rFactor 2 - Beta Released

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

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rFactor 2 is coming to STEAM!!! Image Space Incorporated announced that their rFactor 2 title will be coming to Steam in the near future.
About a year ago the older rFactor 1 title was made available on Steam. Back then ISI already hinted that this was a rehearsal to bring the current rFactor 2 title to the popular distribution platform.

To celebrate the good news, Image Space Incorporated also published a new promo video showcasing some of the best content and features of the simulator.
Interestingly, the video comment also stated that the long awaited Stock Cars content for rFactor 2 will become available this weekend.

ISI is also updating and developing a selection of oval tracks for their Stock Car content. At the moment the Indianapolis, Charlotte, Daytona, Kentucky, Darlington, and Richmond tracks are mentioned.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released a new version of the Broodale Speedway for rFactor 2.
Not tough, but still tricky to tame, Brookdale Speedway is certainly unique. It’s egg-shaped configuration means that each turn of the oval is distinctly different, even requiring a different line in 1/2 versus 3/4. Originally released as part of the stock car oval content two weeks ago, the new version of the track now comes with improved reflections, performance optimizations and more as listed below.
Changelog
– improved reflections
– improved some material settings and textures
– improved shadow casting
– reduced slightly track’s memory footprint
– adjusted concrete- and safer walls properties, preventing car to “stick” on the wall after slight contact
– added GETmod support
– adjusted few track side cameras to avoid clipping

Download Brookdale Speedway 1.15 for rFactor 2 Here
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Re: rFactor 2 - Beta Released

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Palatov D4 - Update 1.38 released
The rFactor 2 third party licensed and produced Palatov D4 has been updated to version 1.38 and is available to download on the Image Space Incorporated's official rFactor 2 site now.

Changelog:
recalculated talents’ performances
repositioned fictional rainlight
new shader/values/textures for floors for better view at night if lighted by headlights of followers
added personalized pit crew guys and pit-exit guy (by Chris “redapg”)
remade all icons of all vehicles
repainted all skins made by Juergen in version 1.0, with new official “replica” and “ORP” ones
optimization of headlights values also due to the build 998
optimization of all gmts for night view
optimization of shader’s values for reartrain
update talent and driver names
set same value of BrakeDuctSetting for all classes
new rear 3d suspensions, gearbox and other mechanical parts to update the D4 to the latest 2015 real car version (by Chris “redapg”)
added the new “open” rear by default into the upgrade options to let also the previous version available
added trackmap into the dashboard (cockpit): if map is not available appears the Palatov logo
added filler-cap to the body
optimization of shadows
optimization of all shaders and values for several parts
few new textures
new planes and textures for (under/tire)shadows
3d remake of main and minor parts of the whole mod for improving SP and MP performances and for a better graphical quality (by Chris “redapg”)
added “fake” nightlight to the dashes from external/swingman cam view
recalculated TGM “GrooveEffects” and added new “GrooveSqrdEffect” for each compound
graphic improvements to the dashes
added nightlight to the dash 2015 model, added also the choice for the color (upgrade)
switched the dash 2015 by default
added nightlight to the “old” dash (due to rF2 limitations, to see the nightlight on, you need to insert a gear)
added working powerswitch (needs to set “ignition” key)
added new working lightswitch (also out of cockpitview)
added working mirrors out of cockpitview (it works depending of track reflections)
remeshed body just over the cockpit for better look
few little improvements to the cockpit 3d
new rivets, new hi res steering wheel bolts
fixed missing driver name into VEH vs RCD
changed default values of tire set for HC into HDV file and deleted the lines to change tire set into the upgrades files of Custom and Hillclimb classes
new order for Classes into the UI: 1. Trackday MP, 2. Trackday, 3. HC, 4. Custom hoping people
will use TDSE at first…
changed CGHeight= from 0.250 to 0.260 for HC and Custom equipped by HC rollcage
added missed “rlframe” to the Custom spinner.gen
added changes GeneralTorqueMult*= to Custom and UPGRADE for Custom.
GeneralTorqueMult*=0.96 vs 0.98 for normal aspirated engine due to the new value assigned to the ClutchFriction, for fixing max speed
new turbo1 and 2 engines for fixing rpm idle issue, if auto clutch off new ClutchFriction value in all 3 hdv files for decreasing the rpm difference if auto clutch is on or off
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Re: rFactor 2 - Beta Released

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rFactor 2 Monaco & Spa 1966 updates released
The rFactor 2 development teams has been hard at work, polishing up their 1966 GP tracks so that they are up to spec with the newer rF2 track content.

Both the historic Monaco and Spa-Francorchamps tracks have received an extensive update to eliminate the poor performance and massive stuttering on some systems. The updated versions should result in a smoother driving experience without the popups and the stuttering while performance should remain equal or become better.
Furthermore, many of the on-track objects no feature new materials and textures. It is advised to uninstall and delete your currently installed version before you download the tracks, or grab them directly in the rFactor 2 launcher. (packages icon)

Download Monaco 1966 (287Mb) - Download Spa-Francorchamps 1966 (306Mb)

