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

Club Staff
Premium
Depends on which part of the whole simulation aspect you aim your look. If you just take in account pure vehicle simulation you are right, a damage model in that aspect is not very important. If you look at the simulation of a complete race, it is quite important. For example why should you drive against somebody who constantly abuses his tires, gearbox and engine without any consequences at all? I remember the first race in race07 where i managed to smoke the engine in lap 2, because i didn't had a clue about how to downshift properly.
And as you said alot of other sims out there have this feature in some way or another. I mean in AMS2 and i think it already was in pcars2 you can grind down a gear completly so it's not usable anymore.
And the excuse for not doing it still is, there is no proper hardware for it. What they mean is that there is no ffb H-pattern shifter stick on the market, which would act as a real shifter in a real car where you won't be able to engage a gear if you do something wrong. But with that mentality the first racing sime would have been developed after the first wheel controller hit the market. Honestly i am just waiting till somebody invents a ffb-H-pattern stick just to hear the next excuse why it still won't be implemented("There is just one, its barely affordable for anybody, no other sim has it implemented, bla bla bla")

Uhm. I remember back to RDTCC in the Race07 days. Also back when RD hosted other championships (non-RD) here as well, where e.g Stoffel Vandoorne was doing races in Race07. One of the things there, was that it was a huge advantage having an H-shifter compared to sequential and/or paddles, as you could brake better and exploit it with an h-shifter compared to the actual realistic way to downshift.

I also wonder about the server settings you've raced on (I just assume this being online). rF2 with the flatspots are quite noticeable when you have it, locking the tyres wears them down quick compared to not. There is also a noticeable difference on worn tyres vs not-worn tyres. If you abuse the engine, e.g downshifting to fast, you will blow it and so on. So the only thing that rF2 doesn't have, is grinding down gears.
However, you can run damage etc. so low on servers (and offline) that you effectively "remove" these things.
 
People are too quick to compare racing in each sim, basics, no two sims "100% strength" mean the same thing lol yep and from there on the gulf just gets wider

So you may come from the only sim you have driven to another one, set it up basically the same force, garage setup etc. to find they are totally different, which could then affect your opinion.

I have always thought a separate Pro version of every sim would be a great idea
negatives ? positives ?

:p
alien lol.jpg
 

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