rFactor 2 Beta Thread: Which will crash more often; it or us?

Updated Indianapolis Motor Speedway v1.3:

IMS v1.3 Changelog (from v1.03):

New additions
– Added “Brickyard 400″ layout for Stock Cars
– Added road (micro)bump for 2007 layout
– Added road (micro)bump for 2013 layout
– Added road (micro)bump for 2014 layout
– Added 2007/2013 and 2014 curb texture variations
– Added service pitlane fence posts for 400/500/2014
– Added Pit In cone for 400/Stock Cars
– Added dashed line on pitlane for 400 and 500 layouts
– Removed pitwall fences for 400/500/2014 layouts
– Enhanced AIWs for Speedways — less extreme Block Path
– Tweaked dashed painted stripe length
– Replaced loading screens for all layouts

Fixes
– Fixed various terrain gaps on drivable surfaces
– Fixed missing piece of road/terrain for 2007 and 2013 layouts
– Fixed gap in S1/T3 road for 2007/2013 layouts
– Fixed curbs gaps for 2007
– Fixed various painted stripe glitches
– Fixed and tweaked various GDB entries
– Fixed garage back door colliders on F1 pit garages
– Fixed UV mapping glitches on Gift Shops
– Fixed pit entry line for 400 and 500 layouts
– Fixed minor errors in all AIWs
– Fixed and improved various trackside cameras

Specific AIW tweaks for 2007 layout
– Stopped AI hitting garages when leaving
– Reduced false positive cut track warnings
– Improved AI speed in some corners
– Made LEFT Path to pit entry transition smoother

Download link (mirror): http://www.mediafire.com/download/9yudc2n5at31tna/ISI_Indianapolis_2013-v130.rfcmp
 
ISI have finally answered the age old question of what each level of AA corresponds to. The answer is each AA level comes directly from the GPU driver. Why it took so long for ISI to release this info is completely lost on me but I'm glad they aren't being obtuse on the subject any longer.

Of note is a person using an ATI GPU may see different numbers of AA levels to an Nvidia user. Nvidia users may also see differences in the number of levels depending on their GPU series. A 6XX series card may have levels 1-8 where as a 9XX series card may show only 4.

I see the following:

rFactor 2 control panel - None, Lvl 1, Lvl 2, Lvl 3, Lvl 4, Lvl5, Lvl6, Lvl7 & Lvl8

Nvidia Control Panel under "Use Global Setting", 2x, 4x, 8x, 8x CSAA, 8x, 16x CSAA, 16xQ CSAA & 32x CSAA

Level 4 has always given me a great result and good frame rate with all the eye candy on.

Cheers.
 
Still an echo chamber in here. Might need to invite Associator and Hexagramme to talk about all things rF2 related...

Build 998 is available: http://rfactor.net/web/2015/08/26/rfactor-2-max-build-998-now-available-new-demo/

Update 33 (Build 998) Changelog:

FEATURES:
————-
– Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1.
– Added the admin command /pitbyvehicle. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file.
– Online map put player’s icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of.
– Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location.
– Added results file tag which lists the layout MAS file.
– Letting “virtual” cars override “Classes” & “Category” from the base vehicle file. (in a text editor, by hand.)
– Made the key for triple-head configuration and the TGM display into a single configurable control.
– Added onboard right track bar adjustment, which requires the HDV [SUSPENSION] setting OnboardRightTrackBarAdjustment=1.
– Expanded multiview adjustments to allow separate side channel settings
– Added multiview adjustment tool, toggle with ctrl-equal
– Default pace car is Corvette
– Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally).

FIXES:
————-
– Corrected albedo levels on several particle textures.
– Fix for not checking mod versions when changing mods
– Fixed an issue where a rear axle adjustment was essentially being done twice in initialization.
– Fix for server not writing correct results when everybody leaves session.
– An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. This still needs to be tested (using the admin command /forwardseconds should help).
– Fix for locale errors in config.ini
– Corrected static ARB forces (already accounted for non-symmetric ride heights, but now accounts for non-symmetric springs and weights as well)
– Fixed underbody scraping sound.
– Small fix to prevent the upgrade tree list from updating the current track when not in realtime.
– Fixed place readout and camera cycling by place in normal (i.e. non-instant) replay mode.
– The wheels on other clients’ vehicles should usually rotate at approximately the correct speed now.
– Attempted fix for race rejoin where client still thinks vehicle is under AI control.

