rFactor 2 - Beta Released

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

Post by Duke »

Image Space Incorporated have released another update to the 1974 vintage Brabham BT44B alongside part 2 of the innovative Development Blog update.

Already displaying signs of becoming an impressive addition to the official list of rFactor 2 vehicles, the BT44B has undergone another development phase to bring the car up to version 017. As with the original release ISI have made available Michael Borda's "Physics and Development Blog" to help the sim racing community better understand what goes into making high quality car physics in rFactor 2. The second edition of the Physics Development Blog deals with updating HDV & TBC files and as usual it presents an enlightening look into the world of physics creation in rF2. Michael Borda's second "Physics and Development Blog" can be read here.

Changelog v017
80% modeled and mapped engine + gearbox + rear suspension + rear spindles.
Updating most HDV & TBC parameters to rF2 specification.This includes improvements such as migrating fuel cg location, and real road parameters for the AI.
Draft now has less influence on lead cars and affects cooling.
Cameras updated.
Add first pass AI talent file.
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Re: rFactor 2 - Beta Released

Post by MADCAP »

Hey Guys,

Need help on which factor to choose, doing some design work for a client, and need the following cars Id like to screenshot of:

Stefan Johansson F1 ferrari F156
Pierluigi Martini Leyton House F1
Pierluigi Minardi F1
BMW 3.0L Batmobile

Need to know which games in sim have the option for me to select and then position on the grind to save a screenshot.

Is rFactor 1 still the option to go for, or has rFactor 2 got better support these days.

Any help or direction to locate these cars in sim game would be helpful.

Cheers
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Re: rFactor 2 - Beta Released

Post by DarrenM »

rFactor 1 looks pretty dated these days so if you can find them for Assetto Corsa, or convert them, you'd get much better shots. There were people trying to make every season for rfactor 1. No idea if any of them have been converted for rF2.

https://www.rfactorcentral.com/detail.cfm?ID=F1%201985

Can't see Pierluigi Martini ever driving for Leyton House, but there's a 1990 mod that probably includes the team

https://www.rfactorcentral.com/detail.c ... 1990%20Mod


There's some GT Legends rips of the 3.0 CSL for Assetto. No idea if they still work.


http://assetto-db.com/car/bmw_30_csl_1971_s1

For rfactor 1
http://www.mediafire.com/download/lqnu4 ... +Szczy.rar
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Re: rFactor 2 - Beta Released

Post by MADCAP »

Your a Legend mate cheers
DarrenM wrote:rFactor 1 looks pretty dated these days so if you can find them for Assetto Corsa, or convert them, you'd get much better shots. There were people trying to make every season for rfactor 1. No idea if any of them have been converted for rF2.

https://www.rfactorcentral.com/detail.cfm?ID=F1%201985

Can't see Pierluigi Martini ever driving for Leyton House, but there's a 1990 mod that probably includes the team

https://www.rfactorcentral.com/detail.c ... 1990%20Mod


There's some GT Legends rips of the 3.0 CSL for Assetto. No idea if they still work.


http://assetto-db.com/car/bmw_30_csl_1971_s1

For rfactor 1
http://www.mediafire.com/download/lqnu4 ... +Szczy.rar
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Re: rFactor 2 - Beta Released

Post by MADCAP »

So maybe rfactor one would be the better option at this point, if they haven't converted the cars to factor 2
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Re: rFactor 2 - Beta Released

Post by Duke »

Yep I'd say rF1 as there are just so many more mods avail for it.
rF2 is so much harder to develop for so there's not a lot of mods to date.
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Re: rFactor 2 - Beta Released

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I end up using Assetto Corsa to do some graphic design for Adelaide Motorsport Festival poster, Facebook header and more. Even learnt how to skin the Lotus 98T to complete a Leyton House replica look.
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Re: rFactor 2 - Beta Released

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That's awesome MADCAP.
You should share that Leyton House skin. ;)
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released build 1098 for their rFactor 2 racing simulator.
This new build contains the usual fixes and improvements, but also introduces some new features including some tire fixes, fuel mixture adjustment feature, custom setups that are remembered on rejoin, and more.

