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rFactor2 [Updates]


mad_dog

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Build Notes (Update 35, Build 1028):

FEATURES:
– Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices).
– Removed a couple unused PLR variables.
– Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road.
– Re-enabled some gizmos for brake wear and temps.
– Defaulting camera zoom in and out to number pad 3 and 1, respectively.
– Now sorting opponent filters alphabetically.
– Added tire wear info to results file. Also, resume-from-replay now restores general tire wear.
– Added HDV variable AIBumpstop in order to control some occasional physics instabilities.
– Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using.
– Practice on by default
– Removed tree structure from RFM tree scroll box.
– Moved damage to near the top of the pit menu.
– Added borderless window mode. This mode only works at current desktop resolution.
– Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.)
– Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view.
– Now keeping the last 25 trace files.
MULTIPLAYER:
– Added a boundary line between official ISI servers and all others on the multiplayer game list.
FIXES:
– Scale the instant replay text and progress bar correctly.
– Fixed loose objects that would fall asleep and become rather solid.
– Disabled a few lines of code that overrode our intended defaults.
– Reduced possibility of significant halts when someone joins in multiplayer.
– Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways
– Fix for occasional select box misdrawing at resolutions other than 1920X1080
– Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client.
– Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle.
– Made AIs coming out of the garage at least try to avoid slow cars in the pitlane.
– Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist.
MODDING / PUBLIC DEV:
– SDK updated to latest Options.
– Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance.

Notes:

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

KNOWN ISSUES: rFactor 2 Build 1028 (NON-Steam)

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

 

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  • 6 months later...

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 (see knownissues.txt):
– 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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  • 2 months later...

AUTODROMO DI MORES V1.6 NOW AVAILABLE!

Quote

Introducing new and improved Autodromo di Mores: the atmospheric Mediterranean track of Sardegna! This new version offers a bunch of improvements including, 4K textures, balanced colors, an all new “AIW”, and many more changes listed below. 

Divertiti! 

Changelog: 
– TDF updated to actual standards 
– New HD Track Loader 
– Fixed a terrain mesh triangle causing a black patch. 
– Fixed Tire Canvas not tagged as light receiver 
– Fixed main Starting Light Overhang Z fight 
– Fixed missing caps on 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 sat/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 mesh 
– Material optimization and matballs cleaning 
– Overall texture tweaking to balance the HDR output 
– Applied random VC in the vegetation color palette, for all trees. 
– Glass optimization to work a tad better with actual Static 
– Fixed outer terrain overlapped vertices causing black patches

 

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  • 1 month later...

Roadmap Update October 2016

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.

NOLA_Preview_1.png

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!

Radical_Preview_1.png

 

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Guest liakjim

Το USF2000 είχε ανακοινωθεί πριν την εξαγορά.
Η πίστα θα ήταν και αυτή στα χαρτιά.
Το νέο license σημαντικό νέο. Το παιχνίδι χρειάζεται official cars και όχι mods που φτιάχνονται 3 χρόνια και τελικά είναι φόλα ( βλ flat darsche).

Αναμένω ουσιαστικές βελτιώσεις με νέο build.

Στάλθηκε από το m2 note μου χρησιμοποιώντας Tapatalk

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Guest liakjim

Ο κώδικας και τα δικαιώματα, δεν ανήκουν πλέον στην ISI αλλά στο studio 397 με επικεφαλής όχι κάποιον της ISI αλλά κάποιον από την Luminis ( Marcel Offermans) + αριθμό μελών ISI.

Προσωπικά το λέω ξεπούλημα.

Άλλος, επιχειρηματικό ελιγμό.

Άλλος συνεργασία.

Το βασικό για μένα είναι ότι τον έλεγχο τον έχει κάποιος που είναι εκτός ISI.

Η αλήθεια είναι , ότι ίσως να είναι και καλύτερα έτσι.

Μακάρι δλδ, γιατί αξίζει κάτι καλύτερο σε αυτό το sim.

Κοίταγα την Παρασκευή συμμετοχές στο RD και ήταν αποκαρδιωτικό να βλέπεις νεκροταφείο το combo με το mod που "ετοιμαζόταν για 3 ολόκληρα χρόνια" και το Mini (ναι το Mini) ΄να έχει τόσο κόσμο.

