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rFactor2 [Updates]


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Μάλλον είναι κουρασμένοι εκεί στο studio397

  • Dallara - v1.96 *                             ----------------->          το σωστό είναι  Dallara_v1.998
  • Silverstone - v1.84 *                     ----------------->          το σωστό είναι  Silverstone_v1.86

Έχει πάρει Rain update. και το     Nissan GT500 2013_v1.96

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19/01/2018
Steam Build ID 2445683
Dedicated server SteamCMD Build ID 2441877

  • Fixed undercar ambient shadows showing on non-visible cars.
  • Fixed undercar ambient shadow glitch on some tracks.
  • Fixed rare case of abnormally low FPS on some third party WIP content.
  • Removed undercar ambient shadows in rear view mirrors when car is not rendered.

Note: Dedicated Server does not need to be updated

Marussia v1.94
- Rain Effects added
Radical GT3 v1.997
- Corrected slick tires referring to wrong compound
- Added labels for Soft/Medium/Hard/Wet.
Formula FISI v1.68
- Rain Effects added
- Slightly more accurate inertia in unsprung components.
- Add onboard engine braking maps.
- Slightly softened chassis flex (in bending and yaw stiffness).
- Stop rotating pushrod joints with camber.
- Improved aero force sub-body distribution.
- Tweaked aerodynamic performance.
- Slight adjustment to driveline efficiency.

Latest Rain Effects Update

  • PalmBeach - v2.20
  • Atlanta Motorsports Park v1.28
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Updated content with full rain effects:

Cars:

  • Formula FISI v1.68

- Rain Effects added
- Slightly more accurate inertia in unsprung components.
- Add onboard engine braking maps.
- Slightly softened chassis flex (in bending and yaw stiffness).
- Stop rotating pushrod joints with camber.
- Improved aero force sub-body distribution.
- Tweaked aerodynamic performance.
- Slight adjustment to driveline efficiency.

  • Marussia v1.94

- Tyres updated to the same spec as FISI 2012.
- Engine has small mapping changes.
- Small tyre mass / inertia bugfix.
- Other minor tweaks that mostly have little to no influence on handling, (enabling new features, such as a small reduction in real road multipliers).

 

Tracks:

  • PalmBeach - v2.20
  • Atlanta Motorsports Park v1.28

 

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Welcome to the January 2018 roadmap. We’re really excited about what this year will bring. Our internal roadmap has been setup and it features lots of cool content, updates and technical improvements. So let’s get started!

Welcome to rFactor 2 trailer

First of all, we have a brand new trailer for rFactor 2. We hope you like it!

Performance

We’ve had a lot of feedback from some of our users about the graphics performance of the simulation. Over the last months we have improved the fidelity of the DX11 graphics a lot, but partially due to the fact that we still had to support the DX9 engine for every update, we did not yet take full advantage of some of the things DX11 could do. When investigating some of the reports we got, we decided it was time to start making some fundamental improvements to the engine. We are still working on that, but internal builds are looking promising, so we hope to have more news about that soon.

Content

With the release of our GT3 Power Pack and our Formula E Energize Pack last year we are looking forward to bringing you great car and track content this year. With that we are pleased to announce that we have signed a license with Portland International Raceway which will be released for free later this year and ahead of the labor day race. The track has an incredible history having been developed out of the remnants of the City of Vanport. At 1.97 miles, the track has hosted several senior racing events most notably Champ Car and Indycar with the lap record by the late Justin Wilson of 57.597.

We are also working at completing the promised update to the Zandvoort track, adding the latest resurfacing changes as well as a change to one of the turns that was done before the last DTM race. Our expectation is to have that done somewhere towards the end of the first quarter and we will keep you informed about its progress.

