rFactor 2 - Beta Released

ISI's new sim rFactor
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released the Tiger Moth Aerodrome track for their rFactor 2 simulation: Download Here.
Hiding behind the fictional name is ISI’s take on the well-known Dunsfold Aerodrome, better known as the test track from Britain’s hugely popular “Top Gear” series.
The track comes with a grand total of five different layouts, two testing layouts and three layouts equipped for racing action.
Fun Fact: The plane model on the track (and the trailer) is the Tiger Moth from Ant’s Airplanes. While you can’t fly it in rFactor 2, you can download it for Flight Simultor X, via a free download!
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Re: rFactor 2 - Beta Released

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The Honda NSX has now been released & also a dev update showing off a collaboration with Reiza Studio (Game Stock Car Extreme)... seems these 2 dev houses are getting joined at the hip a bit.
Image Space incorporated released the Honda NSX 1991 for rFactor 2. The NSX was developed by a third party, and licensed by ISI. This ISI release is based upon the Honda NSX-R previously released for rFactor 1 by Niels Heusinkveld & Siim. Back in the day, this mod was known to be one of the best mods for rFactor 1. The model and physics are now overhauled to get up to standard with the newer rF2 engine.
The 121Mb download contains both NSX and NSX-R configurations and includes 28 different configuration options such as engines, gearing, suspension, tires and more.
Image Space Incorporated released a preview video showing us the rFactor 2 São Paulo track v0.80 rFactor 2. In this video ISI’s Tim Wheatley shares some info about the rFactor 2 São Paulo (Interlagos) work in progress.
Surprisingly enough this is not a scratch build track by the IS development team, but a conversion of the Reiza Studios Game Stock car version. Reiza Studios is collaborating with ISI as a token of their appreciation and contribute to the ongoing growth of rFactor 2!
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Re: rFactor 2 - Beta Released

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I really like the look of Mountain Peak which if I'm not mistaken is based of Charlotte.
Then there's more for Oval fans with Jacksonville to tie in with the pending release of the rF2 "Gen 6" Stock Cars.

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Re: rFactor 2 - Beta Released

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Image Space Incorporated have released Sao Paulo for rFactor 2, adding the world-famous Interlagos track to their simulation.
The rFactor 2 version of the popular Brazilian Formula One venue has been developed in co-operation with Brazilian sim experts Reiza Studios who have provided their base model of the track,
The track comes with the 2.68 mile Grand Prix layout, featuring two DRS-zones for Formula racing.
Download Sao Paulo for rFactor 2 Here
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Re: rFactor 2 - Beta Released

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Time to pony up & buy this as it's 20% off this weekend & from what I have seen it hardly ever goes on special. :yes:
Image Space Incorporated has announced a special sale to celebrate this weekend’s Brazilian Formula One Grand Prix.
As ISI recently added Interlagos to their simulation, rFactor 2 will sell for a reduced price during the Brazil Grand Prix weekend.
Using the promo code RF2BRAZIL20 , buyers get 20% off the regular price of 43,99 Dollars for the Standard Version & 84,99 Dollars for the version include Lifetime online access.
Both versions are available here, ISI has also provided a tutorial to show how to take advantage of the rebate, the special offer is only available to new customers.
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Re: rFactor 2 - Beta Released

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Chevrolet Corvette C6 Road Cars Now Available!
The C6 cars come in four different download packages, each with upgrades affecting visuals or physics.
C6 Coupe / Grand Sport – no physics tuning options available, only visuals.
Z06 – additional Z07 physics package.
ZR1 – additional PDE physics package, as well as slight weight/aero tweaks for the cars with lights on the roof.
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Re: rFactor 2 - Beta Released

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Re: rFactor 2 - Beta Released

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rFactor 2 Build 906 update now available,
I must say after buying this, it is starting to become pretty polished. It might not be up to AC standards & online is dead but for an offline racer against AI it is pretty damn good in my opinion.
With this build, ISI introduces the first step to a brand new “User Interface”. The build included the new rF2 launcher.
The aim was to simplify the activation process, update process, mod downloading and installation and the verification features.
Furthermore, ISI explains that soon the +connect functionality will be implemented. This means that you will be able to join specific races directly from it. It’s stated that there will be more nice features coming to the UI, but these will only be implemented after the introduction of the simulation UI.