From now on, the rFactor 2 development team will be concentrating their efforts on the Steam version of rFactor 2, and announced that this build will be the last update of the non-Steam version. Steam will by default auto-update you to 1098 when you next try to launch rF2.

Build 1098 Release notes:
Features:

Session starting times now default to track GDB values rather than always 9am.
Changed default for Controller.JSON value “Use thread” from “true” to “false”.
TTool: added a way to set the Surface Load Goal during Quasi Static Analysis, rather than using Surface Height directly
Restore garage setup upon race rejoin, if server’s Multiplayer.JSON setting “Race Rejoin” is set to the new value of 3. Note this may be used to restore the fixed setup when that feature is enabled.
Added mixture adjustment.
Added diffusive adhesion to tire model
Tire planar contact compliances can now be adjusted based on tire pressure, etc
Added ability to automatically mirror tires rather than re-running TTool tests on a mirrored tire.

Fixes:
Various fixes for multiple pitlanes tracks.
For rear flap rules, check track wetness in all sessions, not just race by default.
Fixed bug where if an AI retires early due to mechanical failure & doesn’t make it completely off the road (to the right), AI following him might try to avoid him….by turning straight into him.
When the player’s car is under AI control & the race finishes, he will now retire to the pits and stay retired.
Changed the way FFB gets ‘paused’ to avoid halts with certain FFB drivers.
Fix for 2nd pitlane cars not finding the right pitlane in race.
Fixed exploit that could allow people to change the fuel level when that wasn’t supposed to be allowed.
Fixed some issues with virtual vehicles not showing up in car list.
Fixed AI cars in pitlane when yellow flag gets thrown getting confused about what they are doing.
Anisotropic filter setting fixed for gJED GMTs.

Known issue:
Lost wheel intermittent repair after driver change, possibly more likely with higher damage percent set. ‘Normal’ damage repairs function as intended.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated continues its 3PA program with a new Oval track in the making. The latest preview screenshots show us the development progress of the upcoming Fallston Motor Speedway (Bristol Motor Speedway) short track for rFactor 2. The development team has not yet announced a release date.

Bristol Motor Speedway, formerly known as Bristol International Raceway and Bristol Raceway, is a NASCAR short track circuit located in Bristol, Tennessee USA. The 0.858 km long Bristol track is among the most popular tracks on the NASCAR schedule because of its distinct features, which include extraordinarily steep 30° banking, an all concrete surface, two pit roads, and stadium-like seating. The track can also be used as a temporary clay Dirt Oval.
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Re: rFactor 2 - Beta Released

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Duke wrote:That's awesome MADCAP.
You should share that Leyton House skin. ;)
Ill get the files zipped and share on assetto corsa forum :nod:
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Re: rFactor 2 - Beta Released

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Image Space Incorporated released a new track in its 3PA program for rFactor 2. The Japanese Suzuka Circuit. For licensing reasons, Image Space Incorporated changed the track name to Matsusaka. As most recent rF2 content, the track is created by a community modding artist. In this case Woochoo, who you might know from the fantastic Longford 1967 track release.

Matsusaka is available at the Steam Workshop or Direct Download

The Matsusaka rFactor 2 track contains 8 layouts which are all equipped with trackside lighting suitable for night racing. The Grand Prix, International, and East layouts support 54 pit boxes, while the West layouts that are suitable for slower cars, support 21 pit boxes.

Grand Prix – 3.61-mile road course
The main figure-8 circuit as used for Grand Prix racing, with appropriate additional trackside details, and freshly painted kerbs and white lines.

International – 3.609-mile road course
The main figure-8 circuit as used for GT endurance and sprint events, with some variations in trackside details.

International (Old) – 3.61-mile road course
The base figure-8 circuit, but using the tighter original final chicane.

International (West) – 3.61-mile road course
The base figure-8 circuit, but adding a chicane after the hairpin in the Western half of the circuit.

Motorcycle – 3.62-mile road course
The base figure-8 circuit as used for motorcycle racing, which uses the Western chicane, and the tight final chicane.