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HUD

Our updated HUD is currently in final testing and will be added in the next code update we are going to release. Last month we already talked a bit about some of the new data we’ve made available, and this is probably a good time to talk a bit about the new HUD design. As we already said it is still based on our existing technology, but we’ve redesigned it from scratch to look more modern. This means we designed it for the screen resolution that is currently used, and updated the font to conform to our new styling. We have tried to go for a HUD that features all the data, but with the least possible duplication. The most important things remain on screen all the time, some lesser needed data is available in the different pages of the multi-function display (MFD). On top of that we have tried to ensure that the data we display is accurate enough for people to use when driving. Some hightlights include the new “deltabest” bar and digital display at the top, as well as the fuel left and fuel used on the last lap indications at the bottom of the screen. The screenshot is still a work in progress, so some details might still change, but this will give you an impression on what we’re testing now.

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KartSim

In a couple of weeks from now, KartSim will release a consumer version of their content on Steam. All of it will run inside rFactor 2 and can be mixed and matched with our other content. The majority of that content will be paid, however they are also looking at doing a free indoor track. KartSim will include the x30 kart models and three laser (Lidar) scanned kart tracks: Paul Fletcher International Circuit, Buckmore Park International Circuit and Glan Y Gors Championship Circuit. This pack will be around 20 euros. There will also be a version geared to the professional karting market (KartSim Pro) which includes more tracks and karts and includes and entry into the British eSports Karting Championship. It will cost 395 UK Pounds plus VAT and will only be available via KartSim.

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Third Party Support

As we have spoken about in the past, we are ready to support third parties that wish to publish items via our store with the official licenses and agreements in place. Please do contact us via Discord or start a conversation with us on the forum for more information.

Laser Scanning

Finally, we are proud to announce that a few days ago we have successfully scanned our first track with professional LIDAR equipment. We’ll keep you guys in suspense a little bit longer about which track this will be, but needless to say we are very excited to work with such data to produce a very accurate rendition of this track.

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  • 3 weeks later...

Another month has flown by! The February 2018 roadmap is here! And as usual we haven’t just been twiddling our button boxes, we’ve been furiously making improvements and creating new and exciting content and features, some of which we are happy to share with you now. This short month has been a whirlwind of activity, which included competition infrastructure, getting in some new features for the new UI, testing performance optimizations, and building new content, both track and car.

Performance

We mentioned last month already that performance was being worked on, it’s still one of our main priorities, we’re continuing to chip away at it and have come even further, it should not be long now until we can release these improvements to you. It’s safe to say you’ll will be very surprised at the end results. In our internal testing we’ve seen a substantial performance boost and higher frame-rates across the board. As with anything though we are cautious, it’s in the hands of our internal test team to make sure it’s all working as expected.

Content

The content team has been keeping very busy, as usual, which is not hard as we have a lot of new content in the planning.

Corvette C7.R GTE/GTLM

Recently, on social, we teased this car with a short movie with a roaring V8, and the license for it has been announced over a year ago, but now you can finally see the car during internal testing at Silverstone. Scheduled for a late April release, this car will not come alone and will be part of a new upcoming pack.

 

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Norma M30 LMP3

We’re super chuffed to see an LMP3 enter the grid! The Norma M30 is a fairly recent car that has already built up an impressive record in the races it has competed in, such as in the ELMS race last year at Spa, where we took this picture of it. We’re sure this new class will become quite popular in rFactor 2!

 

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Sebring International Raceway

Last but not least, we can now proudly announce that we have licensed America’s oldest road racing track, host to many historic endurance races. Sebring International Raceway is being built based on a laser scan we did last month. This is a first for us and although we have made many tracks based on CAD data and other information that have been quite accurate, this scan will allow us to get every little detail right. It will take us a couple of months to finish this one, but we are working on it feverishly!

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HUD

The official Studio 397 HUD is still being polished and refined, we know you are impatient to get your hands on it, while working on it we’ve come across a few bugs that lay dormant deep in the code that we needed to address, this is a win-win for the HUD in general and we decided it needs attention. It will certainly be part of the next build.