MODDING / PUBLIC DEV:
————-
– Added “none” to AIW editor text display options. Fixed step distance/speed not getting saved for track overrides in AIW editor.
 
I appreciate ISI's efforts, but that's not the most exciting list of new features. I've been waiting for them to fix wet weather racing since build 660.
Still an echo chamber in here. Might need to invite Associator and Hexagramme to talk about all things rF2 related...
This almost sounds like a threat.
 
They already have wet weather driving working perfectly. It's the default driving behaviour for most cars (excluding that Palatov thing which has tons of grip). :-)

They need to work on a real dry track mode now.
 
They already have wet weather driving working perfectly. It's the default driving behaviour for most cars (excluding that Palatov thing which has tons of grip). :-)
News to me as it's the amongst the most common complaints I read about rF2. That said, I could be wrong (not for the first time).

Edit: re-read the comment and I understand the comment ;) Doh!
 
Here's a fun bug with the latest build.

My 15 year old nephew wanted to try rF2 with a wheel and pedals. I select Silverstone GT course with URD's T5 (AKA DTM) mod. I set the AI to 70% as he's never used a wheel or pedals before and I left him to qualify and race for 5 laps where the rain is likely to start to fall right at the end...

20 minutes later, he walks into the lounge telling me he's won first time out. I'm stoked and watch the replay... the AI refuse to move, causing a full course yellow from the start of a race. Good thing only black flags were switched on ;)

I didn't have the heart to tell him the AI is borked when set at 70%
 
Looks like the 998 build has affected the use of liveries for some cars, mostly the URD paid-for mods.

The T5 liveries and EGT liveries mod aren't working. I have both in my packages repository and can confirm the vehicles don't appear in the car lists when installed.
 
As usual, they've added features but forgotten to write them down. So far I've found:

-New Flag Setting: Full/without DQ.
-New HUD element: When a full course yellow comes out, you're notified by large text in the centre of the screen.


Edit: question for you guys: when a full course yellow is still 'fresh' and the AI is racing back to the start/finish line at full speed, do they brake hard as they cross the line? This has been aggravating me since build 982 and I wonder if it's happening to others or just me? I tried a fresh install, but the problem persists.
 
As usual, they've added features but forgotten to write them down. So far I've found:

-New Flag Setting: Full/without DQ.
-New HUD element: When a full course yellow comes out, you're notified by large text in the centre of the screen.
ISI are gonna ISI when it comes to notifying their customer base. Had the full course yellow when I set the AI to 70% for my nephew as the dopey bastard AI don't know what the right pedal does!


Edit: question for you guys: when a full course yellow is still 'fresh' and the AI is racing back to the start/finish line at full speed, do they brake hard as they cross the line? This has been aggravating me since build 982 and I wonder if it's happening to others or just me? I tried a fresh install, but the problem persists.
It's happening for me too.
 
Having made my slightly sarcastic comment about grip, I've been driving around Oulton Park tonight and have had no issues with any car I've tried. Even the Cobra. Yet the Cobra around AMP is a complete pain.

Going to try a few ISI tracks to see if it's ISI/mod track related.
 
Having made my slightly sarcastic comment about grip, I've been driving around Oulton Park tonight and have had no issues with any car I've tried. Even the Cobra. Yet the Cobra around AMP is a complete pain.

Going to try a few ISI tracks to see if it's ISI/mod track related.
Looks like it's being redone presuming I have the right mod - http://isiforums.net/f/showthread.php/25048-What-s-this-I-hear-about-Oulton-Park/page9

I'd wager most non-ISI tracks are on the slippery side. Feels3 tracks certainly feel less grippy than the ISI tracks as an example.

Cheers.
 
I see ISI's Third Party Affiliate program is starting to bear fruit:
COODfwvUYAIYBJE.jpg


Apparently NOLA Motorsports Park is coming via the same program soon-ish too.
 
Yep. I believe the Tiger sponsorship was around at the time of the most recent 12 hour race (which Nissan won).