 

 

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  • 2 months later...

On Tuesday, December 20th, we will release build 1108. This is our first Steam-only release, and we would like to remind you of our offer to migrate to Steam for free, which will be extended until January 31st, 2017.

To reiterate where we are, we are making really good progress with a new development team coupled with a new vision. As long time sim racers, we understand the need for a strong platform with great content, physics and visuals as well as competition, both online and offline.

A detailed changelog will be posted alongside the actual release, but some of the highlights of this build include a huge update to our Stock Car rules, better support for running Steam in offline mode – which can be very useful in LAN situations and a fix for the nVidia driver bug that has been plaguing some users of certain series of nVidia cards.

Good news! We’re ahead of our DX11 development schedule and are internally testing the first builds now. There is still a lot to do in terms of adding new features such as depth of field and motion blur effects on external cameras as well as overall improvements such as the shadow system. Needless to say, the results so far are looking good. We are really excited about the capability we have already and where it’s going. Our goal to keep the engine backward compatible seems achievable, and in the upcoming months we will start engaging the modding community providing information on the improved engine and how best to utilise it.

As we’ve announced last month, we are completely revamping the user interface of rFactor 2 to make it easier to use, nicer to look at and ready for VR. We’re leveraging modern web technology and are currently in the middle of the design phase. To give you a first impression, we’ve added a screenshot of a WIP car selection screen.

UI-concept.png

Concerning content, we are very excited with the direction we are headed, certainly in the way plan to match cars and tracks. We will start to develop this approach over the next few months.

We have a number of car developments underway. With our current focus on the Radical, we are adding the finishing touches to the 3D model right now while we wait for some additional data to complete the physics model.

More great news! We have just signed a license with General Motors for the 2016 model of the Corvette C7.R. Development of the model and physics will start early next year. The 2016 model has significant aerodynamic improvements with a new, larger splitter and a large diffuser to generate more downforce. The car is the weapon of choice for Corvette Racing in their 2017 IMSA campaign as well as their effort to win the 24 Hours of Le Mans. As an added bonus, this car will also contribute to improving car physics overall.

In terms of tracks, we’ve already shown you previews of NOLA Motorsports Park in earlier updates, and we’re now in the final stages of development. The track will feature 5 different road course layouts and 5 different karting layouts, and we’re currently placing track side objects, such as grand stands, trees and a ferris wheel and are working on AI paths. It’s looking good for release early next year.

NOLA.jpg

Now let’s talk about online. Since the release of rFactor 2 the pricing consisted of a one time payment and an online subscription, with the option of buying a lifetime version of that subscription. Over the years we have received a lot of questions about charging extra for online access, and what people were getting for this in return.

We understand that online racing is key to the future of the platform. As online racers ourselves, we have decided to provide online access for everybody with the Steam version for free – simplifying the pricing model and encouraging everybody to race online. Steam will take care of automated updates. We recognise that some of you have made this purchase over the past few months, and it was a difficult decision. However, we’re positive that you’ll agree we’ve made the right decision for the future of the platform.

With the Steam Winter Sale approaching what better way for you to relax and driver rFactor 2. Look out for an exclusive offer for the holiday period!

That’s all for our last monthly update of 2016. Happy Simracing and have a great holiday. We hope to see you all in the new year!

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Επιτέλους τέλος το online ετήσιο χαράτσι, η ύστατη προσπάθεια να σώσουν το παιχνίδι από την αφάνεια.

Βέβαια ούτε κουβέντα για όσους από εμάς έχουμε ήδη το lifetime πακέτο, όχι ότι με πειράζει πάντως αρκεί να έρθει νέο αίμα.

Sent from my LG-H815 using Tapatalk

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Introduction

Finally, it’s time for the first Studio 397 release of rFactor 2!

It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience.

We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals.

Stock Car

  • The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults.
  • Several minor adjustments and tweaks to help optimize scoring.
  • Further improvements to the track order of cars leaving the pits under caution.
  • Fixed a bookkeeping error under caution with one lap until restart.
  • Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too.
  • Pass_Safety_Car-300x169.png

    Better awareness of what to do under caution.

    Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car.

  • Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals.
  • Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution.
  • Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits.
  • Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track.
  • Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses.
  • Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json:
    • Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file.
    • Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on.
    • Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum"
    • Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom"

AI

  • Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified.
  • Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps.

Physics

  • tgm_temp_load-300x169.jpg

    Temperature and load of the tyre contact patch.

    Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load.

  • Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”.
  • Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles.

Driver Swaps

  • Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap.

Graphics

  • Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters.
  • Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change.
  • Removed the option to disable HDR.

Dedicated Server

  • Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active.

User Interface/Launcher

  • engine_mixture-300x169.jpg

    Engine mixture settings are part of the setup.

    Added an Engine Mixture setting to garage so it can be saved as part of a car setup.

  • Updated Launcher icons.
  • Added new user interface background image and splash screen.
  • Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode.
  • Updated French language dictionary.

Additional Changes

  • We’ve made racing online free for every user of rFactor 2.
  • Fixed results file when VehFile uses escape characters.
  • Removed DRS enabled/disabled messages for tracks without DRS zones.
  • Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu.
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Christmas comes early at Studio 397!

Ho ho ho, everybody! You didn’t think the elves at Studio 397 forgot, did you?!?! We have a little surprise for our fellow simracers: The iconic Nissan GT500 in all its ferocity is here to bring you some holiday cheer. Let it roar around any track worthy of its insane muscle!

The car, built for the 2013 SuperGT GT500 class, follows in the footsteps of two championship titles for this Nissan GT-R in 2011 and 2012. It is one of the most powerful GT cars out there, with an engine that delivers over 530 bhp at a weight of only 1,100 kg. Optimizations in engine response, even more torque, and better fuel economy make it superior to the previous year’s model. The rear wing and fender with their shark-tooth-shaped design provide downforce while reducing drag as much as possible.

GRAB_069.jpg

The Nissan GT500 comes to rFactor 2 with four official liveries for you to enjoy. Not much more to say, we’ll let the car speak for itself! It is available from the Steam Workshop here.

Happy holidays from all of us at Studio 397!

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Build 1108 Update 1

Introduction

After releasing build 1108 about a week ago, we got a lot of good feedback from the community and also some bug reports. As always, we very much appreciate your input, even though we cannot always respond to every report individually. We previously explained that we spent some time optimizing our development process, so it should come as no surprise that we’re releasing this update now. This is not the last bugfix we will do, but it is probably the last one we’ll do this year. So from Studio 397, we wish you all a happy new year!

The Steam BuildID for this update is 1543400, and you can check your BuildID by opening the Steam Client, going into the library, then right click on rFactor 2 to open the context menu. From there, choose “Properties” and in the window that opens select the tab called “Local Files”. The “Current content BuildID” is mentioned there.

Changes

  • Added an empty “Packages” folder to the dedicated server and to rFactor 2 itself. Both distributions were missing this folder, which caused some confusion.
  • Fixed an issue with nonexistent workshop items. If you were subscribed to a workshop item that was subsequently removed or made invisible to you, Steam would continue to report you as “subscribed” to that item. Because the item no longer exists, it would, however, cause our Launcher to hang whilst waiting for it to download, which could never happen, of course. We’ve made the code more robust and tried to detect all such cases, so you should no longer experience this issue.
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  • 3 weeks later...

Roadmap Update January 2017

 

2017 is well underway! We hope you all made a great start to the new year once the lights went out  Here at Studio 397 we’ve jump-started our new year full of ambition. In with the new, out with the old: don’t forget our migrate to Steam for free offer will end on January 31st, 2017.

DX11

As we have already revealed last month, DX11 development is ahead of schedule. We have migrated much of the engine, and although there are certainly still quite a few things to do and it’s far from a straight port, we’re taking advantage of this opportunity to fix some long-standing issues. We are updating the overall look of the graphics. Lighting improvements include a new HDR tonemapper to achieve better color balance and more saturated colors, which interacts nicely with our dynamic sky model (adding contrast to our clouds). We are also updating the entire shadow system (faster and better looking shadows) and adding some ambient occlusion techniques that provide more dynamic shadows in areas such as engine bays, the underside of tyres, and parts of the inside of the marshal hut. Here are some sneak-peek shots of our work in progress. They do not, of course, reflect the finished product, but we wanted to show you where we are right now.

