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

Nah, that's not relevant to me. If you want to compare with Dota 2 then go ahead, I'm not gonna waste my time.

Cool. As I was saying: I've seen Valve pump out more content in a week than ISI can do all month. At this rate we might have something resembling a finish product in 2015. :/
 
For free? Good on Marussa for making it available. Is that the first Marussia one post-Virgin?

Edit: Just saw it is. Looks perfect for making an F1 mod for rFactor 2. Can't wait to have a play! Be interesting to compare it to the 2007 Williams.
 
Looks perfect for making an F1 mod for rFactor 2. Can't wait to have a play! Be interesting to compare it to the 2007 Williams.
A word of warning: Tim from ISI has tweeted and posted on the rF2 Facebook page that the Marussa has a lot less downforce than all the other cars on the F1 grid and that ISI and Marussa worked together on the car to make it as accurate as possible.

In short, the technique section needs to be read before people complain about the way the Marussa handles and stops as ISI have explained the nuances of the car:

"The Marussia-Cosworth MR01 has lower levels of downforce than many of the top teams had, and this means when driving it moves around quite a bit. Fast reactions are needed, and for many, finding the limit of the car may be an enormous challenge. It may also be fun!

Drivers will also need to take care of the brakes, as the MR01 will suffer brake problems over a full race distance at some circuits. An adapted driving style and engine braking will help, but it’s important to note that maximum braking can only be applied from braking zones over 300km/h, the brake must then be eased off as the aerodynamic load decreases. It also may not be possible to use 100% braking pressure at all circuits, so reducing brake pressure in the setup is also an option.

Tire management is also critical in a long race. You will need to minimize how much you spin the tires to reduce thermal degradation, and if you do pass a critical level, it may be difficult or impossible to bring the tires back to the desired level for best performance. Watch those temperatures closely and then back off to bring them under control, you will lose less time over an entire run."
 
A word of warning: Tim from ISI has tweeted and posted on the rF2 Facebook page that the Marussa has a lot less downforce than all the other cars on the F1 grid and that ISI and Marussa worked together on the car to make it as accurate as possible.

In short, the technique section needs to be read before people complain about the way the Marussa handles and stops as ISI have explained the nuances of the car:

"The Marussia-Cosworth MR01 has lower levels of downforce than many of the top teams had, and this means when driving it moves around quite a bit. Fast reactions are needed, and for many, finding the limit of the car may be an enormous challenge. It may also be fun!

Drivers will also need to take care of the brakes, as the MR01 will suffer brake problems over a full race distance at some circuits. An adapted driving style and engine braking will help, but it’s important to note that maximum braking can only be applied from braking zones over 300km/h, the brake must then be eased off as the aerodynamic load decreases. It also may not be possible to use 100% braking pressure at all circuits, so reducing brake pressure in the setup is also an option.

Tire management is also critical in a long race. You will need to minimize how much you spin the tires to reduce thermal degradation, and if you do pass a critical level, it may be difficult or impossible to bring the tires back to the desired level for best performance. Watch those temperatures closely and then back off to bring them under control, you will lose less time over an entire run."
Wow, can't get much more accurate than that! Hopefully there'll be someone out there who could modify it using that as a base and have it be damn close to a real F1 car of that era.
 
From their facebook page >

AYeNWbF.jpg

AC 427
 
Updates for the Renault Clio 197 to version 1.41 car and the Malaysian track to version 1.42 can be downloaded from ISI
 
From their facebook page >



AC 427

Still waiting for that sexy Mercedes Benz 300 SLR they teased six months ago on Twitter.

Some good updates though. Seem Lime Rock was updated too.


I wish they wouldn't screw around with things so badly. No manual way to update from 156? I get that this is a beta and they want to test things, but I would have gone with the auto-update anyways. But after the first attempt, after realizing it's really slow and doesn't work, I would like the option to actually just update with a manual file. Looking at the thread, it seems nobody is getting this thing to auto-update without crapping out:(

EDIT: And speaking of betas, I don't even know if this is fair anymore. When I was sold this, I was not being sold on it being in beta for the next upteen years. I mean, I would have purchased anyways, but WTF. Didn't they extend the "online" fees an extra 6 months to account for the beta period. If they don't extend this appropriately when it's finally released, my online subscription will have expired well before it ever reached retail status. And I was supposed to get one year's service for my money.
 
