rFactor 2 | November Development Roadmap

Paul Jeffrey

Premium
Studio 397 have today published their latest development roadmap, giving the community an interesting insight into the world of development behind the scenes at rFactor 2.
  • New UI and competition system roadmap.
  • December will see the simulation move to 'new UI' as default.
  • Further Cadillac preview images.
Key points of interest from the latest roadmap post have to focus on the upcoming new Competition System within the title. Expected to release for an initial pass at the system in December, the Dutch development team have big plans for organising online racing within rFactor 2, and despite the system having been a long time in development, it looks like the new post outlines something of a development roadmap for the year ahead - including offline championship mode - which will no doubt be helpful to players looking for a little more insight into the future plans around the system.

Other points of interest from the latest roadmap include further previews of the upcoming Cadillac DPi-V.R and updates taking place on various tracks within the sim.

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The development roadmap for November in full:

November has been another busy month here at Studio 397, with plenty of activity taking place back at base as we prepare for the run in to the festive season.

The nature of game development means we are constantly balancing our long and short term goals for rFactor 2, strengthening the core software and bringing new features whilst ensuring our content offer remains interesting and fresh for new and existing players alike.

Recapping quickly on November (can you believe it's over already!?), we’ve certainly had a very enjoyable month checking out the reactions to our brand-new Circuit de Spa-Francorchamps DLC release – one of the tracks our team has been so keen to bring to rFactor 2 in all of its laserscanned glory, and it's now finally available in for players to enjoy!

To celebrate release of this new circuit, we’ve teamed up with the good people over at WTF1 to launch a very special selection of races on the new track. Headlining the action on December 4th will be our WTF1 3H Invitational endurance event for invited esports drivers, and a very nice selection of real world racing legends. Not content with keeping the action to the world of endurance racing, we've also lined up an exceptional collection of esport drivers from the community, who have taken the opportunity to qualify for not one, but two support races for the main action. Comprising two short and sharp 25-minute sprints in the Porsche Cup and Tatuus F3, we expect the action to be fast and frantic throughout – with plenty of overtaking and drama sure to unfold.

We are still firming up the full entry list for this special event, so stay tuned to the rFactor 2 social channels for some special guest announcements in the coming days.

rFactor 2 | WTF1 Spa 3 Hours and Support Races: More Details, Click HERE.

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Still on the subject of the month of November, we also released a brand-new build update for rFactor 2. As part of that build release we were pleased to introduce our new VR flat desktop mirror mode for Virtual Reality users, something that has been requested by our community quite a lot recently, and also our latest lighting and graphic improvements have made their way into the simulation ahead of further refinements and upgrades scheduled for the coming weeks and months ahead.

As we are closing in on the festive holidays, for gamers this time of year is a wonderful one to snatch up a bargain or two in the many sales that occur during the Christmas period. If you missed out on some goodies during the Halloween Sale last month then worry not, the Steam Autumn Sale is here, and with it comes great discounts on some awesome rFactor 2 content!

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In the Autumn Sale you can enjoy 50% off our Formula E, Endurance, Reiza and KartSim packs, and a 25% reduction in the rFactor 2 Track Expansion Pack – but act fast, the sale ends on December 1st!

Moving forward to the future, namely the festive month that is December, we continue to work hard behind the scenes to deliver some interesting improvements to the way competitions are handled within rFactor 2 - something we expect will really help players access the types of online racing and competitions we know you are keen to experience, but wrapped up in a much more sensible and user-friendly environment than is currently possible with the way the simulation is presently structured.

Last month we spoke briefly about our the competition system beta, and our hopes to get a first pass of the new system in the hands of players before the holiday season kicks into full swing, and then to build on this system in 2021. This very much remains our intention as we slide into December, and initial behind closed door testing seem to indicate the system is working much as anticipated. We've run a few races now internally with our Studio 397 staff and identified a few issues that have been quickly resolved, so before we put down our tools and exchange coding for mince pies and sherry we should be in a position to let you all finally get your hands on what will very much be a long and rewarding journey of expanding and improving the way players interact with rFactor 2 in an online environment.

COMPETITION SYSTEM BETA AND 2021 ROADMAP

FIRST BETA


The primary goal for the first beta is to get a system in place that is easy to use and allows everybody to jump into daily races that are part of competitions. We will support a format where each event in a competition has multiple slots, so you can choose the one(s) that suits your schedule. Standings will be based on a local rating system that compares drivers in all those time slots to figure out who was the best overall.

