rFactor 2 - Beta Released

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

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Very interesting...
racedepartment.com wrote:Reiza Studios, the developers behind the excellent AMS, have teased a new DLC pack coming to rF2 soon.. adding some of the excellent content from Automobilista to the Studio 397 simulation...

We had a sneaky teaser image reveal on social media in recent weeks that left many to wonder if the yet to be announced sequel to Automobilista would be based on the rFactor 2 game engine, and all the physics goodness that that implies, however it has now become clear that rather than relating to a totally new title, that teaser image was to do with an upcoming new DLC pack for rFactor 2.. featuring Reiza cars and circuits made famous by AMS in recent years.

No doubt visually upgraded to meet the new rFactor 2 standards, and taking advantage of the tech behind rF2 such as time of day, weather, real road, advanced tyre models and of course VR, this is one very interesting development and will act as a very positive boost for rF2 players looking for more quality content for the simulation.

No firm details have yet been revealed about what exactly will be contained in the upcoming DLC, although several images from the pack have been released giving us at least some idea of the types of things we can expect to see..

It is not thought that this DLC partnership will have any effect on plans for a sequel to AMS, as this is still underdevelopment at Reiza HQ.
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Re: rFactor 2 - Beta Released

Post by Cursed »

I've had this kicking around my HDD for years now. Does anybody here actually use it?
Image[url=steam://friends/add/76561197962772149]Image[/url]
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Re: rFactor 2 - Beta Released

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Cursed wrote:I've had this kicking around my HDD for years now. Does anybody here actually use it?
On and off I use it for fun. My boy also uses it as he can drive from an external rear camera. Mind you Steam play time is 24 hrs on record so we don't play it for long each time.
It has some good aspects like it's tyre physics particularly cold tyres coming up to temp/pressure as well as the track / grip evolution.
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Re: rFactor 2 - Beta Released

Post by Duke »

Roadmap Update July 2018
This month, we wanted to surprise you all by releasing the roadmap update a bit earlier than usual because we have quite a few things to announce, so let’s get started!

Upcoming Events
First of all, we have a few events planned that we want to announce.

ChinaJoy
August 3rd to 6th, Studio 397 will be present in Shanghai for the yearly ChinaJoy event. If you’re in the area, please drop by and take advantage of the opportunity to say hello and take rFactor 2 for a spin.

SimRacing Expo
September 14th to 16th we’re happy to announce that we will be present at this year’s SimRacing Expo at the Nürburgring. We invite everybody to come and visit us for a glimpse into the future of rFactor 2. As always we will bring a few surprises!

McLaren Shadow
Earlier this month, McLaren introduced their all new hunt for the brightest and best esports talent, dubbed “McLaren Shadow Project“. This is the follow up to last year’s “World’s Fastest Gamer” that saw Rudy van Buren take the win. We are delighted to announce that we will be part of this competition again, building several new McLaren cars for the upcoming events. And the best news is that they will all be available for free!

Upcoming Releases
Then, there are a lot of new releases coming up now and in the near future.

Today: New Build, GT3 and Endurance Pack Updates
We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars. An issue that only showed up on 6-core CPUs with no hyperthreading and caused rendering problems in our shadow maps was also found and fixed. For tracks, we added support for a new dirt map, a feature you will see on Sebring and that will be explained shortly in our developer documentation. We slightly adjusted the logic for our “pit director” that will tell you how and when to leave your garage as he was a bit oddly placed in some cases. Last but not least, we also spent some time optimizing our post effects, which has resulted in a healthy increase in performance with those enabled.

In our previous roadmap, we already announced that we were close to releasing an update to our very popular GT3 cars. Over the last couple of months, we’ve received a lot of feedback on these cars, and we sat down and incorporated all of that in this update. On top of that, we’ve included the new in-car traction control and anti-lock brake settings, position lights colored green for the GT3 class and our very latest set of tyres to align the cars with our endurance pack. We also tweaked the Balance of Performance to ensure continued close racing.

As part of our continued development of the Endurance pack, our visit to Duqueine Engineering, which we will report on in a separate blog, also got us some crucial feedback on the handling characteristics of the Oreca and Norma cars and a unique chance to compare telemetry. These and other tweaks based on feedback have been incorporated in an update of the Endurance pack.

Both packs will be released later today. Leagues that don’t want to immediately make the switch are encouraged to keep a copy of the previous version. That said, we’ve tried our best to ensure a good balance of performance and also made sure you can run classes from both packs together nicely.

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Tomorrow: Sebring
Since taking over the development of rFactor 2, our goals have been clear: take an already incredible sim as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home! The release of Sebring tomorrow is another step in that direction. We will follow up with more details later.

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Next Month: Reiza rF2 Bundle
Some of you might have seen the teasers that were posted by Reiza Studios. We can now officially announce that they have been working hard on bringing some great content into rFactor 2. No less than four cars and two tracks will be part of this pack, all of which will be released in August. We expect Reiza to soon release more details of their planned content!

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Community Night
Earlier this month, we scheduled the first community event, and we would like to thank everybody who watched and participated in it. Because of its success, we decided to do another one on Friday, July 27th at 20:00 CEST. We will obviously take this opportunity to look at the updated GT3 and Endurance packs. We will also take an in-depth look at Sebring International Raceway and provide some background on the process of creating it, so make sure you tune in and follow our Twitch channel at https://www.twitch.tv/rfactorlive. We certainly hope to see you there. In any case, happy simracing, that’s all for this month!
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Re: rFactor 2 - Beta Released

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STUDIO 397 Announcement, News, Release - Sebring International Raceway

And now for the big one, Sebring! Since taking over the development of rFactor 2, our goals have been clear: take an already incredible simulation as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home!

So this track release is more than just “a track release”. It’s a milestone for our team in what we’ve set out to do. The level of fidelity and road feel is above and beyond anything that’s out there, and we’re boldly confident you will agree. Of course we’re excited to say the track was created using an extremely detailed laserscan – but it’s not just about the laserscan itself, it’s about the way we utilized the data and converted it into usable detailed information that gets back to the force feedback in your wheel, something that has not yet been done in rFactor 2 at this level. We feel we’ve achieved our goals in the high level of road fidelity thanks to some innovations and, of course, rigorous testing. The end result is… the ‘FFB’ doesn’t lie – you’ll feel every crack in the pavement and every undulation in minute detail. On the straights and as you dive into each turn, those subtle nuances in the track surface will give you the precise control and muscle memory that a real-life driver would have on track. Our development and test teams have all become addicted, driving endless stints and trying to get that elusive extra tenth or even hundredth of a second!