On the graphics front, the new build now features re-balanced colors. ISI made improvements to the gamma settings and HDR parameters. It should now generate more reliable results in both static and changing conditions.

As usual the new build brings you a number of bugfixes and feature refinements. Check out the full list below.

Changelog – Update 28 (Build 903-unstable, 904-release) Changelog Dec 11, 2014):
FEATURES:
Added code to allow non-linear analog gauges.
Added some feedback to 3 AI parameters to dev mode AIW editor (corner caution:, understeer throttle cut:, understeer lat) so that you can watch in realtime as they have an effect.
New Launcher UI.
New remote content package manager integrated with Launcher UI.
Simplified activation process.
Sync Manager now restarts Launcher after update installation with original permissions.

BUG FIXES / OPTIMIZATIONS:
Fixed intermittent crash on vehicle load.
Fixed rain volume which became too loud for some reason.
FXAA fix for monitor.
Fix for extraneous window in ded server mode.
Possible fix to 1st time failure downing vmod install failure on game connect in cases where vmod and components already downloaded but not installed.
Set lower default spotter volume.
Changed the small rfm, veh, and track main page display buttons to not load an image if their image size is set to 0 in either dimension. This is to prevent crash if a UI should have them on the same page as one of another gizmo that uses those assets (and destroys them).
Fixed bug with options not always remembering rfm/vehicle/track list/menu preference.
Fix for replays not loading some *.mas skins. (skins shared over multiplayer may still not load)
Potentially fixed names running over the HUD menus with a new HUD parameter & a fixed algorithm.xed 64 bit Dev Mode inablity to save AIW files.
Fixed a potential crash upon starting AIW editor.
Fixed pit menu selected box from being too small in some cases.
Fixed HUD message center messages from extending beyond the box in some cases.
Fixed bug where virtual vehicles created with a *.mas loose skin file instead of a *.dds skin file wouldn’t show the correct skin in the spinner or on track.
Fixed a rare buffer overrun error in track name text display.
Changed replay letterbox to extend the entire width of the screen instead of just inside the options extent.
Attempted fix for occasional vehicle load/unload loop that appeared to cause network lag.
Fixed some multiplayer “Get Mod” issues with downloading/installing components and cleaned up the UI to be more readable.

UI / HUD / OPTIONS:
Added APP_TextValue_GarageTireLoad_FrontLeft, APP_TextValue_GarageTireLoad_FrontRight, APP_TextValue_GarageTireLoad_RearLeft, APP_TextValue_GarageTireLoad_RearRight Gizmos back. (not yet used in default options)
Created gizmos for replay mode, length and current position. (not yet used in default options)
Renamed “binkanimations” to “genericanimations” since they not longer use bink
Added HUD parameter for pit menu maximum length.
Added an “instant update” parameter to vehicle and track lists for options that forgo the “accept”/”cancel” mechanism.

MULTIPLAYER:
Broke up installing of downloaded components on multiplayer join so that the options have a chance to update and get a little bit of ui feedback to the user about what the game is doing

GRAPHICS
Modified scene post-gamma value to improve color balance.
Ambient boost removed, no longer needed with improved scene gamma.
Improved some HDR automation parameters.
HDP files now deprecated and are disabled by default. HDP files can still be enabled via the plr file option ‘Enable Legacy HDR Profiles’.
Removed specular floor value, which was causing incorrect highlights at night.CONTROLLERS / FFB:

CONTROLLERS / FFB:
Added a Controller.JSON value “Steering Torque Capability” in order to specify the strength of strong FFB wheels (like direct drive). If this is set properly, and it exceeds the NominalMaxSteeringTorque for a given vehicle, it allows a 1:1 correlation between the calculated torque and the actual FFB torque. (However, note that we still don’t model power steering, so the calculated torque is stronger than it should be for some vehicles.)
Increased the number of buttons per controller supported.