UI

Our UI is making leaps and bounds, we’ve got most of the basic features in and some new slick features. For starters we’ve looked at making triple screen setup much more intuitive, with a full set of controls via the UI settings screen. This will be an additional functionality to go along with the on track pop up widget.

Next we overhauled the live replay screen, controls are now not only selectable via controls as before but also via mouse clicks.

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Also we’ve added in a modern drop down standing ticker, for easy access to driver times from the live replay. This incidentally also shows our capabilities to overlay HTML with live camera feeds, a technique we will leverage in other places such as broadcast overlays.

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Competition

In the realm of competition we have our full time team actively hacking away at a very inclusive and encompassing competition structure, which is a big task not done overnight! We have big plans and that’s why we want to do this from the ground up the right way. Our next big task has been the implementation of full race series, including sign ups, practice, qualification and multiple race heats over a set period of time. These new features are ongoing and need a lot of testing so we are looking at a little while more to get this up and running, but it’s not that far off, we can see the horizon!

KartSim

We already announced that a consumer release of KartSim is coming soon. Currently this version is undergoing final testing and polishing to include our visual damage model and the latest rain effects. Just to show you how good it looks, a few more shots to keep you entertained until its release.

 

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Community

In our ongoing effort to encourage more of that community vibe, we will be adding a new forum area to showcase your original paint artwork, screenshots, and videos.  Additionally, we will also be adding all templates for existing cars to the base install, that way everyone has access to the latest updated templates. Our plan is to streamline the templates and their extra parts so there’s less guesswork and more creative time!

 

That’s all for the shortest month of the year! See you on track!

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  • 1 month later...

Here it is, all new content from KartSim! KartSim is one of our close partners, and we are proud to introduce you to an all new driving experience in rFactor 2, created entirely by KartSim’s own dedicated team of developers. KartSim is a project created by Tony Irfan, a true insider in the world of karting. KartSim specialises in providing high-end leading-edge hardware, rigs and simulation software to the international karting industry.

It’s been a while in the making, but real Karting in rFactor 2 has arrived! As you’ll see below, many great names current and past started in Karting. This is only the first in a series of Karts and tracks yet to be released by the KartSim team. There’s more to come!

But you don’t need to wait, you can follow this link to buy the KartSim pack, featuring three tracks and two different types of karts now.

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Tracks

Buckmore Park International Circuit

Buckmore Park Kart Circuit is an MSA approved outdoor kart racing circuit located just off the M2 in Chatham, Kent, England.

Originally owned by John Surtees, who notably won world Grand Prix championships in both Formula One car racing and Grand Prix motorcycle racing. Situated in a woodland between the two motorways, its proximity to London makes it Britain’s busiest circuit.

Buckmore Park is a circuit where many current and past Formula One drivers learned their trade, including Johnny Herbert and F1 champions Jenson Button and Lewis Hamilton, who was originally discovered by Ron Dennis in the 1996 Champions of the Future event held at Buckmore Park.

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Glan Y Gors

With a length of 1.6 km, this karting circuit is one of the largest in the UK. Situated on the A5 between Corwen and Betws-Y-Coed, is one of the UK premier karting venues that started life comparatively late to other S1 race venues. With fast, sweeping uphill and downhill sections combine to make this an extremely fun yet technical challenge. It is no wonder all the young Racing Professionals start their career at GYG Karting.

A lap around the track takes you through corners as carousel, compression corner, the druid’s complex and the devils elbow and contains a straight named after the Snowdon Mountain. The track has various good overtaking opportunities, guaranteeing exciting races!

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Paul Fletcher International

PFI is the UK’s largest outdoor karting circuit based in Grantham, Lincolnshire and caters for various corporate events and race meetings throughout Lincolnshire, Newark, Nottingham and the UK. British, European and World Championships are held at PFI, as well as a club race held once a month by Trent Valley Kart Club who are based at the track. The circuit was built by Paul Fletcher, who still owns it today. Recently in 2011 an extension was added on to the track including a bridge, making it one of a kind.