East – 1.391-mile road course
A shortened layout using only the Eastern half of the circuit, joined by a tricky variable camber final turn.

West – 2.16-mile road course
A shorter version of the base figure-8 layout, based around an alternative start and pit complex in the Western half of the circuit.A short link roadbypasses the final chicanes and the Eastern half of the circuit.

West (West Chicane) – 2.16-mile road course
The West layout with the addition of the Western Chicane after the hairpin.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated posted some new previews of their upcoming Fallston Motor Speedway oval track for rFactor 2.
Oval and NASCAR fans will surely recognize Bristol Motor Speedway which was renamed to Fallston Motor Speedway for licensing reasons.
This track is a new project in the ISI 3PA program in which third-party developers get the chance to officially release their content for rFactor 2.
ISI did not yet confirm an official release date.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released first previews of a new track addition to their rFactor 2 simulation: "Soapstone (Martinsville) Speedway".
Joining Bristol Motor Speedway that is currently in development as well, Martinsville is the second famous short-track on the NASCAR circuit, making it a great place to race rFactor 2’s modern stock cars.
Like Bristol, the track is being created by their team of Third Party Affiliates from the sim racing community.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released new teaser screenshots of the updated version of the Palm Beach Raceway track for rFactor 2.

The rFactor 2 Track Team continues work updating the older rF2 tracks to bring them up to standards with the more recently added content. As you can see in the included screenshots, the ISI track team is overhauling the lighting, textures and color palette of the Palm Beach Raceway track and is also detailing the track-side objects and trees.

ISI did not yet confirm an official release date, but we can expect the track to be released in the coming days or weeks.

Palm Beach International Raceway, formerly known as Moroso Motorsports Park is a motorsports facility located west of Jupiter, Florida USA. The circuit is a popular testing ground for many North American racing teams. Besides the road course, Palm Beach International Raceway also features a drag strip and a karting circuit.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released the re-worked version of the Palm Beach International Raceway track for rFactor 2.

This enhanced version of the Palm Beach track (v2.02) completes the phase of updating all originally released rFactor 2 tracks in order to bring them up to standard with the more recently released content. The track now features new shaders, updated textures, and some new trackside objects. Last but not least, Karting fans will be pleased to hear that the ISI track team also added the Palm Beach Kart layout. For more details, check out the changelog below.

Direct Download Here

Changelog V2.02:
Added Kart layout
Improved surface/micro bumps feel
Implemented latest RealRoad shader
New road texture
New road detail maps
Replaced paddock asphalt with a more accurate version
Replaced pitlane concrete with a more accurate versionFix
ed inaccurate curb lengths
Remapped curbs
Updated white line material
Added blue lines in pitlane
Re-conformed and remapped all painted lines
Remapped and enhanced RaceGroove for both layouts
Optimized RaceSurfaces for smoothness
Cleaned up terrain mesh
Implemented latest terrain shader and blended terrain
New grass and soil textures
Terrain Radiosity pass
Optimized terrain objects for smoothness
Added grass verge decals
Improved water to resemble swamp pond
Added sun blocker object
Optimized fence materials for better performance
Fixed fence mapping glitch
Added foam defender barriers
Fixed tire belt shadow issues
Added barrier collision objects
Optimized walls, fences, tire barriers for smoothness
Replaced 3D trees with much better ones
Replaced and replanted 2D trees with baked 3D trees
Replaced and replanted shrubs
Added water plants
Optimized vegetation objects for smoother performance
Replaced Road Course and Drag Race Control towers with new, high detail models
Optimized secondary buildings and improved textures and materials
Optimized grandstand objects and materials, and improved textures
Added DigiFlags to Road Course
Replaced floodlight posts with much better model
Added night glow objects
Removed flags and sponsor signs
Added stand in pitlane
Added some electrical boxes
Optimized power lines
Updated notice boards to rF2 users
Improved drag strip score-board signs (static)
Replaced the cones with much more detailed ones
Replaced outhouses with much better model
Replaced bins with much better model
Replanted and optimized crowds
Replaced car trailer and bus with much better models
Replaced low poly trackside cars with higher detail ones
Refreshed trackside cameras
Updated AIW with all the latest tech
Updated TDF with all the latest tech
Removed HDR Profiles
Created new UI art
Added Test Team RealRoad Preset Package
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released a new version of the Brabham BT44 Development project. The updated car now features new scratch built CPM tires and some new liveries.
Changelog v066:
Scratch built ‘CPM enabled tires’
Driver added
Two liveries added