Monaco 1966 Update Changelog:
Implemented latest RealRoad shader
Optimized road and terrain objects for smoother performance
Cleaned up and improved road texture set
Made road textures tile better
Improved road wet masks
Improved trackedge and sidewalk specularity and wet mask
Replaced textured stripes with physical ones
Rebalanced painted stripes textures
Implemented new terrain shader
Vertex painted terrain for new terrain shader
Remapped terrain for new terrain shader
Fixed a few minor terrain gaps
Fixed a few missing terrain shadows
Optimized armco and other barrier objects for smoother performance
Optimized fence textures and materials
Enhanced stone walls normal maps
Made tunnel a bit darker
Improved sponsor logos
Optimized billboard vegetation for better and smoother performance
Applied subtle random vertex colours to vegetation
Improved vegetation texture set
Fixed transparent tree issue
Reduced vegetation flickering
Removed messy cubemap reflection property from building materials
Optimized building materials
Optimized building objects for better and smoother performance
Fixed smoothing on buildings
Cleaned up and improved building textures
Optimized LOD and shadow distances on all objects for better performance
Optimized grandstands
Optimized crowds
Slightly enhanced billboard crowd textures
Slightly improved marshal textures
Removed pitlane props to reduce the load in the busiest area
Fixed various UV glitches
Fixed dozens –if not hundreds– of object and shadow popups
Cleaned up messy wet reflections
Repopulated all reflection maps values
Optimized and cleaned up night lighting glitches
Reverted MIP Map bias to default
Updated TDF to latest set of values
Set speed limit to 999
Defined more realistic movable object reactions
Removed HDR Profiles
Cleaned up, replaced and improved trackside cameras
Replaced loading screen with new HD version
Improved AIW
Added Test Team RRBINs

Belgium Changelog:
Bias fix for all materials/stages
Various MIP texture fix to avoid flickering and glitches
Various 3D models fix to limit flickering and glitches
Improved outer scenery (mostly to hide bigger holes)
Removed obsolete materials
Removed obsolete textures
Completely new set of LOD Out values to reduce models popup while driving
Completely new set of Shadows Out to reduce shadows popup while driving
Fixed floating trees in the distance
Fixed terrain holes (tuned LOD out) in the distance (for both back and front)
Fixed terrain edge textures to avoid lateral “”running”” white glitches
Fixed houses albedo and saturation
Fixed buildings element detaching/smoothing
Fixed buildings/houses with broken AO mapping
Fixed Buildings albedo maps
Fixed Structure albedo
Fixed Crowd albedo and saturation
Fixed Vehicles albedo, saturation and reflection
Fixed Animals albedo and saturation
Fixed mats using a black specular color
Fixed powerline intersecting houses
Fixed floating Haybale
Fixed chimneys flickering
Fixed building cornices flickering
Fixed Yellow banner flickering
Fixed Blue sponsor flickering on building
Fixed terrain smoothing
Fixed road mesh gaps and T-vertex
Fixed terrain gaps
Fixed overhang composition to limit flickering
Fixed pit exit road
Fixed Loading Screen to show correct max vehicles and new logo
Fixed bridge flickering
Fixed houses windows flickering
Fixed doors and extrusions flickering
Fixed sponsor signs flickering
Fixed houses sponsor flickering
Fixed BP tower flickering
Fixed Shell tower flickering
Fixed stickers on marshal huts flickering
Fixed some overdone material specular
Fixed RaceGroove map
Fixed Groove line reflectivity
Fixed distance signs popups
Improved glass materials
Racegroove map balancing to avoid a pitch black groove line for saturated RRBINs.
Overall terrain/surfaces albedo/saturation tuning and color balancing
All Billboards albedo/saturation pass
All Normal Maps channels fix
Improved materials where using just T1 (added spec and normal)
Improved surfaces/mat fresnels for houses, buildings and structures
Improved RealRoad material settings/specular/fresnel/color dominant
Improved RealRoad material Normal Maps
Improved Road details/multi
Alpha to Chroma conversion to reduce the impact of transparency renders
Fixed wrong sorting/fight between treelines and outer ring
Stone/Concrete walls remapped and improved
New textures pack for garage sponsors
New textures pack for main sponsor towers
New textures for sponsor flags
New texture for concrete barriers
Sponsor signs 3D model normalization (to avoid stretched projection)
Sponsor signs remap
TDF tuning to match actual standards
New texture set for main trees
Tweaked Fog range and intensity
Tweaked MaxRange to limit shadows running
HDR profiles removed
New Loading Screen
Test Team RRBINs added
Improved CAMs
Some Join Path Tweaks
Minor corridor restrictions
AIW tweaks
Track is now labeled as Belgium 1966 instead 1967
New 1966 track logo version
Re-estimated fuel usage
Attempt to narrow some lines and make AI take a more conservative approach
Added support for two more cars
Some TDF tuning to match latest standards
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Re: rFactor 2 - Beta Released

Post by Duke »

rFactor 2 is currently available for 40% off until the end of the week.

To take advantage of the promo, simply click here or enter the promo-code “40OCT15″ (without quotes) when buying rFactor 2.
The promo reduces the price of rFactor 2’s standard license with one-year multiplayer subscription to AUD$25.79 while the lifetime multiplayer license now costs AUD$49.79.
Users looking to extend their multiplayer license for a year for AUD$12.59 can take advantage of a 10% discount by using “10RENEW”.

Sim racers that buy rFactor 2 for the reduced price have the option to get a free Steam Key once the simulation makes the jump to Valve’s platform later this year.
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Re: rFactor 2 - Beta Released

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An updated version 2.0 of Mills is now available!

