rFactor 2 Updated, New DX11 Content Added and Substantial F2 Improvements

Paul Jeffrey

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rFactor 2 Formula Two and Sao Paula Update DX11.jpg

Studio 397 have released a new update for rFactor 2 that adds a rather considerable list of improvements to the Formula Two car as well as bringing new content to DX11 standards.

Some of you have probably already noted the change log and intention to update to DX11 in the recent rFactor 2 Development Roadmap post released yesterday, and true to their word the development studio have come good on the release and updated both the Brazilian Grand Prix hosting Sao Paulo circuit to the latest DX11 standards as well as bringing a massive and rather impressive list of enhancements to the now rather old Formula Two car, a machine often criticised when it released very early in the life of rFactor 2 (under the guidance of Image Space Incorporated).

21st June 2017 rFactor 2 Update

Track

Car
Formula 2 2012 Physics changelog:
  • Full CPM tyre upgrade.
  • AI improvements to help launch on race starts.
  • AI now take longer to warm up tyres.
  • AI correlation tweaks to slightly decrease grip.
  • Added RCD / talent file.
  • AI tweaks to make them faster overall.
  • Lower initial tyre temperatures and more pressure buildup.
  • Softened front ARB.
  • More damping in suspension components.
  • Minor tyre tweaks to include more damping.
  • Correction to low downforce package to add stability.
  • Added optional caster upgrade to help increase the cornering forces in the FFB.
  • Reduced flatspot intensity on front tyres.
  • Softened steering slightly.
  • Low-end torque slightly increased.
  • Corrected unsprung inertia.
  • New engine throttle map.
  • Softened chassis.
  • Improved inertia.
  • Lowered max brake force.
  • Set default brake pressure to realistic typical usage.
  • Rear ARB increased to be bit stiffer and better match the data.
  • Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures.
  • Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer).
  • Front ARB now displays stiffness to make it clearer.
  • Wheel rate correction.
  • Added chassis flex.
  • Added new steering system.
  • Softened shifts, this should make up-shifts more harmonious especially in mid-corner.
With the release of the F2 and Sao Paulo now completed, Studio 397 have now gone a long way towards bringing the vast majority of first party car and track content to the latest DX11 standards. You can see a full list of the latest build release official content below:

Tracks
  • Silverstone 2012
  • Mores 2013
  • Indianapolis 2013
  • Nola Motorsports Park 2016
  • AtlantaMP 2014
  • TobanRP 2016
  • MillsMetro 2011
  • Portugal 2009
  • Palm Beach 2012
  • Malaysia 2007
  • Monte Carlo 1966
  • Quebec Super Kart 2011
  • São Paulo 2013
Cars
  • StockCar 2015
  • Howston G4 1968
  • Howston G6 1968
  • Indycar Dallara DW12 2014
  • Nissan GT500 2013
  • USF2000 2016
  • AC Cobra 427SC 1967
  • Chevrolet Camaro GT3 2012
  • Corvette C6R GT2 2009
  • Kart Cup
  • Honda Civic BTCC 2013
  • Formula Renault 3.5
  • Renault Clio Cup 2010
  • Brabham BT20 1966
  • Howston Dissenter 1974
  • Panoz Roadster 1999
  • Nissan GTR 2011
  • Formula 2 2012
rFactor 2 is a racing simulation created by Image Space Incorporated and continued development undertaken by Studio 397. The sim is available to purchase from Steam now.

For more rFactor 2 goodness you really do need to check out our rFactor 2 sub forum here at RaceDepartment. If you want a great place to hang with sim racing fans, catch up on the latest news articles and engage in some pretty special league and club racing events held on a regular basis, then pop over and come make yourself at home!

Have you tried the new rF2 Formula Two car yet? What do you think of the changes produced by Studio 397? How does the car now rank in comparison to the "best" rFactor 2 has to offer? Let us know in the comments section below!
 
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Downloaded today the new D11 is impressive but would love to see what the new developers bring some fresh ideas new cars more touring cars would be a great addition.
 
