Latest rFactor 2 Update Introduces Endurance Lights

Paul Jeffrey

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rF2 Norma M30 LMP3.jpg rF2 Oreca 07 LMP2 1.jpg rF2 Porsche 911 RSR 3.jpg rF2 Corvette C7.R 4.jpg rF2 BMW M8 GTE 5.jpg rF2 Endurance Pack.jpg
With the recent Endurance Pack DLC, Studio 397 have also introduced some interesting new features to the sim, not least of which is the welcome inclusion of Position Lights...


Of course the release of five new cars rightly took much of the limelight from the new rFactor 2 update, however it might have been easy to overlook some very interesting and welcomed feature additions to the title, not least of which is the very important introduction of position lights, a relatively recent introduction into real world racing and a feature that will be a big help to players who enjoy long distance multiclass racing in the simulation.

So what are Position Lights?

Simply put Position Lights are illuminated lights on each car within class during an endurance race, and the aim of them is to help easily identify both where the car is in the race, and what position they hold in their respective class. Ideal for multiclass events, the new position lights that come with this new pack in rFactor 2 will "not only show your individual position, they will also show your position in class with colour coding. On top of that, the lights turn into a pit stop timer ‘counting up’ when you pit".

Still keeping endurance racing in mind, Studio 397 have also upgraded the simulation to include a new "in car traction control" feature. Essential for helping adjust settings with the game AI when different types of car configurations and rules apply, Studio 397 had the following to say of this other upgrade to the core software:

rFactor 2 already featured “driving aids” that provided both traction control and anti-lock brakes, but like all driving aids they are global for all cars in a session. Especially in multi-class racing, and this pack is a good example, it is common to have different classes that might or might not have traction control available. Therefore we decided to add the option for specific cars to feature traction control (and anti-lock brakes) as part of the car, completely separate from any “aids” settings. On top of that, we can configure the exact number of “levels” the real cars have and decide if you can adjust those levels in-car or just in the garage as part of your setup, and even if you can turn it off or not, as some cars have such aids built-in and you can’t even disable them.

For this pack, traction control is available only on the LMP2 and GTE cars, and there are a couple of things you need to know to set it up. First of all, as this is a system that is separate from the driving aids, to make in-car adjustments you need to go to your controller settings and map the following four new keys:

rF2 Controller Settings 1.jpg


On top of that, you can also configure these settings in the garage setup:

rF2 Controller Settings 2.jpg


As a final note, if you also have driving aids enabled for one of these cars, the effects of both will correctly be combined. For example, if you set traction control to 2 (which is fairly low) in the in-car setting and then turn on the driving aid to “Medium”, the end result will be that you have medium traction control. We expect most servers and people to simply disable those aids for official races though.

During the new car pack announcement Studio 397 also revealed some interesting information with regards to their current understanding of the tyre model in rF2, something that is already at a very high standards in the genre. The Dutch developers have confirmed they have learnt quite a bit about the way the tyres behave in both the real world and the simulation, something they intend to apply to the recent 'GT3 Power Pack' DLC that was released recently. The same rule applies to the position lights and traction control settings introduced with this new content, both we be retrospective applied at a future date:

New cars and features always trigger the question “what about the existing cars”? Our close collaboration with teams and manufacturers have given us even more detailed insight into the tyres that they are running on these cars. On top of that, our laser scanned version of Sebring gave us an excellent opportunity to compare data to a 100% accurate track. The data prompted us to make some updates to our model, and since the GT3 cars are using the same tyres, our next step will be to go back to and implement and test the tyres on those cars too, which in general will make them a bit slower.

The same applies to the position lights as well as the in-car traction control and anti-lock brakes, which will be added as features to each individual GT3 car. We don’t have an exact ETA for these changes yet, as we also need to make sure these changes don’t affect the BOP within the class, but we will certainly keep you up to date in our monthly roadmap. We will also add documentation to our website for third parties that wish to implement these new features on their cars, as well as publish example tyres.

The Endurance Pack DLC can be purchased from the rF2 Steam Store page for £13.11 HERE.

rFactor 2 is available exclusively for PC from Steam now.

Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now!

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Do you like the new rF2 update? Enjoying the Endurance Pack DLC? Let us know in the comments section below!
 
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Performance of rF2 DX11 has VASTLY improved since the last big update.
When DX11 was in open beta I could barely run a field of 20 cars and had to dial down the graphics substantially.

You may want to skip the higher PP effects settings also (video settings menu in the launcher, NOT in game itself).
The higher ones cause a big hit in performance + they still look REALLY AWKWARD with these strange 1970's Dutch soft-porn star shaped highlight effects, way too unrealistic DOF effect settings and such.
Setting PP effects to "LOW" will look way more realistic and goes a long way in performance increase was well.

Thanks for the info, maybe I'll fire it up. :thumbsup:
 
  • Deleted member 99238

Lol pcars and rfactor2 in the same sentence.... come on now.
And what's wrong here?
I can add here the Forza Horizon and Gran Turismo Sport and The Crew because I like how these games look visually today.
Why does everyone think that racing simulators in 2018 should be with ancient graphics? I buy new hardware for my PC to see the "real" simulator with the 2001 level graphics on the screen?
You can continue to laugh here and to put each other likes, but the fact is that the genre of "real" simulators stuck in the distant past in the graphical part.
Without understanding this, "real" simulators will always be at the bottom of the sales list, and their community will slowly die out like dinosaurs.
 