During the early years of rFactor 2 track development, the resurrected Mills Metropark was our benchmark track – the kind of visual quality we hoped to achieve for all our tracks to come. Obviously – and thankfully – we didn’t stick to that plan, and this v2.0 is just the latest piece of evidence that shows the leaps we’ve made over the years.

Not only does Mills feature the usual optimization pass and the implementation of the latest RealRoad and terrain technology, but we’ve also gone beyond the thorough cleanup of the existing artwork, by replacing a lot of the assets with higher quality models and higher resolution textures.

And, last but not least, we added the missing short Inner A layout that plenty of people have requested!

Download: 275 MB

Changelog:
Added Inner A Layout
Implemented latest RealRoad shader
Improved pitlane texture
Applied RealRoad to curbs
Remapped RealRoad
Removed sausage curbs
Improved curb texture
New road and terrain texture set
Implemented new terrain shader
Vertex painted terrain for new terrain shader
Remapped terrain for new terrain shader
Terrain Radiosity pass
Optimized road and terrain objects for smoother performance
New painted stripes and pit lines texture set
Enhanced painted stripes material
Mapped yellow stripes for curbed sections
Cut Access Roads into terrain
Added surface wear decals
Added road to grass/gravel transition decals
Replaced textured parking spots with decals
Reconformed all decals
Improved water material
Added Armco colliders
Added Armco posts
Added corner names (wall) signage
Replaced safety fences and posts with better model/textures
Optimized fence textures and materials for better performance
Improved fence shadows
Replaced simple 2D wooden infield fence with 3D version
Replaced simple 2D chainlink fence with 3D version
Optimized Armco and concrete walls for smoother performance
Optimized wall objects for better and smoother performance
Replaced and remapped tyre wall canvas textures
Replaced and optimized 3D tyres
Vertex painted tyre walls
Replaced cones with HQ version
Cleaned up distance markers
Improved pitwall glass
Added fire extinguisher signs at marshal posts
Fixed marshal huts intersecting marshals
Optimized treelines and fixed mapping
Optimized billboard vegetation for better and smoother performance
Improved vegetation texture set and materials
Reduced vegetation flickering
Optimized pit building for smoother performance
Fixed pit building shadow glitch
Added cheap pit building interior
Improved pit building glass
Fixed smoothing on podium
Improved metal poles material and textures
Completed construction work on main grandstand
Improved grandstand textures
Replaced grandstand crowds
Added cheap interiors for office buildings
Improved flags
Replaced light poles and power lines with HQ versions
Replaced Synergy fuel signs with HQ versions
Replaced pit in and out lights with HQ model
Replaced billboards with higher quality model and textures
Replaced grandstands with HQ version
Replaced outhouse with ultra HQ version
Replaced tents with HQ versions
Rescaled inflatable figures, and replaced one :) with :p !
Added picnic tables
Replaced trackside cars with HQ versions
Replaced team trucks with HQ USA style haulers
Replaced RVs
Created new bus model and textures, distributed
Cleaned up and enhanced recovery crane model and added some variation
Optimized LOD and Shadow Out distances on all objects for better performance
Optimized night lighting omnis
Added new night lighting glows
Slightly enhanced billboard crowd textures
Fixed skybox shadow glitch
Repopulated reflection maps
Set MIP Map bias to default
Removed HDR Profiles
Updated TDF with recent values
Fixed GDB inconsistencies
Many AIW tweaks and fixes
New camera sets for all layouts
Changed default weather profile
Added support for 34 cars
Tweaked Safety Car release distances
New HD loading screens
Included Test Team RealRoad Preset Pack
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Re: rFactor 2 - Beta Released

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Image Space Incorporated have released two more car updates for rFactor 2 bringing the Camaro GT3 to V1.6 and the Renault Clio 197 to V1.63.

Camaro GT3 V1.6 Download (96.4Mb) - further improves the overall physics of the Camaro GT3 and also brings the new contact patch model to the car.

Camaro 1.6 Changelog:
Fix for headlight and tail light flickering
Fix for skin #5
Rims added
New CPM enabled tyres
Added 2013 upgrade which includes 19″ rims and larger front brake discs.
Aero adjusted based on new data. The balance is now further rearward with slightly less total downforce. Drag has also been increased.
Suspension geometry revised, (less bump-steer among other little bits).
Springs detached from spindles. Which changes the motion ratio to something that should be more accurate (the car is now softer on default set).
Dampers revised.
Default setup revised to match other changes.
Brake system recalculated. Giving more even front / rear temps and more accurate brake torques and inertia’s.
Less understeer in AI, among other correlation improvements.
Softer bumpstops.
More restrictive wheel travel.
Traction control no longer incurs a weight penalty as the real car utilises this. Also added some extra ‘slip angle’ adjustability in the tuning page.
Chassis flex improved, (slightly more rigid car with more accurate self-damping values).
Reduced external transmission volume.

Renault Clio Cup 197 v1.63 Download (140Mb) - adds wet weather tires to the Renault Clio, along with some changes to the contact patch model and various physics tweaks.