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ROADMAP FOR 2021
So what’s in store after the holidays? Let’s start by saying we will probably revise this roadmap as we go, also based on user feedback as we deploy each update.

Ratings -- are probably one of the most anticipated features, and one of the reasons for not having them active right from the start is that we want to test our algorithms on real-world data before publishing anything. Our current philosophy is to have a single rating system that encapsulates both your skill and safety record.

Protests and decisions -- are also high on our roadmap list as we will no doubt have situations where an incident will need to be reported and evaluated by our stewards. Our goal here is definitely to let the in-game systems do a lot of the (easy) work here, monitoring when you cut the track or commit other offenses and directly handing out penalties. At the same time we are aware that not everything can be decided by robots.

More competition formats -- are things we will probably gradually introduce but as a feature they certainly need to be mentioned on any roadmap. We intend to run our GT championship, various hotlap styles, some completely new formats as well as more “league style” competitions in the system.

Roles and team based driving -- will be added to allow multiple drivers to share an “entry”, or car, in a competition. Roles can be defined so teams can also have a manager or race engineer. Other roles are stewards, race control, and cameramen to facilitate broadcasts.

Broadcast integration -- is probably another feature that will be gradually introduced, but obviously when broadcasting sessions that belong to a competition, we want to make sure that overlays showing standings, points, participants and calendars accurately reflect the competition they’re a part of.

Offline Championships -- will be added once the online part is running smoothly. We will leverage the features we use online to also facilitate offline championships, where you can race against our AI.

These features will take us well into 2021 and we will revise and update them as the year progresses.



As per our November Development Roadmap post, it should be noted that the transition build to our Competition System will also mandate the use of our new UI within rFactor 2. Following the upcoming December update, continued support of the legacy UI within the simulation will come to a close, and any future builds and updates to rFactor 2 will only occur on the new default branch of the sim. We appreciate that for many players this will bring with it a number of changes to how you are used to experiencing rFactor 2, however we remain confident that the latest iterations of the 'new' UI will provide players with a much more streamlined and enjoyable experience, with many benefits to using rFactor 2 both now and more importantly in the future as we continue to make strides towards ongoing development of the title.

Closer to release we will be publishing a much more detailed guide on the benefits (and known issues) with the new UI and Competition System, and we strongly advise players to migrate to the UI sooner rather than later in order to become comfortable with the layout and features presented, and to help us with feedback as we drive towards maximising the potential of the system.

So, why should you be excited about the new UI, both now and in the future? Apart from the fact the whole UI system is based on technology that allows us to add, change and improve features over time - something that wasn't possible with the current integration, we've also worked hard to ensure that anything you've become used to with the current UI has at the very least been transported to the new design, as well as plenty of new features and improvements that will only be expanded upon in the weeks, months and years ahead.

To give you a brief idea about some of the advantages of the soon to be default 'new UI' (we are really going to have to find a new way of describing it soon...), we've put together a brief list of some of the benefits of the new system - however keep in mind we will be updating and improving this over time, so this list is far from final and any community feedback about useability and features are always welcomed...

  • Trackmap now included on monitor screen with live position data of drivers.
  • Camera control buttons added in replay screen and monitor.
  • Added full screen replay ticker on top.
  • Driver selection in replay screen and monitor.
  • Statistics and best lap times/sectors.
  • Track selection trackmap icons drawn from track data (no need to include icons).
  • Car selection list fully transparent icons.
  • Race Monitor screen.
  • Graph showing race progression.
  • Trackmap data on monitor page.
  • Integrated Competition System.
  • Tuning menu that contains material editor.
  • Flat VR mirror screen.
  • Triple screen widget in the UI.
  • Dedicated front page news section and forum feed.
  • Integrated matchmaker and favourites shortcut.
  • More intuitive summary overview pages in both general settings and setup screen.
  • All admin controls now available as UI controls, (avoids having to use command line if you don't want to).
Turning our attention to the world of playable content, we’ve been around quite a while in the sim racing genre now, and in that time we are pleased to have amassed an impressive collection of licenced cars and tracks for rFactor 2 (with plenty more on the way), and as we continue to bring new things to the title, alongside our ongoing development of the graphics engine, it often means we need to revisit our older releases and bring them up to the same standards as our more recently developed cars and tracks.

Of late we’ve given the refresh treatment to both Silverstone and more recently the Nürburgring track and its various configurations, and now we are delighted to confirm the next two venues on the list to be brought in line with the current standards are the Indianapolis Motor Speedway, and Portland International Raceway.

