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

Fun little track, and it's got a few tricky bits as well. I really do like Alex Sawczuk's tracks.
A current Reiza employee releases an official track for rF2 - I hope this means Reiza are granted access to use rF2 as a basis for their next releases.

I've tried the track with the URD Endurance beta using the Darcha aka Porsche and it's a lot of fun.
 
I feel like a man yelling at clouds 8(

Anyway, build 342 in now available to download: http://rfactor.net/web/rf2/rf2dl/

Release note (Tim from ISI promises better visuals!):

FEATURES:
————————
Now allowing user vehicle data (like FFB multiplier) to be stored separately from mods. To enable, set the PLR file option "User Vehicle Data" to 1. The current default is 0, which is the original behavior. If it works well, we will change the default.
Allowing virtual mirrors to be used with onboard cameras now. Also made mirror key apply to swingman and onboards.
Added UI options to create a "virtual" vehicle...based off an existing vehicle. Goto Tuning Page with an existing vehicle...select a loose alternative skin. (if no loose alternative skins are availible, hit the "create dir" button, then the "reload" button and it'll generate one for you (use the skin spinner and select "alt"). Once you select an alternative loose skin, the "create" new driver button should be enabled. hit that...fill in the new driver name and team, and next time you enter the vehicle selection screen you should be able to select your new vehicle. (new "virtual" vehicle will also be available as an opponent) (Doesn't currently work for multiplayer).
Added a more generic way for physics modders to attach pushrods (or spring/damper units); in particular they can be attached to A-arms now.
Added tire compounds to results file.


GRAPHICS:
————————
Changed baseline turbidity to 2.0
Now able to exclude specified objects (such as cockpits) from HDR scene avg luminance computation.
New particle cloud system is being phased in.
Improvements to HDR downsampling.
Reflection maps set to Off now uses a near-static map.
Some improvements to reflection map rendering pipeline.


BUG FIXES / OPTIMIZATIONS:
————————
Fixed case where incorrect password would be saved after a failed download.
Fixed incident reporting and crash sounds, not coincidentally!
Fixed mistake when we added support for 6 controllers.
Garage UI captions that are overridden by one vehicle now get reset to the default if a different vehicle is chosen.
Fixed time length of replay reported in Replay Information box.
Improved handling of the situation where there are more vehicles than garage spots (added warning message, and prevented a possible CTD).
Added a controller.ini variable "Detect Rearranged Controllers" which was and is on by default, but can now be disabled if it seems to cause problems.
Computing main vehicle body extents using collision body only now, since collision is its primary purpose. For some cars, this fixes a problem where the AI thought the car was really wide due to the ambient shadow object.
Fixed a problem where the grid at the monitor would look messed up if adding/removing vehicles while paused.
A hopeful fix for the problem where Windows 8 users are reporting occasional lost controllers.
Fixed the position displayed in front of the driver's name at the monitor, which was usually incorrect when viewing replay.


MULTIPLAYER:
————————
Allow /restartwarmup to go back to the warmup session briefly even if it is disabled. The purpose is to allow pending drivers to join.
Optimized the initialization of temp cars in multiplayer, which reduces the slight hitch when other clients join while you are driving.
Fixed bug where server messages were being labeled as "Your Name:" instead of "[server]:"


MODDING / PUBLIC DEV
————————
Fixed crash from entering game with no AIW file.
Added new gizmo APP_TEXTVALUE_REPLAYDRIVER for OSC modders that only displays driver's name, not position.


AI:
————————
Introduced version 1.0 of new AI learning code. When Autocalibrate AI Mode="2" in the playerfile, AIs will run laps in practice trying to optimize their operating parameters on a per corner basis ( up to the new playerfile variable "AI Calibrate Sample Size" number of trials). They create a database (*.wis file...for "wisdom", in the UserData\player\Settings\componentName\VehicleFile directory) with the results & use these results to adjust their parameters on the fly in a race. Because this is the first release, it's not completely full-featured...for best results, during practice, disable fuel usage, tire wear, and mechanical failures, and try to keep out of their way (they will not currently ignore a result because the the AI was held up by another car). Results are stored between games, so you may run a race with fuel usage, tire wear, and mechanical failures once the databases are created.
When Autocalibrate AI Mode="3", the AI will only read and use existing knowledge.