MODDING / PUBLIC DEV:
Updated the component mas file loading (for tracks only) to remove irrelevant layout mas files.
Dev Mode: When editing AI driver parameters we now change the driver to match selected car in the editor window automatically when bouncing between cars

PLUGINS:
Set the mLastImpact* variables in the telemetry plugin interface.
Made plugin interface to add chat messages work on dedicated servers.
Fixed a few things with the Internals Plugin weather interface, and added a new option to apply cloudiness instantly.
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Re: rFactor 2 - Beta Released

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rFactor 2 Lime Rock Park V2.0 Released - http://rfactor.net/web/rf2/tracks/" onclick="window.open(this.href);return false;
Image Space Incorporated released an extensive update of their Lime Rock Park track for rFactor2. The initial idea was to implement the latest RealRoad technology and terrain shaders. Then things got out of hand in a good way. The development team ended up with a full blown V2.0 release.

The update fixes number of issues and lost objects are now optimized for a better performance. The Development team put a lot of effort in rebalancing the artwork to improve the detail and consistency of the track visuals. For all update info you can check out the Changelog below.

CHANGELOG (v1.43 -> v2.0)

NEW BITS
Updated roads, curbs and concrete to use Real Road Shader
Replaced trackside vehicles with more detailed ones
Replaced all sector timing lines
Redone all verges and fixed the most important mapping glitches
Redone groove mapping
Set new static reflection map position
Filled hills with more treelines
Applied new terrain shader and re-blended terrain
Applied vertex-based terrain shading (Radiosity + manual tweaking)
Added billboard weeds on terrain embankments
Added collision object for vehicles (hit at own risk)
Added crude –but effective– concrete wall to close off infield terrain gap
Added (lightweight) RC Layout
Increased number of pit spots
Included Test Team RealRoad Preset Pack

FIXES
Fixed black faces on pit, paddock, Skip Barber and outer buildings
Fixed vegetation Vertex Alpha
Fixed crowd Vertex Alpha
Fixed unusually odd glitches on building glass
Fixed glowing marshals
Fixed hard seams at treeline edges
Fixed oil waste bin normal map
Fixed curb mapping
Fixed seam in curb mapping
Fixed tree mapping
Fixed gaps at T1, Podium and Paddock terrain
Fixed smoothing issues on some trackside objects
Fixed tyrewall popups
Fixed vegetation popups
Fixed tyre collision detection
Fixed building collision detection
Fixed floating crowd due to missing buildings on lower detail
Fixed outstanding shadow popups
Fixed some texture saturation
Fixed Paddock stripes to line up with pit building
Fixed Paddock cones to line up with pit building
Attempted to reduce tree transparency issue

IMPROVEMENTS AND ENHANCEMENTS
Improved movable objects reaction
Improved crowd material
Improved pit building normal maps
Improved outhouse normal and specular maps
Improved vegetation materials and textures
Improved and optimized glass materials
Improved road and terrain texture sets
Improved painted stripes
Improved armco normal map
Improved vegetation randomness through vertex shading
Added bump/spec maps for fence-mounted ivy
Added key terrain reflections
Moved fire truck to narrow the incorrect pit exit shortcut
Reduced aliasing on Barriers and Tyres
Reduced aliasing on Terrain
Reduced aliasing on Vegetation
Reduced aliasing on Buildings
Reduced aliasing on Structures
Tweaked fog

OPTIMIZATION
Optimized roads, curbs and terrain for smoother performance
Optimized road and verge decals for smoother performance
Optimized armco for smoother and better performance
Optimized fences for smoother performance
Optimized tyres for smoother and better performance
Optimized buildings for smoother performance
Optimized structures for smoother performance
Optimized small props for smoother performance
Optimized vegetation for smoother performance
Optimized crowds for smoother performance
Optimized vehicles for smoother performance
Optimized wet surface reflections
Optimized environment reflection on carbody
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Re: rFactor 2 - Beta Released

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Silverstone Circuit v1.35 Now Available
ISI are happy to release version 1.35 of Silverstone Circuit for rFactor 2. This update includes a number of small fixes and tweaks, a very important fix for the GT AIW (AI driving lines), and the addition, finally, of a working National configuration. Grab the update from our tracks page, or (directly) here. Please uninstall previous version(s).
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Re: rFactor 2 - Beta Released

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ISI have been busy over the xmas break as rFactor 2 Build 910 is now available & a complete rewrite (update 1.51) of the Renault Clio 197 series mod has also been released.
Grab them from here: http://rfactor.net/web/rf2/rf2dl/
Update 29 Build 910 Changelog: (This update is a maintenance update for the recently released Build 906)
FEATURES:
Added option to screenshot directly to clipboard, PLR file entry now called “Screenshot format”.