 

DX9vsDX11_rF2-1920x1190.jpg

 

These upcoming graphics improvements should be a big step up for everyone in the modding community, giving you a stronger and richer visual base to build from. We will provide a set of  guidelines on how elements should look to ensure as much consistency as possible without impacting on your creative freedom.

Next month we are starting a new beta program exclusively for modders to facilitate a smooth transition to DX11. So far it looks like we’ve been able to port all existing shaders, which means existing content should continue to work. Some mods that rely on custom shaders as well as plugins that request to render to the screen (such as some overlay plugins) currently expect a DX9 graphics context and will require an update to work with DX11. In both cases, we will actively help any modders whose work is affected.

UI

We’ve spent this month building the technical foundations for the new user interface, which allows us to link the game logic directly to an HTML5 front-end that we can embed into the simulation. At the same time, we’re putting the finishing touches on our interaction and graphical design, which means we can start building, user testing and refining the actual screens now. The new user interface offers far more flexibility, which gives us the freedom to create additional functionality down the line such as incorporating single player championships and results.

Here’s a look at the new home screen with simple sliding panels to reveal deeper options.

 

start-1920-1920x1080.png

 

As part of the new user interface we are developing the in-game competition structure.  We all know that competition is at the heart of all racing sims, and rFactor 2 has a long-standing relationship with some of the greatest leagues in simracing covering multiple racing disciplines.  Building on this strong foundation, our new competition mechanics intend to encourage frequent racing and greater accessibility, offering a rich career progression coupled with new aligned content.

We are focused on building competition mechanics that are unique and embrace leagues and competitions.

Content

Our content team is still working hard on the Radical and starting work on the Corvette C7.R. Last month we gave you a little Christmas present with the Nissan GT500, and we were overwhelmed with the positive responses to the car. At the same time we also got a lot of feedback from the community about little things we could improve. We’ve tried to fix all of them and our goal is to release an update before the end of this month. This update will also include a paint template. The following shots show many of these improvements.

 

gt500_n06-300x173.jpg gt500_n05-300x173.jpg

 

NOLA Motorsports Park will likely be released around the end of February. A lot of work was put into showcasing the aesthetic possibilities, and we spared no effort to bring you those 10 different layouts of the track and kart track, giving you plenty of variation and suitable configurations for all classes of cars. As more and more trackside objects are being added, we can now share some high resolution (4k) shots that show you different areas of the track. We chose to give you the full experience and modeled the whole garage area, so it’s actually a little bit of a drive to get to the actual track from there. Don’t worry though, we’ve put up some signs to guide you!

 

NOLA-jan2017-3-300x188.jpg NOLA-jan2017-2-300x188.jpg NOLA-jan2017-1-300x188.jpg

 

That’s all for our first monthly update of 2017. We wish you all the best and hope you will enjoy the many updates that we will bring this year.

 

Edited by andre
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  • 2 weeks later...

Nissan GT500 v1.2 and Build 1108 Update 2

And we’re back, as promised, with an updated Nissan GT500 – there’s a worthy set of improvements and upgrades to get excited about!

On the physics side, we’ve added a new set of tyres, including a full range of compounds for added strategy and increased competitiveness. The previous dry compound is now split into three types – soft, medium, and hard. We’ve also added an intermediate compound for light wet conditions. The all-new audio for the GT500 is a complete overhaul. We’ve replaced all sounds to give a deeper range and a more raw and resonant feel. Full credits for this go to Rick Schoenmaker, who did an awesome job! On the graphics side, we’ve made some considerable improvements and added features, including improved car body reflections, backfire effects, headlight lens flare, and more. We’ve had community feedback from many different people here, and we would like to mention Ales Ogrinc for generously contributing several 3D objects for inclusion in the update.

 

Screen-Shot-02-01-17-at-06.25-PM-002-300x196.png Screen-Shot-02-01-17-at-06.25-PM-001-300x196.png Screen-Shot-02-01-17-at-06.25-PM-300x196

 

Accompanying this update is a new build: 1108 update 2. Like update 1 we released on December 28th, 2016, this build is fully backward compatible, which means there is no need to update your dedicated server. With this new build we introduce a new system to distribute templates with our cars. As soon as you upgrade to the new build, whenever you start the Launcher, it will install templates into a folder called “Templates” in your rFactor 2 main folder. Do not edit those files in place though, as they will be overwritten on updates of the car. Make a copy before you start designing your own livery.