The car is now available through the Steam Workshop and as usual it is in sync with Michael Borda’s “Physics and Development Blog“. Where the newest blog entry is focusing on these new tires.
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Re: rFactor 2 - Beta Released

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Image Space Incorporated has released an updated version of the Autodromo di Mores track for rFactor 2.
This updated version features a list of fixes and improvements including, 4K textures, balanced colors, an all new “AIW”. Check the changelog below for the detailed list of improvements.

The Franco di Suni National Raceway , also known as Autodromo di Mores is a permanent motor racing and motorbike race track on the Italian island of Sardinia. Building the circuit first started on 15 July 2000 and the track was completed on 15 March 2003. It complies with the technical standards of the FIA CSAI and the IMF. The circuit hosts the Prove Libere Motociclistiche, Sardegna VaCanze, BMW Academy, Gully Racing and Sardegna Motori.

The Steam version will auto update via Workshop. Or for those who want to install the track manually here is the direct download.

Changelog V1.6:
TDF updated to actual standards
New HD Track Loader
Fixed a terrain mesh triangle causing a black patch.
Fixed Tire Canvas is not tagged as light receiver
Fixed main Starting Light Overhang Z fight
Fixed missing caps on the main Overhang
Fixed some mesh shadows groups assignation
Fixed floating shadows in pitlane when using low shadows settings
Fixed unwanted cut warnings
Fixed Sewers mapping
Fixed Asphalt bicolor patch edges to match crackle decals
Fixed Verges mapping
A tad more saturation for all Grass Textures
Terrain maps now in 4K version
Green Defender Barrier; Fresnel Specular smoothed out to avoid edgy/glitchy speculars
Vegetation; a tad more luma for all tree/bush textures
Cones; a tad less saturation/luma for albedo map
Tweaked specular for different asphalts
Stripes specular tune to match reference
Added Test Team RRBINs
AIW various improvements
Added more side cams.
All roads updated to latest RealRoad shader
All roads remapped
gMotor Normals export for all meshes
Material optimization and matballs cleaning
Overall texture tweaking to balance the HDR output
Applied random VC in the vegetation color palette, for all the trees.
Glass optimization to work a tad better with actual Static
Fixed outer terrain overlapped vertices causing black patches
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Re: rFactor 2 - Beta Released

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Michael Borda from Image Space Incorporated has published part two of his tire physics blog and posted update v080 of the Brabham BT44B WIP project.
In part two of his Tyres development blog, he focuses on the on the Tyre Tool and Batch Testing. In the near future, Michael will be adding a third and last part to the series that will cover mostly real time parameters and optimizations.

Furthermore, there is also a new update available for the Brabham BT44 Development project. Besides some tweaks and improvements, the BT44 now features a new driver model and animation, a new helmet and head, and new side and virtual mirrors.
The car is now available through the Steam Workshop and as usual it is in sync with Michael Borda’s “Physics and Development Blog”.

Changelog Brabham BT44 v080:
Revised tyres.
Decrease in yaw sensitivity of aero.
Increase default fuel load.
Tweaked default damper settings.
Updated windshield
New driver and animation
New helmet and head
Added side and virtual mirrors
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Re: rFactor 2 - Beta Released

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Today, 15th September 2016, Image Space Incorporated (ISI) announced a strategic partnership with the Dutch software group Luminis to accelerate rFactor2’s development. The partnership will be brought into a new company named Studio397.

