rFactor 2 Patch Notes, Road Maps & Announcements (2 Viewers)

rFactor 2

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rFactor 2

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Roadmap Update July 2018
https://www.studio-397.com/2018/07/roadmap-update-july-2018/
  • S397 will be present at SimRacing Expo
  • rFactor 2 will be again part in McLaren eSports competition, "McLaren Shadow Project", the successor of "World's Fastest Gamer"
  • New feature for VR users: “Stabilize Horizon”
  • BOP and handling adjustments for GT3 and GTE Endurance pack
  • For next month (August 2018), Reiza rF2 Bundle
  • Launching rFactor 2 first laserscanned track: Sebring - it will cost 8£ / 9€ / 11$ at beginning
Launch of Sebring International Raceway (high detail laserscan):
https://store.steampowered.com/itemstore/365960/detail/18/

Patch notes from 25th July 2018

https://forum.studio-397.com/index....d-update-rfactor-2-1-1110-now-available.59808
Steam Build IDs: 2980035 & 2942931 (dedicated server)

- Optimized performance when running post effects at MED/HIGH /ULTRA
- Globally adjustment to positioning of garage exit crewman
- Fixed brake disc glow not blending correctly on certain cars
- Added new parameter to UI 'Stabilize Horizon' This allows users three levels of visual damping. Can be used in VR and on monitors.
- Fixed VR 'mirror screen' flickering at track load

GT3 Pack Update 4
Bentley Continental GT3 2017 v2.31
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Callaway Corvette GT3 2017 v2.33
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

McLaren 650S GT3 2017 v2.25
- Updated tires
- Minor texture fixes in cockpit (mainly visible while in VR)
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Mercedes AMG GT3 2017 v2.31
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Radical RXC GT3 2017 v2.31
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Endurance Pack Update 1
BMW M8 GTE 2018 v1.25
- Updated tires
- Minor physics adjustments based on BOP testing

Corvette C7R GTE 2017 v1.49
- Updated tires

Porsche 991RSR GTE 2017 v1.49
- Updated tires
- Minor physics adjustments based on BOP testing

Norma M30-LMP3 2017 v1.51
- Updated tires

Oreca 07 LMP2 2017 v1.41
- Updated tires
- Updated suspension
 
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Blue Monkey

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1185323118

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feels like they have nothing to post this month lol
 

Blue Monkey

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SimExpo 2018 Announcements & very interesting infos

Laserscanned Nordschleife & Nürburgring coming to rFactor 2

Thank you @t0daY for the info :)

New shaders, materials and a whole lot more to rFactor 2!

And some 3 new free old Formula 1 McLarens aswell:
Youtube Link for video from following twitter post

Upcoming content and time table
Infos from SimExpo 2018, collected and summarized by Magus on S397 forum
Magus said:
  • Still developing graphics engine that has been going on for 4 months and are currently 50% through development (graphics and graphical improvements)
  • New lighting system (ambient lighting already implemented), so now working on new shaders
  • They have made new car shaders on the new lighting models (physical base rendering)
  • currently car shaders have been done but now need to work on road, car and other material shaders
  • shaders on different layers now possible (so now metallic and two-tone paint possible as well as different materials being able to be reflected correctly) - up to 6 different materials can now be represented on the car body creating diversity and realism of car representations
  • It's WIP and 3-4months away from being released
  • Night lighting adjustments being implemented too - with the new material system cars won't look so flat & night 'reflectivity' being looked at
  • No implementation of Nvidia's RTX at this stage of the products cycle
  • Bluish tint from rF2 will be gone
  • Rough reflections will be possible
  • UI & Competition System in HTML creates a host of (online) features and opportunities for leagues, for e.g., allowing another player to step in and change your settings, and you head out and try it at your end (a team experience)
  • Competition - there will be a match-making system. Scoring system. Different types of events. A system with a ladder of progression. Official races available every day. Will open it up for leagues.
  • A new collision system is not being considered
  • Overlays will be based on HTML and will arrive with the new UI (end of Q4 2018 - end of Q1 2019)
  • Shadow improvements are possible with new techniques & are looking at improving
  • Dynamic clouds can be tweaked to improve on what rf2, 'not a lot, but a bit better'
  • Dynamic track temperature will be implemented but have to make sure all content is playable as many mods have been made with one temperature for the tyre in mind.
  • Once real data is received (in a few months) from wet racing from one of the teams, wet grip will be adjusted.
  • Zandvoort will be released this week with all layouts, night lighting, rain effects - so a 1.0 release
  • Live weather will be implemented
 
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falcon2081

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When that new graphic engine hits I will re-download the sim.
 