Same boat, man. I mean, in theory I don't mind it being a beta but I was under the impression it'd be in beta for maybe 6-12 months or so. How long has it been now?

Fake edit: OP was 11th Jan last year. And still no word of anything like a final release :/
 
Clearly those update servers were just getting hammered. When it works properly, it's actually a pretty fast update. Still think they could have put the manual file up for people who wanted to try it earlier, but hey... auto-update finally works:)
 
Still waiting for that sexy Mercedes Benz 300 SLR they teased six months ago on Twitter.

Some good updates though. Seem Lime Rock was updated too.



I wish they wouldn't screw around with things so badly. No manual way to update from 156? I get that this is a beta and they want to test things, but I would have gone with the auto-update anyways. But after the first attempt, after realizing it's really slow and doesn't work, I would like the option to actually just update with a manual file. Looking at the thread, it seems nobody is getting this thing to auto-update without crapping out:(

EDIT: And speaking of betas, I don't even know if this is fair anymore. When I was sold this, I was not being sold on it being in beta for the next upteen years. I mean, I would have purchased anyways, but WTF. Didn't they extend the "online" fees an extra 6 months to account for the beta period. If they don't extend this appropriately when it's finally released, my online subscription will have expired well before it ever reached retail status. And I was supposed to get one year's service for my money.

I'm pretty sure that the online subscription thing only starts once the game goes out of beta, and doesn't count now. The extra 6 months are just a bonus for people who buy in now.
 
That last update seems to be a good one. I had some issues holding 1080P@120hz on some of the modded tracks, but performance seems a lot better now.

For some reason something changed and my Monaco car set-ups were all eaten though:( I really wish they would intro some optimized presets. Having "factory presets" on cars that are fictional to begin with seems a bit silly to me.
 
So, maybe I asked this in the PC sim thread, but it belongs here, too (as I don't think it was answered): Is there a one-stop page that has everything I need to get all the official cars and tracks for rF2 in one hit? Or even multiple hits on the one page?
 
In case anyone is dumb like me, you can't just update mods by installing the latest version. You also have to delete the older versions.

Like for example, to get the above mods working, you would need to uninstall: 1960s World Class racing 1.1 and Brianza 1.0.

Doh. Certainly explains some things for me.
 
Mods for rFactor 2 aren't made with idiots in mind as ISI have made the process so convoluted. It is laughable how archaic certain aspects of rF2 are.
 
Wait, really? The way I interpreted it, when patch sizes mentioned they were (for example) 200mb+250mb+179mb, I assumed that meant you needed all of them installed. You mean I only install the most recent one?!?
 
Depends what you're talking about. If you're talking about updating the main game, you need to install them all (if not doing a clean install + just updating).

But there are mods (cars + tracks) that apparently only update if you get rid of the old files first. So you have to go into the mod manager and uninstall files. And some of these have dependencies. So you have to uninstall the dependencies before you can uninstall the old files.

I'm still not sure I understand it completely, but I was pretty surprised when I was reading through the thread on their forum and people were just acting like this was common knowledge. It's certainly not how any other game I've ever owned handles things.

My fans for my wheel should be arriving tomorrow. So I'll see this weekend how much I actually broke in the game. I just got done uninstalling quite a bit of crap.
 
I'm still not sure I understand it completely, but I was pretty surprised when I was reading through the thread on their forum and people were just acting like this was common knowledge.
This is half the problem as ISI don't communicate changes and presume everyone knows how to install mods and components.

Shaneus, take a look at the rF2 download page and it'll become slightly more apparent what is needed to be replaced and what is yet to be changed. Basically the series mods are being replaced with 'component' versions A.K.A stand alone versions. Any mod numbered 1.4x replaces a series mod. You have to uninstall each applicable series mod and replace them with the version 1.4x component.

in rF2 nothing is overwriten so if you don't delete prior versions, you'll have multiple versions of the same car and/or track. SMS make updating look like child's play with the pCARS updates and I wish ISI had the same way of doing things.
 