Edit: ISI aren't being shy when it comes to promotion: "Driver changes, dynamic lighting, weather and track... 1000km or 12 hours... Free content soon in @rFactor2!"
COY_kDTUkAAbKxx.jpg
COY_jxtUcAEuRg1.jpg
COY_lB_VAAAdozz.jpg
COZR1bgVAAA5nHU.jpg

Pictures are out of logical sequence 8)

The V8 Supercars being built for SCE by Reiza and the Aussie sim league could be ported over to rF2 rather easily with the new tools ISI shipped recently. A V8 with Reiza's physics (presuming they copy across okay) combined with the improvements in rF2 should make for an interesting combo.
 
Edit: ISI aren't being shy when it comes to promotion: "Driver changes, dynamic lighting, weather and track... 1000km or 12 hours... Free content soon in @rFactor2!"

They definitely seem to be kicking the promo up. Calling for videos and screenshots etc. Good for them. It's needed.

The V8 Supercars being built for SCE by Reiza and the Aussie sim league could be ported over to rF2 rather easily with the new tools ISI shipped recently. A V8 with Reiza's physics (presuming they copy across okay) combined with the improvements in rF2 should make for an interesting combo.

That would be great, and may happen, but I highly doubt Reiza would be cool with it.
 
If only they'd learn how to take screenshots larger than 340p
Ha! I blame Tim for that ;)
That would be great, and may happen, but I highly doubt Reiza would be cool with it.
Isn't the situation that the not-Holden is a Reiza created car, the rest of the V8 grid was commissioned & paid for by the Aussie Sim group whose name I cannot recall. I'd think it would be up to them & not Reiza to give permission to port the V8 series cars across to rF2 at a guess.

That all said, Niels did port over his NSX via the Third Party Affiliate scheme as well as the Brazilian GP track 'gifted' by Reiza for ISI to polish up for rF2, I could see this happening. The actual Bathurst track isn't licenced but the location is from what I've read on Twitter.
 
What a week for rF2

-Bathurst should be released on Friday
-Mexico GP v1.0 has just been released
-Finally, a good version of Adelaide
It was the infamous Digga released his version of my home track (Adelaide) according to bsimracing. I'm seeing a few shadow issues in the URD cars (haven't tried anything else as yet). These conversions of Aussie tracks make me wonder if we'll see the not-V8 Supercar series be ported over to rF2 sooner rather than later.

Edit: RD has a poll regarding the affiliate program: http://www.racedepartment.com/threads/infamous-mount-panorama-circuit-coming-to-rfactor-2.110877/
 
Downloading this game with all it's content is tedious. It was a fine system when it was just a few content packs but now...

What are some good AI settings?
 
Ha! Not long ago people bitched about a lack of content..

Leave the AI agression alone at 25% on normal courses, ovals you can turn up higher. AI at 100% will challenge most people.
 
Downloading this game with all it's content is tedious. It was a fine system when it was just a few content packs but now...

What are some good AI settings?

Strength to taste (90-120), and keep the aggression below 50 (25-50). Some cars and tracks can take 50, but if you find them misbehaving, knock it down.
 
Brookdale: http://www.mediafire.com/download/bq0t8gsf9hd8dan/3PA_Brookdale-v115.rfcmp

Changelog:
– improved reflections
– improved some material settings and textures
– improved shadow casting
– reduced slightly track’s memory footprint
– adjusted concrete- and safer walls properties, preventing car to “stick” on the wall after slight contact
– added GETmod support
– adjusted few track side cameras to avoid clipping

Palatov: http://www.mediafire.com/download/fxshfzvitt5bb9z/Palatov_D4-v.1.38.rfcmp

