rFactor 2 Publishes October Release Candidate

rF2-RC-Release-header-1024x585.png
Studio 397 releases its October early build to the public. According to the description, this update focuses on "fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single-player aspect of the software". Full release candidate notes are below.

In anticipation of the Q4 content drop, which will be announced "in the coming weeks", the October release candidate has been unveiled to the public.

"Release Candidate" means this update is in beta, but you can already download and try it out for yourself.

Personally, I find any AI improvements very important, that's why I was delighted to read:
In this new Release Candidate, we have spent some time fixing and enhancing a few core fundamentals of the rFactor 2 code base, as well as working hard at enhancing the AI single player aspect of the software – an area that we have noted has been high on the priority list for a number of our community in recent times.

AI and single-player experiences are sadly sometimes only an afterthought of the competitive online experience. It reads well to see a focus on this. Unfortunately, despite the words in this opening paragraph, only 3 dedicated AI fixes seem to be listed. Granted, they do seem major and if "erratic throttle and brake inputs" and "jerky steering motion" are really fixed in this update, it's a great step forward.

Particularly interesting to me is the first point made in the log: "Enabled Alt+F4". Nice to see the rage-quitting community get their will.

Here's the full log:

October 2022 Release Candidate Notes​

Client: 9737077

Dedi: 9737090

General
  • Enabled Alt+F4 and X closing the game
  • Fixed various cross compiler issues
  • Fixed a rare crash when changing cameras
  • Refactored hdv file reading
  • Added Key Assignment to toggle Freelook Mouse Control
  • Fixed upgrades being broken on develop
  • Package installs should now be faster
  • Updated DRS regulations to be restricted in all zones by default and not allowed if there are no DRS zones.
  • Added RFM parameter “RearFlapNoZonesAllowed” to allow DRS when no zones are available.
  • Fixed online temp car not lighting correctly at night.
  • Improved visibility of pitbox marker at night.
Track Limits
  • Added Relaxed Track Limits Mode
  • Added Penalties Only display mode
  • Added Test Day support for GDB Settings (via Practice settings)
  • Increased penalties for passing illegally and increased time to return place.
  • Made it possible to change modes in Dev Mode
  • General improvements to pit lane, removing unnecessary reports inside the pitlane, and fixing pit exit line cut detection if content is setup correctly.
  • Reworked Track Limits dialogue to use HUD Font and add indicator strip
  • Updated track limits display, showing all warnings and penalties via messages.
  • General tidy up and bug fixing on message displaying.
  • Fixed AI editor adding connections from pit lane to main path where the game should not (in some cases due to waypoint locations)
  • Fixed an issue where going off track again before penalization would not continue the investigation.
  • Added ability to configure Track Limits display in HUDs, but fix to set display if not configured.
  • Added “HUD” option to Display position options for Track Limits Info, when set at this it will be placed where the HUD configures. You can manually adjust the position otherwise.
  • Added sample parameters to default HUD
  • Removed loose fonts from ModDev and fixed font loading from mas files
  • Added HUD editor support for Track Limits element
Headlights
  • Added Headlight Pulse. Defaults to J key. On activation headlights will pulse 4 times for a second. Previous headlight state is retained and this will not cause issues with headlight requirements.
  • Set Auto Headlights to turn on at night even if not required.
  • Fixed an issue with Headlight assignment not being kept after a driver swap.
  • Fixed Max Headlights PLR value not being respected
  • Updated Headlights to be culled based on the position of selected vehicle. Note in Freelook mode to make sure you have selected the vehicle you are focusing on if you are having issues with the headlights not being rendered.
HUD / Graphics
  • Improved in Game Exposure in VR
  • Fixed omni lights being falsely applied to objects with Omni not enabled
  • Added ability to set an emissive map on the Terrain shader. Intended for baking distant lighting into terrain.
UI
  • Settings across the UI can now be adjusted more quickly:
  • Right mouse button: 10x multiplier
  • Middle mouse button: 50x multiplier
  • Holding down left mouse button:
  • 5x multiplier after 2 seconds
  • 10x multiplier after 4 seconds
  • Greyed out setup settings (including the name and value) that cannot be adjusted
  • Fixed camber setup setting description
  • Ambient and track temperatures in the event screen are now shown in Celsius of Fahrenheit based on the selected units
  • MultiView monitor side angle setting has been limited to 90 degrees in graphics settings
  • Updated refreshing of setup list
  • Fixed subscribing to “All” content collection in the First Launch Wizard
  • Fixed setup settings becoming greyed out when one of the step values is “N/A”
  • Fixed multiplayer admin session controls
  • Fixed setting next race length (note: new race length will be displayed after switching to another session, e.g. practice → qualifying)
  • Fixed restart race button being disabled during a race session
  • Fixed showing percentage for the singleplayer “Race time” setting when “Race criteria” was set to “% Track Time” or “% Track Default”
  • Fixed “Torque split” setup setting description typo (read wheels → rear wheels)
  • Merged store into RC
  • In multiplayer session controls, fixed selecting spectators when there are more than one
  • Fixed selecting driver/spectator in multiplayer session controls when there’s a driver and spectator with the same name on the server
AI
  • Fixed erratic throttle and brake inputs
  • Fixed waypoint lookahead to fix jerky steering motion
  • Fixed an issue with driveline noise that could cause AI to brake partially off track and spin, or cut too much
Physics
  • Refactored engine code
Modding
  • Added the ability to animate any maps UVW via Scroll and Step options on IBL Standard and IBL Standard Blend shaders.
  • Fixed buggy background on telemetry debug screens in ModDev.
  • Added OnScreen ModDev Tweakbar for debugging Car Cockpit readouts and debugging of LED values.
Known issues
  • Skip updates button on package installation is unresponsive
  • ISI Formula 2 does not load correctly