Ahhhh.... that makes sense then. I was just confused by this:
CGgZpAv.png


What? X + Y + Z? So I install all of them? That was my logical conclusion given that the most recent update was smallest *and* they didn't actually remove the older versions... otherwise, why have them on there?

Anyway, they're all downloaded now!
 
Normally I wouldn't consider buying any community made mods for racing simulations however I'd recently read really good reports on United Racing Design's T5 Series (AKA DTM) series on another forum and at a cost of 10 Euro, I figured it was worth a punt. E-mail confirming purchase and providing a DL link arrived 15 minutes after my payment was made.

Suffice to say I agree with the positive feedback as I'm really happy with the T5 mod; it both looks and sounds good and has decent physics (although the cars may be a little too grip laden based on ISI forum feedback) and excellent FFB. With an optional skin pack installed (see link below) and with a few additional tracks from the likes of Feels3 and Virtua LM, the T5 mod really does become a great DTM experience.

Ales Ogrinc of United Racing Design posted on the ISI forums: "Anybody who will buy T5 mod until end of May will get atleast one more car for free and this goes for all customers so far! The car will be real one and it will be sports car and here is first picture of it!"


Ales also added: "In may i will bring V1.2 of the mod out to with DRS and some other adjustments".

T5 Mod link: http://www.unitedracingdesign.com/#!shop/c1hgg

T5 Mod discussion on ISI forums: http://isiforums.net/f/showthread.php/11327-T5-series-by-UnitedRacingDesign

T5 Mod DTM 2012 skin pack: http://simracing-rf.de/index.php/downloads/rfactor2/mods

Endurance X discussion on ISI fourms: http://isiforums.net/f/showthread.php/11597-WIP-EnduranceRacingX-by-UnitedRacingDesign

YouTube link of upcoming Endurance X mod featuring URD's 'Bayro E5 GT': http://www.youtube.com/watch?v=cgDIB3uaOJU
 
GSC is fantastic and the T5 mod is very well done and will get an update in May based on community feedback. FWIW GSC is God-tier whilst T5 is a very well made mod that needs a couple of tweeks to be as good as the Nissans or GT2 Corvette in rF2. Overall I'm very happy witth my purchase.
 
From Tim Weatley:

Quick update on what everyone is working on...

We've been intending to release a core build for over a week, or two. Issues prevented. We are now testing Build 214 internally (some people like to know the number...). Thanks for your patience.

We're testing older content (Palm Beach, for example) not yet released in component form. We've been testing the FISI 2012 and SLS safety car in component form also.

Car guys are working on a BTCC car primarily (this doesn't mean this alone).

Track guys are working on Silverstone mainly (this doesn't mean this alone).

As far as licensing, there are some nice possibilities on both the car and track sides. We'll be announcing two exciting high-profile licenses this month (track license acquired last year, car license signed this week). Both these pieces of content will most likely be high in priority for main production focus.

 
Cool. I noticed in a forum post that Wheatley said it wasn't realistic to expect them to license all the vintage tracks that GPL had. Which kind of got glossed over there with disappointment. I took it as the opposite though (that significant additions would be coming). He also stated they try and secure classic versions whenever they do contracts for tracks.

Here's hoping for vintage Silverstone. Cause, yes, I love the vintage tracks in that game. The Eve F2 and compatible tracks are my favorite racing combo ever.

On a mod related note, here's the first ever video of Longford 1967 running in rf2:

http://www.youtube.com/watch?feature=player_embedded&v=DzsD_I-U3BA
 
GPL's Silverstone is just wicked. One of my favorites for sure. I'd like to see that, and Kyalami in rF2. I pick those two in part because you probably won't see them elsewhere any time soon. Mexico too, but F those tires :)

Longford looks ace. Can't wait for that.
 
The following cars have been updated to v1.4 and are available as components:

Formula Renault 3.5
Renault Megane
Nissan GTR GT1
Nissan 370z GT4
Mercedes SLS Safety Car

Find them here: http://rfactor.net/web/rf2/rf2dl/

rFactor2 Build Notes

May 9 – Renault Megane:
- Updated spec TGM
- Minor aero balance tweaks.
- Minor suspension tweaks.
- Minor braking tweaks.
- Minor tweaks to AI
- Minor camera tweaks
- updated several shaders
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.