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Karts

There are two karts within the KartSim package, the Iame Senior X30 UK and a Rental Kart, the karts have been meticulously designed working with partners on physics and drivers for performance and accuracy. These karts are fixed setup, which means they will be great to race online.

Iame Senior X30 UK

The “X30 World” concept is based on the engine X30 125cc and it can be summarized in few words as “real Karting at hand”. Thanks to the characteristics of the engine of simplicity, immediate feeling, reliability, performance and ease of use, with the concept of X30 World, IAME offers a full program for Karting drivers from the year of their 13th birthday (with the correct MSA licence) with an engine that can virtually accompany them along the whole career.

Since the very first introduction on the markets, the X30 has quickly and constantly grown, in the beginning as an engine dedicated to regional series, up to commercial classes promoted under the name of “X30 Challenge”, then introduced as Federative class by federations willing to replace the unsuccessful international classes and recently landed at international level with a European Challenge and an International Final usually held in central Europe.

The success of the X30 categories, basically distinguished in X30 Junior, X30 Senior and X30 Master, comes from the stability and solidity of the engine and from IAME’s constant aim to provide detailed regulations and low management costs of both the vehicle and the race meetings. In 2013 the X30 is present in more than 15 countries and beside the commercial classes.

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Rental Kart

The Rental Kart is a fixed gearing corporate kart using a 4 stroke engine for karters who enjoy karting as hobby. They’re equipped with night lights too so you can keep racing them 24/7!

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And work goes on!… We continue to relentlessly hammer away at the new features and content mentioned in the previous roadmaps. And yes, you’ll be happy to know that this month is no exception: we will still manage to bring you some ‘new’ things to look forward to.

We know how much you all enjoy these road maps, with anticipation of the things to come, and we are just as anxious to share them with you. Keeping you informed of our broad development goals is part of our whole outlook. For us communication is key to making sure we stay on the mark and never get out ahead of our userbase. So as things begin to take shape and features mature, we do our best to show you the progression and previews as soon as we possibly can. Although these are not ‘deadlines’, they should give a you good idea of the things you need to get excited about.

Performance

The graphics optimizations we mentioned in previous roadmaps are still very much ongoing and current. We are investing a considerable amount of resources to get this done. Graphical improvements and optimizations are key to future proofing the rFactor 2 graphics engine. With that in mind, we are taking our time to methodically test each optimization pass to make sure everything stays put and is in working order, and that is why it’s taking a little longer than originally planned. Thanks to our very focused group of dedicated testers who are looking at each area, we are moving forward at a steady pace. We hope to get it out to you ASAP!

VR

And speaking of specifics, VR is one area where we know we need to improve performance, and these optimizations are showing very promising increases in stability and overall framerate.

Triple Screen – Multiview

“Multiview” has to render three separate viewpoints and because of this, it’s inherently more taxing on any system. You’ll be happy to know we have worked on some very specific optimizations that will positively affect multiview performance

Content

After releasing the KartSim pack earlier this week, we wanted to reassure you that we also have new free content coming up:

March 761

We have a solid commitment to historic racing and we hope you find rFactor 2 a good place to experience some of the great cars of the past. With that we are pleased to announce that we will be releasing the March 761 soon for free. Not just that, we have also updated the Brabham BT44 for some excellent head-to-head racing.

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Botniaring

Finnish fans! We have a new track on the horizon. Introducing the Botniaring, located in Southern Ostrobothnia, Jurva, Finland aka Perkeleville (big grin) The track is perfect for our upcoming Tatuus cars as well as many others.

Zandvoort

We have a number of updates to the Zandvoort track that is currently in beta. While we were building the track, it was being repaved and our 0.20 version showed a version of the track as it was then: about three quarters done, with some old asphalt in the final sector. Since then, repaving has been finished and the Audi S curve was remodeled for the DTM races. On top of that we added a lot of detail, for example in the pit area, and at the same time optimized the track. We’re almost ready to put the track through final testing, so we hope to bring you this new version soon!