Both of these American circuits are under review at the moment by the track team here at Studio 397, with Indianapolis set to be updated to the latest PBR graphics and materials, whilst Portland is due to be given a patch to fix and tweak some key areas within the circuit - both updates of which we plan to deploy within the month of December as we look to breathe new life into these great circuits within rFactor 2. As well as these improvements, we are also onto the final stages of testing for a further Nurburgring patch, bringing back those missing curbstones and a few other small tweaks and changes that should improve things nicely.

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Moving on to cars, last month we showed you some WIP preview shots of the Cadillac DPi-V.R prototype we've been working on at the studio. In order to bring the very best possible level of detail and simulation to this potent prototype racer, we have been working very closely with the JDC-Miller MotorSports team over in the United States. Having access and support from one of the top endurance racing outfits in the IMSA WeatherTec Sportscar Championship, a unit that ran a two-car programme in the top American endurance racing series no less, has been an incredibly exciting experience for us at the studio, and no doubt has helped our development team to recreate one of our most detailed and realistic cars yet for rFactor 2. Currently the Cadillac DPi-V.R is undergoing that all important track testing on the virtual tarmac within the simulation, and I'm sure you will agree with us when we say the digital recreation looks just as stunning as the car in real life - we can't wait to let you get your hands on this one in the not too distant future.


Also on the subject of cars, next month will also see a brand-new vehicle and style of racing arrive in rFactor 2. Over the last few months we've been working closely with DTM champion Mike Rockenfeller to bring to life in rFactor 2 a unique concept - a high performance, tin top electric racing car that produces incredible amounts of power through its four-wheel-drive system, yet offers up an exciting and often rather spectacular driving experience. The car has been dubbed the RCCO eX_ZERO_2020, and will be released as DLC within rFactor 2 during December.

What makes this car rather unique is the fact it will only exist within the sim, but despite having no real world counterpart this is by no means a fantasy piece of content. Several months ago we were presented with an initial spec to develop the car, and using real world parameters and physics the RCCO eX_ZERO_2020 was born - with behaviour and characteristics exactly like those that would be displayed should this crazy machine ever make it out into the real world.

Having been heavily guided in the design and realisation of this project by Mike Rockenfeller and his team, we've found the experience of building the RCCO eX_ZERO_2020 exceptionally enjoyable at the studio, and while the car is certainly something rather different that the normal selection of machinery we develop for the simulation, we feel confident that our drivers will very much enjoy trying to tame this 1000hp beast! Intended for use in some interesting upcoming esports competitions by the RCCO team, as well as providing a very different (and dare we say it, brave) experience for our rFactor 2 players, this is certainly a departure from our usual content style here at rFactor 2!

While we are talking about esports competitions, you may have seen a few messages on the rFactor 2 social channels in recent weeks about the upcoming Sim Formula Europe series taking place next January, well, the second running of this annual competition is starting to kick into gear, and aside from the fantastic racing the series is sure to produce, we've got quite the selection of sim racing hardware to giveaway to competitors too...

OFFICIAL POSTER - ICM 2021 SIM Formula Europe visual 1920x1080 1120 v1.jpg


Returning for the second year in a row, Sim Formula Europe is back once again for players to come together and race for the opportunity to win some incredible prizes. With 60 drivers set to move forward from the hotlap qualifications to semi-final race events, we should see plenty of action out on the circuit as esports stars new and established look to fight for the opportunity to win a percentage of our 10,000 EU prize pool, and some exceptional hardware from SimTag, SimLab, Heusinkveld Engineering and Cooler Master. The hotlap qualifications are set to run from December 3rd - 13th. Stay tuned to the rFactor 2 website and social media channels in the coming days for details on how to get involved yourself and be in with a chance of taking home some fantastic prizes.

That about covers everything we can talk about for this month, onwards to December and the festive season as living rooms around the world get turned into a sea of festive lights and strange stuffed toys of fat guys in red suits and scarily menacing reindeers in coats and hats - stay safe everyone, and see you all again next month!



Original Source; Studio 397.

rFactor 2 is available now exclusively on PC.

Got questions? Our community have answers! Check out the rFactor 2 sub forum here at RaceDepartment for a great way to engage with your fellow fans of the simulation.

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I am really hoping the competition system brings in more people online, would be great to play RF2 online in a none league setting :)

If you guys are interested on competition system for rF2 (rating/safety), booking, admin tools to manage servers remotely (yes you can add your league one to system), driver stats, diverse racing formats, servers based on skill level, custom pages for League promotion etc etc...

