rFactor 2 v982 32/64Bit

  • Thread starter Voltaic
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It really looks great! Hopefully they've optimized everything and i can run max settings on my PC!
 
The new Build will be released,maybe,the next week!Gjon confirms with this post:
There is an update that is ready, going to do some more testing early next week. I should be able to give it to Tim to release after that. Some new content should be ready for release at the same time or shortly after. There will be some updates to already released content as well as internals continue to be enhanced
 
That's good news! I'll be watching and see what's up! I must say I've been wanting to try that GT-R pretty bad! Hopefully they'll optimize the graphics enough so I can run it on reasonable settings...
 
Jav
Granted there's still work to be done, but damn it's looking good!

<a href="http://www.youtube.com/watch?v=3I-DzyqPO94">YouTube Link</a>

That's great! I saw that mod months ago as a WIP.
 
I hope some of those sounds are actually there. I tend to be let down by most F1 mods because of the sounds.
 
The FIA Formula 2 championship is going to be making an official appearance in RFactor 2.

The FIA Formula Two Championship is pleased to announce a new partnership with Image Space Incorporated (ISI), makers of leading racing simulator rFactor, which will see its entire 2012 grid featured in the brand new rFactor 2.

rFactor 2 is the forthcoming sequel to the award winning computer racing simulation which has become the standard for a simulated racing experience. Developed by ISI, who also produced the Formula 1TM titles for EA Games, the company has more than 20 years&#8217; experience in the market, developing racing software used by both amateurs and professional racing teams.

Due for release later in the year, all of this season&#8217;s upgraded JPH1B F2 cars &#8211; featuring new Yokohama tyres and carbon brakes &#8211; will appear on the new version, with each one recreated with meticulous detail. Every aspect of the Williams designed car, from handling characteristics through to the pitch of its 500bhp 1.8-litre turbocharged engine, have been captured, aided by Formula Two&#8217;s Chief Engineer James Goodfield.

&#8220;We&#8217;ve spent many hours working with ISI to ensure we recreate the highly sophisticated and new-spec F2 car with the utmost accuracy, right down to the physics and the engine note,&#8221; said Goodfield. &#8220;We&#8217;re very pleased with the results and feel confident it will provide professional racing drivers, as well as amateurs, with a simulation as close to the real thing as possible.&#8221;

He added: &#8220;Having all of this year&#8217;s cars and their liveries featured will also provide increased exposure to our drivers and their sponsors thanks to the global following of rFactor.&#8221;

Timothy Wheatley, Vice President of Sales, Marketing and Licensing at rFactor, commented: &#8220;We are extremely happy to work with the FIA Formula Two Championship and MotorSport Vision to bring the Williams JPH1B Formula Two car to rFactor2.

&#8220;It is exciting to know that budding race car drivers and members of the general public alike, will be able to train and have fun with this car using our software.

&#8220;rFactor2 is a major advancement in home simulation technology, as for the first time drivers are tested by a changing environment. Drivers will cope with different levels of track grip, changing light, a full wet-dry weather system and an ultra-realistic tyre model.

rFactor2 is schedule to be released later in the year with further details available at www.rfactor.net or our rFactor 2 forum. For more information on the Formula Two series visit www.formulatwo.com&#8221;

http://rfactor.net/web/2012/05/21/formula-two-announces-new-partnership-with-rfactor2/
 
That video looks like codemasters F1 2010 Graphics, only with 2008 cars. Sorry I know I am a party pooper but they are completely underwhelming
 
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That video looks like codemasters F1 2010 Graphics, only with 2008 cars. Sorry I know I am a parter pooper but they are completely underwhelming
Still a beta...

Fantastic!

Fantastic indeed! It keeps getting beter and better, almost to the point where the modders will have a tough time competing with the included car pack!
Guys please take a lot of screenshots once you get the update that's supposed to come out this week!
 