Clio 197 v1.63 changelog:
CPM enabled tyres, including all latest wet weather parameters.
Slightly stiffened chassis.
Slight aero correction (forward balance, reducing H/S understeer).
Minor ARB tweak.
Minor increase in rear unsprung masses.
New shaders.
Some visual fixes.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated have released Build 1028 of their rFactor 2 Simulator.
This will be the last build to be deployed before the rF2 platform will become available on the steam distribution platform.
Build 1028 contains a large amount of fixes and improvements that should make the product a more solid experience.
Build Notes (Update 35, Build 1028):
Features:
Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices).
Removed a couple unused PLR variables.
Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road.
Re-enabled some gizmos for brake wear and temps.
Defaulting camera zoom in and out to number pad 3 and 1, respectively.
Now sorting opponent filters alphabetically.
Added tire wear info to results file. Also, resume-from-replay now restores general tire wear.
Added HDV variable AIBumpstop in order to control some occasional physics instabilities.
Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using.
Practice on by default
Removed tree structure from RFM tree scroll box.
Moved damage to near the top of the pit menu.
Added borderless window mode. This mode only works at current desktop resolution.
Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.)
Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view.
Now keeping the last 25 trace files.

Multiplayer:
Added a boundary line between official ISI servers and all others on the multiplayer game list.

Fixes:
Scale the instant replay text and progress bar correctly.
Fixed loose objects that would fall asleep and become rather solid.
Disabled a few lines of code that overrode our intended defaults.
Reduced possibility of significant halts when someone joins in multiplayer.
Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways
Fix for occasional select box misdrawing at resolutions other than 1920X1080
Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client.
Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle.
Made AIs coming out of the garage at least try to avoid slow cars in the pitlane.
Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist.

Modding / Public Dev:
SDK updated to latest Options.
Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance.

Notes:
You can (when available) install the dedicated server distribution from Steam as that works for both Steam and non-Steam matchmaker.

Known issiues: rFactor 2 Build 1028 (NON-Steam)
On rare occasion, when using “+connect” command via shortcut on server, users may need to retry multiple times when connecting to a password protected server.
Launcher Message will display: “Component “Core UI 1.0″ failed to verify, removed from inventory”” In some rare cases this can cause issues with custom UI that also relies on core UI to handle some pages.
The rFactor2 Matchmaker list will not count clients that join a server using rFactor 2 Steam edition in the “player” column.
“RaceEvents” on workshop are not served by dedicated server. Non-steam clients and clients not subscribed to the workshop item will need to manually install “RaceEvents”.
Other known issues still to be found in knownissues.txt
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Re: rFactor 2 - Beta Released

Post by Duke »

rFactor 2 available on Steam Now!!!
After a lot of hard work to ensure that the best possible Steam integration was achieved, ISI has made rFactor 2 available on Steam. The Steam version is 100% compatible with the non-Steam version and existing rFactor 2 customers can convert their license to Steam free of charge. Bringing rFactor 2 to the Steam platform should significantly improve the overall gaming experience.

To celebrate the launch, Image Space Incorporated is granting new customers a 40% discount bringing the price down to USD$19.19. People who want to purchase rFactor 2 with a Lifetime Subscription can do so for USD$50.99. A one year Online Services Subscription will cost you USD$11.99.
Get the Steam version of rFactor 2 at

You can find a list of features that should simplify the use of rFactor 2 now that it can benefit from the tools provided by the Steam Distribution platform at http://www.planetmarrs.net/rfactor-2-on-steam/
So be sure to check out things like the workshop, although you can install content through the packages icon in the launcher and manual downloading if you want to.
There are a few guides up in the community hub, we highly recommend checking that area out.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released a new build of their rFactor 2 simulation.
The comparatively small update includes several fixes and improvements as listed below:

Changelog
FEATURES:
————-
– Made the pit menu wing adjustments use the same display value as the garage.

FIXES:
————-
– Fixed idiot light when vehicle rev limit is smaller while in neutral.
– Attempted fix for laps sometimes being lost on a race rejoin.
– Fixed a crash when starting ded server if borderless mode was previously selected
– Fixed a problem where the wrong port was used to tell Steam friends about the server you are on.
– Removed the condition that only non-demos can change the opponent list.
– Fix for “join as spectator” problem.
– PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed.
– Fixed occasional ‘missing gears’ problem.

MODDING / PUBLIC DEV:
———————
– Increased size of some mas2 dialogs
– Added a confirmation before deleting all waypoints in mod mode.
– Added delete next/prev to selected waypoint menu.
– Changed “delete branch” to only require single waypoint selected.
– Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.

The new build can be grabbed below, also including a new demo installer. Steam users should not be downloading these but rather update their installation via Steam.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated have released Palm Springs Speedway for rFactor 2.
Palm Springs Speedway is a third-party (3PA) track creation that features three layouts. A large oval and two flat but challenging infield road courses.
Steam users can download the track from the Steam Workshop. Non-steam users can download the 152Mb file via this direct link

Included Layouts:
Speedway – 1.5-mile oval
Far different to the regular ‘cookie cutter’ 1.5-mile ovals, Palm Springs is a true oval shape that often provides multiple racing grooves.

Road course A – 2.18-mile road course
This flat but challenging road course only uses the front straight/pit area of the oval as well as the back straight. The blend of slow to medium speed turns makes for a challenging race.

Road course B – 2.27-mile road course
This flat but challenging road course departs the oval into turn 1, then uses the infield for a flat and challenging diversion until it exits back onto the oval out of turn 2; It then uses the rest of the oval, including turns 3 and 4.
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Re: rFactor 2 - Beta Released

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"homestead"
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released version 1.6 of their ISI Formula Masters open-wheeler content for rFactor 2.