Blue Monkey

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Patch notes from 17th September 2018
https://forum.studio-397.com/index....-update-rfactor-2-1-1111-now-available.61186/
Steam Build IDs: 3118567 & 3118570 (dedicated server, needs updating) & 3118587 (demo)
rFactor 2 version 1.1111

- Added full support for auto-shift as a parameter in the UI garage setup screen (McLaren MP4/8)
- Demo has been updated to the current build and now includes the McLaren MP4/8.

- Additionally in the workshop you'll find now the new McLarens:
 
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Blue Monkey

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Roadmap Update September 2018
https://www.studio-397.com/2018/10/roadmap-update-september-2018/

  • Some WIP pics of the new physically based rendering for the new material and lighting system, which will also allowed additional effect
  • Nürburgring with Nordschleife estimated Q1 2019
  • Botniaring release is planned for October 2018 and will be a free track
  • Some new pics for the UI (though no date mentioned)
 
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falcon2081

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If only the game REALLY looked like those pictures. :eek:
 

Tom

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The new interface looks ok, but not multi class ready yet. There's no distinction between classes on the map, and all the positions are overall, not per class. Hopefully it's just early days though.
 

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Roadmap Update October 2018
https://www.studio-397.com/2018/10/roadmap-update-october-2018/
  • Botniaring has been released, for free - download here
  • Some WIP pics of the 2018 laserscanned Nordschleife, see below
  • News of McLaren Shadow Qualifier, Nuno Pinto is qualified for the on site final
  • Soon there will be new dev tools for modders


 
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Patch notes from 28th November 2018
https://forum.studio-397.com/index....-update-rfactor-2-1-1112-now-available.61715/
Steam Build IDs
client: 3355699
dedi: 3355700

Note: Server Admins must update all dedicated servers.
Changelog:
  • Added controller profiles for direct drive wheels: OSW Simucube and SimSteering.
  • Fixed an issue where tire heat history was reset after a driver swap.
  • Support for the Logitech G29 and G920 was added, fixing some long outstanding issues with these wheels.
  • Fixed a small loophole that would allow you to circumvent fixed setups.
  • New feature added: Ability to set maximum steering wheel rotation in software. (More info can be found in the November Roadmap)
Post automatically merged:

Roadmap Update November 2018
https://www.studio-397.com/2018/11/roadmap-update-november-2018/
  • New Patch released on the 28th of November 2018, version 1.1112 [see post above]
  • McLaren Shadow semi-finals, where each of the drivers will be competing across a number of different titles, including rFactor 2
  • January 11th to 14th, rFactor 2 will be present at Interclassics 2019, Maastricht, with two full-motion rigs using McLaren M23 at classic Monte Carlo. Also organize and broadcast a full race, featuring ten more high-end simulators located at the nearby Adrenaline Xperience center. During the whole month of December, all three historic McLaren cars are at a very attractive price. During these sessions, you will get professional feedback on your performance based on telemetry data. The ten best drivers that month will get an opportunity to race against Bono Huis and Xavier Maassen during Interclassics.
  • VIVE Pro McLaren Limited Edition now available - see more info here
  • Software Wheel Rotation Explained: More possibilites now to adjust the wheel rotation
    We have added the option to set the maximum rotation of the steering wheel “in software”, so we can adjust the rotation per car even for wheels that don’t support setting the rotation in their driver. This means that current owners of various OSW and SimSteering wheels can now finally enjoy the correct rotation without having to manually set it outside of rFactor 2. The system works as follows: In order to use this new system, you have to explicitly turn it on in your Controller.JSON file (which you can find in your UserData\player folder). The line you’re looking for is called “Steering Wheel Software Rotation,” and if you don’t see it yet, please make sure you have updated to build 1112, run the game once and exit it again. The line defaults to “false,” and you should change that to “true”. The next step is to go into your wheel driver and the rotation to the maximum value it supports, up to the maximum rotation of 1440 degrees that rFactor 2 supports. Then you go back to your Controller.JSON and set the “Steering Wheel Maximum Rotation Default” to the same number of degrees you just configured. If your wheel actually does support us reading the maximum rotation, you can alternatively set “Steering Wheel Maximum Rotation from Driver” to “true” so we will read whatever you set from the driver. We do recommend setting it to the maximum value in the driver, as we can only make the rotation less in software, not more. Finally we have a value called “Steering Wheel Bump Stop Harshness,” which acts like a spring constant and defines how harsh the buildup of counter-torque will be when you go over the maximum rotation for a car. We recommend starting with a value of somewhere between 20 (soft) to 50 (harsh), but this really depends on your wheel and personal preference. For SimSteering and OSW, we added some profiles to our default set as well. You might want to give those a try as they are already setup for this new feature.