The new version of the Nissan can be found in the workshop, and you will automatically be updated if you are subscribed to it.

Check out the full change log below:

Sounds

  • Added a completely new pack of sounds that should be a lot closer to the way the original car sounded.

Graphics

  • Added additional tyre compounds, the car now has soft, medium, hard, intermediates and full wet compounds.
  • Added additional rim types to reflect the ones used by the different teams.
  • Added fluorescent shader for digits on the dashboard.
  • Added backfire graphics.
  • Fixed a gap between the driver helmet and the body.
  • Fixed tyres going through the fenders when under load.
  • Updated body 3D shape, adding a missing floor, correcting the front fender shape and some smaller tweaks.
  • Updated icons.
  • Improved cockpit textures on the fans, door handles and several other small details.
  • Improved body reflections.
  • Improved level of detail (LOD) models.
  • Improved exhaust model and textures.
  • Improved windows in cockpit view and added the missing side windows.
  • Improved liveries.
  • Improved headlights, now with lens flares.

Physics

  • Added new tyre compounds to match those added to the graphics.
  • Updated a few garage settings.
  • Slightly tweaked the AI physics.

Code (Build 1108 update 2)

  • Added code that allows car modellers to tweak the body roll for AI physics to ensure tyres don’t go through fenders graphically.
  • Introduced a simple mechanism for distributing templates with cars (which will end up in a “Templates” folder until the new UI is released).
  • Fixed a problem where the launcher accidentally URL encoded passwords, making it impossible to join servers with certain characters in the password.
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  • 3 weeks later...

Roadmap Update February 2017

 

We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you.

VR Update

With DX11 implementation complete, we are now in our first development stage for VR. Our initial focus is the in-car driver experience with both the Oculus Rift and the HTC Vive. The second development stage will delve deeper into the environmental capabilities of the VR experience, which we will share over the next couple of months.

DX11 Content Peek

Last month we shared with you our first comparison shots for DX11. In the last couple of weeks we’ve focused on ensuring compatibility with existing content as well as further improvements to the way we render our HDR output. We’ll let the new screenshots speak for themselves.

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Competition Update

Development of the competition infrastructure is going well and is on track to be released this summer. Drivers and teams will be able to record their stats, achievements and results, which then can be accessed through any device and shared with friends. Competitions will feature selected existing content and new content. Details will be announced in the coming months. Our main focus is to create feature rich mechanics that provide a challenge for new drivers and seasoned sim racing veterans alike.

UI Update

We are super excited about our new user interface, which is currently under development. The new UI not only provides a more intuitive and user-friendly experience, it also offers improved flexibility and the ability to add new elements and modules.

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NOLA Motorsports Park

Whether you choose to race a kart, open wheeler, or tintop, the large variety of configurations makes NOLA a very versatile and challenging track to master. NOLA Motorsports Park will be released on February 28th!

Radio Communication

Most racing series use radio communication to let drivers talk to their team and pit crew. Some series also have race control broadcasting instructions. For example, oval racing series such as Stock Car typically also have spotters that keep an eye on what’s happening to keep you out of trouble.

We are working on expanding our current system, which is centered on the spotter’s role, into a system that allows different people to talk to you on the radio. In addition, we intend to make the communication more interactive by giving you the ability to ask for information or instructions.

Modding

We’re excited to invite modding teams to join our private forum. We are looking to work with those of you in the modding community to explain the necessary steps that ensure your content continues to work flawlessly with the new DX11 engine. Modders joining our forum will also get access to pre-release builds of the DX11 graphics engine (still in alpha). Our goal is to ensure that your content is ready to go when we do the first public release of the new engine.

If your modding team is interested, please register on our forum and start a conversation with Christopher and Marcel, stating:

  1. Your modding team name and all the names and forum names of members that need access.
  2. A list of mods you have released for rFactor 2 (either links to the workshop, or some other reference).
  3. Any other interesting information about your team such as mods you are still working on.

