rFactor 2 v982 32/64Bit

  • Thread starter Voltaic
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Jav
So basically they will be trying to save rFactor 2's core?
Interesting to see what they'll be able to do with it, hopefully they'll do what ISI has failed to do so misserably!

A lot of people seem to be disappointed by rF2's progress, which is understandable. For me, as I stated many times before, the only choice I have is to let ISI take as long as it needs to deliver. Deliver it has already, but excellent physics, real road, 24 hour cycle, full flag system, an many other features are not enough to satisfy some. Many look for "visual" reward, rF2 is lacking in this area. I for one will sacrifice graphics for all the other elements that create immersion, including good "sound". Of course I am hopeful ISI will deliver on the graphics.

The bottom line is; if you are a casual racer/gamer, rF2 is not for you. If you participate in leagues and are looking for immersion, then be patient. I am a bit disappointed at some of the feedback in this thread, it certainly has not been constructive. Never forget, if other "games" have brought more realism it has been because ISI and rFactor have pushed the envelope in the past, and are doing so again.

Enduracers chose rF2 for a reason, more quality modders will come, in due time. Cheers.
 
SMS team that has 100 times the resources of ISI team developed Cars in 4 years and it comes out with a awful sim/Shift 3 arcade game with an awful physics and FFB and Horrible Horrible AI.
rF2 physics, depth, FFB, features, endurance races, IA,RR, Online races.....>>>>>>>>>>>>>>>>>Shift 3.
 
rFactor 2 – Build 982 Available

Changelog
FEATURES:
– This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We’re still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED.
– Max vehicles for the All Cars & Tracks default mod was increased to 45.
– Added a configurable control for “Skip Formation” (but if none is configured, the Space key will be used).
– Added AI self-preservation reaction to preventing tipping.
– Increased effect AIW parameter AISpec has on AI acceleration and max speed.
– Added cockpit readouts “BESTLAP” and “LASTLAP” for modders to use.
– Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots.
– Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set “Steering Effects Strength” to 9999 instead of 10000.
– FOV now stored per (exact) vehicle.
– Added steering wheel ranges to plugin telemetry.
– Now recognizing GDB track type of “Oval” in addition to the original types “Superspeedway”, “Superspeedway Oval”, “Speedway”, “Speedway Oval”, “Short Track” and “Short Track Oval”. Despite all these choices, the app code doesn’t actually differentiate them, other than to identify these track types as not being a “Road Course”. The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called “inside/outside” (ovals) or “left/right” (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
– Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
– Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
– Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect.
– Forcing vehicle body collision model to be below a certain limit now (automatically LOD’ing if necessary). This is done for performance reasons.
FIXES:
– Fix for the “WCCLOUD.GMT” multiplayer loading error.
– Fixed mod sig missing when server publishes to matchmaker.
– Fixed some controller detection and rearrangement issues.
– Addressed issue where a matrix in AI physics drifted away from being orthogonal.
– Some improvements/fixes to replay and resume-from-replay for non-race sessions.
– Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn’t.
– Gold playerfile now stores Mod name instead of RFM file name for “Game Description”, since we can’t guarantee that each mod will have a unique rfm name. (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
– Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
– Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn’t know their correct grid location.
MODDING / PUBLIC DEV:
– Fix for driver editor so you can go back to main menu from track specific parameters menu.
– Added camera editor ablity to change trackside carema names. Created AI limiter slider gizmo.
– Look for digital flags up to the number of corner workers so that track builders don’t need to name digital flags consecutively.
– Fixed potential bug with custom rFm file when creating mod with wizard.
MULTIPLAYER
– In multiplayer cars will now reload if using the car switcher only to change upgrades.
– Fixed remembering of column sort state for matchmaker list.
– Fix for number of pitstops being reported as zero in multiplayer.
– Added admin command “/forwardseconds X” in order to fast forward time by X seconds, where X is from 0-65535.
– Added admin commands “/pitbydriver” and “/pitbyteam”.
GRAPHICS:
– Fixed rear view tonemapping
– Adjust post-gamma
– Fix for dirty sideviews in multiview
– Fixed extra slashes at end of Shader dir in viewer
– More HDR process optimizations
– Improved spotlight priority sorting
– Added multiview adjustments. Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
– Fixed for FXAA not working since last release.
– Additional SLI optimizations when using reflections.
UI / HUD / OPTIONS:
– Made the UI consistent with in-game with regards to the names of the Steering Help levels.
– Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
– Changed password failure page to be more informative
– Added a “remove forced upgrade” button to the tuning page to easily undo user created “force upgrade” actions.
– Shrink button text to fit inside bounds

