[PC] rFactor 2


Senior Member
Ik ben onder de indruk van de laatste builds van rFactor 2. Het voelt echt erg goed aan, maar ik kan geen vergelijking maken met iRacing mits ik daar nooit mee gereden heb.
Vandaag ook mijn eerste meters gemaakt met rFactor 2. Erg naar uitgekeken aangezien ik een groot fan ben van deeltje 1. Ik heb me vandaag alleen bezig gehouden met de Formule Renault 3.5.

Mijn eerste indruk: lastig! :p
Na 3-4 jaar Race07 was dit wel even wennen. Na wat klooien met de instellingen reed het al een stuk beter, maar ik bleef moeite hebben met remmen. De wielen blokkeren heel snel, dus heb de ABS maar aangezet. :p

Met alle andere hulpmiddelen verder uit vond ik de wagen best leuk rijden, uitdagend, maar niet onmogelijk. Je moet wel een stuk genuanceerder zijn met je gas en sturen, heel anders dan het gooi- en smijtwerk in Race07. :)

Morgen verder met de andere auto's!
Fan made trailer en een filmpje van T. Wheatley van ISI :)

[ame="http://www.youtube.com/watch?v=QKKmTfTieNM&hd=1"]rFactor2 Beta: Brabham BT20 - Without 60's correction - YouTube[/ame]

[ame="http://www.youtube.com/watch?v=P_p1WOQ5-MQ&hd=1"]Yes - that is a dynamic drying line! - YouTube[/ame]
De Renault Clio Cup is vorige week gereleased door ISI, en gister Croft door de modding community. Gave combinatie :thumbup:

[ame="http://www.youtube.com/watch?v=tl0V9JvQk2E&hd=1"]rFactor 2 - Clio Cup at Croft - YouTube[/ame]


Senior Member
Ik weet dat een race game afrekenen op zijn graphics eigenlijk not done is maar wat ziet dat er matig uit zeg. De omgeving en licht effecten zijn prima maar die Clio's lijken niets eens verbonden te zijn met de grond. Het lijkt wel alsof ze er boven zweven. Hopelijk rijdt het beter dan dat het er uit ziet.
Goed gereden! Die gast in die groene Clio was echt all over the place. Wel grappig om hem het bos in te zien verdwijnen even nadat je hem hebt ingehaald. :lol:

Anyway. Ziet er fun uit en die wegstuiterende banden zijn ook wel lachen. Botsing physics lijken enigszins raar en het geluid gaat gek doen met meerdere wagens in de buurt, maar verder best ok zou ik zeggen.
rFactor2 Build 101 Released

Again, torrent initially, no http, no auto update, they'll come soon (days). Grab either the full installer torrent, or the update torrent, in the downloads thread.

If you are new to rFactor2, please understand this is an update to the test version, and rFactor2 remains in testing.

UPDATE 6 (Build 101) Changelog (August 3, 2012):

Fixed issue where suspension gets distorted wildly when a wheel breaks off.
Sun occlusion processing now properly restored after lost device.
Correct a problem where sometimes the visual tire contact equation wouldn't be properly updated.
smooth out visual contact patch plane equation over time so tire doesn't instantly deform
Fixed problem where skins would get applied inappropriately (to the windshield, for example).
Fix a bug with FXAA and multiview
Correct alignment of horizon haze.
tweaked pit director position so he's less likely to be standing inside your vehicle
Added an HDR parameter
fixed HDR lum histogram from over-accumulation during pauses.
Ref mapper optimization
Fix occasional brightness pulsing in HDR mode.
Fixed missing particle FX from cockpit / TV cockpit mode, but re-introduced some sorting artifacts on cars which will have to fixed in the mod.
Fixed alt-tab bug in MP mode.

Added fix for safety car conflicts
unsportsmanlike conduct penalty should be working again
attempt to fix issue where drivers wouldn't get appropriately blue-flagged if exiting the pits right in front of somebody
fixed the fallback case for determining the vehicle class

New engine model can be damaged now, and can't be run with the crankshaft rotating the wrong way!
Added HDV parameters CorrectedInnerSuspHeightFront and CorrectedInnerSuspHeightRear (in addition to the existing CorrectedInnerSuspHeight) in case somebody needs different values front/rear. Also removed obsolete FixInnerSuspHeight.
'Simple' garage values (which include a large portion of the available modifications) can now be overridden by Special instructions.