Sebring International Raceway is available now on Steam for $10.49USD

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On the visual and graphics side, we’re just as excited and pushing ahead. We’ve paid close attention to those essential details that add to the overall immersion. The road surface itself is very precisely modeled on the real thing, with every crack and repaired and re-repaired crack. All the nuances and color variations as well as the overall worn-down, characteristic look from years of racing help to really convey the atmosphere. And with an ultra high level of trackside objects in the environment, from spectators to campers and vehicles, there’s a real ‘track vibe’ from any camera you’re viewing from, which makes watching an online event that much more exciting. Of course, as always, we’ve kept in mind scalability for performance.

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So today we release to you Sebring. The main layout is available in two versions. One featuring the 12-hour race layout, with a packed infield and a lot of spectators, and another that gives you more of a “track day” feel. On top of that we also included two shorter layouts: School and Johnson Club. These layouts are very well suited for smaller fields of cars and somewhat slower cars.

Sebring is completely laser scanned in location, through professional high density, high accuracy, laser scan equipment. We scanned the track just a few weeks before the 2018 “12 Hours Of Sebring”. We then processed, filtered and optimized all the data to produce a clean stream of points for the simulation. We used that data to describe and model everything from centerline to first barriers, so even if you put your tires off the grass, you’ll still get a complete simulation of the grounds, through both physics/FFB and graphics.

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History
The Sebring race track is built on the site of Hendricks Army Airfield, a United States Army Air Forces training base for Boeing B-17 Flying Fortress pilots in operation from 1941 to 1946. Sebring as a well known racetrack has a long and colorful history, dating as far back as 1950.

The brain child of Alec Ulmann, a Russian entrepreneur, who had a unique vision of the old airfield. As a motor racing aficionado, he saw an airfield and its access roads combined as one whole ‘racetrack’, full of potential. This is part of the main reason even today that Sebring remains a very engaging track to drive on. Although lacking in any real elevations, the combination of surfaces that alternate during a lap – part road, part airstrip – become a uniquely challenging and varied set of turns with a rhythmic and enigmatic flow. In short, it’s hard to explain why it’s so fun to drive, but it just is. Sebring is a track with ample room to race, and yet it still doesn’t feel spoiled with miles of runoff.

And today, decades later, the tradition of racing passion continues unbroken, with most notably the “12 hours of Sebring”. “America’s oldest sports car endurance race” – currently in its 66th year – is where some of the best world class multi-class racing can be found!

Turn by turn
Sebring 12 Hour Layout

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The 12 Hour layout of Sebring is 5.95km with a total of 17 turns:

TURN 1: THE INITIATION
Sebring’s first turn gets you right into the mind set with its undulating concrete surface: it is extremely bumpy, fast, and blind ! On entry, stay as far as you can on the outside right without clipping the pit-wall, and dive into the apex while staying heavy on brakes. It is key to keep the brake pressure steady as you ease into the inside wall apex. If you manage that, you’ll be able to floor it out and sail onto the tarmac section. Take it wrong and you’ll watch helplessly as your car slowly drifts to the outside. Sawing and the stabbing brakes like a maniac won’t always help you to avoid ending up on the dirt and grass. It’s a fine line!

TURN 2, 3, 4, 5: SMOOTH IN SMOOTH OUT
Just off T1, if you made it safe and sound, you’ll need to quickly gauge your speed into the incoming chicane-like series of bends. Key here is ease it in, stay one gear higher to keep the car settled to avoid snappy rear oversteer. Hold a steady amount of throttle, utilize the suspension roll to glide through and accelerate out onto the big bend in one swooping motion. Carry too much speed and you’ll most likely end up visiting the grass outside of T5, too little and you’ll bog down and lose momentum.

TURN 6, 7: THE BIG BEND, AND THE HAIRPIN AWAITS!
Once you’re safely through T5 you’ll have space to make an easy pass if you’ve carried slightly more momentum than the cars in front of you. Here on the Big Bend full throttle is essential – but keep your wits, and prepare for the hairpin that comes up quicker than you think. The hairpin at Sebring, as you can see by the enormously generous runoff, has seen many cars obliviously fly off as if brakes were not even a thing. This short concrete section will easily catch you off guard. Overestimate the braking zone and a lock up is a certainty. It’s a deceptive entry and oh-so-easy to get wrong, even after you’ve taken it hundreds of times.

TURN 7, 8, 9: FANGIO! WATCH THOSE TENTHS OF A SECOND FALL.
Just out of the hairpin you’re quickly back on tarmac. This transition needs to be taken into account, a slight bit of over throttle and you risk losing the back-end completely. If you’ve hit it just right, you’ll see a big boost by getting on throttle early. The short abrupt bend of T8 can be taken full on, but keep your trajectory as straight as possible just until you need to start merging right onto the iconicly named Fangio bend…

TURN 10, 11: CUNNINGHAM AND COLLIER
This next pair of tight snappy off-camber turns is easy to get wrong, but exhilarating when you hit it just right. The trick here is to brake a touch earlier and keep enough rolling momentum while retaining the minimal amount of lateral grip to stay on track. Avoid clipping the inside right curb of T10, and progressively ease on the throttle just as you reach the apex of T11, at this point you want to squeeze hard with max throttle with quick up-shifts going into T12.

TURN 12 AND 13: THE RIGHT ANGLE
Turn 12 is somewhat easygoing, but watch the front end lift during up-shifts. For that short moment you can accelerate and hammer up through the gears. The right angle turn ahead will make you pay dearly if the car isn’t settled by the time you’re starting to brake into T13. Keep an eye on the outside left curb on entry. If you hit it fast enough, chances are you’ll snap over-steer even before turning in. In T13 you want as much coasting speed as possible with minimal braking. Again, avoid the inside right curb, but get as snug to it as you can to maintain a smooth arc and consistent exit speed.