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  • Deleted member 130869

The McLaren should probably be out around the week of the scheduled date for their competition. I wonder who was contracted to do the work, I am hoping for something of higher visual quality.
 
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  • Deleted member 130869

What's the problem with inhouse modeling?

General quality and accuracy. General texture and artistry quality is also cast in doubt. Mind you, these are not just my words but others aren't interested in arguments.

ps: I still also do work to support it and enjoy the driving but such doesn't change reality.
 
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The problem I have with this sim is the mods which are out house. The part is approx 80% of the game :(
How do the private devs to create the cars? Are the used datas in accordance with the real specs? I have much trust with Studio397 - AC etc...

Are we in the Thruth ? or Do the people lie to us :D
 
  • Deleted member 130869

The problem I have with this sim is the mods which are out house. The part is approx 80% of the game :(
How do the private devs to create the cars? Are the used datas in accordance with the real specs? I have much trust with Studio397 - AC etc...

Are we in the Thruth ? or Do the people lie to us :D

That depends! Sometimes there is access to the car for scanning, photos, sound recording, and even cooperation to get some more exclusive figures. Sometimes they have a name but have to use the internet and books to fish for images, references, details, numbers, and sometimes the worst is getting correct audio samples.

There are cases of certain guys having good contacts, like former or current engineers who provide assistance and sometimes information unavailable anywhere outside the teams. So it really depends. Sometimes it's a car that has as much data put in as possible, sometimes it has educated estimates based on previous experience or known information from other cars.
 
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That depends! Sometimes there is access to the car for scanning, photos, sound recording, and even cooperation to get some more exclusive figures. Sometimes they have a name but have to use the internet and books to fish for images, references, details, numbers, and sometimes the worst is getting correct audio samples.

There are cases of certain guys having good contacts, like former or current engineers who provide assistance and sometimes information unavailable anywhere outside the teams. So it really depends. Sometimes it's a car that has as much data put in as possible, sometimes it has educated estimates based on previous experience or known information from other cars.

Well why don't you constructively tell Studio397 how to do it better? It seems you're having a mini vague rant with no concrete proof of what you're actually saying, provide evidence or just deal with the fact that the Dev team are making a GAME for us to play, not a £10,000 Simulator where everything is expected to be perfect.
 
  • Deleted member 130869

Marc, you keep writing apparently without any kind of knowledge of anything. I see how I can be misinterpreted or seem harsh so I'll try to tone that down, but your quoting of my post makes no sense with your message. I'll leave you be in your world :thumbsup:.
 
  • Deleted member 130869

I've shown you how it's not pointless and I will not share private chats with other people. There are reasons they don't write. You can observe the community and its output for yourself.

Sorry for OT posting. Back on topic, I wonder how long until the skins are integrated into the Radical and the car gets released. And to create speculation... I wonder if there will be dealing with Jonathan Palmer for some of his tracks :confused:, as other games feature both the Radical and the three of main club tracks in England.
 
Sorry for OT posting. Back on topic, I wonder how long until the skins are integrated into the Radical and the car gets released. And to create speculation... I wonder if there will be dealing with Jonathan Palmer for some of his tracks :confused:, as other games feature both the Radical and the three of main club tracks in England.

Radical should be out very soon, today or at least in the upcoming few days.
 
  • Deleted member 130869

That is what I read too so it's ready from S397's standpoint, but the timeline for the community liveries integration is what I was wondering. I suppose the submissions also provided the .dds to the studio so there may be no delay whatsoever.
 
General quality and accuracy. General texture and artistry quality is also cast in doubt. Mind you, these are not just my words but others aren't interested in arguments.

ps: I still also do work to support it and enjoy the driving but such doesn't change reality.

I've shown you how it's not pointless and I will not share private chats with other people. There are reasons they don't write. You can observe the community and its output for yourself.

Exactly, you're spouting hot air for the sake of it and when asked to back up your claims you fall silent, says it all really.

At the end of the day constructive criticism is always wanted, venting for the sake of venting with no substantial basis is absolutely pointless. If you have an issue with the way Studio397 create their content or deal with modders then say so, don't hide behind empty points of view.
 
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