Known Issues:

General
========
-While driving Historics, AI can not safely slow down and enter their pit stall.
-Because work on rFactor 2 is ongoing, newer mods and components may have issues if played on earlier rFactor 2 versions than the version for which they were intended.


Networking
========
-Server does not warn user if IPort is already in use.
-No Server ping in MP Lobby.
-Server detail sharing does not work in some cases.
-Some odd collision behavior is happening in multiplayer.


Graphics
========
-Environment mapping is not yet fully optimized and may cause slowdowns, especially on multi GPU systems.
-FXAA post processing does not work with any level of MSAA enabled - disable MSAA if you are using FXAA
-Night lighting issues with HDR enabled


Replay
======
-Some vehicle states like tire temperatures are not restored when resuming a session from a saved replay.
-The accuracy of the g-force meter may depend on replay quality level. Similarly, watching an AI or human opponent live may result in a very "spiky" meter.


Tire Model
==========
-Contact patch load distribution model is not final, which means tire pressure does not have the full effect that it should.
-Aquaplaning is not implemented, so wet weather driving is only properly modelled when the track is damp but with no standing water.
-There are other relatively minor loose ends.
-Curbs, white lines have almost no grip in rain.


Collision
=========
-Loose objects (cones, haybales, etc.) "fall asleep" inappropriately, sometimes up in the air, and essentially turn into solid objects.


Weather/RealRoad
================
-Groove build-up and track wetness/drying happen at an artificial, accelerated rate.
-Wind and humidity do nothing.


Controllers
===========
-Some older force feedback drivers cannot handle rFactor2's high-fidelity update rate and in fact make the simulation fall out-of-realtime (you'll notice if things get jerky and slow and the purple bar on the CPU Time graph goes to 100%). There are two possible fixes: 1) get updated drivers from your hardware manufacturer (recommended), or 2) open up controller.ini and set "Skip Updates" to a non-zero value. Note that the presets for new Thrustmaster wheels include the second fix in case users haven't updated their drivers. Again, we recommend updating the drivers and setting "Skip Updates" back to 0.

From Tim Wheatley:

Info: This new build should see a major step update to visuals in rFactor 2. You may want to take a good look at your settings, as in some cases you might be able to use a lower setting for the look you are used to now, while those of you with super-systems can enjoy visuals not seen before.

We have worked a way around the bug with USB in Microsoft Windows 8. Loss of controllers issues should be gone. Let us know.

Only major known issue is that for night time racing, you may need to disable HDR to give you visibility. We simply had to get the wheel fixes out (which stopped users from running the sim entirely due to the bug in Windows 8).
 
I hear you! Monster update.

Maybe you should just wrap rF2 into the PC sims thread for now. When it's officially done, you can make new thread for it if you'd like. Up to you of course. Do as you like. I'm listening though!
 
I'm thinking new sims thread with an OP that isn't banned that can be updated as need be.

...yeah, I said I would. Sorry! I've got to just sit down and do it. It shouldn't be too bad actually. Nobody wants to read a book of an OT, and I don't plan on giving them one :) I can probably have something up by Saturday night actually.

I'll ask you guys what you want to see in it in the other thread.
 
Thank you gentlemen. I was starting to think the PC racing simulation fraternity was losing interest in rF2 just as it's starting to show some real promise.

I hear you! Monster update.!

Anyone take a look at the unedited screenshots thread? rF2 isn't going to compete with CARS visually (IMO), however there are some fantastic screens being taken baring in mind rF2, like CARS, is devoid of a bullshot mode.

pjl6.jpg




*None of these images are mine ;)
 
Is this game ever going to come out of beta? Don't feel like jumping in till then with all the other great sims in the market atm
 
Is this game ever going to come out of beta? Don't feel like jumping in till then with all the other great sims in the market atm
ISI have not officially announced it but rFactor2 has changed from an Alpha/Beta/Master product into an 'evolving' one. All mention of 'Beta' has been removed from their website and they now seem to be selling rFactor2 as a full product.

