Monday, 08 February 2016 21:44

RFactor 2 Build 1052 Now Available



This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so we’re happy to continue to deliver.

Lite Installer – 331MB
Demo Installer – 891MB
SDK Installer – 355MB

Steam auto update available (use beta access to revert to older build if your league host hasn’t yet updated).

Build Notes:
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new playerfiles.
Replaced ‘_’ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
Safety car with lights (thanks to traveller)

Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.
Weather and wet saturation speed fine-tuned.
Non-steam players now showing in Steam Matchmaker.
Timeouts/Errors sending passwords to server fixed.
LOD issue when switching trackside cams fixed.

Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.
Command line option added for Mod Manager: -b[DatFile] [index …] = build mod/cmp at specified indices from DatFile. Use -help if needed.

Published in Sim Racing News
Friday, 11 December 2015 21:23

RFactor 2:RFactor 2 Build 1036 Now Available



Update 36 of rFactor 2 is Build 1036. This includes a number of fixes and tweaks as we continue to further refine the product.


Lite – 322MB
Demo – 882MB
SDK/Mod Dev – 355MB

Steam users will obviously update through Steam. You should not use these installers. Read more.

Build Notes:

– Made the pit menu wing adjustments use the same display value as the garage.

– Fixed idiot light when vehicle rev limit is smaller while in neutral.
– Attempted fix for laps sometimes being lost on a race rejoin.
– Fixed a crash when starting ded server if borderless mode was previously selected
– Fixed a problem where the wrong port was used to tell Steam friends about the server you are on.
– Removed the condition that only non-demos can change the opponent list.
– Fix for “join as spectator” problem.
– PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed.
– Fixed occasional ‘missing gears’ problem.

– Increased size of some mas2 dialogs
– Added a confirmation before deleting all waypoints in mod mode.
– Added delete next/prev to selected waypoint menu.
– Changed “delete branch” to only require single waypoint selected.
– Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.

Published in Sim Racing News

ISI has released build 1008 and the SCRS Champions Series Stock car pack for rFactor 2. Its been one of rFactor 2’s most highly anticipated updates since ISI announced they were working on bringing stock cars to the sim just over a year ago. That’s not the only good news for rFactor 2 this weekend though because not only have ISI released this new build and the SCRS content but they have also updated the Mountain Peak Speedway to v1.2, released a conversion of rFactor’s Jacksonville Superspeedway and just released a new egg shaped oval track with third party partner 3PA called Brookdale Speedway. With the previously released Indianapolis Motor Speedway that’s four ovals to get stuck into right away with no doubt more to come.

The car, though always fundamentally the same, is tailored to several circuits types. Our stock cars also feature three main brake packages (which are selected automatically on ISI tracks).

Short Track
Similar to other speedway configurations, the brakes tend to be larger, tyres a bit softer. This refers to tracks under 1.0 mile and no inner lines are run. Pressures are also generally much lower and the loads tend to be much lower. Downforce levels are similar to normal speedways, though.

Setup to provide maximum left cornering potential, the car will pull left in a straight line. Inner liners are required in the tyres, which add unsprung mass. (Intended for use at tracks under 2 miles).

Speedway II
Similar to speedway, but has reduced downforce as a testbed for 2016 regulations.

Speedway III
Setup to provide maximum left cornering potential, the car will pull left in a straight line. Inner liners are required in the tyres, which add unsprung mass. (Intended for use at tracks over 2 miles).

The main differences are that it has a symmertical setup, but is otherwise similar to Short Track and Speedway configurations. The ratios are less restrictive as you can run whatever 3rd gear ratio you want. The radiator is opened up and brake cooling is essential.

Plate Tracks
These are tracks which are full throttle all the time (under normal circumstances). The power is reduced, and the overall downforce and drag much lower. The cars also tend to be setup to absolutely minimise drag, usually achieved by lowering the rear. The brakes are also much smaller.


Lite installer – 322 MB

Demo installer – 1.1 GB

SCRS Champions Series Content – 282 MB

NSCRS15 rFM Rules – 3.22 MB

Mountain Peak Speedway v1.2 – 238 MB

Jacksonville Superspeedway  v1.02 – 147 MB

Brookdale Speedway v1.0 – 368 MB

Build 1008 Changelog:

In order to take full advantage of the stock car features, it is recommended that users do the following:
1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set ” Enabled” to 1 for both of these plugins.
2) Download and install the “National Stock Car Racing 2015” mod. This contains many rules settings geared towards stock car racing.

Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance.
Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn.
Added a tiny bit of configurability to the new ‘Low Speed Info’ message box. PLR file value “LSI Top” lets you set its vertical position or disable it altogether.
Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit.
Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter “STOCKCARGAUGE”), and turn them on or off depending on how close the player’s speed is to the pitlane speed.
Added .tbc variable “RoadGrooveSqrdGripEffect” so AIs will experience the same grip curve vs. groove as the human driver does.
Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don’t necessarily follow the recorded driving lines) Can be disabled by setting playerfile option “AI Logic Override” to 2.
Added a gizmo to the UI in order to turn plugins on and off. In the future, you’ll also be able to edit custom plugin variables here.

There exists a new multiplayer.json variable “Plugin Heartbeat Rate” which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning “paused”.

Fixed slow car cycling
Fix for missing update cmps
Fix a problem with admin commands /pitby*
Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode.
Fixed some problems where vehicles were moved or re-initialized at unexpected times.

Fixed bug with updates not showing in game UI select list.
Fixed bug when creating vmod with updated components.
Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors).
Added # of waypoints selected to the AIW waypoint selection menu header.
Raised line drawning to be 0.1 meters above the track.

Stock Car rules:

Lucky Dog
No Lucky Dog to Driver who causes the caution
Speeding penalty during caution EOLL
Speeding penalty during green Drive Thru
Entering Closed pits EOLL penalty
Green White Checker finish
In-Car Track Bar Adjustment
Frozen Field when caution comes out

Partialy Working Stock Car Rules:

Double File Restarts – Leader Chooses which lane he starts
Double File Restarts – Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds – Need feedback from Stock Car Leagues
Double File Restarts – Wave Around Cars – Do not get penalized yet for pitting before green flag is thrown
Qualifying Rules – 3 Round format works
Qualifying Rules – Forcing the use of 1 set of tires for all 3 rounds not working

Rules not implemented Yet:

Commitment cone violation for entering the pits
AI still race back to line when caution is thrown
All car(s) must maintain their respective track position for the restart, until they cross the start/finish line.
Blending rule when re-entering the track during green flag conditions
No passing under double yellow line at Superspeedways

Known issues (A.I.):

We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals.

Published in Sim Racing News
Saturday, 25 July 2015 20:37

RFactor 2:Estoril 2.0 Released

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Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list.

Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy!

Download: 323 MB
Screenshots: Below changelog.

Image Space Incorporated has released a new version of Estoril (or Portugal International as it is officially-named) for their rFactor 2 simulation.

Estoril has been one of the tracks that have been in rFactor 2 ever since the first public build and as such, the track has received a major upgrade to bring it to the latest spec, resulting in a quite long changelog as you can see below!


Implemented RealRoad Shader and reworked/remapped roads
Added RealRoad to curbs
Mapped RaceGroove for GP and GT Layouts
Remapped access roads
Remapped painted lines
Smoothed out the excessive road bumps for the most part
Lowered sawtooth curbs
Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)
Cut Astroturf into terrain meshes
Implemented new Terrain Shader and reworked/remapped terrain
Cut in new gravel trap edges for use with Terrain Shader
New road, curb and terrain texture set
Terrain Radiosity pass
Added grass verges
Added high poly inner embankments inside T1-T4
Added high poly outer embankment between T6-T7
Added terrain shadow casters
Added vegetation shadow casters
Added new grid + new texture
Vertex Blended tyre colours
Added normal and spec maps to armco posts
Cut in transparent glass with cheap interior for key buildings
Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind
Implemented Digital Flags technology
Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations
Updated TDF to latest set of grip values
Added telehandlers
Added new and updated cams
Added new loading screens
Added Test Team RealRoad Preset Pack
Removed one particularly nasty tyre wall on GP Layout
Removed HDR Profiles
Fixed small building proportion inaccuracy
Re-conformed painted stripes to smoothed surface
Fixed tyre wall smoothing
Fixed some access road T verts
Remapped start lights to match reality
Fixed many but probably not all popups
Re-exported XSectors to fix 32 bit issues
Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED
Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain
Renamed Grand Prix of Portugal to GP Layout for the sake of consistency
Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)
Replaced all modular grandstands with higher detail ones
Replaced apex tyre stacks to GT Layout with higher detail ones
Replaced outhouses with much better ones
Replaced tyre walls with higher detail ones
Replaced all cones with much better models
Replaced glass materials
Replaced entire crowd and optimized for smoother performance
Optimized road and terrain objects and materials for better and smoother performance
Optimized access roads for smoother performance
Optimized tyre wall material
Optimized tyre wall objects
Optimized 3D tyre objects
Optimized fence textures and materials for better performance
Optimized Armco (aggressive), Armco posts and fence posts
Optimized and improved barriers (Armco, pitwall)
Optimized all vegetation objects for smoother performance
Optimized smaller TrackSide Objects for smoother performance
Optimized shadow casters for armco and tyres for better performance
Optimized small concrete grandstands
Removed some hardly-seen pit objects
Aggressive mirror optimization
Optimized night lighting
Removed unused/obsolete meshes and textures
Cleaned up pit building textures
Cleaned up main grandstand textures
Removed negative mip map bias on all/most materials
Improved and rebalanced all vegetation textures
Remapped and optimized marshal huts
Improved road and curb textures
Randomized vegetation a bit
Remapped tyre wall canvas and revamped its texture
Improved tyre textures
Slightly improved distance markers
Updated crowd textures
Improved vegetation textures
Cut in red bricks on old ruin house
Rescaled T3 flags
Tweaked fog