The new partnership have released an ambitious roadmap for rFactor 2’s further development including the stated plans to move over to a DX11 compatible graphics engine, including VR support for both Oculus Rift and HTC Vive. With the move to DX11, Studio 397 have committed to bringing performance improvements for high end video card users as well as maintaining compatibility with current content.
Other highlights from the announcement include a proposed new HTML based front end interface and Matchmaker support, in game UI updates and a promise to make more frequent car and track releases, working on racing cars and series as well as "popular and challenging" tracks. The new partnership also promises to work more closely with the community to support development of free and paid mod releases... Oh, and the game has a new logo too....
Gjon Camaj, Vice President of Image Space Incorporated: “We at ISI are very pleased to have found a partner that shares our enthusiasm and vision for the continued growth of rFactor2. We look forward to working with Luminis to expand the reach of rFactor2 both in Europe and beyond. After having worked with Luminis for some time and seeing their passion for motorsport simulation, this partnership was a natural next step. By leveraging each of our company’s individual strengths, we will be better able to serve our current customers and further expand our reach into the world of motorsports.”
Studio 397 will have its headquarters in Apeldoorn, the Netherlands and will operate under the leadership of Marcel Offermans who is the Director of Luminis Technologies. Many community members will undoubtedly know Marcel as the friendly fellow sim racer that brought rFactor and rFactor 2 to Steam. Marcel is also part of the well-known Simracing for Holland team.
Marcel Offermans, Luminis Fellow and Managing Director of Studio397: “I am really excited by the opportunities that our partnership with ISI offers; rFactor2 represents the best of breed, stable simulator platform in the industry. Online SIM racing has been my longtime personal passion, so the opportunity to combine my passion with my business feels like a great privilege. By infusing the platform with some of our own technology we see great opportunities to accelerate development in general and specifically in the areas of competitions and training.”
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Re: rFactor 2 - Beta Released

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Michael Borda from Image Space Incorporated has published part three of his tire physics blog and posted update v088 of the Brabham BT44B WIP project.

In part three of his Tyres development blog, Michael explains how to tune, and improve the basic tyre with real-time parameters. To help us with this, he created a new spreadsheet to generate real-time batch tests. (available here)

Furthermore, in sync with Michael Borda’s “Physics and Development Blog”, the new update V088 for the Brabham BT44 Development project is now available on the Steam Workshop.
While the update contains a few minor tweaks, the main feature is the Re-design and tuning of the tyres.

Changelog Brabham BT44 v088:
Re-design and tuning of the tyres.
Slight increase in rake with the default setup.
Increased brake torque
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Re: rFactor 2 - Beta Released

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A month ago, Image Space Incorporated announced that Studio 397, a new development studio based in the Netherlands, will take over rFactor 2’s development, allowing ISI to focus on other projects. Since then, a few interview have reveals bits and pieces of the new studios’ plans, including the switch to a DirectX 11 graphics engine with virtual reality support, more licensed content and more.Now the studio has shared some specific details on upcoming additions by releasing their first-ever development roadmap:
Hello everybody, and welcome to the first monthly roadmap update. A month ago, at the SimRacing Expo, we announced the Studio 397 partnership and since then we have talked to a lot of simracing websites about our plans. Thank you all for your positive and honest feedback. We’ll keep an open dialogue with the community.

Let’s start this update with some of the things we have been working on.

A car we’ve teased before is the USF2000 and we are happy to report that it is almost ready for release. We are particularly proud of this car as we were able to build it with a lot of support from the series and teams so we’ve ended up with a car that is extremely accurate in terms of both physics and car model. On top of that it is also a lot of fun to drive and has become a favourite of many people on the test team.

Our next track release is going to be NOLA Motorsports Park. Both the race and kart track will be available in different configurations. We’ve been working on it for the past couple of months. Most of the 3D objects are done and we’re currently assembling everything in preparation for further testing.

On the development side a lot has happened. In the background we have moved everything over to new infrastructure that allows us to work on new features in parallel, ensuring that they are only added to the next release when done and tested. We have also spent time automating our processes and intend to use those improvements to deliver updates more quickly.

Over the last year we have been working hard in close cooperation with the Stock Car community to improve the rules for oval racing. That work is still ongoing, and we feel we’re on the final stretch now!

Announced a month ago, the development of the DX11 engine with VR support is still ongoing. This is obviously a big project and apart from building and integrating the new engine we also need to make sure that we stay compatible with our existing content. Our current timeline for getting this integrated is by the end of Q1 2017.