Worth mentioning is, that the footer image of the update makes it look like there will be more BTCC content coming up:

rF2-RC-Release-Footer.png


What do you think about this update? And what are you hoping to see in the Q4 content drop? Let us know in the comments below!
About author
Julian Strasser
Motorsports and Maker-stuff enthusiast. Part time jack-of-all-trades. Owner of tracc.eu, a sim racing-related service provider and its racing community.

Comments

Premium
I havent used rf2 much at all since our league migrated from it to iracing. A lot of the league people were also on iracing so it made the server side a bit easier.

I saw the LFM and had a quick read but is it true that if you want to join a server with DLC that you need to own all the pieces of DLC that other people have? I.e. if I have the track and car I want I sill have to get all the other cars in the server that others are using?

I have bought content in the past but its really unlikely I will buy all content required to join a server to try out LFM
 
Premium
I havent used rf2 much at all since our league migrated from it to iracing. A lot of the league people were also on iracing so it made the server side a bit easier.

I saw the LFM and had a quick read but is it true that if you want to join a server with DLC that you need to own all the pieces of DLC that other people have? I.e. if I have the track and car I want I sill have to get all the other cars in the server that others are using?

I have bought content in the past but its really unlikely I will buy all content required to join a server to try out LFM
Yes, that is the case and can't be changed - at least not with a huge amount of resources and a deep re-write of the code, due to how the game was originally programmed.
In any case, the cost is "one off" and during sales periods the value for money is good.
 
Premium
Yes, that is the case and can't be changed - at least not with a huge amount of resources and a deep re-write of the code, due to how the game was originally programmed.
In any case, the cost is "one off" and during sales periods the value for money is good.
For sure, if it was my main sim the cost wouldn't be an issue. For the people that might want to give it a go for LFM its a surprise to have to buy, on one video I saw $45gbp to buy the content required to enter the multiclass server to run the only car you are interested in.

Anyhow, I like RF2 but wont be an early adoptor again putting lots of $ to see if the mulitplayer takes off. I hope it does though.
 
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ISI knew very early on they had trouble with code affecting other content, like every time they did something it would alter a Historic for example because all there work went into late models.

Anyone never had brilliant AI races I don't even feel sad anymore because you just don't get it ( not all combos work the same ) or can be bothered to try ( untold things you can do to make AI races better no more then sticking to the combos you find work best ) I mean it is a no brainer right ?