Published in Sim Racing News

After several weeks of development, the Team today unveils the first ingame previews of the Endurance Series rF2 mod. Note that the we are still in works on the cars, so the screenshots diffused may not reflect the final quality of the mod. On these screenshots, you can see the Aston Martin V8 Vantage GTE, the Oreca 03, the Zytek, the Corvette C6R ZR1 and the Flat6 GTC.

The mod development is good at the moment, we are still in process for the new rF2 features. As announced, we are looking for new talents to help the team build new cars for the MOD, specially in 3D modeling process. If you are skilled and motivated, do not hesitate to contact us and try your best to join the team !

More updates will follow as they become available.


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Published in Sim Racing News
Tuesday, 16 June 2015 21:36

RaceRoom: Racing Experience



RaceRoom is the premier free-to-play racing simulation on PC and home to official race series like DTM, WTCC, and ADAC GT Masters. Enter RaceRoom and enter the world of a professional race car driver.

A selection of free-to-play race cars and tracks are yours to drive with unlimited wheel time in multiplayer and single player games modes. Sponsored competitions and other free-to-play events allow you to enjoy premium game content at no cost.

Additional cars, tracks, and liveries can be bought individually or as packs inside the game store using an in-game currency called vRP, which is purchased using your Steam Wallet.

Key Features

  • Free to play - Eat, Sleep, Race, Repeat
    A premium racing simulator is yours free-to-play on the PC. Race endlessly alongside the world’s most talented drivers in online multiplayer and single player game modes.
  • Your dream car is here - Grab your pick
    BMW, Mercedes-Benz, Audi, Chevrolet, Ford, McLaren, Pagani, RUF, Radical, Volvo, Saleen, and more to come. These manufacturers bring the best minds in racing together to dominate the world of motorsport and the machines they create are precision instruments of power, perfection, and speed. We are proud to present them in the digital form for your enjoyment.
  • Speed is a universal language - Hit the road
    Going fast is a worldwide pastime and many of the most beautiful points on the globe are home to miles of thrilling blacktop. Start racing and conquer these places for yourself.
  • Up Close and Personal - Stand among the giants of racing
    No game gets you closer to professional racing and the drivers that make a racing series great. RaceRoom is home to WTCC, DTM, and ADAC GT Masters, with more to come.
  • Realism - Every sense touched
    You will see, hear, and feel what a race car driver does behind the wheel. You’ll grow smelly from intense focus and the resulting perspiration, and all you control is the taste at the end of the race. Will it be that of sweet victory... or bitter defeat? The experience of racing is yours and it’s unforgettable.
  • Accessibility - Racing is a family sport
    Novice, Amateur, and Get Real game modes cater to drivers of all ability. This game is fit for the entire family, so start driving today with your Steering wheel, keyboard, or gamepad.
  • The pursuit of perfection - Single Player
    Refine your skills against intelligent and challenging computer driven opponents. Use the Adaptive A.I., which automatically adjusts opponent difficulty based on your performance, or customize opponent difficulty to your liking.
  • Defeat the competition - Online Multiplayer
    Line up with a grid of twenty-four players as you battle new friends and rivals in online multiplayer races.
  • Competitions - Capture glory
    Compete against the world’s greatest drivers in sponsored competitions from Mercedes-Benz, EURONICS, DTM, ADAC GT Masters, and more. These competitions also allow free players access to premium content throughout the duration of most events.
  • Fast paced gameplay
    Be ready to break a sweat! Racing is the ultimate in twitch gameplay. No time for breaks, no room for mistakes. You are on point or you are into the weeds. Push harder, go faster, and reap the rewards of an adrenalin induced smile.
  • Important Info/DLC Purchasing Policy

    R3E user accounts are associated with the user’s Steam account for security and transactions through Steam Wallet. A Steam account can use multiple R3E accounts by using the ‘switch accounts’ function in the R3E Account Settings.