fixed AI cars slowing down near garage locations of remote vehicles in multiplayer.
fixed AI slowing down for cars in pits for some tracks (brianza)
fixed AI doubling up in pits or getting into state where they pit but pit action does nothing by eliminating the timeout (was 150 seconds) on pit requests.
fixed issue where damaged AI historic vehicles could end up with highly unusual aerodynamic properties
fixed ai slow downs when only ai on a client (ie, when you're connected to multiplayer game and turn control over to ai)
fixed ai drivers pulling out of pits and immediately slamming into the wall
improved ai handling of front-wheel drive cars

added new toggle gizmo for RFM page for virtual mods to show up in RFM spinner
made pit menu obey CompoundRestrictions when front and rear compounds are required to match (you can still get compound mixes but only by changing only fronts or rears at a stop)
made vehicle picking one gizmo instead of two.
removed all code for old vehicle selection gizmo and a team selection scroll box that wasn't being used.
tried to autojoin the server after downloading and installing it's mod.
tried to center loading bars.
building team list from veh parameter 'category' (fullteam tree path) rather than just team, since cars in wildly different series can share the team... thus some would be culled from the tree display.
decoupled options and HUD widescreen variable.
options now letterbox when defined (in OSC) options res is widescreen but config res is 4:3.
also removed WidescreenUI variable getting set to true when in a 4:3 res.
Now allow HUDs to be in resolutions other than 1280X960.
New support for options in resolutions other than 1280X960
mouselessscrollbox text scaling fix
Attempt to filter qualifier keys (shift, alt, ctrl) from back-to-monitor keypress.

a few memory leaks and some other cleanup
fixed tracks coming up with wrong handedness in cases where starting grid is 3-2-3-2 (or really any, as long as at least 2 cars are next to each other in all rows) instead of standard 2-2-2-2. (was causing ai cars to violently swerve when skipping formation laps & other problems)
Some changes made to speed up selecting a different mod (hopefully this doesn't break anything).
fixed possible thread-safety issue

changed dedicated server caption to be the base directory to help server operators distinguish between multiple servers on a single computer.
Fixed "Available Opponents" listing on dedicated server, so now multiplayer vehicle filters work.
fixed multiplayer vehicle filter for list box selector
fixed multiplayer vehicle filter for scrolling select
Some multiplayer.ini housecleaning.
encode name & password
increased mp download limit.
added password verification for downloadable mods
check *all* client nodes for timeout, including pending drivers, other spectators, and those with non-scored vehicles

setup FFB "effects driver" only once, and also stopped needlessly re-initialized the controllers
untested attempt to make LEDs work on modified Logitech DFP

simplified and improved correction of wheel orientation in replays/multiplayer
improved replays of parts falling off vehicles
Replay format has changed slightly for various improvements, sorry it's not backwards-compatible!
Current tread surface properties now recorded in replay and transmitted in multiplayer.
Recording tire carcass movement for player now.
Mostly fixed terrain feedback in replays.
Fixed another bug with special effects in replay where smoke would flicker and skids would have gaps.
A bit more precision for special effects in multiplayer/replays.
Fixed wheel vertical location when viewing replay of player vehicle (same bug caused an offset in the reported mWheelYLocation for telemetry).
Improved replays of parts falling off vehicles.
Fixed new issue where replay/multiplayer flatspots (and any other tread properties that aren't uniform around the tire circumference) might not appear in correct place. However, this sometimes causes a side effect in replay/multiplayer of a tire spinning unnaturally in order to move to the correct orientation.
fixed jerking trackside cameras when rewinding in replay
fixed a couple things regarding wheel orientation in replay.

Improved Mod Packaging Wizard now automatically creates rFm MAS file, also various bug fixes with packager. Includes updated user guide.
Several bug fixes in Modmgr.


Senior Member
Vorige week heb ik het spel ook aangeschaft. Gisteren heb ik wat rondjes gereden met de Formule 1 auto's en daarna nog met de auto's uit 1966. Het is toch wel weer even wennen om een andere sim te spelen. Vooral het remmen gaat nog niet echt lekker.

Wel leuk om weer eens wat nieuws te proberen. Al ben ik nog wel een tijdje bezig om weer vertrouwd te raken met alle instellingen en gegevens denk ik. rFactor 1 heb ik ook nog wel gespeeld, maar dat is toch wat jaartjes terug en het menu is best wel een beetje veranderd.
VIRTUAL IR: "rFactor 2 – Formula Two Gameplay Video
Following the cockpit previews released earlier today, ISI has now revealed a first gameplay video of rFactor 2′s Formula Two car.

The six-minute video gives everyone an idea of what kind of racing the new open wheeler will provide.

Build by Williams and Yokohama-shod, the Formula Two cars are powered by 1.8 liter turbo-charged engines, putting out 500hp. ISI is working in close cooperation with Formula 2 Two Chief Engineer James Goodfield to ensure maximum realism."

Inmiddels aanbeland bij build 125, met de Skip Barber (National en Regional versies) en Lime Rock als nieuwe content:

[ame="http://www.youtube.com/watch?v=68PVffmKjVs"]iRacing vs rFactor 2 Beta - Skip Barber at Lime Rock Park - YouTube[/ame]

[ame="http://www.youtube.com/watch?v=fYlRQl_m8RE&sns=em"]Real Comparison - Lime Rock Park in rFactor2 - YouTube[/ame]