...we already support those features at www.justrace.net

Oh and our races are open to all (no league stuff, subscription, etc) as most of the events hosted by the communities which already joined us!

Sorry for the shameless self promotion but I suppose it is ok since RD is a place open to all communities ;)

See you there guys!
 
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A fair point, but you have to consider that the Oval circuits are necessary for the success of the Stock Car 2018 that S397 dropped recently. If they want to try and make Oval Racing a core part of the sim, abandoning the oval tracks they already have is not the way to go, 3PA or not.

On the subject of old/3PA content, I take issue with their abandonment of it. Similarly aged cars on other sims weren't dropped after that short of time. If it's not supported, why bother having it be default content? If its in the UI and selectable, I should be able to use it. Just like I expect a phone to last longer than 3 years, I expect the content to be supported longer than 3 years. Additionally, 3PA to me means approved by the Devs, so it needs to get the same treatment, which it really hasn't.

It's frustratingly rubbish (but apparently that's "subjective") :thumbsdown:
The point you are missing is that the 3PA content is offered in the Steam workshop by ISI and not S397, thatswhy you still have the old Loch Drummond Version by ISI and the new one by S397. The 3PA programm was done by ISI and S397 didn't carry on with it. TBH, I never understood why they never got rid of the legacy stuff being installed by default to make it more clear, because this is exactly what makes it appear a bit messy. I got to say, there is still some good legacy stuff that would be worth updating. Especialy old Spa or Not-Suzuka are nice to have and on the car side there is some nice stuff aswell that could just need some touch ups. Anyway, it's pretty clear that this isn't their focus. If I was running the business I wouldn't be developing pseudo electric cars, but trying to get the historic stuff up to current standards - but that's just me.

I also don't understand why the AI issues were never fixed but it atleast seems that the guys from the Stockcar community are working on the FCY issues. Let's see.
 
I just wish that they could implement cars bottoming out from running too low ride height. May go part way to stop people using unrealistic low drag high grip setups.
Cars are bottoming out. No idea where you are getting this idea from that they don't. It will even affect our top speed if you are scrubbing the floor or unsettle the car.

I also don't understand how all those guys are suddenly getting out of their caves to have a sling-with-sh!t-fest. I mean, rF2 certainly has issues but reading the comments it's quite obvious that some of them have nothing better to do than sharing their halfknowldge.
 
Nowadays I keep an eye on rF2 waiting for when some oldies may get some love again. I find it almost criminal that such good ffb sim isn't applied to an era where you must absolutely master driving skills to be fast - and good ffb is paramount. My dream would be the development of the "Official Goodwood Revival Sim" using rF2 engine (or other good one for that matter). Reiza is doing nice things with Madness engine, so there's hope.

I have some stuff going on. There is WIP Goodwood circuit in the forum, with dl link. For the past two years I participated with physics side in 1967 and 1954 LM endurance mods by woochoo, although the cars there aren't exact 3D representations, I see little issue about that in terms of driving and woochoo did awesome job mocking them up to represent real cars, I tried to do fair physics.

I have hopes to progress a lot with Goodwood when circumstances working with blender for rF2 will be better, if they will be better. I also keep on evolving as physics maker and keep on pushing forward 1967 and 1954 cars sets.

But honestly there in rF2 hardly anybody cares about any of that stuff, so I will probably keep it personal in the future. I don't know if that is because I am unpopular myself and people don't trust me, or if there is just plainly very low interested in that stuff in rF2 area right now. All I can say that situation is not great in historics cars area. People can't drive, are not interested, only willing to consume DLC content, overdrives GT3 cars and then messes up perception and can't adapt to low downforce low grip classic cars in five minutes and gives it up easily.

Thats simracing in 2020, or at least in rF2 in 2020.
 
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Cars are bottoming out. No idea where you are getting this idea from that they don't. It will even affect our top speed if you are scrubbing the floor or unsettle the car.

I also don't understand how all those guys are suddenly getting out of their caves to have a sling-with-sh!t-fest. I mean, rF2 certainly has issues but reading the comments it's quite obvious that some of them have nothing better to do than sharing their halfknowldge.
With all the Iracing cheating that was recently brought to light, then finding out the ability to use setups in RF2 that in real life would not work. The boss of 397 said so in an video interview, that's were I got my info from, sounds like you need do some research. Unfortunately there are a few things you can do to a car setup that defies real world physics that some people know of and pass themselves off as aliens. Ive had Rf2 for years and is still my goto race sim but I must admit that after finding this out it has reduced my time racing online as its killed a bit of the drive to well drive.
 
