rFactor 2 | Q1 Content Drop to Include Long Beach GP Circuit


The first release for rFactor 2's Q1 content drop has come in. The Long Beach GP Circuit will make its way to the simulation this February.

And the layout used will be the current IndyCar version. IndyCar has been racing on the circuit since 2009. However, the circuit has had a long history in North American motorsports.

A similar layout of the track was used in 1975 for a Formula 5000 race, while in the following years, Formula 1 visited the premises. From 1984 until 2008 CART used the circuit until the merger in 2009.

A different variant of the circuit has also been used in 2015 and 2016 to host Formula E races. Even though rFactor 2 has (or had) a partnership with Formula E, it doesn't seem like this variant will be included here.

What you will be able to find, however, is a tight street circuit suited for racing of all kinds.

Once it comes out, it will be interesting to see how it fares in comparison to the version that Automobilista 2 has out already.

Until that day we can only wait and see.

Long Beach GP Circuit will arrive on rFactor 2 on the 21st of February.

What do you think of this addition? Let us know in the comments down below!
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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.

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I suspect another BTCC car, perhaps a BTCC track???? Something with a Hybrid system(Wouldn't the new Ferrari be nice? ((either of them the 296 or the 499!!)) )
The 296 GT3 is not hybrid. The regulations don't allow hybrids.
There´s already a great mod track available on workshop.
Still hope for Porsche 911 GT3R from 2019.
There is a newer 2023 911 GT3R that already raced in Daytona at the 24h.
 
And announcements like this, my friend, is why I had to change my shorts when AMS2 dropped Cleveland and Raceroom dropped Charade... You know, we never got a BMW Z4 GT3 car for rF2, did we? Maybe its about time! :p
 
Its decent but not to standard of latest dlc tracks.
there literally is laser scanned version ripped from ACC so quality is good
but I agree that rFactor scanned tracks are the best in the industry so probably it would be even better than this ACC conversion
 
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The 296 GT3 is not hybrid. The regulations don't allow hybrids.

There is a newer 2023 911 GT3R that already raced in Daytona at the 24h.
yeah, I wasn't too clear, writing WHILE thinking. We are getting Hybrid systems for BTCC, so I was hoping for more, one of the WEC/IMSA hybrids(I know the 499 is WEC only at this time)...and while I was at it.. the 296 popped into my noggin'.
 
My first exposure to Long Beach was over 20 years ago with F355 on the Dreamcast and in the arcade. Fell in love with. The layout today is slightly different but the key elements that grabbed me are still there. Was jubilant when it arrived on AMS2. Hopefully the rf2 version is just as good.
 
And announcements like this, my friend, is why I had to change my shorts when AMS2 dropped Cleveland and Raceroom dropped Charade... You know, we never got a BMW Z4 GT3 car for rF2, did we? Maybe its about time! :p
there's a gt3 mod pack that includes the z4 gt3
 
there literally is laser scanned version ripped from ACC so quality is good
but I agree that rFactor scanned tracks are the best in the industry so probably it would be even better than this ACC conversion
1. What you get with a laser scan that is better is track surface detail. The trackside environment, buildings, etc, still have to be modeled, textured, etc. like any other content. The benefit is that via laser scanning they (developers) also get very good reference about the trackside stuff but that is all. Laser scanned does not mean high quality automatically.

2. ACC does not have Long Beach. I am not familiar with the mod you are referring to, but if anything it could be Forza Motorsport 7. I know that rip exists for AC but it's not really good quality. Ripping is also not a process where everything looks automatically great in the ripped to sim, the materials, textures, AO, differences in post process between the sims, etc. have to be adjusted to suit the "new" sim. There are rippers who do work on it and the results are excellent, but it's very often not the case. Edit: OP was talking about Bathurst, which does exist in ACC.
 
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I don't understand how anyone can compare rF conversions to rF2 DLC, unbelievable.
Terrain, it's all in the terrain. :coffee:

Like comparing 10 year old never updated Belgium to the AMS2 version which feels like a billiard table compared to rF2, no ooomph no life. Sure it looks a lot nicer in parts and some ways, in others not so much.

Hands down I would pay for a new Belgium Historic.
 
one of my absolute fav racing tracks since back in the day with Indycar Racing 1+2. tho i liked that 90's layout more than the current one. Getting turn 4 right on the 90's layout was so satisfying...
thats when i came to love these street circuits with their 90° turns.
there is just something to it racing on them. i wish we'd see more of these tracks in modern sims, like Detroit Belle Isle, Toronto Exh Place, Surfers Paradise (the original layout).
but for some reason the new F1 street circuits kind of don't have that magic, they are weird. too fast, too long.
 
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one of my absolute fav racing tracks since back in the day with Indycar Racing 1+2. tho i liked that 90's layout more than the current one. Getting turn 4 right on the 90's layout was so satisfying...
thats when i came to love these street circuits with their 90° turns.
there is just something to it racing on them. i wish we'd see more of these tracks in modern sims, like Detroit Belle Isle, Toronto Exh Place, Surfers Paradise (the original layout).
but for some reason the new F1 street circuits kind of don't have that magic, they are weird. too fast, too long.
The problem with F1 street circuits - is the F1 cars!
Too damn big and long that a 'street' isn't quite big enough for them :D
 
not on topic but does Rfactor support 5.1 sound ? i can never get it to work . thanks .
 
not on topic but does Rfactor support 5.1 sound ? i can never get it to work . thanks .
It seems the new sound-engine is still WIP. There are some audio features related to environmental effects not working in rF2 although, spatial audio through headphones seems to work pretty well.
 

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