We are also moving closer to the first public release that will be Steam only. It will definitely be released this year and is scheduled to contain a whole list of bugfixes and improvements to the codebase. I would like to take this opportunity to invite everybody that is still using the non-Steam version to take advantage of the free option to migrate to Steam. Future updates will start leveraging more Steam features so the only way to take advantage of those is to move to Steam.

Finally, we have an announcement to make. We have secured a license with Radical sportscars and will be bringing those into rFactor 2. With full access to CAD drawings and performance data we can deliver these cars with a very high amount of accuracy. Work on this has just started, but we are very excited as these are great cars to drive and race!
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Re: rFactor 2 - Beta Released

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rFactor 2 – Roadmap Update November 2016
Last month I mentioned that the USF2000 was almost ready and some of you have been asking when it will be released. I am happy to announce that it will be released on Wednesday, November 23rd. This release features the 2016 car and teams, and we are happy to announce that we have also licensed the 2017 car. The 2017 chassis, which is very similar to the F4 car, will be released somewhere next year.

We also wanted to take this opportunity to congratulate our fellow simracer Pablo López on being selected by our colleagues at iRacing to take part in the Mazda Road to 24 Shootout. Since that event took place at NOLA Motorsports Park we sent him an early build of the layout he would be driving to practice.

Community wise we updated our forums and, behind the scenes, also moved our beta forums to this new location. Over the next couple of weeks we will be moving more of the website, including the development blogs, some of which have already been moved.

Development has been focussing on the DX11 engine and laying down the groundwork for our new UI. There’s not much we can show here yet until we’re a bit further along, but we are very happy with the current progress. In the mean time we are getting closer to our next Steam-only build. Remember to take advantage of the free option to migrate to Steam if you have not done so yet. Apart from a lot of smaller fixes this build will also feature the work we’ve done with the Stock Car community and we hope this will make rFactor 2 an even more enjoyable simulation for oval racing. As soon as the new build is out, we will also update you on Fallston.

Another new feature we would like to announce is support for paid content. It will integrate nicely with our workshop, and modders will also be able to leverage it to sell their creations. Obviously we would like to use this feature to offer you a wide selection of high quality and high profile content. This does not mean that all future content we create will be paid though.

That’s all for the second monthly update. Happy Simracing!
So DLC is coming for rF2....

Dukester

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Re: rFactor 2 - Beta Released

Post by Duke »

STUDIO 397 has released its USF2000 open-wheeler car for the rFactor 2 racing simulator. The 2016 spec USF2000 is the first car add-on since STUDIO 397 took over the development of the rFactor 2.

The nimble open-wheeler races in the American “Cooper Tires USF2000 Powered by Mazda” Series wich is officially sanctioned by Indycar. The USF2000 is essentially a Van Diemen Elan DP08 chassis fitted with a league-mandated aerodynamics package and powered by a Mazda MZR 2.0-liter naturally aspirated engine.

The 4 cylinder DOHC engine with fuel injectors delivers a modest 170 hp which propels the car to a respectable 240Km/h (150mph). The rFactor 2 USF2000 is available in two classes: the Championship class with a 5 speed sequential gearbox, and the slightly lower tier National class, with two transmission choices – the 5 speed (same as in the Championship class, but with a 50 lb weight penalty) and an older, 4 speed H-shifter variant available with three different final ratios.

STUDIO 397 was fortunate enough to be able to gather the necessary data and setup information with the help of Mike Peters who worked closely with the development team and the John Cummiskey Racing team. This resulted in a highly accurate 3D model of the car and a realistic physics set.

Needless to say, the first reactions from the sim racing community were more than satisfying. Already, the USF2000 is being hailed as one of the most fun rFactor 2 cars to date.

The USF2000 is available in the Steam workshop, where you can subscribe to it to have it downloaded and installed into rFactor 2 automatically.
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Re: rFactor 2 - Beta Released

Post by norbs »

That car really is loads of fun.
Sarc ; my second favourite type of gasm.
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