I just wish that they could implement cars bottoming out from running too low ride height. May go part way to stop people using unrealistic low drag high grip setups.

I'm on the most current version of rf2 (minus new UI) and I just checked. Cars ARE bottoming out and this affects top speed (SEVERELY). Easy to check: Use a high-speed Track (tested LM), use your standard setup for the track with lowest ride height and packers to zero, measure top speed. Then change to highest ride height, packers to max. Measure again, the top speed is significantly higher. Tested with F488GTE and Oreca07. Both show the same result.
Undisputed: Bottoming out should immediately be noticeable to the driver (sound and/or sparks in mirror) - but then again as I have never gone in a race car, I don't even know, if a driver can hear the bottoming out IRL.
 
I'm on the most current version of rf2 (minus new UI) and I just checked. Cars ARE bottoming out and this affects top speed (SEVERELY). Easy to check: Use a high-speed Track (tested LM), use your standard setup for the track with lowest ride height and packers to zero, measure top speed. Then change to highest ride height, packers to max. Measure again, the top speed is significantly higher. Tested with F488GTE and Oreca07. Both show the same result.
Undisputed: Bottoming out should immediately be noticeable to the driver (sound and/or sparks in mirror) - but then again as I have never gone in a race car, I don't even know, if a driver can hear the bottoming out IRL.
Like I said the 397 boss said in a interview when the subject was raised about car setup exploits, there are a few, so you may want to take it up with him. im just commenting on what he said. They know of them, but they are on the to do list. There are exploits and people are using them.
 
It seems me and RF2 just don't get along too well.

I'm forcing myself to love it as I enjoy every other sim out there.
I bought yesterday the Endurance pack just to see what's all the fuss about GTE in rf2.
Well, in short, I requested a refund in like an hour. Cars felt lackluster and maybe worse than some of their counterpart mods that I've driven in the sim.
Graphics looked horrible as if the textures aren't fully loaded. Sounds were meh at best.

I don't know what's going on here. I love AC, ACC, AMS2, RRE, even PC2 but rf2 I'm just trying to see what's/why's everyone cheering about it and just can't figure it out :(

Edit:tldr: RF2 takes too much time to set up and I felt the same way as you do for a long time. Once I got it feeling right though, which took way too much time, nothing else compares in driving feel.

I was in the same boat as you until more recently. It took many attempts and quite a bit of reading and setup to get RF2 feeling how I expected it to from how much praise it gets. This wasn't the case until I got a few things set up right, my wheel settings, ffb, graphics settings in a workable state (I use vr), figured out how many ai I can run (again vr problems) and I took the time to load all tracks one day without actually playing to speed up the loading process for the future. Setting up rf2 is more work than it should be.

Once I did all that though, it now feels and in some ways plays better than all of the other simulators I have. I love the way the cars feel and I've even grown to appreciate GTE and GT3 cars more because of this sim. I still enjoy other simulators and I must say that we have access to a plethora of amazing sims. However, the driving in RF2 is just a bit better feeling everytime I fire it up. It just feels a bit more natural and realistic even though others come very, very close. I really wish there was some US based club racing for it because I really adore it.

I still play other sims just about as much but I have grown to love rf2. AMS2 is getting better each time it updates, ACC is pretty incredible now, and I find R3E very underrated. If only I had the time and time zone to join a league for RF2 though. I don't think anything can compare for me.

I think it's worth noting I use a DD wheel and it never felt as good with my old gear driven one.
 
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If you guys are interested on competition system for rF2 (rating/safety), booking, admin tools to manage servers remotely (yes you can add your league one to system), driver stats, diverse racing formats, servers based on skill level, custom pages for League promotion etc etc...

...we already support those features at www.justrace.net

Oh and our races are open to all (no league stuff, subscription, etc) as most of the events hosted by the communities which already joined us!

Sorry for the shameless self promotion but I suppose it is ok since RD is a place open to all communities ;)

See you there guys!
Be careful at the golden rule though ;) !
"If you have contact with an opponent and it goes out, you need to stop and let it pass"
 
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Be careful at the golden rule though ;) !
"If you have contact with an opponent and it goes out, you need to stop and let it pass"
True but now JR is open to all communities so you can find one which doesn't give too much importance to it...or you can found your own group (AC, AMS, rF2, Raceroom or AMS2 soon) based on "no rules" ;)
 
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