I find the lack of announcement puzzling though, as surely news of them moving out of beta would boost sales.
 
ISI have not officially announced it but rFactor2 has changed from an Alpha/Beta/Master product into an 'evolving' one. All mention of 'Beta' has been removed from their website and they now seem to be selling rFactor2 as a full product.

I find the lack of announcement puzzling though, as surely news of them moving out of beta would boost sales.

I wonder when the "you have to pay for yearly updates" kicks in. Originally in January 2012 we were given the usual 12 months + 6 months extra time for updates because the game was still in beta. Those 18 months have passed already so in theory we shouldn't even get these updates for free anymore although obviously they are still free. Have they said anything about the situation?
 
Update to the update - the graphics are coming along at the expense of some frame rate. rF2 runs fine at maximum settings (holds a v-sync'd 60fps) until a spin or crash. Any shunt or incident that results in large or excessive smoke/dust and the frame rate tanks. Lowest fps I've seen is 29 fps with just my car on screen.

ISI have some further optimisations to do.
 
Le Mans with the Howstons, oh my. I'm in love.


Sadly rFactor 2 is missing a Prototype series and some LMP cars are desperately needed. As much as I love URD's recently released GT cars, I wish they'd chosen to develop their LMPs first.
 
Hi guys, i leave you a rFactor 2 video in which I've applied some filters to have a tonality, lighting, lens effect and realistic sound, its a onboard lap with the Marussia-Cosworth MR01 in Silverstone.


http://www.youtube.com/watch?v=HFqIbhu7h_4

.
Good stuff Adrian! Sorry I missed this when you posted it.

United Racing Design have released version 0.95 of the paid for enduro mod. Lost in the beauty of pCARS, the all round goodness of SimBin's RRE DTM add-on and the sublime FFB and physics of Assetto Corsa and Game Stock Car 2013 is rFactor 2.

Here are several undoctored in-game shots I took of the URD Enduro mod at Mid-Ohio. Only the Viper has a working interior hence the bonnet view for the other vehicles. If you are looking for an ear-gasm, try the Aston Martin!

5H6g66kh.jpg
 
It's rFactor 2's best car!

Although I'm probably a little bias, as I've a soft spot for classic race cars.

I did some races in this tonight, and it really is a brilliant little thing. So much fun.

For every time I get a little down on rF2, there's always something that grabs me again and reminds me how good a sim it really is. The rear end feedback is pretty vague, but the front end ffb is just sublime in rF2. The feeling is just addictive.

I think I'll do a new PC up for myself sometime in the near future, and I have a feeling once I'm able to throw some horsepower at this thing I'll feel differently about it. It just eats moderate hardware for lunch right now.
 
New build!!

=====================================================
Update 20 (Build 381-unstable, 382-release) Changelog (December 18, 2013):
=====================================================

GRAPHICS:
————————
Improved usage of particle cloud for engine effects

FEATURES:
————————
Set steering range in main UI based on currently vehicle (assuming option is set) to reduce confusion.
Switched replay compression to low by default; the PLR file option “Compress Replay” now goes from 0-4 rather than 0-1. This takes less than half the time to write out at the end of a session (which is the source of the delay after long sessions), and typically uses only about 5-10% more space. If the delay is still annoying, consider turning off compression completely.
Changed the way tire compounds are reported in the results file.

