Daytona International Speedway comes to rFactor 2 Next Week

rfactor 2 Daytona 01.jpg
Studio 397 has shared news that Daytona International Speedway is being released for rFactor 2 next week.

Arguably America’s best racing circuit and famously home to the Daytona 24 hour endurance race, Daytona International Speedway, is coming to rFactor 2 next week. Studio 397 has confirmed that the first major addition to the sim in 2022 will be Daytona, and the screen shots shared so far look excellent.

Daytona’s road course layout fuses a challenging and twisty infield section with a wide-open banked oval. The lap begins with a dive into infield section, after which you’ll need to navigate six corners ranging from slow hairpins to a flat-out kink. From there, the car’s horsepower and aero balance will be on full display as the oval section is taken on, which itself is interrupted by a high-speed chicane that begs you to challenge your comfort zone and push the car harder and harder each lap.

The addition of Daytona is a good fit for rFactor 2, given the variety of car classes on offer in the title. LMP2, LMP3 and GT3 cars are all official content in rF2, and DPi cars are available as 3rd-party mods through their Steam Workshop. Setting up a multi-class race for 24 minutes, 2.4 hours, or 24 hours to simulate the real world race is easier than ever now thanks to the improved user interface.

Aside from the 24 hour endurance racing, Daytona is known to host various race series including NASCAR. Studio 397 will include the speedway layout of Daytona, which should make for awesome wheel to wheel oval racing in the excellent Stock Car 2018.

Are you excited about this release? Let us know your thoughts on Daytona being added to rFactor 2 in the comments below.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Nice, now I’ve reinstalled rFactor2 I might have to pick this up. It’s a great track, but I’m not sure I share the opinion that it’s America’s best. Thoughts anyone?
It's pretty much objectively a poor track. BUT it's of historic significance for endurance racing in the US, and a must for simulating modern IMSA. And it can be fun to race IMO. So I'm excited to see it regardless!
 
really good choice!! S397 are really good in circuit making!maybe even the best!:thumbsup:
 
I just learned something today! Thanks so much for pointing this out. I'd missed this! :)
No probs mate, remember to restart the session after you've changed the skill level (although sounds like you already know that). This is a great feature to have in any sim, and the chat window being back in a useful place in multiplayer is very welcome to!
 
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Reading the official forums it seems that no AI fixes are coming any time soon, so this track is another one to add to the list where the AI won't slipstream and attempt an overtake.


I'll be back in a year then, or whenever S397 decide to fix the multiple AI issues (including the one they made worse years ago), but I'm not holding my breath...
 
Reading the official forums it seems that no AI fixes are coming any time soon, so this track is another one to add to the list where the AI won't slipstream and attempt an overtake.


I'll be back in a year then, or whenever S397 decide to fix the multiple AI issues (including the one they made worse years ago), but I'm not holding my breath...
I hope you're wrong, but realistically, judging by their track record, you're probably right. Then again, who would have thought another UI was coming, and it was actually good? So who knows...
 
Daytona Road Course
The transitions from flat infield to banked oval sections, high-speed to slow, bumps, variety in passing opportunities, etc., make getting setups just right, critical. In total, I find it a very challenging, immersive and exciting track to race on, in any title.
 
We'll see how the AI performs here in multiclass, that will be the key whether I get it.
Ill get it anyway, i always buy tracks, but my expectations are really low with regards to (multiclass) AI. Its a pity the rf2 competition system is a bit tumbleweed.

One thing that is always immersion breaking for me in VR is going on the banked section. "Oh yeah im in a chair/rig everytime" :)
 
Multiplayer is great especially league racing . But for some, the commitment required, is not always possible. And its nice just to sit down and race the ai so please fix it.
 
Reading the official forums it seems that no AI fixes are coming any time soon, so this track is another one to add to the list where the AI won't slipstream and attempt an overtake.


