Laguna Seca is the Latest Confirmed Content Coming to rFactor 2


A busy period of announcements from the Studio 397 development team continued today with the confirmation the Laguna Seca will soon be available in rFactor 2.

The rapid-fire release news coming from the Studio 397 team continued today with the announcement that the Laguna Seca circuit will be coming to rFactor 2.

This announcement was somewhat surprising, as it breaks the trend of British content being confirmed for the sim. The second quarterly content release for rFactor 2, scheduled for this month, has previously been confirmed to include Donington Park, Brands Hatch and BTCC cars as new DLC.

The WeatherTech Raceway Laguna Seca is a long-standing racing circuit located in Monterey, California. Like the previous circuit announcement for rFactor 2, Brands Hatch, Laguna Seca has a presence across a large number of racing sims and racing games.

The track's most famous section is the complex containing turns 7, 8 and 8a, known as the corkscrew. The sequence drops several stories of elevation in a matter of seconds, and features a blind entry.

Laguna Seca is home to numerous race series currently including INDYCAR, which will be a perfect fit for rFactor 2 since it already offers the Dallara IR18 as DLC.

Laguna Seca and the rest of the previously announced DLC should be available to us this month.
Let us know your thoughts on Twitter at @RaceDepartment or 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

Moderator
Premium
As far as I can make out there are very few of the main sims that Austin doesn't take a swing at on a fairly regular basis.
So debate the points he makes by all means but not the person.
If people can't do that I'll be forced to treat these posts as off topic.
He has his own thread here where you can discuss his position.
 
So why should i edit .ini files to have a working game with raceable AI as a customer.In no other sim i have to edit game related stuff to have a enjoyment as it shoul be.Sorry doesn't went into my head.
For such things it's the developers work to do.Not he fan's of RF2 .Fine if they can do the work for the devs,maybe they have more knownledge....:rolleyes:
 
@Dady Cairo I personally have been tweaking .ini files in rF2 similar amount like I did it in AC - not a lot.

There are tons of more serious things to complain lol come on

I believe that with such content releases S397 will accumulate stability and with time better more talent will be acquired to iron out most of rF2 imperfections. Just as example actual good UI went live this year. Latest release candidate promises much better sounds. Graphics has always been improving. They successfully worked on lots of bugs solving through the years. Latest RC also finally showed something about AI. Physics and AI understandably are toughest stuff to get right, surely that is why it takes so much to get anything happening with that. Imagine Terence Groening has stayed developing it all, it would be entirely different - will S397 ever reach his expertise level ? And you are concerned about tweaking .ini files haha
 
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Premium
The key words are "I don't remember" not long ago there were series of severely negative videos from Austin highlighting and even amplifying several rF2 issues.
Yes but not in relation to the MSG fiasco, that's my point. The issues he pointed out were real and hopefully get better along the way. Kenny is right btw, there is no sim of which Austin hasn't pointed out flaws and failures.
 
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Yet the sheer avalanche of updates and fixes in the Q2 RC indicate money from MSG has had a positive impact on rF2. Whatever happens, rF2 itself is in a better place than before, with prospects of similar massive leaps as the year progresses.
 
I have decided to develop my own driving game. It will include the following
  1. Five tracks. That's it. Most people don't even drive 5 tracks. None will be laser scanned. None of the players have ever driven the track so how the hell would they know anyway.
  2. Six cars. Considering most players can't clock decent consistency in one car, why waste money on licensing and development on something that will never be used
  3. AI that drives like people. Meaning unpredictably. Not the way you want them to.
What it won't include.
  1. VR. Waste of resources until maybe 2075 when VR actually makes sense for the MAJORITY of players.
  2. Day/night transition. If you can't drive in the day, you probably can't drive at night
  3. Spa, Nurburgring, Monza. Brands Hatch, Imola.
  4. Rain. Waste of resources to allow 9 people to actually use it.
  5. Modding. It is what it is.
  6. FFB. Why attempt it. Everyone hates it anyway.
  7. Console support. You bought a console for a reason. Deal with what you have.
  8. Triple screen support. It's a game, there is no "immersion".
  9. Updates. See number 5 explanation
  10. Support for any wheelbase that isn't DD, any cpu slower than a 9900k, any gpu slower than a RTX 2080ti, any monitor less than 4k resolution with 1ms response time and 10bit color.
 