    Upon purchasing an R3E DLC via the Steam Store, an R3E user account will be permanently associated with that Steam account and it will no longer be possible to switch accounts. The option to switch accounts will be permanently removed from the R3E Account Settings.

System Requirements

    • OS:Microsoft Windows Vista / 7
    • Processor:Dual core at 1.6 GHz Intel Core 2 Duo Processor or AMD equivalent
    • Memory:2 GB
    • Graphics:NVIDIA 7900 512 MB Video Card or AMD equivalent
    • DirectX®:9.0c
    • Hard Drive:12 GB HD space
    • Sound:DirectX compatible
    • Other Requirements:Broadband Internet connection


  • Processor:Quad-core AMD or Intel @ 2.4 GHz
  • Graphics:NVIDIA GeForce GTX 460 1.5 GB Video Card or AMD equivalent
Published in Sim Racing News

rFactor 2 Atlanta Motorsports Park 2


Atlanta Motorsports Park (AMP) is a road circuit designed by famed Formula One architect, Hermann Tilke. AMP is a 2-mile road circuit with elevation changes, a technical circuit layout, high speed straights and two ‘signature’ corners designed to pay homage to famed European race circuits; Belgium’s Spa-Francorchamps and the iconic ‘Karussell’ from Germany’s Nurburgring.

The Full circuit boasts 35 to 40 feet wide racing surfaces, aggressive elevation changes of 100 feet, and a technical layout that can help develop world-beating racing drivers.

Home to the only kart track in America built to CIK Level ‘A’ (F1 standard), the Kart A, B, B+ and C layouts feature up to 43 feet of elevation change – unrivaled anywhere in the world.

The facility operates as a Motorsports Country Club similar to a golf club, where you can purchase a membership – but instead of a golf course they have a winding road circuit with elevation changes, where you can drive your sports car fast and legal.

Family activities range from cars on track, go-karts, horseback riding, pool, fire pits, in – and outdoor play areas, tennis court, a fitness center, club house, restaurant, hiking and mountain bike trails, and rental garages.

Our Atlanta Motorsports Park release has one roadcourse layout and four karting configurations. Click ‘Play Video’ to see a lap on that configuration.

A second roadcourse configuration should be added in a future update.

Full – 1.83 mile roadcourse
Flying down the main straight, get yourself over to the right side and brake early, as turn 1 is downhill and will push you wide of the apex. Heading back up the hill, stay right, flat through turn 2 and brake into turn 3. Turn 4 is a double apex left, wait to put the power down because you need to get inside the next apex and head back down the hill to a sweeping uphill loop.

Down the next hill stay left over the blind crest and quickly swoop right into the braking zone for a tight left, downhill to a tight right, before heading up towards the sky and a tight right then left. Let the car go wide on exit, stay in around the middle of the swooping fast left until you can feed full power in, get to the left and swoop right into the tricky final turn.


Kart A – 0.85 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area. Flat up the hill, brake or lift slightly, avoiding the inside kerb again, flat out towards the final turn, where the ideal line is on the outside.

Kart B – 0.46 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area.

Kart B+ – 0.58 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area. Up the hill brake and stay right so you can get onto the connecting road and then down to the hairpin, turning back towards the start/finish area.

Kart C – 0.27 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb and swing left onto the connecting link to the backstretch. Flat out towards the final turn, where the ideal line is on the outside.

Published in Sim Racing News
Sunday, 17 May 2015 21:05

RFactor 2:Build 946 Now Available!

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rFactor 2 Build 946 includes a number of important changes and improvements, including a new tonemapper, CPU and multiview optimizations, gameplay fixes, UI fixes and mod tool options.
While many will focus on the overwhelming change to how lighting and colors are handled with the new tonemapper (fixing a bunch of lighting issues in the process), there are also a vast amount of smaller changes that make rFactor 2 a more complete product as a whole.

– Made “Time Scale” set to “Race %” work for percentage-timed races when a track’s default duration was more than 2 hours (but left mechanical failures work the same way as they had been).
– Added local content management to Launcher.
– Added support for batch downloads in Launcher’s remote content tab.
– Added ring stiffness multipliers to TGM files.
– Added third party content publishing to Launcher.

