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

Yet another revelation that after nine years rF2 still doesn't get even the very basic tyre modelling aspects right. Which is fine btw, every simulation has limitations and if they are being addressed that's nice, but can the people screeching about how "rF2 is the only simulation, everything else is arcade" tone it down please?
 
I drive from time to time a few laps in rF2 (my main game is ACC) and love the FFB. My biggest problem is the ABS and TC setting, there are no real settings like ACC offers.
 
Tyre temperature does affect tyre pressure - always has. And Track temperature has always affected tyre temperature and by consequence, pressure is affected too.

The difference with the new update is that track temperature is variable, instead of being stuck at 25degC as it was previously.

So with that, hopefully you can work out that tyre pressure is affected by variable track temperature. Or is that too much of a stretch and you should perhaps continue with wild speculation and pointless non-experiments which do nothing other than convinced those who are susceptible to conspiracies to go on an 'iT's cOmPletly bROkeN' meltdown?

Maybe, just maybe, the guys at Goodyear and S397 are actually pretty smart, and you have absolutely no idea what you're talking about?
 
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Premium
I drive from time to time a few laps in rF2 (my main game is ACC) and love the FFB. My biggest problem is the ABS and TC setting, there are no real settings like ACC offers.
Actually, there are now:

"Physics
  • Dynamic track temperatures based on weather conditions and cars driving on track
  • Added improved anti-lock braking and traction control systems. (Only available on the TEST version of the McLaren Senna GTR)
  • Added Traction Control Power Cut map to control the amount of TC to apply. (Only available for the new TC)
  • Added Traction Control Slip Angle map to control the target (maximum) slip angle before TC activates. (Only available for the new TC)
  • Added ABS/TC dash LEDs which show the amount of slip and show when the systems activate
  • Added Tender Springs functionality (Only available on the TEST version of the Porsche 991 GT3 Cup)"
 
Premium
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.
I can counter that having a beautifully working tyre pressure model and then not having the sensation of driving, the feeling of grip, tyre distortion, etc... is also far from ideal.
In any case, some people say that the track temps do influence tyre pressure, so I will need to check better.
 
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Tyre temperature does affect tyre pressure - always has. And Track temperature has always affected tyre temperature and by consequence, pressure is affected too.

The difference with the new update is that track temperature is variable, instead of being stuck at 25degC as it was previously.

So with that, hopefully you can work out that tyre pressure is affected by variable track temperature. Or is that too much of a stretch and you should perhaps continue with wild speculation and pointless non-experiments which do nothing other than convinced those who are susceptible to conspiracies to go on an 'iT's cOmPletly bROkeN' meltdown?

Maybe, just maybe, the guys at Goodyear and S397 are actually pretty smart, and you have absolutely no idea what you're talking about?
Ak, ok, you're from *that* forum to this forum. :(
The problem is that tyre pressure is NOT affected by variable track temperature.

In any case, I withdraw from this kind of discussions (meaning fanboyism). Have a good life and drive what you want. :)
 
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.
No but track temperature will change a lot tire temperatures and THAT is the main parameter that affects the grip in a tire. So if the temperature of the tire doesn't change with 20C variation of the track temp then something isn't there and the variation of grip and wear end up being either purely arbitrary or just made up on a spreadsheet indeed.
How can the grip possibly change if the tire temp is the same? Core tire temp is what activates the chemicals that create grip in a tire, if it doesn't change then how comes the tire grip is changing?
 
Probably more important than how much the "grip" changes with tire pressure is how much the tire stiffness (and therefore overall balance of the car) changes with tire pressure.
 
From what I've read so far, there is a noticeable difference in feel and lap times based upon how you drive at certain temps. But there hasn't been a way to measure tire pressure changesthat with Motec or LCD displays like the Corvette C8R. So feel changes, tire pressures do not seem to at this point. Perhaps more development to come?
 
Probably more important than how much the "grip" changes with tire pressure is how much the tire stiffness (and therefore overall balance of the car) changes with tire pressure.
Yeah tire stiffness is another parameter that changes with pressure.
But the most direct effect of track temperature is changing tires temps which is by far the biggest contributor to grip. If no change in tire temps there is no simulating decently grip variability.
 
