rFactor 2 | July Release Candidate Now Available

rFactor 2 July Release Candidate 01.jpg
July's rFactor 2 Release Candidate build is now available via Steam, and brings notable updates to track surfaces, track limits, and electronic systems in vehicles.

rFactor 2 players looking to preview the latest round of updates and fixes for the title can now opt into a new Release Candidate build in Steam.

The latest Release Candidate offers many significant improvements to the sim, including a new major build of Real Road, a customizable track limit system, and updates to ABS and Traction Control systems.


The new Real Road 2.0 improves the simulation of track temperature by adding a number of new sources of data. Time of day and ambient temperatures are obvious contributors to the surface temperature of the road surface, but rFactor 2 now also accounts for cloud cover levels and vehicle tires scrubbing across the tarmac.

Additionally, Studio 397 has also added a feature to compensate for one of the hottest topics in sim and real racing. Track limits can now be adjusted by the user. Limits can be turned off, left at the default limits, or set to a stricter standard.

The last major update contained in this build addresses vehicle ABS and Traction Control systems. These electronic systems now have improved behavior.

Do any of these new features interest you? Have you opted into this Release Candidate yet? Let us know 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
Maybe a topic about the "truth about rfactor2", about what the non players, and the players, want to fullt enjoy the game would.be interesting for s397 and MG.
While I believe we already have some similar threads why nt start one yourself.
and it will avoid the neverending discussions in other topics.
I'm not sure that's so, since it hasn't previously and as you can see those posts provoke a reply and so it goes on.
This actually started off as pretty positive thread, maybe if every poster had stuck to the subject it would have remained so.
 
Premium
Motorsports Games can pay.
And building something solid and bringing the game to another level with a real modding / community management generates sales.
If rfactor2 had a solid business model, more people would play it and mods would be out more often on rfactor2 than on assetto corsa.

Modding in rfactor2 is not a gift, it is the base, the core, of the brand rfactor, the feature which made the first game such a reference in the sim genre. Letting this aspect down is the biggest mistake to do. And proof is that the sim is not big.

At least, s397 could provide the possibility to install rfactor2 with only the updated content of the game and without mods (rfactor3 in fact). Those who want to keep all the old content and manage their mods could keep the original installation, those who want to have a modern game could install only the updated content. That would provide new players an easier installation and a complete experience.

Or rfactor2 can keep the way it is managed, with its blind fans who enjoy a neverending early access game. I think fans should be the first to point out what is wrong, because the game is theirs. Unfortunately, fans are blind and accept anything from the developpers. You want a great sim? Stop buying dlcs and state you want the job to be done once for all. And if the job is done, well, buy the dlcs because it will be well deserved and because the game will be amazing.
95% of the current mods work with the current rF2 install without the need of any changes or just needing minor tweaks.
I know this because my rFactor 2 install easily surpasses 500Gb and I am constantly using different content.
Would it be much better if there was up to date literature and reliable resources? Yes, of course. No doubt and even though I cannot even make a skin, I am very much in favour of more support for modders, which enrich rFactor 2 as a sim platform.
As for MotorsportGames paying for that "modding support", you clearly miss a number of basic facts:
- MSG has injected a boatload of cash into S397 and we should consider ourselves lucky that this happened, as, before, S397 had been plugged to life-support for ages (to which it may return soon, tbh);
- However, MSG is either poorly managed due to lack of knowledge on how to do better or simply due to them not being effectively interested in succeeding (which, in spite of the trove of articles and opinions, seems unlikely), which means that I don't see a lot more cash being available soon, much less to promote something that may affect DLC sales...;
- Now, back to the crux of the problem: rFactor 2 , as a game, is sold at the most for €25,00 and frequently for €12,50 or less, so, investing money to support modding, banking on the sale of more copies of what is a cheap title covering that cost is completely not understanding the market: simracing is a small niche within the gaming industry, so, even if you sold 10000 copies more (a really high and unrealistic number, in my opinion), those, let us say, ±€150.000 in sales, after Steam commission, VAT/BTV/IVA tax, income tax, social security, etc... would cover - at best with some luck - the salary of 2 maybe 3 people during a 12 month period.

Reality is harsh. Neither MSG, nor S397 are a charity and keeping people employed costs a LOT of money and for that it's fundamental that there is a minimum stream of DLC sales.
 
Premium
And on the seventh day "roadyroad" bought all the DLC's for he had witnessed with his own eyes that the job was done. And the shells fell from the blind fans eyes, and they rejoiced for they too saw the job was complete.
nice job :-D congrats!
 