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Oreca 07 LMP2

After all these free updates above, we are also proud to announce another car that will be part of a new upcoming pack – say hi to the super successful Oreca 07 LMP2! Used across all major endurance series the Oreca LMP2 almost won outright at Le Mans last year with Jackie Chan Racing DC.

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UI

Most of our focus on the UI in the last months has been to include all of the current base features and test them to make sure they function properly. On the surface this might seem like an easy task, but it involves a lot of repeated clicking and trying: the UI is a complex matrix of interdependences that we need to carefully unravel to better understand and improve. So before really jumping in to conquer the new features, we needed a solid base.

As this first phase begins to wrap up and we have a stable functioning UI, our focus is shifting to those specific things that really need to be more user friendly, existing features that were either hidden or not readily visible enough to find and use. Two current examples of this are custom teams/skins and driver swaps.

Using custom skins in the current UI, although functional, has always been a bit obtuse and not straight forward for the average user. We saw a couple of ways to improve this going forward. One is to offer a simpler way to get your skin in game, and avoid the need to alt-tab or even exit rFactor 2, just to see your skin on the car. We’re still playing with a few ways to make this less fiddly. Next, custom ‘team’ creation needs to be more direct and easier to achieve. This involves thinking like a new user and making smart dialogs and using correct terminology, that way there’s no doubts about how naming or hierarchy.

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Driver swaps are another area that works in the current UI, but is complicated to use in practice: having to close rF2 and navigate through somewhat hidden menus is not ideal and prone to user error, and having to assign keys to perform simple actions is a bit overkill. So the new way to do a driver swap is simple. When you join a server, we will ask you if you want to drive a car or join as as a spectator. When you choose the latter and click drive, you’ll get a pop up list of names to choose from, click select and you’re ready to drive once your team mate pits – simple as that!

Competition

The competition structure continues to take shape, and just like the UI we are focusing on the ground work. This means dealing with and squishing any bugs related to the day to day functioning of the competition structure itself. Competitions, as you may know, can span many weeks with multiple events and sessions. It’s therefore important that each code change is throughly tested for reliability and stability. By basing this on the cloud technology of our parent company Luminis we ensure the system will be very scalable, and it is certainly our intention to end up with an open system that can also be used by the many existing leagues out there.

We hope to show you more real soon!

Community

When we did the paint competition a few months ago, we were overwhelmed by the large amount of high quality entries. Encouraged by this, we concluded we wanted to do more of these competitions to showcase the many talented painters in our community. That said, assembling all these skins into packs proved to be a lot of work, so after discussing various options we decided to build some automation to more easily generate new cars, their skins, and all data and preview images associated with them. That is the reason the GT3 skins took us longer, but we’re confident we can release them next week. To give you a preview of all the nice skins you will see, we included a “spotter guide” like overview for you to enjoy!

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  • 3 weeks later...

It’s live! In the last couple of roadmap updates, we’ve made it no secret that we have been working hard on a set of performance upgrades. We’ve taken our time to get it right and took advantage of the DirectX 11 API as much as possible. Our focus was on performance, while keeping the actual look of the game the same. All of this centers around a concept called “frame time”, which is the time it takes to completely render a single frame to your screen(s). Obviously we want that time to be as low as possible, but we also want it to be as constant as possible as only the combination of both leads to a smooth display. In general there are three things that influence this: your video card (GPU), the processor you have (CPU) and the bus between them and their memory. Optimizing performance means looking at all three, and we’ll go into more detail on how we did that below.

To update your install to this latest version you only need to make sure that you’re opted-out of any beta versions you might have been using before. This build also has a new multiplayer version (1.1110) which means we updated the dedicated server. Depending on how you installed that one, you might have to explicitly update it.