TURN 14, 15, 16: WHAT RUNOFF?
Flying Fortress Straight just off T13 is a good place to look for a clean pass. Here, you’ll edge up into top gears, and just as you have to slow into T14, a very harmonious and gradual series of esses leads into T16. For this last turn onto the Ullman straight, you’ll need to dip just outside on the left side before taking the last mid-speed right hander. Let the inside right curb help rotate in, then be aggressive on the throttle and ride the left-hand exit curb. Keep in mind the outside part of the curb slopes away and will send you into the grass if you hit it while slamming the throttle.

TURN 17: THE SUNSET BEND, HAIL MARY OR MIND THE BUMP
And now for the grand finale, The Ullman straight and Sunset Bend. The Ullman straight’s 870 meters of straight line speed, the best place to get a tow and slipstream past another car, will send you hurling into the last turn in top gear.

Known as the sunset bend, this is one of the most iconic turns in motor sports. With its teeth-rattling concrete slabs and its vast open space, it lends itself to some very spontaneous and creative racing lines, on entry and on exit, not to mention the mind blowing passing situations. The key here is understanding the terrain and knowing how to manage the big bump at the apex: braking hard and late into the turn, hugging that first right-hand wall and modulating the brakes for what seems like forever. You need to ease into the invisible apex, letting your intuition and gut feel guide you more than your choreographed memory. Each time you take Sunset, it’s a new experience to some degree, and it leaves you always feeling you can do it better, motivating you to keep pushing !

Sebring School Layout

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The School layout is 3.22km with a of a total of 6 turns and shares the lower half of the track layout with the full 12 hour, as well as the same garage and pitlane.

TURN 2, 3
The first turn at Sebring School layout is the same as the full 12 hour, however you need to be much slower into T2 and T3 that now become a short snappy pair of right hand turns onto the T4,T5, and T6 (which are the same as the 12 hour T15,T16,T17)

Sebring Johnson Club

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The Johnson club layout is 2.47km with a total of 11 turns and shares the upper half of the track layout with the full 12 hour. It has it’s own alternate garage and pitlane.

TURN 5, 6
With Cunningham and Collier becoming the first turns, the flow of the Johnson layout makes you feel like it’s in another track altogether. Flying fortress Straight is shortened and leads into the new turns 5 and 6 then back onto T7 and into the Big Bend.
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Re: rFactor 2 - Beta Released

Post by Duke »

Roadmap Update August 2018
Sometimes you look at the calendar and realize that time can fly past faster than our LMP2 cars ingame. It’s already end of August and we have been so busy with working on rFactor 2 that there is no Roadmap yet. But we couldn’t do without one, right? That would be like breaking a family tradition, and since our team is more about fixin’ things than breaking them, let’s put together a Roadmap for August! As said above already, we’re pretty busy, but with what you might ask? As most of you probably know, SimRacing Expo at the iconic Nürburgring track in Germany is just around the corner and it will kick off big things for us. But let’s do this step by step, it’s a roadmap in the end! (wink)

SimRacing Expo 2018
There is enough going on at this years Expo that we could probably fill the whole Roadmap with it, so let’s concentrate on the major things you should know about it. Obviously we will have a booth at the Expo, so you can come around and meet the team, as we will bring plenty of people along. But just talking to us might be a bit boring all day long, so we will make sure that you will have plenty of reasons to visit the rFactor 2 booth. One of them will be new content that we will show exclusively at our booth, a pre-release of course. Hypemode intensifies!

You want to know more about what this could be? For now you need to live with just 3 words: iconic, fast, competition proven, more at the Expo! (wink) You think that’s it already? Enough reasons to visit us? Nah, we’re in for way more this year! The content shown at the booth will be our first announcement during the Expo, but as Germans say “Alle guten Dinge sind drei”, literally meaning “all good things come in threes”, meaning we will follow up with another announcement during Saturday afternoon.

This second announcement will probably tick a lot of boxes for simracers in terms of their dreams-list for our simulation. We are more then excited to finally share that with you. Sunday will see a third announcement (yep, you’re not getting a day to get back your breath) which will show our dedication to further improving your simracing experience. What happens if you can’t be around then? Don’t worry, we will stream all announcements and first talks about them live from our booth onto our channels. Missing them is not an option at all.

Before we all now dive into the guessing-game about what could be in the announcements, let’s have a look at the other topics of our roadmap…

UI and Competition
We are fully aware that everyone is awaiting news on the UI and we’re still working hard every day on this topic. Many steps are needed to implement an UI like the one we envision, which is taking a lot of time. We are still tweaking and optimising, and we will be able to show parts of the new interface at the Expo. Of course we are very curious to get your feedback there!

On the competition side, we have been integrating different session types so we can have events that consist of combinations of practice, qualification and race sessions and we are looking at different ways to score events. In the last month or so we have also been researching and testing a rating system, feeding it data of many races and evaluating its outcome. We’re nowhere near done, but some of these improvements we will certainly already bring to the McLaren Shadow competition next month.

Content
On the content side, we won’t yet spoil the surprises we have in store for the Expo. Previously we’ve announced both Zandvoort and the Reiza Pack to be almost ready and we do anticipate both to become available in September.

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Community
Community is our favorite topic, because most of the time this means we can have some action as well. What we’re talking about? Obviously our community night! We did not forget about it at all, so you can expect a new date for some racing and talking on-stream soon. Maybe we should also do a vote for track/car combinations? As always, if you got feedback, suggestions/ideas, feel free to drop into our Discord server and let us know!
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Re: rFactor 2 - Beta Released

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McLaren Historical Racecars Release News Article: Studio 397 have released three historical McLaren Formula One cars for rFactor 2... free of charge in the Steam Workshop.

McLaren M23 - Steam Workshop Link
The one that carried Fittipaldi and Hunt to WDC's in 1974 and 1976 respectively.
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"When McLaren introduces the M23 to the world in 1973 with first test drives, they knew already that they had created something special. Feedback from the first laps had been amazing, an easy to steer car with a great balance, thanks to nearly all the weight being close to the center, where also the tank was located.
The introduction to the Formula 1 World Championship was marked as a complete success before even going into the cars first race, since McLaren managed to put their brand new M23 right on Pole Position."