While the 2012 Formula ISI might be an older model and chassis, this car is used by a large number of rFactor 2 Grand Prix racing leagues around the world. Something more modern is in the pipeline, but we wanted to bring the 2012 car up-to-date before that (mainly because a lot of people don’t like the modern cars).

The vast majority of work went into the physics and tires, there are only minor visual tweaks.

Download:
Non-Steam: 108 MB
Steam: link

Changelog:
– Tyre Tweaks.
– AI cut corners less.
– Downforce slightly increased (about 3+%).
– Faster pit times for tyre changes.
– Reduced max toe angles.
– Minor setup tweaks.
– Minor chassis tweaks, including better unsprung masses.
– New steering system.
– Recalculated brake system, including reduced brake bias adjustability range.
– .75kg fuel steps now (near enough to 1L)
– Removed redundant class filter from .veh files “ISI_FM02”
– Tyres updated to use CPM, including wet tyre improvements.
– Moved to Ultrachassis (which includes proper working chassis flex, DOF improvements, additional compliance’s, and quicker (more direct) steering).
– AI correlation tweaks.
– Placed pushrods near upright to decrease inaccurate ‘degressive rates’.
– Tiny Aero tweaks. Including very slight reduction to turbulent air.
– Latest sound attenuation tweaks.
– Slight optimization to LOD distances.
– Some additional newer tracks added to trackconfigs.ini
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released another third-party track for rFactor 2 – Alabama Speedway.

Created by mianiak, Alabama Speedway extends the simulation’s growing oval content, giving oval racing fans a massive new 3.8 mile high-speed oval to do slipstream racing on.

The track is either available via ISI's Steam Workshopor by following this direct download link.
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Re: rFactor 2 - Beta Released

Post by Duke »

ISI continues their yearly theme of a xmas "fun" releases with Boxmaster 2015. Can you say "I scream, you scream, we all scream for..."

This festive rF2 add-on is available in ISI's Steam Workshop or via this Direct Download Link.


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Re: rFactor 2 - Beta Released

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FVR V8 Supercars 2014 for rFactor 1 & 2 Released!!!
FVR V8 Supercars 2014 debuts on rFactor 2 and rFactor 1, coming soon on Game Stock Car and Assetto Corsa

The first scratch built V8 Supercars mod to debut on rFactor2 was FVR's V8 Supercars 2012 in October 2013 it is now being superceded by the second scratch built V8 Supercars mod for the 2014 year with an update for the 2015 and 16 series to follow in the new year. Almost completely remodelled except the VF is a modified version of our old VE, rest assured the 2015 season has a new VF and new FGX waiting in the wings for the paint jobs to be finished. Now it's most definitely not finished, it may never be so, but it should give you some lively online and offline racing according to our testers. We aren't calling this a public release, it is an FVR release. If you don't like FVR and we respect that then please take our advice and don't download this as its a big download and will certainly waste your time. We've done the 5 cars as seperate downloads to make future updating easier. We also have a new modified user interface for you.

Please show some respect and please don't rip us off. The cars can be downloaded off our website in the Downloads section from late December 2015, please ensure you read the details.

If you want to be part of the patching process and be able to get access to downloads before they become available to the public, join our forums and participate. Constructive criticism is always welcome if it helps to make a better driving experience.

Enjoy. .
Download FVR V8 Supercars 2014 for rFactor 1

Download FVR V8 Supercars 2014 for rFactor 2

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Re: rFactor 2 - Beta Released

Post by Duke »

ISI has published a series of new US-centric content and updates for rFactor 2.
The three new circuits are made by third party affiliates and are all D-shaped ovals. Apple Valley Speedway, Northside International Raceway and Eagle Creek Speedway are all available for download to go with freshly updated versions of the Stock Cars and the Dallara DW12 Indycar.

Stock Car: Direct Download
The Stock Cars have been updated to version 1.04. The new update adds a new skin (the #32 Joey Gase RF2 car) and fixes a couple of things, like tires as per changelog below.
Added #32 Joey Gase A.I. car and skin.
Tires tweaked, which now require more camber.
Fix for tuning upgrades.
Fixed typo in setup notes.
Reduced AI sampling rate slightly (afforded by newer AI bumpstop overrides)
Slightly tweaked default setup for most configs.
Added several tracks to trackconfigs.ini
Added several AI setups to help their competitiveness on newer circuits.
Other AI adjustments for newer tracks.

Dallara DW12: Direct Download
After receiving numerous updates, the ISI team now stated that this latest version of the openwheeler is bringing the Dallara DW12 much closer to its final iteration.
The V1.65 update features a number of fixes, including the weak Force Feedback feeling that the car originally suffered from. Furthermore, the dev team tweaked a number of physics and AI settings that should make the Dallara a more polished and enjoyable car to race. For more details, check out the full changelog below.
Fix for weak overall Force Feedback feeling.
120″ wheelbase default now (with 119″ 2nd in list, in order of usefulness)
Reduced real road rate slightly.
Increase in wet cooling effects across all tyres.
Small tyre fix which helps to improve optimum camber angles.
Attempt to make AI less prone to cut corners (especially slower turns and very high speed turns).
Minor AI physics correlation improvements (less longitudinal grip).
Roll Damping (in the form of natural / self damping) now embedded into ARB adjustments.
Removed ‘wedge’ from pit menu HUD for Road Courses.
Enable pit-adjustable rear wing for speedway configurations. (The last car bug reported by Max)
Added toe-offsets.
Minor turbo sound tweaks.
Added GrooveSqrdEffect with the primary purpose of reducing speedway grip a fraction.
A tiny bit less sensitive to dirty air (more so on the speedway configuration side).
Leading draft significantly cut too (reducing fore balance shift which cause weird feeling spinouts if someone managed to get VERY close behind) to a more realistic level.
Slightly reduced cooling on minimum radiator.
White edges on digits fixed
Changed “Chevy” back to “Chevrolet”.
Add 1 onboard camera.
Steering wheel hand rotation now matches wheel a little better.
Some other graphical fixes.