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Graphics Performance Improvements

Thanks to DX11, we are now able to take advantage of multiple graphics threads and leverage the modern CPUs to render the scene faster. Internally we had to make quite a lot of changes to the code to make this possible and really take advantage. One area where we got a significant improvement is in our shadow rendering. Using multiple threads speeds that up, and another thing we did was to no longer render the shadows separately for each screen, which means in multiview (three screens) and VR (two screens) we are doing less work. There are also a couple of high-level optimizations we have done to very specific systems. This includes our handling of spotlights and brake disk glow, but also the way real road updates. All these systems were re-written to be more efficient from a CPU and GPU point of view. On top of that, we addressed the traffic on the bus between the CPU and GPU, minimizing and optimizing it to have a more consistent frame time, which leads to significantly less stuttering, especially on systems where this was the bottleneck in the whole pipeline. Our final optimization was of our most used and time critical shaders. We’ve optimized those to be less expensive to the GPU.

As you can probably see by now, there are quite a lot of things that changed, and one question we have not answered is how much all of these changes combined influence performance? The answer is, it depends, which is why we’re not making any claims in terms of numbers, but invite you to give it a try on your own system. We are confident that you will see an improvement, both in terms of consistency in the framerate, meaning less stutters and in terms of an overall improvement.

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Change Log

On top of these, we took the opportunity to add a few other improvements and bugfixes in several areas of the simulation. We are listing those here.

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New HUD

  • Released the newly designed HUD, optimized for Full HD screens and anything else with that aspect ratio, and made it the default. We have removed our old HUD designs from the install.
  • The “deltabest” indication gets reset at the start of a session only, instead of every time you get in the car. We also make sure to only show it when you’re on a valid lap.
  • Ensured that the Low Speed Indicator (LSI) is still transparent.

AI

  • Fixed an issue with the AI throttle and brake application, which would cause poor accelleration at very low AI strengths.

Sound

  • Changed the way opponent volume works. If you set them to 100% in the past, they were way too loud. If you turned them down, they would not be as loud as the player car in external cameras. We introduced a damping factor now for the cockpit that can be configured per car and defaults to 0.3 that solves this issue.
  • The number of engine samples was increased to 12 and the number of transmission samples to 6 to allow much richer sounds for both.

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Inputs

  • Changed the way in which we combine primary and alternate inputs for the throttle, brake and steering to end up with more consistent behaviour for both.
  • When using keyboard rates for analog, typically used with game controllers, we apply a lot of smoothing which initially results in a fast response, but eventually responds very slowly, making a car hard to control. We’ve designed a new algorithm that works a lot better and is more linear.

 

  • Development Corner

  • We have added some new 64 bit compatible 3D Studio Max 2012 plugins. They are still in “beta” but have been used at Studio 397 for some time now. These should help anyone working on larger scenes. Please note that, in order to improve stability, we strongly recommend updating Max to Service Pack 2.
  • As we no longer support Max 2010 and 2011, those plugins have now been removed.
  • We have removed gJED, as we feel the tool in its current state did not meet our quality standards.
  • The plugin API has been enhanced and bumped to version 8, with improved application life cycle support. This brings back some of the data we had to remove because it was mixed with DirectX 9 information that we could no longer support. We also added the deltabest time for all cars. The new package and documentation for it will be released on our site soon after this release.

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Bugfixes

  • Fixed the join/leave/join messages and unnecessary reloading of a car when you joined a server with car upgrades selected.
  • Fixed a bug in our SteamPlugin which accidentally returned the wrong API version, causing the game to try to invoke it wrongly and crash.
  • Fixed viewer crash on startup.
  • Fixed the very dark areas on the car in the showroom, which was caused by us not correctly setting up ambient light.
  • Fixed black screen that some people got when starting the physics (ptool) and tyre (ttool) tools.
  • Removed a redundant log file from the Steam distribution as it would cause a verify ever on every check.
  • Fixed two issues with the 32 bits version that crashed in specific circumstances.
  • Displaying the performance info now works on VR as well.