On fixing all issue no ones seems to realize the only guy had any chance to rewrite and improve code for rF3 release does not care about simmers anymore and will stick to real simulators. That is what he did, gmotor then moved on and fixed what he could gmotor 2.0 some issues fixed then again gmotor 2.5 improved again. rF3 would have been no different
more issues fixed in base code and on and on

But we all know what happened, it's called crapping in your own nest, so all you 10 years whiners take a bow and reap the rewards of what you have sown :roflmao: I am off for brilliant AI race with maybe a couple of bad races thrown in. So what still the best AI because they don't drive like robots like all other sims where every ai driver must be perfect, that is not real life.
 
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Can`t play it anyway since the brilliant update to the new ui was finally finished... lmao... waste of time and money... but even Ermin can`t start it anymore as he stated in a recent video about the best f1 game this year... RF2 is a software desaster...
You can't start it? IF your system meets the minimum specs then I suspect you have some sort of issue on your ssytem with the title due to a corrupted json file or an out of date mod. If Ermin can't load it...he's not put any effort to solving the problem. I'm sure he's a busy man shilling for whatever is new. However, since there are hundreds who CAN load the program I doubt the issue is with rF2 itself. On the S397 boards there are always several posts like those about having issue with various videocard drivers(AMD) so yes you can say it is a finicky program. But it does work unless you have your games on outlandish drive letters above G for example.(remember it is a very old program)
If you want some help, we'll be glad to try assist you, but I understand if you don't see the worth in sorting it out.
 
For sure, if it was my main sim the cost wouldn't be an issue. For the people that might want to give it a go for LFM its a surprise to have to buy, on one video I saw $45gbp to buy the content required to enter the multiclass server to run the only car you are interested in.

Anyhow, I like RF2 but wont be an early adoptor again putting lots of $ to see if the mulitplayer takes off. I hope it does though.
LFM may have DLC material in it's initial testing, I would guess to guage the hardware requirements for all the fancy shaders and laser tracks, which require a good dose of vRam and I would suppose throughput.
However, rF2 still has it's competition system and they usually have at least one category with totally free content. IF they ever get the driver ratings and penalties sorted out, that may attract more hardcore racers, but I'm hoping LFM does press on with it's rf2 beta.
 
This title is not playable for me. RF2 simply got close to zero online drivers except leagues and extremely long practice/lemans races or very ugly/stoneage looking modded content. And the competition system always forces me to buy stuff, I bought already 60-70% of the DLC's but it still always want me to buy exactly what I don't have..

And the singleplayer of RF2 is unplayable because of the AI bugs.

In AMS2 I can (almost, 95% of the time) always find a fun server to race on in a couple of minutes(only to many times the "last 2 mins of quali cannot join bug").

RF2 has some great content and physics but the game is unplayable for me because of all the bugs, mixed content quality(mods are almost all terrible looking) and because there are simply not enough online drivers.
 
My interest above any fixes, hopefully Modder/s hard at work on remaining BTCC for 2022 and beyond along with the Formula E Gen 3 @ 200mph :x3:
 
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I can't tell if the comments about the erratic throttle and break inputs are legit or sarcasm? :)

also which BTCC cars are in the picture?


edit: tbh disappointed I don't see anything like "refactored AI opponent UI to allow for detailed opponent selection and easy renaming of the AI drivers"
YES!!!! For the love of anything you consider holy....YES!!!
 
I like that they are doing these changes, but I can't see myself going back to rF2 based on superior physics alone.