I have decided to develop my own driving game. It will include the following
  1. Five tracks. That's it. Most people don't even drive 5 tracks. None will be laser scanned. None of the players have ever driven the track so how the hell would they know anyway.
  2. Six cars. Considering most players can't clock decent consistency in one car, why waste money on licensing and development on something that will never be used
  3. AI that drives like people. Meaning unpredictably. Not the way you want them to.
What it won't include.
  1. VR. Waste of resources until maybe 2075 when VR actually makes sense for the MAJORITY of players.
  2. Day/night transition. If you can't drive in the day, you probably can't drive at night
  3. Spa, Nurburgring, Monza. Brands Hatch, Imola.
  4. Rain. Waste of resources to allow 9 people to actually use it.
  5. Modding. It is what it is.
  6. FFB. Why attempt it. Everyone hates it anyway.
  7. Console support. You bought a console for a reason. Deal with what you have.
  8. Triple screen support. It's a game, there is no "immersion".
  9. Updates. See number 5 explanation
  10. Support for any wheelbase that isn't DD, any cpu slower than a 9900k, any gpu slower than a RTX 2080ti, any monitor less than 4k resolution with 1ms response time and 10bit color.
Good news! It's done already:
 
You keep repeating this stuff on and on.
So? Who gives a flying fak if that content was supposed to be released for other games?
Why don't you make another PRC blog and go to spam there, instead of posting this nonsense here?
The people is still free to buy or not buy that content, nobody is pointing a gun at us.
Also, the RF2 playerbase doesn't care about standalone Nascar or Indy games: ISI and S397 have already provided tracks and cars that can satisfy the needs of the players who like stockcars and the Indy series; and S397 proved to be more focused on the GT/Endurance/E-sports content.
For the Indy enthusiasts there is iRacing. Go play that if you want and stop crying here.

Back then you sold your freedom of speech for peanuts and went to work for a guy and a company who you were constantly bashing and insulting. You aren't exactly the kind of person who can give lessons to others.
Preach brother! :thumbsup:
 
Yes, check the S397 Forum on: Third Party Content / AIW
Mark Pearce / Top Secret has excellent recommendations.
I have seen other recommendations which are an evolution of Mark's, but his are already a huge improvement.
And after you introduce those tweaks, be sure to continue to run Practice and Quali (you can speed up the time).
Thanks for the info! I have an additional couple questions, if I may, about the AI track learning 'autocalibration' feature.

Mark's tweaked player.json recommends "Autocalibrate AI Mode":2 which, as I understand it, runs the track learning algorithm for each car that goes out on track in a practice session then saves those tweaks when you click Next Session. I recall reading that you should run a practice session to get the AI 'dialed in' until each AI car has run roughly 200 laps: what would you recommend? What happens the next time you boot rF2 and run another practice session with the same cars and track: is the autocalibration from last time overwritten?

Also – when tweaking the player.json, another valid option is "Autocalibrate AI Mode":1 which does track learning like in rFactor 1, where a single AI in a session with no tyre wear or fuel usage says "Stay out of my way, human" :roflmao: then runs around the track and optimizes his line bit by bit. Have you found doing this (which you'd need to repeat for each car) yields better or worse results than Mark's suggested setting?
 
Premium
  1. Five tracks. That's it. Most people don't even drive 5 tracks. None will be laser scanned. None of the players have ever driven the track so how the hell would they know anyway.
  2. Six cars. Considering most players can't clock decent consistency in one car, why waste money on licensing and development on something that will never be used
But are those five tracks and six cars that I want specifically? :p

I know you're being sarcastic, but the most fun I've had and progress I've made in ACC was when it was just released into beta and there were three cars and three tracks after the first two updates. It gave me the chance to really concentrate on one combo and compete in the special events which didn't permanently change the car&track combo. The same back when I was mostly playing the rF2 demo which had two cars and two tracks I think?

I realize I could theoretically do this now as well, but I'm too easily distracted by too many choices. If I'm not practicing towards a goal I still have a lot of fun, but I switch cars and tracks a lot. I know that's a me-problem, but from where I am I can see some truth in @Badwheels' post :)
 
I have decided to develop my own driving game. It will include the following
  1. Five tracks. That's it. Most people don't even drive 5 tracks. None will be laser scanned. None of the players have ever driven the track so how the hell would they know anyway.
  2. Six cars. Considering most players can't clock decent consistency in one car, why waste money on licensing and development on something that will never be used
I'D BUY THAT FOR A DOLLAR!
 
@Dady Cairo I personally have been tweaking .ini files in rF2 similar amount like I did it in AC - not a lot.