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Wrapping it up

We obviously hope you will enjoy this new build, and before we wrap up this article, there are a few closing words we would like to add. In the introduction we already stated that our focus now was on performance and with that out of the way we still have a few other areas to look at. In the graphics department we are looking at some improvements on how our rain effects look on external cameras, as well as fixing an issue that specifically affects VR in rainy conditions. We’ll elaborate a bit more on this in our monthly roadmaps. In the mean time, have a great weekend!

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  • 2 weeks later...

This month we released the much anticipated performance upgrades. Judging from the feedback we got, build 1110 has provided most, if not all people a significant improvement. On top of those improvements, we also added several new features, one of which was a refinement of our tyre model, which Michael explained extensively in his blog. In the last couple of weeks we’ve been monitoring our forums and other channels to resolve any remaining issues. As promised, we also intend to address some remaining issues with our rainy conditions. In VR the performance is still relatively low, and viewed from external TV cameras the raindrops, when zoomed in, look too big. Both issues are still on our list for a future update.

We also took part in the Luminis DevCon, a yearly conference that we organize in a big movie theater by developers for developers. Studio 397 was there, and we brought two rigs for people to try rFactor 2. One of them was a prototype of a new monocoque by Bernax that was setup to use VR, the other our office rig with triple screens. As a special guest we had Rudy van Buren, McLaren’s World’s Fastest Gamer, join us for the keynoteand answering questions and giving advice all day, and Marcel gave a talk about the future of simracing.

Norma M30 LMP3

Two months ago we announced we had licensed the Norma M30 LMP3 car. Working closely with both Norma and one of the first team to race this car, Duqueine Engineering, we are now in the final stage of production for this car, testing the car on different virtual tracks and comparing its performance with the telemetry and other data we gathered. This car will be one of five in our next car pack, joining the Corvette C7.R and the Oreca 07 LMP2, with two more, yet unannounced GTE cars to come. In fact all five cars are actually in the final stage so pending final approval from the different manufacturers we are getting close to a release.

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Actually, the whole LMP3 class is fairly new, being launched by ACO in 2015, when five constructors were selected to build the chassis with Nissan providing a 420hp engine to power all of them. Norma introduced their car, the M30, in February of 2017, and since the car has been used by a growing number of teams and winning quite a few races they entered in. At Studio 397 we met the guys from Duqueine Engineering in one of their first races with the car at Spa during the ELMS race, and this is where we started to examine the possibility of bringing this car to rFactor 2.

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UI and Competition

On the topic of UI and Competition we are still working hard to finish both, and at this point we really don’t have much more to say other than that both are being tested internally. Some of the things that are currently being tested are the localisation of the interface, which we are basing on open standards to ensure that it will be easy for translators to provide a new version in their own language by leveraging existing tools. On the competition side we are now testing sequences of different types of sessions, ensuring our servers can transition from one to the other and have the results of one session (such as a qualification result) influence the next session (the grid for the start of a race).

Historics

Last week we already showed you the latest screenshots for the March 761, the first car to accompany the Brabham BT44B which has been in development for quite some time and also served as the main character in a whole series of blogs that explain all intricate details of the rFactor 2 physics engine. What we did not say is that we are not stopping there. After these two cars are released, we are going to add another, and we are very proud to announce that this will be the McLaren M23. This car is the one James Hunt drove in and won the championship with in 1976, beating Niki Lauda by just one point! We certainly hope that these cars will please the many fans of historic racing we have!

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That concludes this month, and its roadmap. We have a lot of things in motion at the moment and we’re pushing hard to finish those things so we can share them with you as, believe it or not, we are as impatient as you to start driving! Have a great month!

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  • 2 weeks later...