Maybe, just maybe, the guys at Goodyear and S397 are actually pretty smart, and you have absolutely no idea what you're talking about?
This is the same argument people use to defend ACC's magical "one true tyre pressure", and they use Pirelli data. Do Goodyear and Pirelli tyres function in parallel universes with different physics? How could both tyre models possibly be correct? Or maybe they're both just approximations with their own flaws regardless of how much data you put in them?
 
Probably more important than how much the "grip" changes with tire pressure is how much the tire stiffness (and therefore overall balance of the car) changes with tire pressure.
I've tried the Porsche Cup with the usual lower tyre pressures that helped a lot before to gain grip, but not anymore. It felt awful vague like too low pressures should feel while it feels fine with the default and has more grip. So mission accomplished I guess.
 
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I am trying to understand what you are saying. S397 has destroyed the sound of cars made by modders. Racing simulators such as rFactor, rFactor 2 and Assetto Corsa are largely as popular as they are today due to the many modders who have taken the time to make many cars and tracks for them. They have often invested a lot of time and energy in this in their spare time, for which they have not received any money but only the credits. And now you are saying they have to fixed their soundmix which is destroyed by Studio S397, and I would have to contact them (the modders) for asking them to do this? If somebody is in charge to do this, it is S397, not the modders.

It would be difficult and a lot more work to contact all these modders, and easier to contact S397. So that is why I have asked S397 to fix it. I am waiting for an answer.

Does this mean mods will not work (i.e. sound) as before and are effectively broken until they get updated, or that mods simply won't sound as good as cars which have the newer sound upgrade and will continue to sound as they did before?
 
Premium
Does this mean mods will not work (i.e. sound) as before and are effectively broken until they get updated, or that mods simply won't sound as good as cars which have the newer sound upgrade and will continue to sound as they did before?
The mods work and have sound, but the mix of the different sounds such as sounds from the engine, the tires, other sounds and sounds from the opponents cars is complete different. The sound of the cars of the opponents is way too loud and there is no slider to turn this down. This is a problem when driving with a lot of other cars close to your car. If you are driving with no other cars, the problem is not so big, you can make a decent mix with sliders fot the legacy sound.
 
The mods work and have sound, but the mix of the different sounds such as sounds from the engine, the tires, other sounds and sounds from the opponents cars is complete different. The sound of the cars of the opponents is way too loud and there is no slider to turn this down. This is a problem when driving with a lot of other cars close to your car. If you are driving with no other cars, the problem is not so big, you can make a decent mix with sliders fot the legacy sound.
Sadly, some car-mods will never be updated for rF2. I've removed almost all car-mods for now, as my limited play-time just leads to frustration.

There's no one to blame here. I want improved sounds in rF2 but, it's also understandable that mod-creators have lives to live. Nature of the beast.
 
The mods work and have sound, but the mix of the different sounds such as sounds from the engine, the tires, other sounds and sounds from the opponents cars is complete different. The sound of the cars of the opponents is way too loud and there is no slider to turn this down. This is a problem when driving with a lot of other cars close to your car. If you are driving with no other cars, the problem is not so big, you can make a decent mix with sliders fot the legacy sound.

Thanks for the clear overview! This is very helpful to know.

As a Software Architect myself, in cases such as this, we will generally add something like this new sound feature with backwards compatibility in mind so that older platforms will still work (or in this case, sound) as expected. I own all the DLC but drive the older historical mods far more often. Sounds like I should hold off on upgrading a while longer to see how this sorts out.
 
Sadly, some car-mods will never be updated for rF2. I've removed almost all car-mods for now, as my limited play-time just leads to frustration.

There's no one to blame here. I want improved sounds in rF2 but, it's also understandable that mod-creators have lives to live. Nature of the beast.

No blame as you can run what 6 7versions is it.
When you want to run old content with sound slider you rollback to v11.26.
Changing releases is only 1GB download.
Everything works as it should in all releases.
There are mods and tracks bigger then that.
Assuming you have decent internet takes a few minutes to swap.

If any other sim allowed you to run multi versions it would be awesome but because only rF2 can do it's not worth mention lol
 
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