Big Takeover
Member
After the previous version released, I think I forgot to mention how I well I thought these guys did with the trees. Could be my most favorite sim trees of all time! OK, that's really not saying much, but hey, they're noteworthy.
I don't recall seeing that quality of specular map before so either an upgrade is on the way or my settings are too low.Perhaps a graphical upgrade incoming?
This is the first time I've not downloaded an rF2 update. Manual updating can be a little bit of a hassle and nothing above excites me enough to warrant the 5 minutes of my life it'll take up which is a shame considering how many man-hours went into its development.================================================== ===
Update 26 (Build 859-unstable, 860-release) Changelog Sep 12, 2014):
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FEATURES:
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- Dropped support for Windows XP and Windows Server 2003 to make exploitation of state of the art Windows APIs possible.
- Added slightly more informative (as in, the actual file names that fail to load) logging to commentary loading.
- Ride height measurement (for aerodynamics and telemetry output) is no longer affected by vertical offsets in the undertray feelers. This was done so that the physics is more consistent between the player vs. the AI. This slightly affects the physics for the Nissan 370Z and it is possible that it affects some 3rd-party cars. Also, we fixed the HDV parameter CorrectedInnerSuspHeightRear to work with rear axles, and eliminated the hacky AIEvenSuspension and AITorqueStab variables.
BUG FIXES / OPTIMIZATIONS:
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- Fixed crash on exit.
- Fixed TrackIR in 64-bit.
- Forcing playerfile variables to exist between their min and max upon load from file.
- Fixed bug with English version of the game to make degree signs for temperature (°) consistent through out.
- Fixed bug with RCD editing from UI in dev mode so we now create drivers (that exist in the veh file) that dont exist in any RCD file.
- Reduced some violent collisions caused by tiny gaps in the wall.
- Prevent physics blow-ups caused by negative wheel inertias.
- Fixed possible crash at shutdown.
MULTIPLAYER:
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- New dedicated server UI added as an option in the advanced tab. It can be used to start quick pick up races based on settings made by the conventional dedicated server.
MODDING / PUBLIC DEV:
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- Modmode: Fixed pit location picking resetting the menu every time a location is recorded.
- Improved AIW editor waypoint by waypoint calculated speed matcher. Its now less likely to get confused and auto advances the selected wp in the direction you are (or should be) working.
AI:
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- Added an AI setup button to the car tuning page so that one can set the upgrades the AI should use for a specific track.
- Can set AI setup (select the AI from the grid, then select the setup you want from the garage, and hit the set to AI button), and it takes next time the car enters the garage
- Made the AI speed reduction due to darkness start at 0.5 light instead of .99. Made player car under AI control operate at %100 speed instead of being based on original driver rcd stats
- AIs now turn off engine when heading back into garage.
- Fixed a bug where AI can forget how to stop on their pit spot.
- Changed AI Setup button so that user dictated setups cant overwrite upgrade configurations dictated by component. Renamed it to Force Setup, because its not just AI that are forced to use this setup, but the player as well.
Install the latest version over the top of the current install.This is the first time I've not downloaded an rF2 update. Manual updating can be a little bit of a hassle and nothing above excites me enough to warrant the 5 minutes of my life it'll take up which is a shame considering how many man-hours went into its development.
Yeah, but it's not DX11, etc, etc...
Actually, this isn't the right track. Apparently there's a pretty good scratch-built version out there, but it's only obtainable via GetMod (which I can't use due to my online subscription expiring). If someone on GAF manages to download it, please share the loveThe first vaguely OK Brands Hatch Indy circuit. Obvious conversion, but beggars can't be choosers![]()
Actually, this isn't the right track. Apparently there's a pretty good scratch-built version out there, but it's only obtainable via GetMod (which I can't use due to my online subscription expiring). If someone on GAF manages to download it, please share the love![]()
Thanks BT! I think the file sizes match, so that could be the one.
yeah, the spidey one is the circuit I've been using. It's definitely the best rF2 Brands so far, but that's not saying much. Anyway, apart from the elevation change through McLaren, it seems pretty accurate. I think I'll be spending a lot more time on this track in the futureI just saw that thread over on the official forums. Author=Spidey, yes.
I didn't get a chance to try it however. Any good?
Great video as always Adrian!Gameplay at Tiger Moth Aerodrome (Top Gear Test Track), In the video I give a lap with the Panoz AIV Roadster 1999.
Niels made the NSX - why wouldn't you want to try itDamn, I'm going to have to setup my wheel for the NSX, aren't I?

You can find the track as a mod for GTR 2, Race and rFactor...it's available in RaceRoom too. Sector 3 have done a fantastic job with the tracks and Feels 3 has worked his magic (not seen in this video):One of the best rF2 tracks I've driven on:
Slovakiaring
I think the circuit is scratch built, as I'm not aware of it existing in another game, yet the modders haven't posted it on any of the usual places. I only stumbled upon the track on someone's Facebook timeline.
from a dev, wont be available till whenever they release adac 2014
Update 29 (Build 910) Changelog:
FEATURES:
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Added option to screenshot directly to clipboard, PLR file entry now called Screenshot format.
BUG FIXES / OPTIMIZATIONS:
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Fixed multiplayer race rejoin.
Fixed heat haze bug for non-HDR mode.
Fixed Modmgr bug where a deleted package file would still appear in list.
UI / HUD / OPTIONS:
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No longer reset widescreen UI config parameter when applying graphics changes.

Image Space Incorporated released the Mountain Peak Speedway track for rFactor 2. ISI points out, not to expect quality of their more recent scratch built tracks because this track is basically a refurbished version of one of the older projects. That said the track does look pretty ok in our opinion.
The rFactor 2 Mountain Peak Speedway comes with seven track configurations:
Infield Road course 3.652Km/2.269Miles
This 2.3-mile road course uses both the oval and infield. Exiting the oval just after the start/finish line, you race behind the pit complex and parallel to the backstretch, before heading back towards the pits, exiting in turn two of the oval, using that to get back around and finish the lap.
Speedway 2.362Km/1.468Miles
This tricky 1.5-mile oval consists of two major turns, and while the backstretch is relatively easy, the front straight will do its best to throw you into the outside wall Practice a lot.
Legends Oval 0.44Km/0.27Miles
This flat and short oval is way more fun than you would expect. In a low powered car, it can provide a lot of side-by-side action.
Kart Oval 0.353Km/0.219Miles
In lower powered karts, this oval is easily flat out. In karts of different configurations, there may be quite a lot of skill involved not to necessarily lap it, but to deal with traffic instead!
Kart Long 1.0Km/0.62 Miles
A nice flowing kart track with a couple of technical corners you need to learn quickly. Not a very high speed track.
Kart Short 0.66Km/0.41Miles
This layout can feel quite frantic, especially in traffic. Laps seem to tick off very quickly. Very nice flow to the lap once you figure it out!
Kart Reverse 1.0Km/0.62 Miles
This is the reverse layout of the Long configuration and feels a little more high speed. It has quite a nice flow and seems to be a little less technical.
Forget all your fancy supercars and formulas, shit boxes are where the real racing exists.
Lada v1.5
Two versions of the car.
'98 - 105bhp and road tires
'12 (1600) - 145bhp and slicks. + New skins.