Apple Valley Speedway: Direct Download
Apple Valley Speedway for rFactor 2 is a third-party affiliate track by James “cyruscloud” Mabe (JM Virtual Tracks). Fontana Auto Club Speedway, as it is called in the real world, is a two-mile low-banked D-shaped oval superspeedway situated in Fontana, California. The venue has hosted NASCAR races since 1997. The facility has hosted stock car and IndyCar Series events for three decades. The rFactor 2 version of the track comes with three configurations. The main 2-mile oval, a 2.8-mile road course, and a smaller 1.45 mile infield track.

Eagle Creek Speedway: Direct Download
Eagle Creek Speedway for rFactor 2 is a third-party creation by Mike Schreiner. Kentucky Speedway as it is caled in the real world is a 72ft-wide, 1.5-mile (2.4 km) tri-oval speedway located in Sparta, Kentucky. The track has hosted ARCA, NASCAR and Indy Racing League racing annually since it opened in 2000. The download contains the single oval layout.

Northside International Raceway: Direct Download
Northside International Raceway or NIR, (Richmond International Raceway in the real world) is a new third-party (3PA) created by Jarkko “Jka” Kauppi. This short track features a single oval layout.
Richmond International Raceway is a 3/4-mile (1.2 km), D-shaped, asphalt race track located just outside Richmond, Virginia. It is 60ft wide and banked 14 degrees in the turns. It hosts the NASCAR Sprint Cup Series and Xfinity Series.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released Build 1052 of their rFactor 2 Simulator.

This new build addresses a number of issues and adds a few features such as the ability to cancel damage repair, allowing secondary driving controls, and includes a Safety car with lights.

Download!

Steam users can update via the Steam auto update feature.

Build 1036 Release Notes:
Features:
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled usable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new player files.
Replaced ‘_’ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
Safety car with lights (thanks to traveller)

Fixes:
Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of the vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.

Modding / Public Dev:
Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated released an updated version of the Renault Megane Trophy car for their rFactor 2 Simulator.

The Renault Megane is now updated to the 2012 Evo specification. However, it is still possible to use the 2009 specification car (with less power – 360HP engine) via the upgrades feature. The new endurance package provides center lock wheels for faster pitstops and a 100L fuel tank. The update also fixes an issue where some steering wheels were not able to provide the full 900 degrees of rotation used by the car.

Direct Download! or Steam users can find this car in the workshop

Renault Megane Trophy V1.02 Changelog:
upgraded to specification 2012 Evo (2009 spec. still available as an upgrade) along with lots of small improvements.
updated to ultra chassis suspension physics, which allows chassis flex. Also slightly improved suspension geometry and motion ratios.
uses CPM tire physics with all the latest tech, including rain tire improvements.
re-calculated brake system.
uses new 3d model, special thanks to RMT!
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released the Toban Raceway Park circuit and the 1974 Howston Dissenter for rFactor 2.

Toban Raceway Park
Back in the day, the Toban Raceway Park circuit proved to be one of the most popular tracks in rFactor 1. Alongside the well-known base track configuration, the new scratch build rFactor 2 version comes with six more layouts. Long, Long 24 Hours, Long Reverse, Medium, Medium Reverse, Short and Short Reverse.

To make sure that the track would be a step up from the original, the dev team experimented with new techniques, added a lot of details such as a new marshal model with larger flags for better visibility. On the fun side of things, the developers added a twisty Medium roller coaster layout.

Direct Download! (437Mb)

1974 Howston Dissenter
Together with the Toban track, ISI released the 1974 Howston Dissenter premier class stock car. The ISI development team worked hard to bring the quality up to standards with the latest releases and tried to make this a car that is so much fun to drive that it could become everyone’s favorite. The car comes in two versions: Road course and Speedway.

With a 358-cui small block, the Howston engine is capable of generating around 475hp, and this helps the car achieve a top speed of approximately 185mph (and more in the draft). The setup parameters are quite open, but there are also limits to what can be adjusted. In fact, the cars are fundamentally quite similar to modern stock cars just less refined and less developed.

Direct Download! (100Mb)
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated has released rFactor 2 build 1080. As usual, the update contains a number of fixes and improvements.
Furthermore, the demo content has been updated and now features the Formula Renault 3.5, 1974 Howston Dissenter and the recently released Toban Raceway Park track.
Surprisingly, The ISI development team now also defaulted rFactor 2 to start in HDR mode while it can only be switched to LDR mode by manually editing GFXSafeMode to 0 and clearing the shader cache.

Build 1080 Release Notes – Update 38 Changelog April 12, 2016)

The Logitech G920 has new firmware that fixes an issue with the Force Feedback. However, because they are not yet selling units with the new firmware, and most users will not be updated yet, we have implemented a hacky solution that we will remove probably with a future build (when we feel more will have updated). If you have updated your firmware, you can disable the hack if you want to, by editing your controller file save and switching the G920_workaround flag to false, and because they changed their names for the inputs, you’ll have to bind your pedals.