May 9 – Formula Renault 3.5:
- Minor tyre tweaks.
- Minor AI tweaks to make relative performance slightly more human-like.
- Minor camera tweaks
- Fix for hole in the nose visible when driving in cockpit view without a driver present
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.

May 9 – Nissan GTR GT1:
- Updated tyre TGM to be more in-line with the C6R New engine model with improved engine braking and throttle maps (must use build 156 or higher).
- Minor suspension and steering tweaks.
- AI tweaks attempt to create a more even correlation between humans and their AI counterparts through all parts of the track.
- Minor Camera tweaks.
- All new engine sound samples.
- Low angles showing underneath the bonnet were touched up.
- Updated shaders.
- Fixed a couple seams.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.

May 9 – Nissan 370Z:
- Partial redesign of the tyres.
- Minor engine cooling increase.
- Minor suspension tweak.
- Minor AI tweaks.
- Minor Camera tweaks.
- New cockpit gauges
- Fixed position / lap counter display
- Fixed some pop-out’s due to a couple LOD distance errors.
- Updated shaders.
- Incorporating the newer more accurate tyre wear model (available with build 146 and higher).
- Incorporate the new engine model, for which code support was originally introduce back around build 90 and higher, which allow more accurate throttle maps.
- Add support for damage model dependencies (such as in those rare cases where you could break off suspension with the wheel remaining on the car can no longer occur), available in build 146+.
 
More updates:

May 10 – Mills Metro Park:
- Fixed a couple pop-up’s.
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Portugal:
- Fixed pit official
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items


May 10 – Palm Beach:
- AIW refinements
- Minor cam tweaks primarily to resolve minor audio issues.
– Added under horizon shadow caster to try to prevent shadows “hovering” at low sun angles
– Refined HDR/Bloom profile
– Texture refinements to work better with HDR
– Clean-up of various minor visual items
 
Updating to 218 was a huge mistake for me. The auto-update in the client never worked, so I eventually just did a clean install. That lost me all my car setups. Build 218 was also a new mod build, so my DashMeterPro app didn't work. And to top it all off, I'm getting pretty lousy performance. Had been pretty flawless the last couple builds. I was getting micro stutter that kind of sorted itself out until about 2/3rds of the way through my race at Mid Ohio. Then I start stuttering in slow motion until it finally stops at the end of the long straight (and I go flying off the course cause I can't brake). Race over.

I like their forums (although I don't post there), but I don't know why they're getting defensive about not calling it a beta anymore. It's absolutely a beta and I think I'm gonna roll back to the last update and stay there until I have absolute need to move forward again.
 
Ah, so the new update is messed up? The automatic downloader thing wouldn't work for me and wondered if anyone else is having the problem. Guess I'll just wait this update out.
 
Ah, so the new update is messed up? The automatic downloader thing wouldn't work for me and wondered if anyone else is having the problem. Guess I'll just wait this update out.

I don't think it's messed up universally, it just runs like garbage for my config (because of the latency spikes). Talking about fresh build. The updater does seem universally borked.

The app not working isn't surprising, because they said they sent out a warning for all plug-in makers that changes were coming. There may be an update I can download, but it doesn't make sense for me to even look, because I need to roll back to get a driveable experience.

I'm just ticked I lost all my car tune ups again and it's not even an update I can use. Again, it's my fault, but if the auto-update had worked, I never would have screwed that up. The joy of finding the right gear rations again on all the tracks (which you especially need with the old cars for proper engine braking):(
 
What config are you running? Chances are if we have the same GPU, it'll be that. It's always the GPU, and it's almost always ATI/AMD :/
 
Think a new update is coming seen judging by tweets.

I fixed my build 218 micro stutter issue by going back into the .ini and disabling writing of replays. That's how I solved the issue last time, but it was so long since I did a clean install like that, I forgot how I fixed it.
 
Think a new update is coming seen judging by tweets.

I fixed my build 218 micro stutter issue by going back into the .ini and disabling writing of replays. That's how I solved the issue last time, but it was so long since I did a clean install like that, I forgot how I fixed it.

Thanks for the tip, hopefully I'll remember this if I encounter any stuttering myself.
 
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