McLaren MP4/8 - Steam Workshop Link

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"While the car featured innovative technology and an advanced chassis, the team was being let [sic] down by engine in the end, which didn't offer as much performance as their competition was able to produce. Nevertheless this car put up a fight for the championship, especially since it featured automatic programmable gearbox, traction control and a host of other options, leaving the driver with more resources to concentrate solely on fighting for the top spots."

McLaren MP4/13 - Steam Workshop Link
The one won the 1998 Drivers and Constructors titles with relative ease.
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"Designed by Adrian Newey, the new MP4/13 was a perfect fit to the new rule-set and the grooved tyres. Efficient aerodynamics teamed up with the most powerful engine (780bhp) on the grid, the car immediately dominated the series and turned the first race into a pure McLaren showcase. Every single competitor got lapped at least once during the Australian Grand Prix, just a sign of what was to come for the rest of the season."
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Re: rFactor 2 - Beta Released

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https://www.studio-397.com/2018/10/road ... mber-2018/
To say September was a busy month for us would probably be the understatement of the year. Last time we already hinted at some big news, and the release of no less than three free, iconic McLaren race cars has certainly been well received and confirms our commitment to adding high-quality free and paid content to the simulation. We’ve met many of you at SimRacing Expo at the Nurburgring mid September. The event was highly successful, and I am confident that we will be back next year.
Directly after the Expo, we started our qualification rounds for the McLaren Shadow competition, which will continue well into next month. In the mean time we, almost silently, also released a big update for Zandvoort, featuring all possible layouts, a significant performance improvement as well as proper support for night and wet racing.

Material and Lighting System
Our final announcement at the expo was a new material and lighting system, which is currently in progress, and is based on physically based rendering (PBR). We’ve been working on it for the last couple of months, and its release is still a few months away, but the results so far have been very good. We showed some examples of our new car paint material that simulates a multi-layer paint job, featuring a body or primer, a base coat that is possibly metallic or two-tone, and finally a clear coat – each with parameters that allow you to specify in great detail the specifics of each layer. We did not stop there though, as our cars in general come with templates that allow users to create their own liveries. We now support up to six different materials that can be used on different, configurable regions of the car. This allows people to create liveries with vinyl wraps, shiny metallic bits, carbon parts and many other things all on the same car body. We are already looking forward to the unique designs our community can create with all these new possibilities. What we’re working on in the months ahead is other materials. Arguably the car bodies are very important, but we would also like to improve our cockpit interiors, the way rubber tyres look, and also our road surfaces. Obviously we will make sure that what we do stays compatible with all current content, but what’s more important, we aim to make it very easy to upgrade to these new materials. We’re committed to updating all our own content, and we expect the community to do the same.

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Nürburgring
As we told you in the announcement, the scan is done, and both the Nordschleife and GP track are up to 2018 standards. We’re finalizing the important processing of the data now, which – as you might imagine for such a large track – takes some time. In the meantime, our track team already started the huge task of modelling all the details that are visible when you drive around the track: trees, houses, audiences, camping grounds and many other things. We are aiming for a release at the end of Q1 of 2019. In the meantime, we are also looking at our options for the Südschleife. Quite a few people have responded and pointed out available information about this classic track. We have not yet made the decision to build it, and if it happens this layout will certainly be done as a separate project. We’ll keep you posted.

Botniaring
We’ve included some screenshots of a new-final version of Botniaring. As the track was officially licensed, we got extensive opportunities to survey the asphalt and its surroundings, which allowed us to accurately reproduce every little detail of the track. Like many of our other tracks, we will provide the different layouts and we are sure this relatively unknown track will offer some good racing. The release is planned for October, and as mentioned before, this will be a free track.

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UI and Competition
The UI and Competition are two areas with a constant buzz of diverse development activity. We’re now at that point where the two teams merge and start to work on getting the competition functionality into the UI itself. So in short, we’re currently integrating UI and competition and preparing for a launch of both systems ‘together’. You’ve probably seen and even participated in the multiple competitions we’ve put on over the last year, where joining and viewing stats was through our web page. We still want to offer join via our webpage, but our ultimate goal is for you to find and join a competition straight from the UI, making it that much easier and that much more tempting to take part!

Of course, we do have some new UI functionality to share with you as well. First, we now have that spiffy animated trackmap you always wished for (smile) This trackmap highlights the leader as well as the current driver you have selected (in white). You can click on any number on the track map itself and the list auto-scrolls to and expands that driver. Next, we have a brand new expanded standings pop-up function with color-coded best sectors. Finally, we’ve added a simple minimal graph to the standings, this gives a quick overview of your progress lap by lap as compared to the other drivers around you.

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We’re hiring!
Some of you might have seen this post on our forum. We’re hiring! Specifically, we are looking to strengthen our track building team at Studio 397. We’re expecting you to bring your experience and knowledge of modeling tools, and of course you should be an expert in building good and accurate tracks. We will provide you with the necessary hardware and software, a good working environment and an education in tools you are not yet familiar with. If you’re up for a new challenge, check out the post and get in touch: https://forum.studio-397.com/index.php? ... sts.61194/

That’s all for now, enjoy the remaining rounds of the McLaren Shadow competition and remember to keep it on the black stuff!
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Re: rFactor 2 - Beta Released

Post by Duke »

Ahead of Sundays rFactor 2 McLaren Shadow Grand Final Long-time sim racer, Team Manager of Team Redline, and Studio 397 chief CDO Dom Duhan visited the McLaren Technology Centre in Woking and sat down with Ben Payne who is the Head of Esports at Mclaren, to talk about McLaren’s motorsport history and Studio 397’s rFactor 2 relationship with McLaren.
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Re: rFactor 2 - Beta Released

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Roadmap Update October 2018
It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements!

Botniaring
In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center.

Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?!

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Nürburgring
When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system.