BUG FIXES / OPTIMIZATIONS:
Fixed multiplayer race rejoin.
Fixed heat haze bug for non-HDR mode.
Fixed Modmgr bug where a deleted package file would still appear in list.

UI / HUD / OPTIONS:
No longer reset widescreen UI config parameter when applying graphics changes.

rFactor 2 Renault Clio 197 V1.51
The development team points out that this Clio Cup update is effectively a complete overhaul of V1.41.
ISI encourages you to uninstall previous versions before installing the new one. The Previous versions will show under Mlt in the mod manager while new ones will show under Veh.

Clio Cup v1.51 changelog (from v1.41):
Switched to ‘WheelsIncludeAllTireMass’ fix.
Moved to UltraChassis with flex, and slightly better geometry.
Better motion ratios on account of newer push-rod parameters and slightly soften front ARB to what should be a more realistic level.
Misc tyre tweaks, more detailed lookup table and extra nodes should make them more accurate over a wider range of conditions. Wear has also been reduced.
More realistic front and rear brake fade characteristics.
Auto ignition-cut on up-shifts.
Maximized under tray collision points (up to 12 from 6).
New steering system.
Increased CG (on account of better data).
Auto-clutch more useful (more aggressively adjusted).
Damage tweaks (slightly stronger suspension against mild contacts).
Updated shaders.
Updated driver model.
Tweaked headlight parameters.
Liveries replaced/updated/added, all built against an improved template.
Updated icons.
Updated to use latest internal / external sound attenuation variables.
Updated to newest camera standard (centered bonnet cam, etc) and removed a couple excessive cams.
Minor AI tweaks to correlate slightly closer to player physics.
Removed some now obsolete lines.
Plus other miscellaneous tweaks.
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Re: rFactor 2 - Beta Released

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rFactor 2 – Mountain Peak Speedway Released

Image
Image Space Incorporated released the Mountain Peak Speedway track for rFactor 2. ISI points out, not to expect quality of their more recent scratch built tracks because this track is basically a refurbished version of one of the older projects
The rFactor 2 Mountain Peak Speedway is located within a mountain range in North Carolina, this 1.5-mile oval contains seven other layouts suitable for both oval racing and karts.

Infield Road course – 3.652Km/2.269Miles
This 2.3-mile road course uses both the oval and infield. Exiting the oval just after the start/finish line, you race behind the pit complex and parallel to the backstretch, before heading back towards the pits, exiting in turn two of the oval, using that to get back around and finish the lap.

Speedway – 2.362Km/1.468Miles
This tricky 1.5-mile oval consists of two major turns, and while the backstretch is relatively easy, the front ‘straight’ will do it’s best to throw you into the outside wall… Practice – a lot.

Legends Oval – 0.44Km/0.27Miles
This flat and short oval is way more fun than you would expect. In a low powered car, it can provide a lot of side-by-side action.

Kart Oval – 0.353Km/0.219Miles
In lower powered karts, this oval is easily flat out. In karts of different configurations, there may be quite a lot of skill involved not to necessarily lap it, but to deal with traffic instead!

Kart Long – 1.0Km/0.62 Miles
A nice flowing kart track with a couple of technical corners you need to learn quickly. Not a very high speed track.

Kart Short – 0.66Km/0.41Miles
This layout can feel quite frantic, especially in traffic. Laps seem to tick off very quickly. Very nice flow to the lap once you figure it out!

Kart Reverse – 1.0Km/0.62 Miles
This is the reverse layout of the Long configuration and feels a little more high speed. It has quite a nice flow and seems to be a littl less technical.