    In summary, these are the new parameters in the Controller.JSON:
    Steering Wheel Software Rotation – Defaults to false, but must be set to true to enable this feature. When it is set to false, this feature should be fully disabled.
    [*]Steering Wheel Bump Stop Harshness – A configurable value ranging from 1.0 to 100.0, which acts like a spring constant that determines how much counter-torque will be applied if you steer beyond the maximum range.
    [*]Steering Wheel Maximum Rotation from Driver – Whether we should attempt to fetch the maximum steering wheel range from the wheel driver, assuming the driver supports this.
    [*]Steering Wheel Maximum Rotation Default – The value of our maximum steering wheel range when there isn’t a wheel driver available that we can read this from or when “Steering Wheel Maximum Rotation from Driver” is set to false. Values from 40 to 1440 are supported.
  • Update on the Tatuus License: Tatuus USF-17 (USF2000), Tatuus F4-T014 (F4), Tatuus MSV F3-016 (British F3), Toyota FT50, Tatuus PM18 (Pro Mazda), Tatuus F3 T318 (Asian F3)
  • WIP: New UI, Nordschleife (planting assets), new material system (see screenshots at the end)
  • Christmas/New Year/2019:
    • "Looking forward to bringing you some very cool toys to play with this Christmas!"
    • "In our early access testing, we will be hosting a short Holiday special, planned between Christmas and New Years."
    • To kick off 2019, we will be hosting events regularly in Q1. Plenty of races and plenty of options to beat your friends – and perhaps even us at S397."


 
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GT3 Challengers pack release
https://store.steampowered.com/itemstore/365960/detail/1005/
  • Initially 4 new cars, with Aston Martin Vantage GT3 2019 joining as soon as they have got approval
  • Combined with the Endurance Pack and the GT3 Pack, that makes of a total of 12 GT cars in rFactor 2 at release of this new pack, with the Aston Martin it will be 13
  • Built with the new shaders
  • Release on Steam on the 22nd of December 2018, 15€ at launch
Porsche 911 GT3 R


BMW M6 GT3


Audi R8 LMS GT3


McLaren 720S GT3


Aston Martin Vantage GT3 2019
Placeholder Picture, as of "it´s that fresh, approvals haven’t come in yet, so you have to settle for this nice logo for now".


Wanted to wait until all cars are known, then compile them :) I prefer a clean thread with a good structure, over a thread that is annoying to read because the information is so spread out :)
 
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Roadmap Update December 2018
https://www.studio-397.com/2018/12/roadmap-update-december-2018/
  • During the holidays they will host a hotlap competition each day, starting off with the two GT3 packs on Zandvoort on December 26th. A new hotlap competition will be activated every day at midnight (CET) until New Years. In January they will start hosting daily races. They´ve currently set a time slot of 17:00-21:00 as their event time
  • Some information about the new material system, which is based on physical rendering (PBR)
  • The new cars get the documentation for how to paint the new cars in January. Until then there are also no templates, they will come in an update.
 
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Roadmap Update January 2019
https://www.studio-397.com/2019/01/roadmap-update-january-2019/
  • GT3s got new liveries and new livery templates for the new material system; finally we can have shiny cars (Chrome, Matte Carbon, Shiny Carbon, Matte, Matte Vinyl, Shiny Vinyl)
  • Here the guide how to paint with the new livery system
  • Formula E Generation 2 is coming to rFactor 2 incl. the "Lester Formula E Edition" track
  • Competition: The Prelude – 3 hours of Sebring qualifiers are going into the final stages, with almost 100 drivers lapping around the bumpy track, the top 40 will be secured for a spot in the all GT3 powered field. On February the 16th the race will be broadcast live on YouTube, Twitch and Facebook! Top 3 teams will get a special invite for the 12 hours of Sebring that will be hosted in March. The hotlap competition to enter the 3 hour event ends on Sunday the 3rd of February at 23:59, so buckle up and head on over to their competition page: https://rfactor2.studio-397.com/
gt3-1920x1080.jpg

fe1-1920x1080.jpg

worddaveccdae1f8f89de10cddb7c69c7250de6.jpg

(Picture is a combination of 2 pictures showing 2 different examples from the guide)
 
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Patch notes from 18th & 19th February 2019
https://forum.studio-397.com/index....1-1112-now-available.61715/page-4#post-977975
followed by a small update to fix the AI custom livery issue
https://forum.studio-397.com/index....1-1112-now-available.61715/page-5#post-978039
rFactor 2 Steam Build IDs: Client: 3561933 & 3566541, Dedi: 3561935 & 3566543
  • Fixed: Sporadic corrupt textures after track load
  • Fixed: AI cars and replays now show custom liveries
  • Added: Button assignments for mouse controls (right/left/up/down) and mouse left click. Controls can be assigned to any button on a keyboard, button box, D-pad or other.
Not mentioned in the patch notes: As of this date, GT3 Pack, GT3 Challenger Pack and Endurance Pack have been updated with the new material system
 
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