Premium
EXACTLY!! The shadows were supposed to have been started to be fixed damn near 2 years ago now.. and still not a damn thing!!! They look like hammered ass, especially on oval tracks!
I agree that it's annoying, but I chose to not look at them. There are far more important things happening on track that the shadows... and far more important points from a simulation point of view that had or have to be addressed.
Some were just now, so we should be happy and hopeful that there are still more good things to come.
 
Premium
Get in line :laugh:
I was going to ask for donations, buy S397 a CSL DD :p
CSL DD issues are more a Fanatec issue than a rF2 issue. Putting my thumb out of the window, my feeling is that Fanatec's software is more of a factor than the opposite.
I understand. But any topic about an rfactor2's update will naturally bring the "what rfactor2 has been lacking for years". Maybe a topic about the "truth about rfactor2", about what the non players, and the players, want to fullt enjoy the game would.be interesting for s397 and MG. Racedepartment is now a solid somracing community and it may be able to bring strong opinions about any sim. The modding feature of rfactor2 is obviously a hot theme. Is it a crucial part of the game? It seems, from the way it is handled, that it is not, is it something the simracing community agrees on?

I mean racedepartment is a partner fir s397, why do not ask the real thing to the community? Asking something to rfzctor's community is pure nonsense, s397 already has it. Asking simracers what they want to play your game is soemthing else which can bring only positive results. That, I admit, is off topic, but let's think about it, and it will 1void the never3nding discussions in other topics. My last word on this ;)
Marcel Offermans, the former head of S397 said many many many times that one of the things that was ALWAYS ON THE TABLE when introducing changes was how it would impact existing mods and the modding scene (ie. to avoid breaking mods).

Devin Braune, who was involved in the development of the new sound engine said on S397's Discord that, managing to build a sound engine which did not completely break modded content - ie. creating the legacy sliders and all that is underneath - took FAR LONGER than to develop the actual new engine for the new content.

Both said that it would be much, much easier to implement changes which pure and simply kill any compatibility with third party mods.
 
Last edited:
The sound is bloody awful after the new update.

Really thin and monophonic in the cockpit.

Hate it.

Unplayable when you a sitting in a big beast Indy car and the sound is like it's coming from a Mattel Matchbox Car.
 
Last edited:
This and AC, but this, are the one (two) true sims. I know people blab on about various things: honestly - they don't know what they are talking about, and sometimes you wonder if they even drive at all.

That this was not the go to talk all the time sim ever with a statue and huge focus along with AC since both are played the most and do what they say on the tin, means not that they are bad but the clientele is.
 
Last edited:
I don't think so, what makes you think that?
I meant it is a natural partner to the sim developpers in general, as its community has been active for many years (it reminds me these goold old websites, where I used to download tons of mods, which have vanished...).

About the thread creation, in gact I didn't know I could create one myself, never thought about that ;)
 
95% of the current mods work with the current rF2 install without the need of any changes or just needing minor tweaks.
I know this because my rFactor 2 install easily surpasses 500Gb and I am constantly using different content.
Would it be much better if there was up to date literature and reliable resources? Yes, of course. No doubt and even though I cannot even make a skin, I am very much in favour of more support for modders, which enrich rFactor 2 as a sim platform.
As for MotorsportGames paying for that "modding support", you clearly miss a number of basic facts:
- MSG has injected a boatload of cash into S397 and we should consider ourselves lucky that this happened, as, before, S397 had been plugged to life-support for ages (to which it may return soon, tbh);
- However, MSG is either poorly managed due to lack of knowledge on how to do better or simply due to them not being effectively interested in succeeding (which, in spite of the trove of articles and opinions, seems unlikely), which means that I don't see a lot more cash being available soon, much less to promote something that may affect DLC sales...;
- Now, back to the crux of the problem: rFactor 2 , as a game, is sold at the most for €25,00 and frequently for €12,50 or less, so, investing money to support modding, banking on the sale of more copies of what is a cheap title covering that cost is completely not understanding the market: simracing is a small niche within the gaming industry, so, even if you sold 10000 copies more (a really high and unrealistic number, in my opinion), those, let us say, ±€150.000 in sales, after Steam commission, VAT/BTV/IVA tax, income tax, social security, etc... would cover - at best with some luck - the salary of 2 maybe 3 people during a 12 month period.

Reality is harsh. Neither MSG, nor S397 are a charity and keeping people employed costs a LOT of money and for that it's fundamental that there is a minimum stream of DLC sales.
Neither of us knows what MG does but the point of an acquisition is to fully integrate the team, finding a new organization, creating synergies. Both companies have assets and staff, it may not cost anything to integrate a mod management. And if it costs something, the investment decision depends on the vision of MG and S397 of the future of rfactor2. Did it become just a R&D tool ? If so, indeed AI, quality of life, mods and graphics, can be ignored, and entering some additional cash with dlcs to finance a bit of the R&D makes sense. Well, this time I'm really far from the topic, and it's hard to make it short.
 