Changelog:
· recalculated talents' performances
· repositioned fictional rainlight
· new shader/values/textures for floors for better view at night if lighted by headlights of followers
· added personalized pit crew guys and pit-exit guy (by Chris "redapg")
· remade all icons of all vehicles
· repainted all skins made by Juergen in version 1.0, with new official "replica" and "ORP" ones
· optimization of headlights values also due to the build 998
· optimization of all gmts for night view
· optimization of shader's values for reartrain
· update talent and driver names
· set same value of BrakeDuctSetting for all classes
· new rear 3d suspensions, gearbox and other mechanical parts to update the D4 to the latest 2015 real car version (by Chris "redapg")
· added the new "open" rear by default into the upgrade options to let also the previous version available
· added trackmap into the dashboard (cockpit): if map is not available appears the Palatov logo
· added filler-cap to the body
· optimization of shadows
· optimization of all shaders and values for several parts
· few new textures
· new planes and textures for (under/tire)shadows
· 3d remake of main and minor parts of the whole mod for improving SP and MP performances and for a better graphical quality (by Chris "redapg")
· added "fake" nightlight to the dashes from external/swingman cam view
· recalculated TGM "GrooveEffects" and added new "GrooveSqrdEffect" for each compound
· graphic improvements to the dashes
· added nightlight to the dash 2015 model, added also the choice for the color (upgrade)
· switched the dash 2015 by default
· added nightlight to the "old" dash (due to rF2 limitations, to see the nightlight on, you need to insert a gear)
· added working powerswitch (needs to set "ignition" key)
· added new working lightswitch (also out of cockpitview)
· added working mirrors out of cockpitview (it works depending of track reflections)
· remeshed body just over the cockpit for better look
· few little improvements to the cockpit 3d
· new rivets, new hi res steering wheel bolts
· fixed missing driver name into VEH vs RCD
· changed default values of tire set for HC into HDV file and deleted the lines to change tire set into the upgrades files of Custom and Hillclimb classes
· new order for Classes into the UI: 1. Trackday MP, 2. Trackday, 3. HC, 4. Custom hoping people will use TDSE at first...
· changed CGHeight= from 0.250 to 0.260 for HC and Custom equipped by HC rollcage
· added missed "rlframe" to the Custom spinner.gen
· added changes GeneralTorqueMult*= to Custom and UPGRADE for Custom.
· GeneralTorqueMult*=0.96 vs 0.98 for normal aspirated engine due to the new value assigned to the ClutchFriction, for fixing max speed
· new turbo1 and 2 engines for fixing rpm idle issue, if auto clutch off new ClutchFriction value in all 3 hdv files for decreasing the rpm difference if auto clutch is on
 
We’ve put together some more information about this release, and what it means for you, in the form of a short Q&A:

If I already own rF2, can I move over to the Steam version for free?
Yes you can migrate over to the Steam version at no extra cost. Once you do this, your original non-Steam product is no longer active.

How will Steam work with Standard/Lifetime?
For those who do not buy or have Lifetime, you will need to buy online access through Steam. We will not offer Lifetime upgrades (from ‘Offline’) on Steam. We are also planning to stop doing Standard to Lifetime upgrades for the non-Steam version soon.

rF2 on Steam will offer three things:
– rF2 Offline
– 1 Year Online for rF2 (adds multiplayer to rF2 Offline)
– rF2 Lifetime (has multiplayer included)

Will my online access be carried over from non-Steam to Steam?
No, not for the standard version of rF2. We are not able to move over remaining online access, so users may want to wait until that expires before migrating. Lifetime access is carried over to Steam.

Why Steam? Why now? What Steam features are implemented in rF2?
We have done a lot of work to support Steam, including implementation of Steam Workshop for additional content. Here is a more comprehensive list:

– automatic updates of rFactor and mods
– support for Steam Workshop as a single easy source for all ISI and third party mods
– workshop items will automatically stay up to date
– leagues can use the workshop to create a convenient installation for participants
– automatic backup of car setups in the Steam cloud
– integration with the Steam matchmaker for finding servers
– support for the Steam friends system to join a friend’s game
– screenshots can be quickly shared on Steam
– broadcast options to allow (your friends or anybody) to watch you play
– streaming support that allow you to run rFactor 2 on one system but stream the graphics to another
– Steam Music Player support to listen to your favourite songs in your car and control the stereo
– statistics and achievements that you can use to compare your performance against others

Some may consider it a better platform for rFactor 2 due to the Steam integration, but we’re not planning on any Steam exclusive features (apart from those that require Steam or are enabled by using it, as can be seen above).

Will non-Steam and Steam rF2 be cross compatible?
Our goal is that MP races are cross compatible, yes.

Will a non-Steam version continue to be sold?
We will continue to sell a non-steam version for an undefined period. We may look to wind down new sales on the non-Steam version, but much like rF1, this is probably a long-term transition, if it happens at all.
 
Oh god, using Steam for mod management should be heavenly. Mind you, it's been far too long since I actually fired up rF2 and it may have improved significantly. But can't be as good as Steam.

Still, kinda BS that online isn't free considering they could just use Steam's servers.
 
Shame the rest of my yearly sub won't transfer over, but whatever. The rest of it sounds great however.
I think when I bought it I had a years sub but obviously never used it. To be honest, I'd much rather hotlap to my heart's content than play against other people.
 
