sliding out.

REPLAY:
————————
Made replay monitor’s lap and sector info a little more useful when viewing in realtime (or near realtime)
Change to max # of upgrades changed the replay format, but in this case it was easy to make the replay code be backwards-compatible.
 
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