[boxdownload]Download rFactor 2 Build 982 Lite Build Here[/boxdownload]

[boxdownload]Download rFactor 2 Build 982 Demo Build Here[/boxdownload]

[boxdownload]Download rFactor 2 Build 982 Example Plugin Here[/boxdownload]
 
I'm still waiting on one of this announcing a complete graphics overhaul or a new graphics engine...
image.jpg
 
SMS team that has 100 times the resources of ISI team developed Cars in 4 years and it comes out with a awful sim/Shift 3 arcade game with an awful physics and FFB and Horrible Horrible AI.
.
:confused: Agreed, but what does that have to do with anything? :confused:
 
״ISI has failed to do so misserably!״
I know this is your game of choice, but even you got to admit the game is lacking in a lot of areas. Its got some great features, but the package as a whole isn't very good.
I am a bit disappointed at some of the feedback in this thread, it certainly has not been constructive. Never forget, if other "games" have brought more realism it has been because ISI and rFactor have pushed the envelope in the past, and are doing so again.

Enduracers chose rF2 for a reason, more quality modders will come, in due time. Cheers.

That's the same line I fell for a couple of years ago. Still waiting for that delivery. Rfactors days of selling on their past is gone. Nobodies falling for that crap again.
 
The issue here is one of perspective and expectations. At the end of the day I started this thread at a site that caters to Gran Turismo and console players. Nothing wrong with that. It remains a fact the site has seen it fit not to have a forum section dedicated to rFactor 1 & 2. This says it all.

A gaming community is not the same as a SIM racing community, all the complaints here, based on expectations, reflect that. Again, nothing wrong with having an opinion and being disappointment with rF2's progress. However, ISI is focused on a different product and audience. Case and point Race Department, who's audience rFactor 2 seems to be meeting and exceeding expectations (see comments).

Frankly I'd like to know from you guys if I should let this thread die. Not that I think I make a significant contribution to it, I just wonder if it is worth keeping it going if there is little to no interest.

I love this site and like the members here, so no recriminations intended. Cheers!
 
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The issue here is one of perspective and expectations. At the end of the day I started this thread at a site that caters to Gran Turismo and console players. Nothing wrong with that. It remains a fact the site has seen it fit not to have a forum section dedicated to rFactor 1 & 2. This says it all.

A gaming community is not the same as a SIM racing community, all the complaints here, based on expectations, reflect that. Again, nothing wrong with having an opinion and being disappointment with rF2's progress. However, ISI is focused on a different product and audience. Case and point Race Department, who's audience rFactor 2 seems to be meeting and exceeding expectations (see comments).

Frankly I'd like to know from you guys if I should let this thread die. Not that I think I make a significant contribution to it, I just wonder if it is worth keeping it going if there is little to no interest.

I love this site and like the members here, so no recriminations intended. Cheers!
That certainly wasn't my intention and without this thread I probably would never get any new info on rfactor 2. Its just that this is one of the games that help me make my decision to switch to PC. I guess its my fault for not trying it first instead of going off others opinions. This is the only sim I regret purchasing, I guess I just expected more to come of the game and for me it just hasn't come. I didn't think graphics was important to me, as I think Iracing looks fine, but this game for some reason looks very bad to me, like on par with GT Legends. Not very good for a modern sim.


Edit: It really burns my ass that they make it so difficult to update the game if you arent paying for online. They went out of their way to make it more difficult. That really is petty in my book and leaves a bad taste in my mouth. I payed $80 for this game why cant I still update as I use to?
 
Quick question about rF2: Are the replays fixed? On rF1 half the time when entering or exiting (usually exiting) the game just crashes so I'm wondering if it's the same for rF2.
 
Oh, yeah I guess. It seems that the content is so limited compared to other games though.
That's why we have mods. I think rF1 had even less base content. All it had were a few upgradeable street cars and fake NASCAR, Formula Ford, GP2 & F1 along with around 20 tracks
 
*shameless double post*

Just did a race with projectsimracer.co.uk in the MAK-Corp Group C mod. Was a lot of fun.

 

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