Download!
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Re: rFactor 2 - Beta Released

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rFactor 2 Skip Barber F2000 V1.54 available
This release brings you a set of graphical enhancements, optimized physics and tires and minor AI tweaks.
Changelog V1.54:
Revised tyres
Moved to ultra chassis (with flex)
Updated to ModelWheelsIncludeAllTireMass=1 fix
Bump-stop fix
Tweaked under tray locations
Minor AI correlation tweaks
Updated shaders
Updated textures
Updated liveries
Helmet no longer goes through cockpit
New car icons
Added rim blur
New tire textures
New tire damage textures
Moved to new steering system
Added descriptions and new variables
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released a new build of their rFactor 2 simulation as Build 930 is now available for download.
The new build introduces plenty of fixes and changes as listed below, including several changes to the simulation’s tire model.
Furthermore, the new build also introduces a new UI which you can check out in the preview shots below.

Image
Image
Update 30 (Build 930) Changelog:

FEATURES:
– Added ability to have HDV variable SemiAutomatic be set to 2 (upshifts only) or 3 (downshift only), which is in addition to the pre-existing choices 0 (off) or 1 (upshifts & downshifts).
– Added text values gizmos for wins, starts, average finish, and accumulated points for RFM. Added ability to customize font colors for multiplayer game list. Added ability for gizmos to pass clicks on to gizmos behind them. (only applies to APP_TEXTVALUE_RUNPRACTICE, RUNQUALIFYING, & RUNRACE.
– Added new option to select stretch UI width.
– Implemented “Change Password” button and added option to login dialog.
– Enabled virtual vehicle selection (and propagation) in multiplayer.

BUG FIXES / OPTIMIZATIONS:
– Fix issue where clouds sometimes don’t show up in replays.
– Fixed a crash that could happen if the start light sequence on a track layout was particularly short.
– Fix broken multihead.
– Fixed issue where car class was reported incorrectly.
– Fixed Launcher crash when exiting Mod Manager.
– Added auto-focus to login dialog input.
– Fixed bug where checkbox settings in Launcher would show incorrect state on startup.
– Attempt to prevent physics thread lock up in cases where skin transfers get put into a bad state.
– Instead of relying on the background color to match the skin download state gizmo inactive state color, now hiding the gizmo in that case.
– Fixed multiplayer sort game list by series.
– Fixed bug where 1st line of credits is potentially a random font
– Fixed multiplayer game list gizmo text colors.
– Fixed gear graph in instances where there is a top/bottom letterbox effect on the options.
– Fixed monitor window FOV issues
– Code added to prevent infinite loops when an AIW has more grid positions than main path waypoints.
– Fixed issue where finish statuses were transmitted but immediately overwritten upon joining a race. This fixes the situation where a driver Esc’d out and therefore got a DNF, but then left and rejoined the server whereupon it was noticed that the DNF was cleared.
– Fixed possible crash that happens upon downloading and then installing components to join a multiplayer game.
– Fix for aspect ratio problems in monitor

GRAPHICS
– Fade clouds in and out rather than popping.
– Fixed monitor window FOV issues

MODDING / PUBLIC DEV:
– No longer shipping Max plugins for Max 8, 9, and 2009, support ends.
– Updated versions of Max plugins for Max 2010, 2011, and 2012 with standard mat converter.
– Toggling AI control will now also toggle player driven AI physics if “shift” is also pressed with AI control toggle key
– Updated MAS2 utility with potential fix for missing layouts/teams when creating virtual mods
– Updating SDK with latest content and same UI as the main game.

TIRES:
– Minor update to CPM invalidates previously-generated CPM data.
– Gas cavity volume is now affected by load (which essentially means air pressure/temperature change slightly when the tire load changes).
– Mass imbalance from flatspotting is now correctly modeled.
– Subsampling in brush model creates smoother response (this may slightly change the feeling and performance of tires, but note that it should be more accurate now).

UI / HUD / OPTIONS:
– New UI with resolution 1920X1080.
– Removing hard-coded HUD elements shading and alpha.
– Added gizmo slider on realtime settings/display page to set engine vibration effect on cockpit.
– Download mode textbox gizmo now only displays name of mod file, not full path.

