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

http://isiforums.net/f/showthread.php/5859

Announcing "Brianza"
Hi folks,

We have entered final testing of a new historic track for rFactor2. Coming in two configurations (to start with), "Brianza" is a 1966 10km (max) circuit suitable for 1966 period F1 cars.

Also featured in the screenshots is the Brabham BT20, now officially confirmed.

All were taken in a development build (why the strange resolution and lack of AA).

Thanks,

Tim and ISI.
 
I actually like the track, hated it in rF1 but when i gave it a go on rf2 i quite enjoyed it. Still think mid ohio is best modded track in rF2 so far.


Another video for some people who have not seen rF2 :)
 
So will rFactor 2 come with more cars, or types of formula, than rFactor to better demonstrate what it can do?

Yes it will. there is a link somewhere saying what is certain to be in the final/production release. There will be more than what was in rF1 anyway.

All i know off the top of my head, there will be karts :) which im going to enjoy very much
 
http://isiforums.net/f/showthread.php/6105-Build-90-Discussion
Not yet available on the auto updater. They will be available torrent first, then mirrors, then our http, then auto update. See the downloads thread in this forum for available links.

Released today is build 90. You can either update from build 85 to 90, or you can use a full installer to get straight there from nothing.

Also released today is update 1.1 to the 1960's series, which include the new Brabham BT20.

Also released, as a component (how most mod groups should be releasing their content, un-tied to an rfmod), is Brianza.

From the readme.txt of Build 90.

UPDATE 5 Changelog (June 14, 2012):
======================================


GRAPHICS:
---------------------------


Re-enabled HDR profiles for new .hdp files
Added bloom post effect
Further improvements to bloom post fx
Updated some polygon attribs to conform to API change
Shadow tuning
Set some shadow defaults
Tied haze density to fog density
Now adjusting air mass density for sky graphics
New base turbidity because of air mass density change


GAMEPLAY:
----------------------------
Added safetycar components
New internal combustion engine code work-in-progress
Added effect on torque from fuel-air mixture (not garage-configurable yet, but running out of fuel now works as it should)
Fixed running out of fuel with new engine code.
Allowed "NonRaceStartSector=1" GDB entry for tracks where the pitlane is between sector checkpoints 1 & 2.


AI:
----------------------------
Removed forcing lanes on restart phase for AI.
improvements on AI cars detecting his and other's relative motion along the line perpendicular to his current driving line.


UI:
----------------------------
vehicle & track lists working as an alternative to the spinner gizmo
made options remember last car/track list/spinner state.


BUG FIXES:
----------------------------
Fixed crash that would sometimes happen when picking all cars & track mod
Made RFM/GDB entry "SafetyCarAvailable" work (again).


MULTIPLAYER:
----------------------------
Fixed server details sharing
Fixed mod downloading. LAN download was always set to true.


FUNCTIONAL ADDITIONS:
----------------------------
Added check for dedicated server that downloadable mod is below the allowable threshold BEFORE declaring the mod available for download (to hopefully reduce instances of unexplained errors on clients)
Added PLR file option "Partial Cockpit View" if you only need wheels or wheels+suspension in your cockpit view.


MOD MODE/PACKAGING
----------------------------
added a check for autogeneration teleport locations that the waypoint to start from is valid.
Enabled Ctrl-V in public dev build to view input & FFB graph. Also fixed a few compiler warnings.
Download
http://isiforums.net/f/showthread.php/1396-Downloads
 
Couple of questions for you rf2 heads, if you dont mind.

  • How much can i pick this game up for now
  • easy to setup a g25 with nice feel, had to jump through hoops with the last one to finally get something nice. Worth it in teh end as it was good.
  • how does this game play on a 360 pad looking for somthing that from time to time i can just sit on teh sofa and lap
  • Multiplayer active ? or like th last game was it a nightmare to get a good grid unless you raced Renault Meganes?
  • Single player on this any good ? I have iracing for my multiplayer serious racing fix
hows the mod system now ? do I still have to go to 3rd party sites download the mods pray to allah they work? or is it much easier now. Dont get me wrong i got every mod i wanted almost working but boy did you have to work at some of them.
  • how does it actually play and handle
  • last but not least what base content comes with the game now ? anyone got a link? and is there a mod list anywhere yet ?