Latest Update! 11-05-2018
Steam Build ID 2759516


Changelog

- Fixed issues with shadow and texture filtering introduced with performance update.
- Fixed Launcher sporadically hanging on verify with certain content.
- Fixed live replays not working when 'Record Replay' was set to OFF.
- Fixed an issue that caused missing segments of real road on certain tracks.
- New: Corner and safety workers can now be two separate objects and
animations instead of being one object with two people. Naming conventions for modders.
The new safety workers are called SafetyWorker_001, _002, ... and the animations SB_FLAGDOWN, SB_FLAGHELD, ... similar to the corner worker
- New: Puppet mode was added to dev mode for modders. It shows up in the menus and allows you to remotely control certain aspects of a race.
You can also drag select cars in the camera view and control them."

Note: For this latest update, if you are already on rFactor 2 Build 1110, server Admins will NOT need to update dedicated servers.

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Latest Update! 21-05-2018

Steam Build ID 2788780

Changelog


- Fixes for viewer using placeholder textures and not printing warning dialog
- Fixed crash with viewer and wireframe modes
- Fix for output log being too verbose
- Some minor fixes / internal improvements
- Fixed an error in MAS2.exe when packing tracks with large MAS files.
- Fixed an issue that caused missing segments of real road on certain third party tracks
- Fixed issues with shadow and texture filtering introduced with performance update.
- Fixed Launcher sporadically hanging on verify with certain content.
- Fixed live replays not working when 'Record Replay' was set to OFF.
- Fixed an issue that caused missing segments of real road on certain tracks.
- Fixed missing brake disc glow
- New: Corner and safety workers can now be two separate objects and
animations instead of being one object with two people. Naming conventions for modders.
The new safety workers are called SafetyWorker_001, _002, ... and the animations SB_FLAGDOWN, SB_FLAGHELD, ... similar to the corner worker
- New: Puppet mode was added to dev mode for modders. It shows up in the menus and allows you to remotely control certain aspects of a race.
You can also drag select cars in the camera view and control them."

Note: For this latest update, if you are already on rFactor 2 Build 1110, server Admins will NOT need to update dedicated servers.

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Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard.

Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397!

Content

Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great!

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Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below.

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That’s of course not all the content we’re working on. There are a several more things under construction.

The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later.

Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape.

For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it.

For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”.

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UI

UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.

Competition

First of all, congratulations to Oli Ellis-Richardson for winning the KartSim hotlap competition! Oli has secured an entry to the SuperOne British eSport Championship and a copy of the KartSim Pro package. In the USF2000 challenge the winner of last years World Fastest Gamer showed that he was still one of the fastest simracers out there: with a 47.443, Rudy van Buren took pole position.

Results:

  • Rudy van Buren
  • Joonas Raivio
  • Jakub Charkot
  • Robin Pansar
  • Kevin van Dooren

 

All of them have won a free pick of any rFactor 2 DLC pack, on top of that Rudy also won €100.

Community

Remember, you can always chat live with us and other sim racing fans on our Discord! https://discord.gg/CruX93K

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ΘΑ δωθεί, το Porsche είναι 1 απο τα 5 αυτοκίνητα.

Τα GTE δεν έχουν ABS αλλά έχουν περισσότερη κάθετη δύναμη άρα καλύτερο κράτημα, ανάλογα τη πίστα μπορεί τα GT3 να είναι πιο αργά ή πιο γρήγορα.

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Aν και οι περισσότεροι παίζουν λόγω γραφικών και όχι physics (εμένα τα γραφικά δεν με ενδιαφέρουν) ας βάλω την παρακάτω photo...

975-bmw-m8-gte-4-jpg

Το πακέτο Endurance πρέπει να είναι πολύ καλό αφού δίνουν Porsche και M8.

 

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Latest Update! 14-06-2018

Steam Build ID 2861030

Changelog

- Fully enabled 'position lights' in the code. This includes showing timer count up while pitting, and support for multiclass positions.
- Added support for Traction control and ABS as in-car toggle and in setup options.

 

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