Usage Notes:
On first loading for any track after updating, the shaders will be rebuilt. Expect this to take anywhere between 1-4 minutes, depending on your system specifications.

Features:
Ability to save car class/track/RFM specific AI parameters. (Gizmos on track & car selection page. Global values still editable from session options.)
Added Low-Speed Information display position gizmo.
Added AI DraftStickiness_multiplier to RCD files so can tweak that functionality on a car by car basis (only affects superspeedways)
Added average water depth to internals plugin data.
Provided a better way in the HDV file to specify AI damper multipliers: AIDamping=(<SlowBump>,<SlowRebound>,<FastBump>,<Fa stRebound>)
Made the prefix for warning LED material names configurable in the *cockpit.ini file. Syntax (with default legacy prefix) is: WarningLED=LED
User skin directory will now spill over to multiple lines if needed rather that off screen
Default gamepad controllers now set various driving aids for an easier experience.
Created an Un-Disqualify button for admins to use on the multiplayer vote page.
Reason for a penalty (if any) is now given in result files and log files.
Significantly reduced the effect of Real Road Time Scale on how the track gets wet from rain and dried by vehicles. This makes it work more realistically even when the timescale is set to extreme values like Static or 15x.
Added a separate thread to issue FFB commands which is needed for some drivers that block. This functionality improves upon and therefore replaces the old Controller.JSON value “Skip updates”, but can also be disabled by setting the new Controller.JSON value “Use thread” to false.
Moved in-game server list to Launcher (Steam version only).
New controller presets for SimXperience AccuForce, Thrustmaster TMX, and Logitech Rumble F310/F510/F710 gamepads.

Fixes:
Fix for skin transfers when using +connect command line parameters.
Fixed static camera orientation not saving changes in Mod Mode
Likely fix for occasional dedicated server crash during race rejoin.
Fixed occasional race re-join bug where only 63 laps were restored when it should have been more.
Fixed bug where track & vehicle selector didn’t register changes when existing page immediately after closing a category branch.
Stock car plugin has improved handling of order shuffling due to spun cars. A new variable was added to the CustomPluginVariables.JSON for this plugin called “AdjustUntilYellowFlagState” which controls how long the order may be adjusted due to spinning (values are the same as mYellowFlagState in InternalsPlugin.hpp).
Fixed several potential UI crashes when switching between multiple video adapters.
Corrected issue where grass skids sometimes did not appear.

Graphics:
Reverted back to more analytical headlight model.
Fixed soft particle blending and updated general particle parameters.
Fixed particle exclusion zones sometimes becoming disabled.
Improved particle lighting/shadowing.
Improved sun occluder.
Static reflection mappers now updated properly between sessions.
Minor adjustments to sky turbidity and some cloud albedos.
Sim will now default to HDR mode and can only be run in LDR mode by manually editing GFXSafeMode to 0 and clearing shader cache.

Modding / Public Dev:
Camera activation zones can be moved in the camera editor now.
Added another track learning method. How to use: turn off fuel, tire wear, & mech failures and enter a practice session with 1 ai. Once in monitor, select that ai and type “ai learn” in the chat back…..he’ll then go take a bunch of laps & you can watch him try to get better at driving his line (which will show up in the replay window). When (if) you are satisfied that he’s better following the line you can type “ai save” & he’ll save that knowledge in the playerfile/settings directory for future use (or it can then be packed up in an appropriate car or track component and loaded automatically from there).
TTool: optimized the reinitialization step between custom real-time tests, and also allowed skipping reinitialization completely by adding Reinitialize=0 to any appropriate [CustomRealtimeTest] section in the input file. Note that reinitialization cannot currently be skipped if the starting temperature is changed, due to complexity.
Fixed bug in ModMgr which showed duplicate updates for mods with an update.
Fixed bug in MAS2 packager which sometimes failed to create a package because it could not detect when a base cmp or mod was installed.
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Re: rFactor 2 - Beta Released

Post by Duke »

Since November 2015, the rFactor 2 racing simulator has been available on the Steam network. Since then, the Image Space Incorporated development team has put a lot of time and effort into creating access to the Steam platform and, most importantly, distributing rFactor2 content through the Workshop.

From now on, the rFactor 2 development team will be concentrating their efforts on the Steam version of rFactor 2, and announced that the upcoming build will be the last update of the non-Steam version.

The rF2 Workshop will be further integrated to serve as a centralized hub for all mods and user created content. ISI highly recommends all rF2 users to convert their copy of rFactor 2 to Steam. For those who have any questions, regarding the full migration to Steam, Image Space Incorporated prepared the following FAQ.

For more info, keep an eye on the rFactor 2 forums.

Steam migration FAQ

How do I convert to rFactor 2 Steam version?
- Here you will find the full instructions on converting rFactor 2 to Steam. https://commerce.rfactor.net/steam-transfer-form

Can I convert my lifetime online to Steam?
- Yes, lifetime will be carried over to your rF2 Steam version.

What happens to my non-Steam yearly online subscription when I convert?
- For those who still have a decent amount of time remaining on their account, we can work with them to transfer that time over to Steam.

Will I still be able to get a Lite version of rF2 on Steam?
- To make a “strip down” version of rFactor 2, which looks and behaves exactly like a “Lite” version, you’ll simply need to unsubscribe from all content on Steam Workshop.