That wraps up this roadmap update. We are looking forward to the coming month of development so we can continue to share with you our progress on the new innovative elements planned over the next few months!

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Studio 397 have released a small build update to rFactor 2 in preparation for the upcoming NOLA Motorsports Park release.

Although only minior in nature, build update 3 for the version 1108 release of rFactor 2 has today been deployed via Steam and should download automatically when you next start your Steam client. It is worth noting that the new update does not add any new content or features apart from a fresh Thrustmaster TS-PC controller profile, and dedicated server hosts will not need to update their servers.

The new update build has been deployed in advance of the upcoming NOLA Motorsports Park track release, which is expected to be deployed as additional free content within the next few days.

Build 1108 Update 3 Changelog:

    Added Thrustmaster TS_PC controller profile
    Added new shaders to the core to support latest track NOLA Motorsports Park

 

Introducing NOLA Motorsports Park!

We’re incredibly excited to release this next track – it’s the first to be released under the Studio 397 banner! NOLA Motorsports Park, an entirely scratch built track, who’s development was greatly enhanced by the very close participation of the track’s representatives, in particular Scott Touchton. This cooperation and open access to the track itself helped the ‘track team’ to create a highly accurate and realistic sim version of the real life track. As usual the ‘track team’ has gone to great lengths to bring NOLA to life in rFactor 2, and we think the results speak for themselves.

Like with any new track, you can download it from the workshop here!

Getting to know NOLA Motorsports Park

Don’t let the laid back southern charm fool you, with its bucolic and peaceful surroundings, vast expanses of green grass, and lush trees that line the outer perimeter – NOLA hides intriguing surprises in its subtle cambers and gently flowing fast corners. Once you start to drive it, you’ll realize NOLA makes you work hard to knock off those elusive tenths and even hundredths of a second! The perpetual challenge to master the track and achieve a fast flow is addictive – which means the more you lay down laps, the more you want to keep driving. Taunting you in almost every turn, Nola’s smooth curbs can be your best friend or your worst enemy!

NOLA also comes with a sidekick, a Karting facility that offers the same level of excitement as the road courses in a smaller package. But again, don’t be fooled by its size – it’s a real ‘arms aching’ workout to conquer. Each of NOLA’s Karting layouts is a complex labyrinth of fast changing turns that rewards consistency, heavy trail braking, and precise and sometimes risky maneuvers. Mastering a section by turning in at just the right time and blasting through multiple turns on full throttle is exhilarating once you can flawlessly pull it off without landing on the grass.

The Road Courses

NOLA Motorsports Park has five uniquely challenging road course layouts, each with it’s own particular twist and sometimes subtle, sometimes important differences. What all layouts do have in common are the last series of turns. In these last three turns you need to be extremely conscious of your brake and throttle inputs as you try and ease in. Self control on throttle and smooth light braking are key to finding an ideal entry line into the very crucial last turn. This last right hand turn, just before the main straight, requires repetition and patience to nail it – just when you think you can go full throttle, its deceptive camber changes on exit it will catch you off guard if you get overconfident too soon!

Layout Indy

The Indy layout is NOLA’s highlight. Its super high speed chicane through turns 8 and 9 means your choice of entry is crucial to sustain full throttle and carry maximum speed all through the back straight. As with any track layout, it’s the sum of its parts that make up a fast lap. That’s especially true for Indy’s unforgiving temporary curbs in turn 1 and turn 6. They demand respect. Go in too deep on entry and catch a tire, best-case scenario you lose some precious tenths, worst-case you flip up on two wheels or lose control and smash into your opponent!

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Layout A

On the surface, layout A looks similar to Indy, but there are some key differences. In layout A the high speed esses replace the back straight and require consistent slowing, throttle inputs and weight transfer to ease the car through. Layout A also does without the temporary curbs in turn 1 and turn 7, which means it’s a little less technical and more forgiving.

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Layout B

Layout B is the shortest layout, and it’s perfect for running slower cars with good traction, like the Skip Barber, Megane and Clio, and even the USF 2000. Turns 2, 3 and 4 make up a flowing mid speed section before going into the long esses. It’s a perfect place for daring outside overtaking!