Premium
The sound is bloody awful after the new update.

Really thin and monophonic in the cockpit.

Hate it.

Unplayable when you a sitting in a big beast Indy car and the sound is like it's coming from a Mattel Matchbox Car.
Most likely, incorrect settings, including on Windows 10...
 
Um, it seems that Real Road 2.0 and track temperatures are still not working properly.

Car:
Corvette C8.R GTE with new tire physics.
Circuit: Silverstone
Real Road: Natural Progressing
Ambient temp: 10°C
Fuel: 50 L
Setup: no change (not even tire pressure)

rFactor 2(rFactor2.exe) Screenshot 2022.07.16 - 16.44.54.59.png


After 6.4 laps

1rFactor 2(rFactor2.exe) Screenshot 2022.07.16 - 16.53.42.81 copia.jpg


Car:
Corvette C8.R GTE with the new tire physics.
Circuit: Silverstone
Real Road: Natural Progressing
Ambient temp: 30°C
Fuel: 50 L
Setup: no change (not even tire pressure)

rFactor 2(rFactor2.exe) Screenshot 2022.07.16 - 16.58.25.02.png


After 6.4 laps

2rFactor 2(rFactor2.exe) Screenshot 2022.07.16 - 17.06.27.60 copia.jpg


The pressures are almost the same even though the asphalt temperature difference is about 20°C.

The left tires temperature is almost identical between the two simulations.
Right tires temperature is 10°C higher (but I had a slight blockage in the turn before).

Between the two stints I however found a car with more grip with the warmer environment (about 42°C the asphalt)
 
Last edited:
The updated Porsche 911 GTE is sim racing crack. Absolute blast dancing on the limit.
 
Premium
Um, it seems that Real Road 2.0 and track temperatures are still not working properly.

Car:
Corvette C8.R GTE with new tire physics.
Circuit: Silverstone
Real Road: Natural Progressing
Ambient temp: 10°C
Fuel: 50 L
Setup: no change (not even tire pressure)

View attachment 583129

After 6.4 laps

View attachment 583130

Car:
Corvette C8.R GTE with the new tire physics.
Circuit: Silverstone
Real Road: Natural Progressing
Ambient temp: 30°C
Fuel: 50 L
Setup: no change (not even tire pressure)

View attachment 583131

After 6.4 laps

View attachment 583133

The pressures are almost the same even though the asphalt temperature difference is about 20°C.

The left tires temperature is almost identical between the two simulations.
Right tires temperature is 10°C higher (but I had a slight blockage in the turn before).

Between the two stints I however found a car with more grip with the warmer environment (about 42°C the asphalt)
The dynamic track temperatures affect grip and tyre wear.
As far as I understand there is no interaction with the tyre pressure yet.
ie. With an extremely hot track temperature, if you start aggressive you will get up to your best lap times faster, but then degradation kicks in fast too and your laptimes will drop.
With ideal track temp, if you drive tidy, tyres will last longer and lap times will be more consistent.
With low track temp, you will take longer to reach optimum lap times (or might even not “get there”) and tyre wear will be lower.

Major progress, but on that particular front, not yet at the level of the “Tyre Pressure Simulator”.
 
The dynamic track temperatures affect grip and tyre wear.
As far as I understand there is no interaction with the tyre pressure yet.
ie. With an extremely hot track temperature, if you start aggressive you will get up to your best lap times faster, but then degradation kicks in fast too and your laptimes will drop.
With ideal track temp, if you drive tidy, tyres will last longer and lap times will be more consistent.
With low track temp, you will take longer to reach optimum lap times (or might even not “get there”) and tyre wear will be lower.

Major progress, but on that particular front, not yet at the level of the “Tyre Pressure Simulator”.
Doesn't need to be a tire pressure simulator to have a proper tire thermal model so that track temps affect tire temps and pressures. There are other sims which have it since years.
 
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If sim uses spreadsheet you can make anything possible
If sim uses real time calculations whole other story
No tire model is the best at everything
Don't know which sims use spreadsheets and which not.
PC2 had a proper thermal model back in 2014, AMS2 inherited it, iracing has one. Not sure about AC/ACC or RR as I don't know what the deal is there.
Nothing is ever perfect but some sims do have a thermal model and it's not rocket science especially for something that is kicking around since almost a decade.
 
Last edited:
Premium
It affects "Grip" and "Wear".
Previously it didn't.
What it doesn't do is something to aim for, but that is no reason not to be happy with the improvements.
Also, I really don't think grip should vary so much with 0.2, 0.3psi differentials, like it does in ACC where such differences can make you feel like on skates.
It honestly doesn't feel right to me.
I might be wrong, but seem off the charts.
 

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