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Developer Tooling
Developer (modder) tooling is an area we have been quiet on for the last couple of years. Internally, and when supporting our community, we have been building on the rather old 3D Studio Max 2012. Although we released updates that allowed you to work with the 64-bit version of that tool, the fact is that we needed to upgrade to the latest tooling. We are now doing just that, and we expect to release updated plugins for the latest versions of 3D Studio Max soon (they are currently going through internal beta testing). We are also making sure that these tools will continue to work with our new material system, and as always we encourage people to tell us what else they need!

That’s all folks!!!
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Re: rFactor 2 - Beta Released

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Roadmap Update November 2018
Good evening, morning, afternoon or whatever it is in your corner of the world! With clockwork precision we present you another roadmap update for your favorite racing simulator. And although we are getting closer to the holiday season, we are by no means slowing down! With the release of build 1112, we have a few other updates for you that we’re sharing this month, in anticipation of some bigger surprises next month.

Build 1112
Right before the holiday season, we bring you an update to our build with a few fixes and some new features. We made the following changes:

- We added the ability to set the maximum steering wheel rotation “in software”, even if your wheel drivers don’t support that. This is described in more detail below.
- Supporting this new feature, we added controller profiles for direct drive wheels: OSW SimuCube and SimSteering.
- We fixed an issue where tyre heat cycle history was not correctly transferred after a driver swap.
- Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels.
- A small loophole was fixed that would allow you to circumvent fixed setups.
Server administrators must update all dedicated servers because we bumped the version number due to small changes in the multiplayer protocol.

Software Wheel Rotation Explained
We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature.

In summary, these are the new parameters in the Controller.JSON:
- Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled.
- Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range.
- Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this.
- Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel - - Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported.

Work in Progress
Our competition system is currently being integrated into the new UI. We want to make sure you end up with a seamless experience when joining any competition sessions. At the same time, we continue to extend the core system, making it more plugable and adapted to all kinds of competitions. Some of you might have participated or seen our latest community event, where we ran a simple competition. Expect us to do more of those as we finalize bits of the system and put it through some early access testing.

First off in our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years. Also, to kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397.

Last month we showed you some early shots of Nordschleife. The team is working all out to complete the track and all track side objects, which is a lot of work given the length of the track and all the different twists and turns. We’re confident that we can show you more updates in the new year!

For the past six months, we have been working extensively on a new material system. You may recall that we showed you some early previews of the McLaren 650S at SimRacing Expo and in a subsequent roadmap update, and we are very excited to tell you our artists are currently starting to work with the system and providing us with feedback on making it even more artist-friendly as part of an effort to start using these materials on our content. We’re not done yet, but at this point we believe we have a very solid foundation to work on as we’re fixing bugs and pushing this system. Just to whet your appetite, here’s a few more shots of the McLaren 650S.

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You also deserve an update on the Tatuus license! We are still building these cars, and we can now confirm we will have no less than six different models:
- Tatuus USF-17, which is used in the USF2000 championship and can be seen as the successor to our existing USF2000 car.
- Tatuus F4-T014, which is driven in various F4 championships globally.
- Tatuus MSV F3-016, also known as ‘British F3’, is driven primarily in the UK and at Spa-Francorchamps.
- Toyota FT50, as used in the Toyota Racing Series.
- Tatuus PM18, as used in the Pro Mazda Championship.
- Tatuus F3 T318, used in the Asian F3 Championship as well as the upcoming W Series.

Winter is coming…
Looking forward to bringing you some very cool toys to play with this Christmas!
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Re: rFactor 2 - Beta Released

Post by Duke »

Studio 397 announced that they will soon release the Porsche 911 GT3 R as new content for their rFactor 2 racing simulator.
The new Porsche GT3 R will make use of the new rFactor 2 shaders which will further enhance the graphical quality of the car models.
Furthermore, Studio 397 hinted that the new Porsche will eventually be joined by some worthy challengers. We will keep you posted when more news becomes available.
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Re: rFactor 2 - Beta Released

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Studio 397 kept their word because today they confirmed that the mighty BMW M6 GT3 will be added to the racing simulation as a worthy adversary for the Porsche.
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Re: rFactor 2 - Beta Released

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Studio 397 revealed the Audi R8 LMS GT3 as the third car for the upcoming DLC for rFactor 2.
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Re: rFactor 2 - Beta Released

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Catching up on old news over Xmas: Roadmap Update December 2018
Welcome to the last roadmap update of the year! We decided to end the year with a bang, with a new car pack and the first iteration of our updated material system being released real soon now.

GT3 Challengers Launch Stream
As mentioned elsewhere you might have seen the upcoming DLC with 5 new GT3 cars, the pack is being presented live and with the chance to WIN and to RACE it live as well. Tomorrow at 19:00 CET, Rene and Marcel will talk you through the new Material system and cars. Then we will switch over to Jimmi who is broadcasting 2 races.

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Material System
During the Sim Racing Expo last September we showed the very first preview shots of the material system we have been working on for the last half year or so. In the last roadmap of the year, we want to take the opportunity to look back at the things we implemented for this system, as well as look ahead at its incremental release over the next couple of months.
Let’s first take a step back at the challenge we had when we started, so you better understand why we made the changes we did. When we took over the development of rFactor 2 a little over two years ago now, we wanted to make sure we upgraded the graphics engine and future proof it, all without sacrificing backwards compatibility. Our first steps therefore were to develop a DX11 based engine that rendered exactly the same as the old DX9 one. This then allowed us two things. First of all we could implement VR support and second of all we could start using more modern techniques such as using a post processing library. It also enabled us to add proper support for rain, with raindrops that ran across the car bodies and windscreen and proper wipers to clear you windscreen again. We also used the opportunity to implement puddle maps for the tracks and linked them to our realroad system so puddles would show up in locations where there was water according to your dynamic realroad system. At his point we also made DX11 the default and removed support for the DX9 engine subsequent builds.
However, it did not fix one core aspect of the graphics engine, namely support for Physically Based Rendering, a technique that has become the de facto standard in the industry.
What is PBR? – some of you may ask. Well Physically Based Rendering has become the buzz word in the games industry, to encapsulate a whole new way of doing art. It demands big changes to how art is produced but the benefits are certainly worthwhile as it delivers much more consistent and predictable results. In the past artists were only able to create textures that looked good in specific conditions and would not behave naturally as the lighting changed. When broken down this new pipeline is actually comprised of two parts, PBR concentrates on light conservation ensuring that a surface can not reflect more light than it receives – this helps to ensure that the balance between specular and diffuse reflections are always correct. The next key part is Image Based Lighting. This helps ensure assets react to the surrounding environment more naturally, meaning that all different surfaces can be lit by the environment correctly – all the way from mirror reflections down to the roughest matte rock surface. All this combined results in a pipeline that is much more intuitive for artists to produce realistic results, especially with a range of industry standard values for different materials. There are two different types of pipeline implementation out there: Metallic/Roughness and Glossiness/Smoothness. Our implementation is very similar to Metallic/Roughness.