AMS2 has been seriously top-rate since the latest update, the handling is now very very good, and certainly good enough to fully immerse myself into the sim, combine that with zero extra tweaking required and a full roster of fun tracks and cars, I don't see myself going back to rF2.

rF2 dlcs are also mad expensive compared to AMS2 where I am from, I am not sure if it is because they don't have regional pricing.
 
there is no sarcasm, as a Simucube 2 owner, rF2 is superior to any other game, and even without AI, so with a fix for throttle/brake AI, there is no more debate :
rF2 > all.
As a fellow Simucube 2 owner, I echo your sentiments with rF2's superior FFB. Although, other sims do present pleasant with their strengths also; Notably, AC with it's endless customizability, ACC with BOP'd GT3 cars which best resemble the real thing, Raceroom with it's AI races, and iRacing with it's industry-leading online matchmaking. All current sims have their places where they excel and where they struggle, and the constant maintenance / support of other developers and modders has led to sim racing being in a much better place now with these titles than 4-5 years ago.

Either way, have fun, drive what you want, and race!
 
I hope they fix / update the UI when it comes to car selection:

- I still have no idea about the cars I'm selecting. At least basics like weight, hp, torque, should be shown if not more. Seriously, is there such thing as a racing game in the past 20 years in all of videogaming - regardless whether it's arcade, simcade, or sim - that doesn't show you any info about the car you're choosing? It blows my mind how something like this doesn't exist in a racing game, let alone a sim, let alone a sim that's been out for around 10 years.

- The car stats in the UI should be auto-detected from the physics files rather than somebody just manually typing in numbers into the UI. How many times have we played ISI-based sims where the engine power or weight stats of a car are incorrect? Or how many times are there different variations of cars with different power or weight from one-another but the game lists the cars as all having the same stats?

- Some of the cars in the UI still have car-covers over their picture for years now? Why? Is this an alpha-build of the game not meant for the public? Like how does stuff like this still exist in a public released game, let alone one that's been publicly released for almost 10 years.

- Unless a car has different physics, only one of the cars should show up with the ability to select the paintjob / skin / car # after that. For example. If I want to be the GT2 Corvette. When I click GT2 Corvette, I shouldn't see 6000 Corvettes being available. I have no idea what's what. Are they all identical? Are some different different spec? Are some 99% the same but with a teeny, tiny difference (even if it's just 1 tiny parameter that's different)? If the cars are all identical, then you should only see 1 Corvette GT2 appear. Plain and simple. The ability to change the car's paintjob / skin / car # should be on a different part of the UI; it shouldn't be mixed in the drop-down list of selectable cars causing the user to get overwhelmed & confused by 300 different F4 cars while having no idea if they're just different skins / car #s or if they're actually different in some ways.

Having said all that, I had a great time with some AI F2000s at Lime Rock a few weeks back with the AI. It was the 2nd game I ever tried my Pimax headset with and worked fantastic. Racing around in RF2 with a VR FOV that feels fairly realistic rather than some gimmicky thing where it feels like you're looking through goggles or a little peep-show hole (ie. all other headsets). That, combined with racing at 160 Hz / fps; I had a blast!!! Also, it's very nice that the UI - while in the garage and even before you load the track session - can all be navigated via VR unlike AC where I have to take my headset off every time I exit the track session.
 
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- Some of the cars in the UI still have car-covers over their picture for years now? Why? Is this an alpha-build of the game not meant for the public? Like how does stuff like this still exist in a public released game, let alone one that's been publicly released for almost 10 years.
As has been stated many many times, the covers are the responsibility of the creators. NOT S397. Cars that have not yet received the proper icons will most likely never get the tarp removed as the modders have had several years now to create the necessary files. The modder has to have the desire & time to create the icons needed, or they may have left modding all-together. The only avenue other than the original modders creating the icons would be to have 3rd party users present them as downloadable additions. S397 will not touch other people's work. It is a price we pay for having a moddable game.
 
Can`t play it anyway since the brilliant update to the new ui was finally finished... lmao... waste of time and money... but even Ermin can`t start it anymore as he stated in a recent video about the best f1 game this year... RF2 is a software desaster...
I had the same once. It's probably the player folder that needs to be removed. And as for Ermin, he's another cattle of fish anyway.
 
Seems pretty clear the BTCC game will never get released and DIY BTCC via RF2 is the only way you'll see it. I'm not really bothered about career modes or whatever they were going to wrap the game up in anyway so it doesn't matter to me. Select a car, select a track and race.
 

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