BUG FIXES / OPTIMIZATIONS:
————————
Fixed bug with non-English translations that prevented switching between full screen showroom and standard showroom.
Fixed the problem where replays would slow down in the middle if they were really long.
Fixed issue with some “virtual” vehicles not loading the their skin
Fixed issue where cars in series that don’t allow refueling would not fill up their tanks at the beginning of qualifying with enough fuel to run all the allowed qualifying laps.
Fixed bug with HUDs being broken when playing in a mod with a HUD packaged in it and wanting to use a HUD from a different component.
Fixed other HUDs not showing up in HUD selection gizmo in cases where you currently have a mod selected with it’s own included HUD.
Fixed issue where loose car skins would not reload when hitting the “reload” button from the tuning page.
Fixed a crash in Dev Mode from deleting a spinner gizmo & then moving to another page with a spinner.
Fixed “A.I. cars not in private test day list after creating second test day” bug.
Fixed bug that prevented latest AI learning mode from working when practice was the only session selected.
Fixed massive frame rate hit on car selection list page.
Fixed trackside camera tracking rate which would act jerky in cases of fluctuating framerate.
minor improvements to AI robustness when dealing with a track with unusual characteristics….(very long space between waypoints)
Attempted workaround for a problem where people sometimes lose keyboard input due to Windows not sending a message that rF2 has regained focus.
Fixed loose skin bug where identically named skins belonging to different cars all looked the same.
Fixed shadows not displaying properly in replay mode

MODDING / PUBLIC DEV
————————
Camera editor now always shows FOV info for active camera in upper left.

UI / HUD / Options:
————————
Added cockpit and TV overlay gauge for battery level (“BatteryLevelRange”, “BatteryLevelCenter”, etc.). Actual modeling of battery dynamics remains unimplemented.
Replaced UI option sun occlusion with soft particles
Added soft particles as UI display option
Now able to get true type fonts from UI as well as shared.
OSC gizmo APP_BUTTON_REPLAYCHANGECAMERA can now be used to choose different cameras by setting Caption1 to “Driving”, “Onboard”, “Swingman”, “Spectator”, or “Tracking”.
improved track list gizmo to better handle locations that are missing track gdbs.

MULTIPLAYER:
————————
Added a new prediction algorithm (on by default, but can be turned off with “New Prediction Algorithm” in multiplayer.ini if needed); this improves collision response in multiplayer.

Vette 1.43:
- Updated shaders for most materials
- New driver
- Implemented flexible chassis.
- More accurate wheel-rates.
- Reduced brake cooling.
- More accurate brake torque curves, distribution, inertia.
- Minor AI improvements that bring a slightly closer correlation to human physics.
- Centred bonnet cam + 2 ‘new’ home key views.
- Longer headlight illumination.
- Better external sound attenuation.
- Suspension is slightly stronger from minor impacts.

Camaro 1.3:
- Fixed carbody reflections
- Updated shaders for most materials
- New driver
- Implemented flexible chassis.
- Longer headlight illumination.
- Centred bonnet cam + 2 ‘new’ home key views.

Tim Weatley also posted this:


And for those who've asked, rFactor 2 will be an on-going building process. There is no alpha/beta/final release; the final release of rF2 will occur when rFactor 3 ships. This is how ISI are handling rF2 nowdays.
 
If that's the cumulation of 8 weeks work, I can only surmise that the ISI development team are focusing on other projects and that rF2 only has 4-5 people working on it.

And the shadows are still broken in replays.

Edit: ISI are lucky their physics are second to none, otherwise I think many would have switched to other sims a long time ago.
 
And the shadows are still broken in replays.
Note that I made this comment just from reading the changelog. Now that I've played the update, I notice the shadows have actually been fixed... ISI just forgot to mention it lol

Edit: and they've fixed the weird nighttime graphical glitches that were introduced in 342. Why didn't they put this in the changelog? Very odd.
 
Another Tim Wheatley post...

Loch Drummond v1.1 now available.

You should see quite a nice increase in framerate at this version. Please uninstall and delete v1.01 and install v1.1.