Can I still install content manually or will I have to use workshop?
- No need to choose, both are possible. You will still be able to place .rfcmps and .rfmods in your package folder located in your Steam rFactor 2 directory to install any piece of content manually, exactly the same as before.

Is hosting a dedicated server via Steam very different or more involved?
- Actually, Steam offers multiple ways of hosting, and they are all fully compatible.
We now have a dedicated server distribution available via SteamCMD, which functions as a very lightweight version of the Dedicated Server, available to anyone — no need to log in to the Steam client. Updating the dedicated server distribution is as simple as re-running the command line script once a new Build becomes available.
For Steam client users, via the “Tools” menu in Steam, a separate dedicated server can be installed and will show up as another entry in your gaming library. The server will be auto-updated when new Builds are released, completely maintenance-free for you.
So you can choose between user friendliness and manual flexibility, whichever works best for you.


Will all of my plugins, custom UIs/HUDs, car skins, still be compatible with the Steam version of rFactor 2?
- Yes, all external plugins, car skins, and customs UIs/HUDs that are currently compatible with your non-Steam version of rFactor 2 should be fully compatible with the Steam version.

How much longer will the non-Steam version of rFactor 2 be updated?
- The update following Build 1084 will be the last update of the non-Steam version.

Will I still be able to run rFactor 2 non-Steam and put up a non-Steam dedicated server in the future?
- Yes, there are no plans to remove this feature.

What will happen to the non-Steam matchmaker?
- It will continue into the future as well.

I run a league and we might need to stay on a previous Build, is that possible in Steam?
- Yes, you can select a previous version.
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Re: rFactor 2 - Beta Released

Post by Duke »

Image Space Incorporated’s physics developer Michael Borda has shared a very extensive development blog on the upcoming Brabham BT44B Formula One car.
Introducing a new process, ISI will be documenting all further physics development to this car with future blogs, giving modders valuable information, the studio will also be releasing WIP versions of the car via Steam. The current work in progress version of the BT44B can be downloaded here.
You can follow the ISI's new physics development blog here.
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Re: rFactor 2 - Beta Released

Post by Duke »

With the Indy 500 closing in, Image Space Inc has released a new update of the Indianapolis Motor Speedway for rFactor 2.
This relatively small track update (447MB) is labeled V1.7 and contains a small list of fixes, such as Camera and cutting false positives bugs, and the AI cars can now use headlights on the road courses. Last but not least, the desaturated look of the grass has been changed to a somewhat more vibrant color.

The rF2 dev team states that this is a good opportunity for users to try out the Steam content package update. If all goes well, the track update should be a seamless experience. Once subscribed, the update system should automatically update your track without downloading the full track package.
While recently Image Space Incorporated announced that they are working towards a Steam Only rFactor 2 platform, the Indianapolis Motor Speedway update is still available as a full download for Non-Steam members here.

Changelog V1.7:
Fixed AI headlights on road courses
Fixed several false positive cut detections
Fixed pit entry glitch on 2014 layout
Fixed cams on 400 and 500 layouts
Increased grass saturation
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Re: rFactor 2 - Beta Released

Post by Duke »

rFactor 2 modding duo Gilles Benoit and Bill Guillaume have released a new Third Party Affiliate (3PA) mod depicting the legendary 1960's era Indy Racing scene - entitled Gasoline Alley.

Created by Gilles Benoit and Bill Guillaume with the help of former Indy driver Len Sutton and racing historian Gordon Eliot White, Gasoline Alley has been updated and improved from the original rFactor 1 version to reach the standards expected of 3PA content. With further support from ISI providing physics tweaks and tyres, Gasoline Alley should make a compelling addition to the base rF2 content.

Direct Download Gasoline Alley by Gilles Benoit Here

Car description:
Speed: top 186 mph Texas (1963), end of Indy straights : 170 mph, Indy turns : +-140 mph
Weight without driver and fuel: +-1600 lbs, 60% to the left
Fuel: Methanol, 60 us gal. spiked with nitromethane
Engine: 256 cu. In., 4 cyl. Offy, +-500 lbs, 2 speed, estimated +-400hp, running at 6000 rpm (ref1 p.84), fuel consumption 1 us gal/3.0 mile, exterior oil tank +-15 quarts
Rigid front/rear axles with torsion bars
Wheelbase: modeled at 96 in.
Tires: Bias ply Firestones, front 7.60×16 (nominal), rear 8×18 (nominal), 50 psi, threads were showing after 51-52 laps at Indy, wear pattern on all four tires = inside of corner, described as noisy
Pit stops: All four tires, 40 to 60 us gal. in 20 sec., every 51-52 laps

"Indy racing is part of the US culture, and in the early 1960s A.J. Watson dominated the manufacturing of the cars, at a time when Formula One machines were just starting to influence design. Watson’s history goes back to 1950 when, as a mechanic, he built his own car for the Indy 500 which Dick Rathmann drove. In 1954 Watson got his break with the John Zink Jnr team, and a year later his modified version of the Frank Kurtis-built roadster won the Indy 500. This 1960 example is typical of his racers, with a basic chassis with front/rear solid axles but torsion bar suspension that could be tweaked by the driver while going along. The Offenhauser Sprint and Champ car engine was offset to the left to make the car turn naturally in that direction, and gearbox only needed two speeds due to the massive torque available low down, plus the car’s light weight."
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