PLUGINS:
– Instead of on-path wetness and off-path wetness (neither of which were properly computed anyway), we now report minimum and maximum water depth along the main path to the plugin scoring interface.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released new previews of an upcoming content addition to their rFactor 2 simulation: The Nissan GT-R GT500.
Below are two previews of Nissan’s successful Super GT challenger, showing the car in a very advanced stage
ISI has hinted on working on giving the GT-R some on-track competition in the future as well. With the other competitors in Super GT being Lexus and Honda and rFactor 2 already featuring the BTCC Honda Civic, Honda’s HSV 010-GT might b
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Re: rFactor 2 - Beta Released

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1966 Brabham has a physics update, bringing chassis flex and superior wet weather tires in a VERY near update!
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Re: rFactor 2 - Beta Released

Post by matticooper »

That GT-500 looks damn good. Can't wait for that!
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Re: rFactor 2 - Beta Released

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rFactor 2 – Brabham-Repco BT20 F1 Car Update Released
Brabham-Repco BT20 v1.6 Changelog :
– Added Jack Brabham and Denny Hulme AI drivers.

Physics
– ModelWheelsIncludeAllTireMass’ fix / enhancement.
– Moved to ultra chassis (with Chassis Flex).
– Inertia’s recalculated for total body and for individual parts (such as brake discs, etc).
– Revised suspension geometry from scratch. Pushrod locations are also using the new method and which should give accurate motion ratio’s throughout the entire range of travel of the suspension.
– Dampers and springs revised to match.
– Reduced maximum steering lock so that tyres would not intersect suspension parts.
– Moved over to new steering system.
– Tyres scratch made. The old ones were slightly too wide and rear radius was too low. Also the effect of real road on these old tyres has been reduced the tyres also have a lower wear rate.
– Numerous minor AI correlation tweaks.
– Tweaked undertray locations and added one more point.
– Brake system completely recalculated based on new data (the effective Brake Bias is ‾57% front on default).
– Differential now allows preload adjustments.
– New tyre parameters included for wet weather added.
– Engine life tweaked.
– Minor fixes.

Sound
– Using new sound internal / external attenuation variables and scrub individually to tyre sounds.

Graphics
– Brand new historic driver, completely from scratch.
– Added individual driver faces for a more authentic feel.
– Graphically corrected front rims to 15″, front tyre radius slightly reduced. Tyre widths also slightly adjusted.
– Brake discs corected to 11″ (F/R)
– Steering wheel mapping update
– Shaders update
– Various textures updated
– Holes in the back+under car body fixed
– Minor LOD distance tweaks.
– Included additional liveries by our test team.

UI
– Class name now occupies only 1 entry in vehicle filter list.
– Category now starts at manufacturer to be more consistent with other cars.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released new previews of an upcoming update to rFactor 2’s Sepang track.
Right in time for the upcoming Malaysian Grand Prix, the new previews show the Formula One venue with new tone mapper in effect that will be part of the new version.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released rFactor 2 Build 946.
This new update includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options.

Code: Select all

Changelog Build 946:

FEATURES:
    Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
    Added local content management to Launcher.
    Added support for batch downloads in Launcher’s remote content tab.
    Added ring stiffness multipliers to TGM files.
    Added third party content publishing to Launcher.

FIXES:
    By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
    umber of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
    Made unlimited laps in qualifying truly unlimited.
    Fix for aspect ratio problems in monitor.
    Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
    Added HTTP Basic Authentication to dedicated server mod downloads.
    Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
    Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
    Fixed unnecessary reloads of matchmaker list.
    Lined up vehicle labels in monitor.
    Made vehicle labels more legible under different conditions.
    Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
    Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
    Fixed a crash that could happen while resuming a replay of a non-race session.

MODDING / PUBLIC DEV:
    Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
    Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
    simplified grid, pit, & garage spot marking.
    Allowed AIW editor to set number of garages per pit spot for ease of editing.
    Fixed Camera FOV editing.

MULTIPLAYER
    Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
    In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
    Improved multiplayer skin transfers so there is less chance of name mix up.

GRAPHICS:
    New tonemapper
    Optimized single-pass HDR for multiview.
    Adjusted some hdr/sky params to work with new tonemapper
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Re: rFactor 2 - Beta Released

Post by Duke »

Together with the newest Build of rFactor 2, Image Space Incorporated also released V1.58 of the Malaysian Sepang circuit.
The Sepang circuit was one of the oldest tracks for rFactor 2 and has not been updated in the last two years. While developing Build 946, the rFactor 2 development team noticed that the old tone-mapper wasn’t working very well on tracks such as Saõ Paulo and Malaysia. This made the team experiment with a new tone-mapper that is now part of the newest build.
The result is a newly polished Malaysia Sepang track for rFactor 2 featuring a host of fixes and optimizations.