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Implementing this was challenging for us for several reasons.
First of all, like with everything we did, we needed to stay compatible. What made this hard is that we knew there were some fundamental issues with our lighting model that prevented us from properly introducing PBR and getting the desired results. Therefore we first needed to go deeper and address the lighting model. A year ago we took the first step in that direction when we introduced “Image-Based Lighting for Ambient”, improving how ambient light got rendered on tracks and introducing ambient probes that could be strategically placed to create the right atmosphere.
The next step was to implement a convolved cubemap specular as part of our IBL system, which was an important basis for starting work on new materials. The material system we developed allows us to use unique and specialized parameters for each shader instead of relying on standard settings. The first materials we worked on were the PBR car paint shader with support for clear coats that fully used the IBL system we described above and allows a car body to be made of up to 6 different materials and a generic PBR shader that can be used to emulate a broad range of materials and covers a lot of things you see on a track. We have worked hard to ensure that the generic shader matches game industry standards, as well as being extremely flexible to be used on the majority of objects. Terrain and Road surfaces are obviously something that need more specific solutions though. Prototyping work there has already started and we are looking to give them a complete overhaul too.

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This is where we are now. We are far from done, both in terms of developing the system and in terms of adapting existing content, but we decided to not try and do an “all in one, big bang release” but instead choose a more phased approach that we choose more often when making big changes.
We anticipate this phase to take a couple of months, during which we will transition things step by step. This also means the first release, that we will release really soon now, has a few minor known issues and the overall look of the game will improve. That said, the results of the materials we have developed so far were encouraging enough for us to decide to apply them to the new cars we are building.
Let’s first discuss some of the known issues. Obviously one is that we have not converted most content yet, which means that many of the cars and tracks you will be using now are more or less still looking the same. Another known issue is that our post effects are not fine-tuned yet to the new materials. That means in some conditions they produce unbalanced results, like too much glare. We are currently comparing our output to that of industry standard ray tracing solutions to make sure our output matches such solutions and when we are happy with that we’ll re-calibrate the post effects to work with realistic light intensities from things like headlights and solar specular. If it bothers you, we recommend you turn those effects down a notch or two for the moment.
So… Where do we go from here?

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Looking Ahead
The first release of the new cars will not yet include instructions on how to paint them using the new materials. Therefore they will also not come with a template. We intend to provide extended documentation as well as templates in an update we plan in January. That is also the month we start updating other content and help our modding community do the same. We are polishing the workflows for defining materials, providing a wide selection of materials that can be consistently used on cars and tracks. Our next steps will be to continue development of a few very specific materials for things like realroad, curbs, grass and possibly a few other things, such as an improved system for rendering clouds. Our goal is to have materials on all major pieces of content by the end of the first quarter and to do smaller tweaks in the second quarter, making the whole system more robust and possibly further optimizing certain aspects of it.

Talking about tooling, we will also release our Max plugins for up to date versions, and we are looking at other types of tools too that should help modders and ourselves to create new content. And of course there are many other topics we should update you on, such as the competition system and UI. They are probably taking a bit longer than we all expected, but I’m confident that we will see them materialize in 2019, and since this update is already almost the size of a book, I propose we save some of that for the next edition. If you’re still reading at this point, we would like to wish you and your loved ones a great holiday and all the best for the future on behalf of everybody in and around Studio 397!

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Re: rFactor 2 - Beta Released

Post by Duke »

Studio 397 have released the GT3 Challengers Pack for rFactor 2, bringing us five exciting GT3 racing cars, including two “world first” appearances in the form of the McLaren 720S GT3, and the 2019 Aston Martin Vantage GT3. This new DLC brings the rFactor 2 GT class count to a stunning 13 cars. (Including the Endurance Pack and first GT3 Pack.)

The GT3 Challengers Pack DLC is available at the rFactor 2 Steam Store for $24.00 AUD.
Individual cars can also be purchased for $7.95 AUD each from the rFactor 2 Store on Steam

GT3 Challengers Pack Content:
Porsche 911 GT3 R
BMW M6 GT3
Audi R8 LMS GT3
McLaren 720S GT3
Aston Martin Vantage GT3 2019
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Re: rFactor 2 - Beta Released

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Roadmap Update January 2019
One month into the start of a new year saw a lot of changes at Studio 397. First of all we welcomed a handful of new colleagues, most of which with long track records in content production, to further extend the Studio’s capabilities to create content. Then, halfway through January, we could finally tell the world about the project we had been secretly working on for the last year and a half. We have licensed our physics engine and provided a helping hand to Amazon Game Studios in creating The Grand Tour Game to accompany the third season of the series that airs on Amazon Prime. Released on consoles, like the show, this is a fun game you can easily pick up with your friends. As far as we know it’s the first time a game releases in sync with a television series, adding weekly content as new episodes air and closely following the antics of the show.

Let’s also look at some of the work in progress, just to give you an update on how things are going. Our competition system and new UI are the highest priority things our developers are working on right now. Step by step we will be expanding the competition system and testing more parts of it in public, and we’re currently integrating it into our new UI to ensure it is both easy to find and join competitions. Expect us to reveal more towards the end of the first quarter of this year.