And what's wrong here?
I can add here the Forza Horizon and Gran Turismo Sport and The Crew because I like how these games look visually today.
Why does everyone think that racing simulators in 2018 should be with ancient graphics? I buy new hardware for my PC to see the "real" simulator with the 2001 level graphics on the screen?
You can continue to laugh here and to put each other likes, but the fact is that the genre of "real" simulators stuck in the distant past in the graphical part.
Without understanding this, "real" simulators will always be at the bottom of the sales list, and their community will slowly die out like dinosaurs.

Don't get upset with that \o/
Simracers wants at first good physics ... All the graphical/FX part is kind of secondary.
You are just not the target for rF2, that's all ^_^

How do you think that Automobilista is getting so well ?? I agree the graphics are old, but the physics are spot on ! And that is all that matters :)

You are a simcad customer... Forza, GT... These are simcads, not Sims !!

Cheers,
Donnie
 
  • Deleted member 99238

You are a simcad customer... Forza, GT... These are simcads, not Sims !!

Cheers,
Donnie
I am a inveterate client of the following racing games:
Assetto Corsa
Automobilista
RaceRoom Racing Experience
Project CARS
Project CARS 2
Forza Horizon 3
The Crew
Dirt Rally 1, 2, 3, Dirt
Grid 1, 2, Autosport
I do not need to explain the difference between these games. :)
 
  • Deleted member 99238

I don't think most of us do. And neither does Studio 397, that's why they upgraded the entire engine to DX11 less than a year ago and added post FX and all sort of eye candy, new rain effects etc. So they did exactly what the community asked in this regard.
I want the Studio 397 team to solve all issues related to the modernization of their project as soon as possible, but today they lag behind their main competitors. The last DLC looks great, but the overall level of the game is not yet up to standards in the genre. Other teams (Kunos, Sector3, Reiza, SMS) do not stand still and it will be very difficult to catch up with them.
 
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I am a inveterate client of the following racing games:
Assetto Corsa
Automobilista
RaceRoom Racing Experience
Project CARS
Project CARS 2
Forza Horizon 3
The Crew
Dirt Rally 1, 2, 3, Dirt
Grid 1, 2, Autosport
I do not need to explain the difference between these games. :)

Hehe as I said, you are more simcad than pure sim ;-) and I don't say it's a bad thing !

I play AC, AMS, GTR2, rF2, Dirt (with realistic physics patch) and piboso's beta ...
GT, Forza ... Are very good games indeed, but not what I'm waiting for !

I practice on rF2 or AC before going on real tracks... This is maybe why I am so extreme when talk about Sims ^_^

Anyway, look at people reaction when you use Pcars and rF2 in the same sentence ^_^ ... I think it helps to make my point !

All that matters is our love of Motorsport and to follow the last hours of the 24h of LM :-p

Peace \o/
 
  • Deleted member 99238

Anyway, look at people reaction when you use Pcars and rF2 in the same sentence ^_^ ... I think it helps to make my point !
I did it specially to slightly stir up the local harsh audience.. )))
To avoid talking about arcade racing games, they allow you to completely immerse yourself in the virtual world of racing using the latest graphics technologies. And so today we have only one physical model, no matter how realistic it was today, it is not enough. Immersion in the race must be full in 2018, even if it's a simulator.
 
  • Deleted member 113561

What is the G29 problem? I have a G920 which is pretty much identical and haven't really had any issues with rF2 yet.
Wheel rotation does not match with ingame ... for every car you have to go manually change it in Logitech Gaming Software
 
Keep it coming Studio397, great to see attention to detail. Missed in many places. And gotta say something else, i cannot understand this stupid craphic's whining every single goddamn time when i see RF2 new's... If you like those overdoneblingbling-semicade's, go there and be there. Left us simulator-racer's do our thing which is to concentrate on the physics that wins how something look's. And when i say that, i dont mean that i myself think RF2 lack of look's. I like how RF2 look's better and is more real-like than those blingbling's. And It's more eye-friendly, it's clean! I guess we see here the difference with older racer's and newer one's... Something that we appreciate now, they will appreciate year's to come. They will see... I have spoken once again, and now "eagarly" waiting those clever answer's.
 
I want the Studio 397 team to solve all issues related to the modernization of their project as soon as possible, but today they lag behind their main competitors. The last DLC looks great, but the overall level of the game is not yet up to standards in the genre. Other teams (Kunos, Sector3, Reiza, SMS) do not stand still and it will be very difficult to catch up with them.

It's funny you mention Reiza, because Reiza will (at least based on a released screenshot and some hinted information in press release) use rF2 graphics engine in their next title, so they clearly think it's more modern than their current engine.
 
  • Deleted member 99238

It's funny you mention Reiza, because Reiza will (at least based on a released screenshot and some hinted information in press release) use rF2 graphics engine in their next title, so they clearly think it's more modern than their current engine.
Gentlemen, the engine is still the same gMotor (Image Space Incorporated), only the numbers in the name change (gMotor2, ISIMotor 2.5). It has been used since F1 2000 (2001), GTR (2004), rFactor1 (2005). It is constantly improved and improved, but at the heart of it is all the engine 20 years ago. Perhaps this is the best physical engine for today, but he needs a new graphical component that he is trying to Reiza. Kunos, Sector3 generally went along the way combining two physical and graphic engines in their products. Everyone understands that it's high time to do something about it.
 
I have been driving the DLC this morning and I noticed there was an option for mapping TC... And I was like "why didn't I mapped those controls before? They're really useful!! ":rolleyes:

Btw, the DLC is just amazing. It drives nice, it sounds good... And in terms of performance it runs smoothly!
 
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