Sales pitch below:

ISI said:
As an rFactor user, you're being sent a one-time email inviting you to purchase our latest racing simulation at a special price...

40% off rFactor 2 Standard or Lifetime:
Use PROMO CODE "40OCT15" (without quotes) on our purchase site. New purchases only.

Already own rFactor 2 Standard version?
10% off multiplayer renewals via this link. Promo code "10RENEW".

Both Promo Codes will expire 23:59 EDT on 10/18/2015.

Here's the deal from FB:

*Current lifetime licence will be a lifetime sub on Steam.
*Current yearly sub to mutliplayer WILL NOT be transferred to Steam! One can use the non-Steam version until the day their online sub expires and then transfer their licence to Steam.
*One cannot upgrade from standard to lifetime AFTER migration; stuck with a 'standard' offline account.

Upgrade from 'standard' to 'lifetime'
ISI said:
As of April 28, 2014 the rates are:

USD 52
GBP 34
EUR 38
JPY 5300
CAD 50
AUD 50
NZD 56

These amounts can be sent to us via Paypal to our upgrade@rFactor.net Paypal account. Please send your RF order number in the payment information. Please allow two working days to process.

The stupid thing is this (apart from charging customers to access online servers via the in-game server browser), with the 40% discount, it is cheaper to buy a new licence than upgrade! The economics of this decision are frankly baffling. ISI has very solid netcode (take note Kunos) however charging more for an upgrade versus a new lifetime licence is stupid. Seems I'm not alone in my thoughts about this either.
 
I do love reading the comments by the ISI dev team: http://isiforums.net/f/showthread.php/26845-High-Quality-Post-Effects?p=393462&viewfull=1#post393462

Tuttle of ISI said:
You should not compare products with completely different goals and targets.

- AO; bake it, as we do, in a second channel
- Motion Blur; we don't want these kind of effects while driving.
- Bloom; we had this but it was pretty inefficient and causing more problems than benefits. Again, kind of effect which is not really a must. As we have much more important prios I think this is gonna be bypassed for rF2. You can use some injector if you need it.
- Eye Adaption; still, creating more problems than goods when assigned to a such complex dynamic environment. We had this, we removed. Let your own eyes do the job.
- LUT/Calib; that's something good to implement but not a priority, at all.
- Misc Camera Effects; No offense but that's a pretty kitsch list of effects. Something I'd espect in 1998 editor showreel. They are really out of place in a sim like rF2. Film Scratches and Dust...really?

The only fx I would like to see (as a user), personally speaking, it's a proper replay CAM DOF and some realistic lens effect on top of it. That's it. Still, no prio.

As for rF2 driving experience, we don't want any kind of visual effect. Real life is not a demo of Adobe Premiere...:P
 
Full article: http://simhqmotorsports.com/road-america/

SimHQ said:
Dennis created a basic version for rFactor 2, but soon realized it was not possible to work on the renovated Le Mans track and the Road America track concurrently. SimHQ Motorsports track developer Alex Coutie was offered the project, which he energetically jumped-on. Dennis’ repository for rFactor 2 Road America amounted to more than 5.5 GB and 7300 files.

Everything was made available so Alex could build, refine, polish, and complete any unfinished items. Because ISI has been continually changing the visual aspects and features of rFactor 2, Alex had to update and rebuild many items to the evolving specifications, and to make sure the latest available technology available in rFactor 2 was added. Ultimately, it took many, many hours on the track to bring it to its current v1.0 release level. Dennis said, “I am very thankful Alex agreed to complete the track. Without him, there would not have been a release of this scratch built project.”

Direct Download: http://simhqmotorsports.com/downloads/motorsports/rfactor2/tracks/SCES_Road_America.zip
 
Annoyingly, there's already a version of RA available. Which, while not the best looking track by any stretch of the imagination, not only looks better than Alex's version, but has less erratic AI too. Judging by the amount of effort Alex has put in, I'm sure he'll polish it up a little more, with some better looking trees and competitive AI.

What makes a track polish?
 
Annoyingly, there's already a version of RA available. Which, while not the best looking track by any stretch of the imagination, not only looks better than Alex's version, but has less erratic AI too.
Any links?

What makes a track polish?
Dunno but the SimHQ version could do with a bit more of it to be honest. The best looking 3rd party tracks remain Feels3 and the Macau rip from Race 07
 
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