New Build is out:

UPDATE 4 Changelog (MAY 18, 2012):
======================================


GRAPHICS:
---------------------------
Improved lighting math
Improved HDR rearviews
Fixed mirrors too dark when using HDR
Improved post-processing in multi-view mode
Fixed side-channel clearing in multi-view mode.
Fixed HDR in multi-view mode
Viewport fix for multi-view
Improved dynamic road
Changing shadow detail level now causes a shader re-compile
Changed base turbidity to 1.8 to brighten sky a bit.
Reduced minimum vertical FOV from 20 to 10 degrees.
improved graphical steering pivot for non-player vehicles
Now applying heat haze to graphics, note new PLR option "Heat FX Fade Speed" which can be used to completely disable.
Fixed broken HDR lum histogram
attempt to fix body parts disappearing in multiplayer


GAMEPLAY:
----------------------------
Added support for gear ratio sets.
Added ability to have gear-specific ratios.
Added DRS rules.
Added some GDB-configurable atmospheric conditions.
Changed flap buttons to act as toggle by default, but with a controller.ini option "Hold Flap Button" if the user prefers to hold it down.


SOUNDS:
----------------------------
Scrub sound improvements via the SFX file: can now have tire-specific samples, can be played individually rather than combined into one output, and more control over the frequency modulation.
Defaulting ScrubIndividually to true


AI:
----------------------------
fixed safety car incorrectly pitting for a tire change (and leaving the rest of the field in limbo)
fixes for AI pit lane behavior when no dedicated pitlane exists.
some minor tweaks to AI stalking behavior.
AI more likely to stay on throttle when along side a car they are trying to pass.
fixed a bug where cars would move towards rather than away from a car next to it going into a corner
fixed bug where sometime AI, at start of formation to standing start, immediately tries to park.
better handling of grip lose around fast corners
AIs will turn on and off rear flaps as required.
Tried to ease up on the throttle cuts caused by tires bouncing off the ground for a tick while otherwise being in control


PLUGINS:
----------------------------
Screen interface added to Internals Plugins in order to facilitate 3rd party overlays; currently untested and subject to change.
Now reporting to internals plugin whether blue flag being shown for each vehicle.


UI:
----------------------------


fixed the calculation of the "X display not available" X coordinates for MFD when under AI control.
added some gizmos and actions to facilitate multiplayer auto mod download and install from a dedicated server
added download mod status bar & cancel button
allowing problem mods to show up in lists (so that the problems can be displayed on the info screen)
added info buttons and code for rfm scrollbox to show new state of uninstalled mods with virtual components that are missing.
LED and HUD support for DRS status
changed scaling scrollbox gizmos (rfm, veh, track, hud, showroom & ui) so that they can accept textures other than 1024x1024 uncompressed textures.
Removed PLR file option "Wheels Visible In Cockpit" which was made obsolete by the VEH variable "FrontWheelsInCockpit" a long time ago.


BUG FIXES:
----------------------------
Fixed some unresponsive keys when using soft vsync.
Fixed problem with keyboard repeats in time acceleration.
Fixed warmup time increasing by 1 each time a server is set up.
Fixed problem where re-attaching a wheel in the pits would result in phantom collision.
Improved thread safety by using local file finder classes.
Fixed a error message that was incorrectly saying missing RCD files.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.
Fixed 'Temporary Boost' button.
Fixed bug where requesting a pitstop while on the grid would sometimes cause a stop/go penalty.


FUNCTIONAL ADDITIONS:
----------------------------
Added mod downloading to sim
Added settings for HTTP Server and rfmod sharing.
Added PLR variable "Car Vibration Mult2" in order to allow separation of orientational vs. positional effects, and added PLR variables "Seat Pitch", "Seat Yaw", and "Seat Roll" to allow an offset from which direction the cockpit camera points.


MOD MODE/PACKAGING
----------------------------


fixed not being able to switch UIs in mod mode.
removed "no ai" restriction from public dev build
added a scale value in HUD editor for flags & stat bar positions
got digital gages working in the HUD. Can now expand in any of four directions.
HUD editor stability fixes
HUD editor fixes. instead of numbers, will write out the function and font names for led, text, and digital gages
 
Updates to the mods too as well as a "new" mod Formula ISI/Masters. b85 apparently requires all mods be up to date in order to run, so be aware.

Update sizes if anyone needs to know:
69->85 update: 129MB
Megane v1.1: 125MB
Formula Renault v1.2: 152MB
GT World Endurance v1.1: 335MB
Formula Masters v1.0: 123MB
 
Here's some latest shots from isiforums.

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The lighting is very good!
 
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