Profile with lap videos: http://rfactor.net/web/rf2/rf2dl/loch-drummond/
Download links: http://rfactor.net/web/rf2/rf2dl/

Changelog:
Fixed upside-down crowd in some grandstands
Fixed several objects intersecting fences
Added invisible colliders to in/outfields
Added canvas in front of tyre walls
Optimized tyre wall LOD distances
Optimized tyre wall reflections
Optimized tyre wall shadows
Optimized Radio Towers: separated into multiple VisGroups
Optimized GrassVerges
Optimized some textures
Removed tyre stack in chicane
Removed tyre wall collision objects
 
Anyone know if either Dundrod or the Isle of Mann circuits are available in rf2?
 
No release dates for these two yet, just 'next year'. They'll be in the same package as the 787b I think, so should make for some great endurance racing.

I do quite enjoy running at Le Mans with the LMPs (SCES P1), Group Cs (787b) and GT3s (the Endurance Racing X pack). It's not quite there though, as more vehicular variety and 100 car field is needed. A man can dream.

Porsche-3.jpg

Sauber-1.jpg
 
I'd love a replication of each season of endurance racing; I cannot stand the Forza/GT style of mixing different era cars together but that's just me.
 
That's quite possibly the least inspiring trailer I've ever seen for a driving game... EVER. And that dust at the start looks horrid.

But other than that, game is looking better than I remember. I really should fire it up (if I could be bothered with mod management, a game in itself). Seriously, they should just offer a single pack/torrent that says "Here's all our shit in one package, go nuts" so I don't have to dance around micromanaging everything.
 
Those Civics look sweet. Not really my cup of tea, but the rF2 engine does fwd pretty damn well. I think it must be that lovely front end ffb.

I'll grab Donington too while I'm at it. Obviously a great track that scales really well to just about any car you care to run on it.
 
Silverstone 1.14 Released

Silverstone Circuit v1.01 -> v1.14 Changelog
- Increased surface mesh density at The Link and Maggots Corner for short layouts
- Added and enhanced 3D modelled surface details based on accurate data
- Added International layout
- Replaced GP Layout with GT Layout (41 garage spots)
- Added Concrete Blocks to prevent wandering beyond limits on short layouts
- New default weather preset for GT and International Layouts
- Added Medium Rubber RealRoad presets
- Reworked Light Rubber RealRoad presets
- Added International layout cameras
- Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line)
- Fixed multiple small terrain gaps
- Fixed incorrect material on old pit building roof
- Fixed Collision for Bridges
- Fixed Collision for PitWall Gates
- Fixed Smoothing on Grandstand at Club Corner
- Fixed Smoothing on wall at Club Corner
- Fixed light glow being always enabled
- Fixed (most) annoying popups
- Fixed Daylight Saving Time zone
- Tweaked terrain textures and materials for less aliasing and a tiny bit more depth
- Tweaked wall materials for a tiny bit less aliasing
- Tweaked Vegetation textures and materials
- Tweaked RealRoad texture
- Tweaked Glass materials
- Tweaked Vehicle materials
- Optimized 3D Tyre Walls for better and smoother performance
- Optimized Armco for better and smoother performance
- Optimized Armco details for better and smoother performance
- Optimized Vehicles for better and smoother performance
- Optimized Shadow Casters for better performance
- Optimized LOD distances for better performance
- Optimized Reflection Maps for better performance
- Optimized Crowds for better performance
- Optimized Terrain objects for smoother performance
- Optimized Grandstands for better performance
- Optimized Props for smoother performance
- Optimized Omni Lights for International layout
- Optimized Vegetation
- Optimized Grass and Gravel Verges
- Optimized Terrain textures
- Optimized Vehicle textures
- Optimized Building textures

Notes:
- Performance should be improved by an average of 15-30% over v1.01 depending on detail settings.
- Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas.
- Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings;
- Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots.

DL link: http://rfactor.net/web/getfile/silverstone-circuit/
 
Great read. I get the feeling that the rFactor2 development team can only be 5 or 6 people.

In other news, I upgraded from a 7950 to 780 and oh my, I can finally run rF2 at full detail… and err, it's actually not a bad looking game. I'd go as far to say that in some instances it looks pleasing to the eye. Shame it cost me $500 to find that out though. That being said, even 3 titans running in SLI will not improve the UI.
 
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