– By default, the multithreaded physics are turned off for now. Set the PLR file variable “Sim Processor Thresh” to 3 to turn on, or 255 to turn off (note that we don’t allow them to be turned on for dual cores). Please do NOT use +procmask for the purpose of disabling multithreaded physics anymore.
– Number of pitstops as reported in results file and plugin will no longer count drive-thru’s nor Esc’ing from track to garage.
– Made unlimited laps in qualifying truly unlimited.
– Fix for aspect ratio problems in monitor.
– Disabled an unnecessary message pump in the simulation thread. The latter appears to fix the CPU spikes that some were experiencing.
– Added HTTP Basic Authentication to dedicated server mod downloads.
– Fixed halt when returning to monitor. (Cloud maps were being reloaded because the path appeared to change in retail mode.)
– Use any available car in a replay if the original can’t be found (can happen with clients viewing a server replay without having downloaded a virtual vehicle that was present).
– Fixed unnecessary reloads of matchmaker list.
– Lined up vehicle labels in monitor.
– Made vehicle labels more legible under different conditions.
– Fixed multiplayer client skin download status gizmo icons so they are again visible (when they should be).
– Fixed rare problem in ded server where rfm from previous mod was used if it (rmf file) has exact same name as rfm file in current mod.
– Fixed a crash that could happen while resuming a replay of a non-race session.

– Added playerfile parameter “Disable Resume in Replay”, that when set to 1, will let you jump into realtime during a replay instead of “resuming”. Did this so that a person could record fastest paths from replay files using the AIW editor in the Mod Mode.
– Added ability to look for digital flags so that that a track builder can have a mix of corner workers and digital flags around the track. (animations are: “DF_FLAGDOWN”, “DF_FLAGHELD”, “DF_FLAGWAVE”, “DF_SAFETYCAR”, “DF_VICTORY”, “DF_PRESTART”, “DF_START”)
– simplified grid, pit, & garage spot marking.
– Allowed AIW editor to set number of garages per pit spot for ease of editing.
– Fixed Camera FOV editing.

– Added new MPFile parameter “SERVER_allow_loose_content_transfer” that will disable client to client propagation of custom skins and virtual vehicles (both disabled when set to 0, only virtual vehicles disabled when set to 1, and both working when set to 2)
– In the case of matching names while trying to boot someone, at least kick *someone* (current choice is client before AI).
– Improved multiplayer skin transfers so there is less chance of name mix up.

– New tonemapper
– Optimized single-pass HDR for multiview.
– Adjusted some hdr/sky params to work with new tonemapper.

Published in Sim Racing News
Sunday, 15 February 2015 20:29

RFactor 2:Build 930 Now Available!

rf2 gtmix racinghard


RFactor 2 is the sequel to one of the best racing simulation by an American studio, Image Space Incorporated. The team is known mainly from the cooperation with professionals in the automotive field, which resulted in the release of an improved version of the first game, which is available only for those working at the Formula 1 race cars business.

In rFactor 2, in comparison to its predecessor, the creators decided to improve and modernize a number of items related to the competitions. Both the single player mode and multiplayer will offer options to modify weather conditions. Before going to the track, the users can decide whether they want to race on a sunny day, in the rain, or be surprised with a copious downpour during the race. The implemented system of dynamic weather conditions makes the competition even more unpredictable and surprising when it comes to the final results. In addition, the studio improved the physics of collisions between objects which applies not only to car accidents, but also hitting single cones, tires, signs, and banners.

In every race we have to deal with variable adhesion of the track. RealRoad module counts in real time the driving style of each driver in subsequent laps and increases the amount of rubber on the asphalt sections that are most often picked by the users. The situation changes when it rains. Adhesion of track drops dramatically then which increases the likelihood of slippage.

The standard issue of rFactor 2 comes with several classes of vehicles - from the good old bolids, in which the likes of Jackie Stewart and Jim Clark raced, to the passenger cars with less power and speed. In addition, the creators included many well-known tracks, including Belgian Spa-Francorchamps (including version 1967), Malaysia Sepang, the German Nurburgring, Italian Mozna, and American Mid-Ohio.

Graphic design is powered by an improved graphics engine, gMotor. This means we have prettier models of vehicles, better ambient textures, and special effects utilizing advanced graphics card capabilities. In addition, a set of tools to import modifications made to the first game is included.

Published in Sim Racing News