Code: Select all

Changelog for v1.58s (from v1.43)
    Increased road mesh density on South Loop
    Added RealRoad tech to curbs
    Remapped RaceGroove
    Added special sign
    Re-conformed painted stripes
    Cleaned up and improved road art
    Improved road and terrain materials
    Improved barrier materials
    Improved vegetation textures and materials
    Replaced seats with more recent artwork
    Removed negative mip map bias on all key materials
    Optimized access roads meshes
    Optimized fence textures and materials
    Optimized shadow casters
    Optimized reflections
    Optimized terrain materials a little bit
    Optimized scene by removing a lot of non-essential objects
    Grouped objects for better batching to cure stutters
    Fixed about 100 micrographs in terrain
    Fixed armco collision glitch
    Fixed road mapping
    Fixed odd wet patches
    Fixed visibility of distance markers
    Fixed object popups
    Fixed curb reflections due to RealRoad tech (compromise)
    Fixed scale of ambulances
    AIW improvements
    Updated TDF values
    Removed Legacy HDR Profile
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released V1.14 of their Kart content for rFactor 2.
The biggest part of this update is dedicated to the Kart physics while on the visual side of things, the ISI dev team added updated shaders, updated textures and some minor 3D fixes.

Code: Select all

Physics (both Karts)
– New tires which have enabled the contact patch model for the first time.
– Added new wet weather variables for tires.
– Numerous AI correlation tweaks. AI warm tires quicker, wear slower and more evenly (F/R).
– Reduced inertia for wheels and engine. The wheels were set conservatively due to instability, an issue which new, more accurate tires have are the result.
– Reduced axle and gearbox friction to what should be a more accurate level.
– Softened undertray collision points which makes the kart more realistic and controllable over tall curbs.
– Fixed geometry bug that went unnoticed that was caused by a build bug fix (which was improperly defined in the previous kart release, and has been corrected for Builds 860 and newer).
– Tweak to reduce some ‘hopping’ experienced in certain extreme situations.
Physics Junior Kart specific
– Engine engine has more low end torque. Combined with other changes, it now accelerates a lot better from standstill.
Physics KartF1 specific
– Increased grip to correspond better with the class of tyre this is simulating.
UI
– Changed category name in-sim from ‘Kart Cup’ to ‘Karts’.
– Camera offset to match steering wheel.
Graphics
– Updated shaders
– Updated textures
– Minor 3D fixes

The contact patch model is still not fully complete, but at a sufficient point now. It is still lacking some lateral and longitudinal variability due to temperature / pressure and the lat/long deflections are still slightly over sensitive under extreme conditions when patch is extremely small. The vertical deflections are considered accurate. We will release more details soon.

There are also some setup adjustments not yet available in the UI. An update will follow.

Important: The new version requires the newest rFactor 2 build to be installed.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated published a development preview showing us the progress on the upcoming AC 427 Cobra and Portugal (Estoril) track.
In this video, you can watch Tim Wheatley performing a 12-lap race in the AC 427 Cobra at the Estoril circuit against a pack of A.I. opponents. Tim announced that the AC Cobra shown is a release candidate version, while the Portugal track is still undergoing development.
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Re: rFactor 2 - Beta Released

Post by Duke »

Almost a year ago, Image Space Incorporated released the Dallara DW12 Indycar for rFactor 2, introducing only a handful of real liveries among plenty of fictional ones.
For those who want the full realism of a real Indycar season grid, boxer has now released a complete carset 2014 season Indycar liveries!
The complete car set does not only come with all 2014 season cars, it also includes special Indy 500 paint schemes and matching talent files for the cars.
Needless to say, the original Indycar release needs to be installed for these to work!
Download Indycar 2014 Carset for rFactor 2 Here
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated have released the 1966 AC 427 vintage sports car for their rFactor 2 simulation.
The car comes in two different configurations, one with street tires and one with competition rubber.
Make sure to also check out the included documentation for driving and setup tips which can also be found here.
1966 AC 427 for rFactor 2 Direct download
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