There are tons of more serious things to complain lol come on

I believe that with such content releases S397 will accumulate stability and with time better more talent will be acquired to iron out most of rF2 imperfections. Just as example actual good UI went live this year. Latest release candidate promises much better sounds. Graphics has always been improving. They successfully worked on lots of bugs solving through the years. Latest RC also finally showed something about AI. Physics and AI understandably are toughest stuff to get right, surely that is why it takes so much to get anything happening with that. Imagine Terence Groening has stayed developing it all, it would be entirely different - will S397 ever reach his expertise level ? And you are concerned about tweaking .ini files haha

Everything was ok in 2017 with this sim.Is the FCY thing now fixed?I'm only interested in offline raceing and just want to have a nice race after a hard day and not messing around with files to edit.
I will reinstall it again to see if i get "warm" with RF2 again.
BTW:
You mean this guy here:
 
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Yes but not in relation to the MSG fiasco, that's my point. The issues he pointed out were real and hopefully get better along the way. Kenny is right btw, there is no sim of which Austin hasn't pointed out flaws and failures.
I don't think that there is anyone who would claim that there aren't issues with any sim out there, no matter if it's rF2 or something else. But there is a difference between reporting an issue - wich has been fixed in the meantime btw - and creating a video that shows an AIW issue with a certain car and track combination and label the video "rF2 is borderline unplayable !!!!1111!!!! ". That's simple clickbait/outright lying and I wonder how all the other guys playing the sim get along with it so easily.

I have no problem with pointing out issues but for people who can count one and one together it's pretty obvious that there is a certain strategy how he selects the content that he is talking about and especialy how he does it. From a real journalist I would expect to review the issue for example, but there is nothing like that. Bait bait bait. And I have no idea how people in this community are fine with a guy who got bought by a certain company to shut up his mouth. Where I live, bribery isn't any less corrupt than the CEO he is talking about. So much about "investigative journalism". Some people should clean up in their own backyard before they start pointing at other people.
 
For Laguna Seca there is an excellent rf2 mod already, I dont know how kosher it is but its one of the best looking tracks on the sim currently. The main benefit I can see for these official tracks over mods is that you can play them on CP system. But to do that this CP system needs to be easy enough to use to get full grids instead of 4 people.

From a simracing perspective what i like in Laguna Seca is that it has a lot of corners you can really throw the car into so to speak.
 
For Laguna Seca there is an excellent rf2 mod already, I dont know how kosher it is but its one of the best looking tracks on the sim currently. The main benefit I can see for these official tracks over mods is that you can play them on CP system. But to do that this CP system needs to be easy enough to use to get full grids instead of 4 people.

From a simracing perspective what i like in Laguna Seca is that it has a lot of corners you can really throw the car into so to speak.
That laguna is ripped from AC. So is brands hatch. And the only scratch made donington we have for rf2 is a crusty old rf1 conversion. So all 3 of these tracks are very welcome.

Now if only they also announced long beach and saved us from another crusty old rf1 conversion :rolleyes:
 
I have decided to develop my own driving game. It will include the following
  1. Five tracks. That's it. Most people don't even drive 5 tracks. None will be laser scanned. None of the players have ever driven the track so how the hell would they know anyway.
  2. Six cars. Considering most players can't clock decent consistency in one car, why waste money on licensing and development on something that will never be used
  3. AI that drives like people. Meaning unpredictably. Not the way you want them to.
What it won't include.
  1. VR. Waste of resources until maybe 2075 when VR actually makes sense for the MAJORITY of players.
  2. Day/night transition. If you can't drive in the day, you probably can't drive at night
  3. Spa, Nurburgring, Monza. Brands Hatch, Imola.
  4. Rain. Waste of resources to allow 9 people to actually use it.
  5. Modding. It is what it is.
  6. FFB. Why attempt it. Everyone hates it anyway.
  7. Console support. You bought a console for a reason. Deal with what you have.
  8. Triple screen support. It's a game, there is no "immersion".
  9. Updates. See number 5 explanation
  10. Support for any wheelbase that isn't DD, any cpu slower than a 9900k, any gpu slower than a RTX 2080ti, any monitor less than 4k resolution with 1ms response time and 10bit color.
take my money lmao
 
I have decided to develop my own driving game. It will include the following
  1. Five tracks. That's it. Most people don't even drive 5 tracks. None will be laser scanned. None of the players have ever driven the track so how the hell would they know anyway.
  2. Six cars. Considering most players can't clock decent consistency in one car, why waste money on licensing and development on something that will never be used
  3. AI that drives like people. Meaning unpredictably. Not the way you want them to.
What it won't include.
  1. VR. Waste of resources until maybe 2075 when VR actually makes sense for the MAJORITY of players.
  2. Day/night transition. If you can't drive in the day, you probably can't drive at night
  3. Spa, Nurburgring, Monza. Brands Hatch, Imola.
  4. Rain. Waste of resources to allow 9 people to actually use it.
  5. Modding. It is what it is.
  6. FFB. Why attempt it. Everyone hates it anyway.
  7. Console support. You bought a console for a reason. Deal with what you have.
  8. Triple screen support. It's a game, there is no "immersion".
  9. Updates. See number 5 explanation
  10. Support for any wheelbase that isn't DD, any cpu slower than a 9900k, any gpu slower than a RTX 2080ti, any monitor less than 4k resolution with 1ms response time and 10bit color.
No nordschleife, no buy.
 

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