Then let’s look at some of the content that is in progress, starting with the Tatuus cars. Physics wise the cars are mostly done, but we are still doing some fine-tuning of the 3D models and making sure the materials are all using our new system. We will release this pack with an extensive set of real-life liveries, which also means we’re busy making sure we get approvals from all the teams involved. We don’t have a fixed release date yet, but these cars will be shipping soon. Then there’s the Reiza Pack, which is still being finalised and the cars in it are upgraded to the new material system. Nordschleife is obviously also still in the works and it looks like its release date will slip based on the first predictions we made, mostly because we got the right scan roughly two months later than expected. In the mean time we will also keep upgrading more cars to the new material system, releasing updated templates and upgrading the existing liveries. We are also working hard on adding more new PBR based shaders to the material system for tracks and other parts of our cars. Not only that, we are working on a number of features to enhance your experience.

GT3 Challengers Pack
Many have been racing our new GT3 cars on tracks all over the world while anxiously waiting for more liveries as well as templates and information on how to paint these cars with the new material system. For each of the new cars we’ve added a couple of liveries to brighten up the field. Some from real teams running these cars, in other cases fantasy liveries, partially because some of these cars were so new that not many teams were racing them already. Those are all included in the update, alongside the new templates.

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At the same time, we spent a bit of extra time to make sure the new liveries worked well on-line. As the new material system really requires you to build a livery from multiple textures, we made some improvements to ensure that these textures automatically get packaged in a so called MAS file to ensure all parts get transferred to a server (and other clients) if the server has skin transfers enabled. All of this, and more, is explained in the guide we made for making your own liveries, which is the next thing we will discuss in this roadmap update.

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Car Paint Editor
To get the best possible results when designing your own livery, we decided to create a guide on painting your own car, to accompany the new templates and material system. We tried to make this a guide for beginners and advanced painters, covering all aspects. The first version of this guide can be found on our documentation site. Please take a look and let us know what you think, and what we can still improve! We will be adding new materials over time, so do please leave feedback. Do make sure you post your creations, we will be featuring a paint every fortnight – so get creative!

Formula E Gen 2
You might have guessed it already, but we are bringing you the new Gen 2 car from Formula E soon, with all the current team liveries and helmets. On top of that we are bringing you a new track that was adapted specifically for fast and fun racing with these new cars. The track is called Lester Formula E Edition, it’s a fantasy track that has been adapted with a few chicanes, despite that, it is still fast and flowing, great for Gen 2 action!

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Competition
The Prelude – 3 hours of Sebring qualifiers are going into the final stages, with almost 100 drivers lapping around the bumpy track, the top 40 will be secured for a spot in the all GT3 powered field. On February the 16th the race will be broadcast live on our YouTube, Twitch and Facebook accounts so make sure you tune in!
Top 3 teams will get a special invite for the 12 hours of Sebring that will be hosted in March. The hotlap competition to enter the 3 hour event ends on Sunday the 3rd of February at 23:59, so buckle up and head on over to our competition page: https://rfactor2.studio-397.com/

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The 12 hour event will be a diverse field of invites, qualifiers (top 3 from the 3 hour race) and teams that have qualfied into the competition. We will be hosting this race with the LMP2, GTE and GT3 packs, more info about this in the next couple of weeks. Follow us on Facebook, Twitter and Discord where news will be shared as well on our forum. In other news our competition system is taking real good shape and will be used for daily races within in short period of time.

That’s it for this month! We certainly hope to see you on track and hope we can make 2019 into another great year for rFactor 2!
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Re: rFactor 2 - Beta Released

Post by Duke »

Studio 397 have revisited the GT3 Challengers DLC once again, this time updating these splendid cars with some much needed new paintwork, as well as the very much anticipated new painting templates to allow our ever impressive community members to create their own colour schemes for these five GT3 spec cars.

GT3 Challengers Update Notes:
Aston Martin Vantage GT3 v1.31
Audi R8LMS GT3 v1.21
BMW M6 GT3 v1.15
McLaren 720s GT3 v1.27
Porsche 911 GT3R v1.23
Added new teams and liveries.
Added templates fully set up for the new material editor
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Re: rFactor 2 - Beta Released

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rFactor 2 is 50% off with the current steam sale
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Re: rFactor 2 - Beta Released

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STUDIO 397 released a new update for their original “GT3 Pack” for rFactor 2.
All the cars in the popular GT3 Power Pack DLC have been updated with new graphical materials, liveries, and templates.
Currently, you can Purchase the rFactor 2 GT3 Pack at a 50% reduced price of $11.90AUD.

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Changelog GT3 Pack Update ( 13/02/2019)
Bentley Continental GT3 v2.39

Updated to new materials
Updated liveries
Added template fully set up for the new material editor
Added extra parts templates (WCEXTRA07, windows)

Callaway Corvette C7 GT3-R v2.37

Updated to new materials
Updated liveries
Added template fully set up for the new material editor
Added extra parts templates (bumper)

Mercedes AMG GT3 v2.37

Updated to new materials
Updated liveries
Added template fully set up for the new material editor
Added extra parts templates (WINDSHIELDOUT, WINDSHIELDIN)

Radical RXC Turbo GT3 v2.37
Updated to new materials
Updated liveries
Added template fully set up for the new material editor
Added extra parts template (sunstrip)

McLaren 650S GT3 v2.29

Updated to new materials
Updated liveries
Added template fully set up for the new material editor
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Re: rFactor 2 - Beta Released

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Studio 397 deployed a new build update for their rFactor 2 racing simulator. This update contains a few fixes and adds new shaders to the rF2 Endurance pack content.

Changelog:
Steam Build-IDs:
Client: 3561933
Dedicated: 3561935


Fixed: Sporadic corrupt textures after track load.
Fixed: AI cars and replays now show custom liveries.
Added: Button assignments for mouse controls (right/left/up/down) and mouse left click. Controls can be assigned to any button on a keyboard, button box, D-pad or other.
Endurance pack has now been updated to PBR shaders, please note your old replays will not work correctly with the new shader

Note: It is recommended that server Admins update all dedicated servers.
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Re: rFactor 2 - Beta Released

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Roadmap Update February 2019
It’s the time of the year where the sun starts greeting us more often during the day. The first roar and rumble of the rare species of racecars can be heard close to racetracks all around Europe as everybody is waking up from their winter dreams. Everyone involved in motorsport is eagerly waiting for tracks to dry out, engines to fire up and for the sun to shine on their careers as they are encouraged by early test results. It´s not just heating up in Europe or in the hearts of motorsport enthusiasts, but also in our studio and offices, as slowly some of the newly developed features and content for our beloved rFactor 2 are starting to take shape. Last year at Simracing Expo many people already said that 2019 would be an exciting year for this simulation and yes, that will absolutely be the case! Over the last months we announced many cool things, but that´s not all of it for 2019. We won´t reveal everything just yet, though! Nevertheless, buckle up in your seats as February is coming to an end. And as the snow is melting on the northern hemisphere, the new roadmap appears!