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Layout C

Layout C is fast! The combination of the longest front straight, and therefore highest top speed, with the generous width and run off in turn 1 makes for an exciting high speed overtaking opportunity. The combinations of straight line speeds and fast ‘almost’ full throttle esses are a great match for vintage open wheel and prototypes – but of course not limited to!

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Layout D

Layout D, after Layout C, has the second longest front straight, but unlike C, it’s followed by a very very sharp right hand cut back into turn 1. This requires precise braking and precisely judged entry speed! The mid sector of Layout D, following turn 1, is very technical – comprised of a series of deceptive turns that are extremely easy to misjudge and overcook.

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The Karting Facility

NOLA Motorsports Park also boasts five fun and exciting karting layouts! Each layout is a technical, fast paced track in it’s own right that demands patience and perseverance to master. Once you do find that groove, the satisfaction comes when you bounce off curbs just right to for turn in, control drifts through high speed sectors, and delicately balance weight transfers to keep up that momentum!
Layout A

Karting A is a great blend of slow and fast turns. The rush of pushing harder and harder and eventually mashing full throttle through turns 4 to 7 and then slowing just as you roar into turn 8 is a thrill!

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Layout B

Karting B is the shortest layout, but it still requires feather touch maneuvering through the slow speed zig-zagging mid sector of turns 4 to 7. Here, finding a consistent rhythm using weight transfer is key. Get greedy, take too much of inside curbs, and you’re heading for a spin. Hit the curbs just right, and you’ll float through and keep momentum.

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Layout C

Karting C has a long straight and therefore high speed entry into the turn 1 chicane, here it requires abrupt and precisely timed off throttle turn in to avoid taking too much curb and flying off!  The mid sector is equally challenging. In turns 7 to 10 it’s vital to carry just the right amount of speed to keep an even flow and escape the dreaded ‘bog down’.

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Layout D

Karting D is much like B, but there’s a twist! It mixes the technical slow mid sector of layout B with the long fast front straight of layout C.

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Layout E

Karting E is the longest layout, with its long front straight into turn 1 ending in a slow right hand cutback. Turn 1 is a honey trap for the overconfident – here it’s all about ‘slow to be fast’!  Karting E is mostly mid and high speed turns. By using as little braking as possible, opting for ‘off throttle’ to slow in, and throwing the kart into slight drifts, you’ll see seconds start to drop off!  The massive back straight of E ends abruptly. Here, your choice of entry line in the final chicane determines the speed you’ll inherit into the last right hander and the long front straight – this is where you lose or gain a big advantage!

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Palatov D4 build 1.57

Developed by Palatov Motorsport & Slow Motion Group, this new build 1.57 brings several “hidden” improvements to the physics, to better match the evolution of rFactor2 in the last year and half.

A new 2017 revised steering wheel has been added to match the evolution of the real life Palatov D4 and were made a few improvements to the graphics, with the goal to enhance the user's experience without altering the great feeling of this awesome prototype! The steering is now more precise. Strong steering FFB still communicates the road surfaces just like the real car: this is a feature of the Palatov D4! Those who wish less intensity may use FFB Multiplier below 1.0 to reduce FFB strength.

Graphics:
- new steering wheel
- new shader for rear and braking lights
- fixed unwanted “holes” in car’s shadow cast on track
- new shader for car’s floor

Physics:
- fixed CTD switching from fullscreen mode to desktop
- revised steering wheel values for matching the 2017 real life Palatov D4
- improved engines to the new rFactor2 code
- tuned shift attenuation sound for opponents
- fine tuned Real Hoosier Racing Slick wear for opponents
- due to the several changes to the physics and some new rFactor2 code, tuned opponents performances

Don’t forget to subscribe / download also the Oregon Raceway Park Circuit, where Palatov Motorsport conduct most of their real world testing. This has enabled direct comparison with logged data and video from the real car.

Steam: http://steamcommunity.com/workshop/filedetails/?id=875808687

Download: https://mega.nz/#!zpITBTJK!lUSixkS9U580f96EQolGVqC0uUAPxar4B9c6nkBqp78

Template: http://www.mediafire.com/file/twen24548ayq2e9/D4_publicTEMPLATE.rar

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