    • sorry to be a pain im sure all this is in the thread, but i dont have time to read it all.

Here is some information (here)

G25 will be easy to set up. Maybe a few config tweeks.

you would be mad to play this on a xbox 360 controller as it is a racing sim, not like GT5 etc.

Multiplayer is active

Single playing is just as good as multiplayer as AI are a bit more of a challenge.

Mod system is fine, just download the RFMOD file, put in the packages folder, go into mod manager then right click and click install. For some mods, you will need to download every version, like 1.0 1.1 1.2. You put in 1.0 first, then install it, then put 1.1 in the packages folder, then right click the mod and click update, then same with 1.2.

Content is already being made by the community. Its not much, but the game is still in its beta.
 
rfactor2201206291818076.png



Anyone know how to hide the hud on replays? This was a pretty good race and I want to record it but not with all that stuff on the screen :D

press enter, or space :) or that square icon button on the top right. cant remember,
 
Its my day off today, but friday could be my last day. I have set up a server now, i wont be looking all the time so speak to me on steam if you want someone to race against.

Server name is OCUK - Mills Metro
Password is OCUK
 
http://isiforums.net/f/showthread.php/6646-Renault-Clio-v1-0-Available

Hi folks,

The official v1.0 of the Clio is now available in the downloads thread.
The skin template, rim template and window template are also posted.

Known issues:
- Those of you who installed the accidentally leaked earlier version, will end up with duplicate Clio components, and may need to completely re-install to be rid of them.
- Opacity issues on the headlights until the next software update is released (which will update the Clio pace car and fix it).
- Possibly other stuff.

Instructions for the wheel rim and window templates:
Rims - Use the exact same naming as your skin, adding "EXTRA0" to the name. Saving in dds DXT5 format. So for car clio_16.dds, the rims are clio_16EXTRA0.dds.

Windows - Use the exact same naming as your skin, adding "WINDOW" to the name. Saving in dds DXT5 format. So for car clio_16.dds, the rims are clio_16WINDOW.dds. Make sure to make a white mask of this text, add it to alpha channel (alpha channel needs to be white where the text is so the text is opaque ingame).

Thanks,

Tim.
 
I have a server going, its all upto date with clios and the croft circuit.
Croft v0.91 - release notes:

- trees are temporary 2d bilboards, fully 3d trees are planned for v1.0 (performance reason)
- HDR profile is from ISI's track, new profile is planned for v1.0
- dirt layout is planned for v1.0
- animations are planned for v1.0
- temporary night lighting, upgrage is planned for v1.0
- 1% textures are from ISI's tracks.
- up to 40 drivers on track (24 + 16 garages / 24 pits)
- AI is very far from perfect, upgrade is planned ASAP.
- temporary replay cameras, upgrade is planned for 1.0
- no trackside sounds, upgrade is planne for 1.0
- performance, models and textures improvements are planned for 1.0
Here is the link to the croft circuit
http://isiforums.net/f/showthread.php/2974-Croft-Circuit-UK-WIP



Here is direct link to download the croft circuit

Server name is OCUK - Clios - Croft. Will try and leave server running all day.
 
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nissan GTR on croft is just scary, meganes is scary aswell but they have a more controlled slide around the fast corners, the 370z just grips and grips... F ISI cars just bounce around like a bouncy ball on steroids....
 
http://racesimcentral.com/2012/08/rfactor-2-build-101-released/
http://isiforums.net/f/showthread.php/6984-rFactor2-Build-101-Released

DOWNLOAD LINK
http://isiforums.net/f/showthread.php/1396-Downloads
38.5mb

Build 101 released

UPDATE 6 (Build 101) Changelog (August 3, 2012):
======================================

GRAPHICS:
—————————
Fixed issue where suspension gets distorted wildly when a wheel breaks off.
Sun occlusion processing now properly restored after lost device.
Correct a problem where sometimes the visual tire contact equation wouldn’t be properly updated.
smooth out visual contact patch plane equation over time so tire doesn’t instantly deform
Fixed problem where skins would get applied inappropriately (to the windshield, for example).
Fix a bug with FXAA and multiview
Correct alignment of horizon haze.
tweaked pit director position so he’s less likely to be standing inside your vehicle
Added an HDR parameter
fixed HDR lum histogram from over-accumulation during pauses.
Ref mapper optimization
Fix occasional brightness pulsing in HDR mode.
Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.
Fixed alt-tab bug in MP mode.