GFX updates
With the new PBR based system in place for car bodies, we are shifting attention to cockpits now. We are taking this opportunity to not just create better looking materials, but also to improve how reflections and shadows work in the cockpit. It’s still early days, but the first rough prototypes are looking promising. We are also finalizing the guidelines for modders, which is taking us a bit longer than expected, but we are committed to getting those out soon. In parallel we have also been working on a few more fixes to our GT cars as reported by various community members and we have optimized LODs on some cars that will help to make them look better as well as perform better at lower levels of detail, allowing you to use more visible cars on lower-end systems and still end up with a great looking image.

Competition
Work continues as planned, with both integrating the competition system into the UI and also work in the backend. We are adding plugable standings, which will allow competitions to choose from a great variety of ways of scoring results. At the same time, as we are running more competitions internally, we are learning a lot and adding features to improve the stability and robustness of the whole system. March 23rd will see our first real endurance event, the 12 hours of Sebring. This race will feature several well-known names within the simracing community, such as YouTuber Jimmy Broadbent, Team Redline, Fernando Alonso Racing by Logitech G, McLaren Shadow and Williams eSports. These teams and others will also be racing along side our qualifiers from the prelude earlier in February. You still have a chance to race, make sure you enter our qualifier for this round! As one of the most prestigious races of the year, there will be a fantastic range of a prizes totalling over 5,000 euros!! More details are available on our forum.

Content
The Nürburgring is obviously a huge project and for the first couple of months in such projects we don’t have much visible progress as we transform all the data into a detailed and accurate road mesh and working our way outwards, to curbs, grass, barriers and terrain with track-side objects. We’re now in the middle of modelling the curbs and we can share some of the early wireframes of parts of the track. I’m sure most of you will instantly recognize these areas of the track.

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The Reiza pack is another piece of content that we’ve been talking about for quite some time now. It’s really close now, we promise, and you might have seen Reiza Studios announcing that Imola will be part of this pack. We have more exciting news! Virginia International Raceway will also be included and to whet your appetite, we’ve included some very nice screenshots of the track.

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And let’s just add a few more images of Imola for good measure!

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Both the Tatuus cars and Formula E Gen 2 are almost ready to release. For the latter we are currently implementing a more advanced brake-by-wire system that matches the system on the real car, leading to more accurate regeneration and rear brake temperatures. We are also testing the last big planned update of Zandvoort, where we focus on optimizations as well as add the latest buildings on and around the track. The Dutch are still hopeful that F1 will visit the track again in the future, and in the mean time our virtual version has the advantage that it can host many and loud race cars every day!

That concludes the roadmap for the shortest month of the year. We hope to see all of you on track soon!
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
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Re: rFactor 2 - Beta Released

Post by Duke »

Studio 397 deployed a new build update for rFactor 2. This update contains mainly bugfixes, and a new logging feature to help the development team pinpoint the issues some users are having.

Build Update rFactor 2 – 1.1112 Changelog
Steam Build-IDs:
Client: 3646315
Dedi: 3646316
Note: Admins are required to update all dedicated servers.

Added real-time logging to help better diagnose sporadic physics lock-ups reported by some clients. If you have experienced this issue please see instructions here on logging: https://forum.studio-397.com/index.php? ... zes.62687/
Graphics engine and resource management improvements
New Materials
Fixed an issue where the wrong region name was specified in the Region.JSON.
Fixed an issue where files were erased from a custom skin .mas when no loose files were present in the same folder. The current behavior will now extract the contents of the .mas to the same folder when no loose files are present.
Fixed intermittent issue with editing materials.
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
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Re: rFactor 2 - Beta Released

Post by Duke »

Studio397 just pushed an update to its DLC GT3 cars, primarily optimizing LODs, refuel time and fixing some bugs along the way. Read the changelog here:

Bentley Continental GT3 v2.47
- Optimized LODs
- BOP refuel time adjustment
- Fixed side mirrors in showroom
- Fixed side mirrors on track

Callaway Corvette C7 GT3-R v2.43
- Optimized LODs
- BOP refuel time adjustment
- Fixed side mirrors in showroom
- Main body position fix
- Fixed see through fenders

Mercedes AMG GT3 v2.43
- Optimized LODs
- BOP refuel time adjustment
- Small triangle fix on roll cage
- Allow slightly more seat movement
- Fixed gap between body and chassis

McLaren 650S GT3 v2.37
- Optimized LODs
- BOP refuel time adjustment
- Fixed front dive planes in showroom

Radical RXC GT3 v2.47
- BOP refuel time adjustment
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
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Re: rFactor 2 - Beta Released

Post by Duke »

Studio 397 deployed a Endurance Pack DLC content update back on March 21st.
Although not significant in size, the update does address some of the outstanding issues with the content in rFactor 2, and includes some performance optimisation of the individual car LOD's as well as BOP adjustments across the pack, the full details of which can be seen below:

Porsche 991RSR GTE v1.67
BOP refuel time adjustment
Fixed side mirrors in showroom
Fixed see through vents and holes
Fixed sorting issues with steering wheel and side windows

Corvette C7R GTE v1.69
Optimized LODs
BOP refuel time adjustment
Mapping fix on bonnet
Fixed side mirrors in showroom

BMW M8 GTE v1.43
Fixed reversed oil and water values in the onboard HUD
Optimized LODs
BOP refuel time adjustment

Norma M30 LMP3 v1.65
Optimized LODs

Oreca 07 LMP2 v1.51
Optimized LODs
Reflection fix on floor diffuser
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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