I'll be back in a year then, or whenever S397 decide to fix the multiple AI issues (including the one they made worse years ago), but I'm not holding my breath...
I couldn't agree more. The A.I needs a full and complete pass over to finally get rid of what's been plaguing RF2 for Waaaay to many years. Hell you can't even adjust A.I driver talents , edit A.I driver names or have a meaning full race with A.I that won't slipstream or attempt an overtake.
The boys at Reiza Studios fixed many of the exact same issues within it's Automobilista title and is consistently and steadily improving the A.I in it's latest Automobilista 2 offering.
I can't for the life of me understand why Studio397 doesn't see the importance of fixing the glaring issues within it's Artificial Intelligence.
 
I bought RF2 back in 2013 and now there are nearly 10years gone and there is still no drive train model and it will never come from S397. ISI made a lot of big mistakes back in 2013 when they released rf2, like going for dx9 instead of 10, or using a 32bit application instead of 64bit one, which cost like 2 years of development just to switch over. And in an interview marcel made the statement that, "there will be no drive train model because there is no proper hardware on the market to support it". In my eyes the worst excuse ever, because there would be no simracing at all if people wouldn't have used keyboards or regular joysticks back in the 80s to get their cars moving. It's also my opinion that S397 is not able to develop the engine any further, it's either a mess source wise they bought from ISI, or they are lacking the required skillset in the development team.

Yeah they did an UI, some graphics enhancements and a lot of content, but the core hasn't evolved at all. At least from my perspective as a casual racer, who believes electronic aids doesn't belong to simracing at all!
Change my mind! ;)
 
I bought RF2 back in 2013 and now there are nearly 10years gone and there is still no drive train model and it will never come from S397. ISI made a lot of big mistakes back in 2013 when they released rf2, like going for dx9 instead of 10, or using a 32bit application instead of 64bit one, which cost like 2 years of development just to switch over. And in an interview marcel made the statement that, "there will be no drive train model because there is no proper hardware on the market to support it". In my eyes the worst excuse ever, because there would be no simracing at all if people wouldn't have used keyboards or regular joysticks back in the 80s to get their cars moving. It's also my opinion that S397 is not able to develop the engine any further, it's either a mess source wise they bought from ISI, or they are lacking the required skillset in the development team.

Yeah they did an UI, some graphics enhancements and a lot of content, but the core hasn't evolved at all. At least from my perspective as a casual racer, who believes electronic aids doesn't belong to simracing at all!
Change my mind! ;)
What is meant with 'drivetrain model'?
 
What is meant with 'drivetrain model'?

When you drive a car with a manual transmission model and an H-pattern shifter. You have to use the clutch to shift gears or you match the revs. If you **** up something in between the gear won't go in or grind the gears of the transmission. It's nothing the GT3/Endurance guys have to worry about, because it's really only interesting for cars with H-pattern shifter. It would also improve all the sequential shifter cars but to a way lesser degree, since the sequential gearbox gets rid of using a clutch from its design point of view, except for starts.
 
in my memory people were treating RF2 as the best AI in the industry.
That's because it was. Nowadays the state of rF2's AI is just sad, specially for multi-class racing. I can record 20 laps on Silverstone or Spa going through e.g. Eau Rouge and being punted off track every lap because the AI has no notion of "OK this person is going through Eau Rouge and is struggling with grip, let's not insert ourselves into this turn and wait for them to finish turning before making a pass".
No matter the track, faster classes in rF2 will ALWAYS punt you off track and/or just drive 100% on the grass to make a move. It's like they'll die if they don't pass you immediately.
 
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When you drive a car with a manual transmission model and an H-pattern shifter. You have to use the clutch to shift gears or you match the revs. If you **** up something in between the gear won't go in or grind the gears of the transmission. It's nothing the GT3/Endurance guys have to worry about, because it's really only interesting for cars with H-pattern shifter. It would also improve all the sequential shifter cars but to a way lesser degree, since the sequential gearbox gets rid of using a clutch from its design point of view, except for starts.
AC done it quite ok. Shifting without clutch, out of range rpms, ruins your gearbox. Loosing gears in the end.
Should not be to difficult. Even rF1 had a mod that let you brake the transmission if your did not respect the clutch and revs.
Don't need a real transmission in your sim to figure out when your gear box will say no.
 
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