GAMEPLAY:
—————————-
Added fix for safety car conflicts
unsportsmanlike conduct penalty should be working again
attempt to fix issue where drivers wouldn’t get appropriately blue-flagged if exiting the pits right in front of somebody
fixed the fallback case for determining the vehicle class

PHYSICS:
—————————-
New engine model can be damaged now, and can’t be run with the crankshaft rotating the wrong way!
Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.
‘Simple’ garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.

AI:
—————————-
fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.
fixed AI slowing down for cars in pits for some tracks (brianza)
fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.
fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties
fixed ai slow downs when only ai on a client (ie, when you’re connected to multiplayer game and turn control over to ai)
fixed ai drivers pulling out of pits and immediately slamming into the wall
improved ai handling of front-wheel drive cars

UI / HUD:
—————————-
added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner
made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)
made vehicle picking one gizmo instead of two.
removed all code for old vehicle selection gizmo and a team selection scroll box that wasn’t being used.
tried to autojoin the server after downloading and installing it’s mod.
tried to center loading bars.
building team list from veh parameter ‘category’ (fullteam tree path) rather than just team, since cars in wildly different series can share the team… thus some would be culled from the tree display.
decoupled options and HUD widescreen variable.
options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.
also removed WidescreenUI variable getting set to true when in a 4:3 res.
Now allow HUDs to be in resolutions other than 1280X960.
New support for options in resolutions other than 1280X960
mouselessscrollbox text scaling fix
Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.

BUG FIXES:
—————————-
a few memory leaks and some other cleanup
fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)
Some changes made to speed up selecting a different mod (hopefully this doesn’t break anything).
fixed possible thread-safety issue

MULTIPLAYER:
—————————-
changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.
Fixed “Available Opponents” listing on dedicated server, so now multiplayer vehicle filters work.
fixed multiplayer vehicle filter for list box selector
fixed multiplayer vehicle filter for scrolling select
Some multiplayer.ini housecleaning.
encode name & password
increased mp download limit.
added password verification for downloadable mods
check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles

CONTROLLER/FFB:
—————————-
setup FFB “effects driver” only once, and also stopped needlessly re-initialized the controllers
untested attempt to make LEDs work on modified Logitech DFP

REPLAYS:
—————————-
simplified and improved correction of wheel orientation in replays/multiplayer
improved replays of parts falling off vehicles
Replay format has changed slightly for various improvements, sorry it’s not backwards-compatible!
Current tread surface properties now recorded in replay and transmitted in multiplayer.
Recording tire carcass movement for player now.
Mostly fixed terrain feedback in replays.
Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.
A bit more precision for special effects in multiplayer/replays.
Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).
Improved replays of parts falling off vehicles.
Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren’t uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.
fixed jerking trackside cameras when rewinding in replay
fixed a couple things regarding wheel orientation in replay.

MODDING
—————————-
Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.
Several bug fixes in Modmgr.


For those of you, unsure or dont know how to update rFactor 2. You will need to download the latest update which is build 90 to 101. This update wont work with previous version. You will need build 90 to do this.

First, place the downloaded EXE file into the rFactor 2/updates directory (for example D:\Games\rFactor2\Updates ).
Second, Load the rfactor 2 launcher, click update, click query then it should say "Local update found. Click the Install button to continue." If not, you are not on build 90 or you have placed the update exe file into the wrong folder. Then just click install and follow the instructions. Then boom, its installed.

You do NOT need to download all the car mods/tracks again. This is just a build update. All cars and tracks should work fine. Im about to load up rfactor 2. I will see if its better :)
 
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