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rFactor 2 – Build 198 Released

Image Space Incorporated has released a new build of their rFactor 2 simulation.

Image Space Incorporated has released a new build of their rFactor 2 simulation.

The new build comes with the improved rain effects you can see in the preview above as well as plenty of other changes as listed in the changelog.

Furthermore, rFactor 2 changes its format a bit as the new version is available both as Lite download without any cars or tracks (like all builds before) as well as new Sampler version with a selection of content (Malaysia, Lime Rock, Corvette, Marussia, Clio).

The Sampler version does not serve as a demo, a purchase of rFactor 2 is still required.

Also, the mod mode has been split off the title and is now available as separate download for those who want to use it.

Update 13 (Build 198) Changelog (March 28, 2013):

Adjusted reflection parameter
Re-enabled rain spray
Tweaked rain spray algorithm so that light spray doesn’t last as long as heavy spray
Adjusted minimum water depth to create rainspray
Narrow the rainspray slightly if car is only partly over wet track.
Fix for misaligned sun in reflection map
Fixed minor math problem in “Moving Rearview” algorithm that caused mirrors to reflect forwards if you moved your seat halfway towards them.
Added a color space transform to HDR processing
Now using a more accurate gamma conversion after HDR processing

Small tire tool improvements

Changed default Cut* GDB variables to match the ones at LRP.
Found some problems with driver swap.
Convert drive-thru’s to stop-go’s if there’s effectively no pitlane speed limit (like in historic mods).

Added controls to increase/decrease FOV (find the mappings under the ‘SEAT’ tab, not the ‘CAMERA’ tab).
New Controller.ini variable “Reset Steering Wheel Range Time” feature to fix the steering wheel range (to fix issue with Logitech wheels losing track randomly.)
Doubled the default value for controller.ini variable “Off-road multiplier” to counteract reduced off-road terrain bumpiness values and also because tire parameters have been refined over time.

Fixed bug where ATAC selection was not displayed upon entering mod picker page.
Added some HUD variables to position tire/damage overlays seperate from the background car map image
Added in-between steps for custom HUD digital tachometers for better precision. Remaining backwards-compatible, the available settings changed from (SDID_RPM1, SDID_RPM2 … SDID_RPM23) to (SDID_RPM0H, SDID_RPM1, SDID_RPM1H … SDID_RPM23, SDID_RPM23H). Note that the RPM range used for these come from the cockpitinfo.ini value TachometerRange which is also used for analog tach’s.
Added HUD values “RearFlapDetected” and “RearFlapActivated” in addition to the existing “RearFlapStatus” which appears to mean it is allowed but not currently activated.

Fixed a problem when using a full path in the plrfile Packages dir
Fixed some bugs in ModMgr
Added component filtering option to ModMgr in Options menu
MAS2 now starts up from last location, also multimonitor mode startup is improved
Fixed waypoint selection/deselection bug in dev mode

Fixed problem with g-force meter that caused it to pause briefly but repeatedly.
Fixed crash when upgrades change number of possible values for a garage setting and that garage setting is using special values.

Allowing ai driver’s “start skill” an upper limit of 150 from 100 to allow them to react to the starting gun as fast as a human can.
Fixed AIs blowing up on grid in timed races

Addressed one part of issue where sometimes a client gets delayed significantly when the server changes session
Changed default minimum voters from 2 to 1.
Fixed tire wear multiplier for player vehicle.
Fix for broken default temp car
Implimented a way to propagate multiple *.dds for loose skins in multiplayer games. Easiest way was to allow *.mas files containing all the loose dds files as player livery so only 1 file needs to be transfered. So if you have a loose skin with multiple DDS’s, put them all in a mas file (with the same base name as your base dds) in the loose skin directory and the game should correctly load them and transfer them in multiplayer games.

[boxdownload]Download rFactor 2 Build 198 Here[/boxdownload]
  • Markus Ott

    first 🙂

    • ___ ɥqp ___

      Only on your own planet, sweetypie!.
      Build was discussed on another post hour and a half before you showed up,

  • Guest

    dumb question perhaps.

    i bought a lifetime package when rf2 was first beta released. do i need all the builds, or can i just grab this most recent?

    • Robert Gödicke

      You only need the latest build mate.

      • Guest

        thank you, sir.

      • Victor Harris Jr.

        You can also update from the launcher with this build.

      • Marco Conti

        Indeed, it worked great for me. For the very first time. Most of the times I had to download the entire install and do a fresh one. This one installed like a dream.

  • Filip Verbert

    Sorry ISI but the raineffects are just hilarious! Sprays behind a car of more then 20 meters in slow speed corners? And when the car is driving +200 km/h, it’s like a fighterjet flying over the track! It looks silly and unrealistic

    • Ricoo

      But so much fun. 🙂

    • ___ ɥqp ___

      its a work in progress, divvy or dont you understand the build notes.

    • Wesley Modderkolk

      seems like you never drove in the rain, or seen a t-cam in the rain.

      • Jorge Araujo

        fanboy will be fanboy.

      • ___ ɥqp ___

        illiterate arrisole will be illiterate arrisole.

      • Wesley Modderkolk

        The fun fact is I dont even own rF2. What would be a fanboy without the product he loves most? 🙂

      • ___ ɥqp ___

        Arsehole will be arsehole.

    • wajdi nujeidat

      “Probably the thing that will get the most time from you in discussion is the wet weather effects being brought back. This is a first pass, still being tweaked, but in-cockpit should look quite realistic (and frightening). There is work to be done, we’re aware of that”

  • Ricoo

    Amazing build. Nice job ISI. 🙂

  • James Stephen Owen

    Very disappointing rain effects. Apart from that it still rocks

  • Noel Hibbard

    Wahoo!! I just did a successful driver swap!!

    • Robert Gödicke

      Wait a sec, it’s already in there? o_O

      • Noel Hibbard

        Yes, swaps are in there now. You just have to enable spectator mode by hand in the multiplayer.ini before launching rF. Hopefully they add a toggle to the GUI soon. In the mean time I created a tool to toggle it.

        Just set the working directory to your rF root. Ex: C:Program Files (x86)rFactor2

  • Guilherme Cramer

    I agree with a comment I’ve seen elsewhere, it looks good from cockpit view but from external view it’s rather lacking. The spray’s density is far too strong at the trailing end, and it’s a rather very extensive trail.

    • F1Racer

      Looking like a comet tail at the moment and yeah it doesn’t tail off at the end. But we can’t be too harsh on the first pass and hope it will improve.

      • Guilherme Cramer

        I agree. We should behave the same way we do with pCARS. This is all W.I.P. and the developers must be given some form of respect.

  • selburg68

    installed new build and now all my skins are grey ish anything that has any black is now grey my black c6 vette is all grey now and it took all the shine and detail out of the skin please help all my cars look like crap now and all i did was update

    • nascarmike45

      same here……

      • nascarmike45

        nobody else is having this problem???

  • StarFoXySxv550

    This is going to be in beta for a while looking at those notes alone, so many things to tweak and get right. Personally I think it’s good. An RF1 with tweaked graphics an updated tyre model and a new name could have been released ages ago, good to see it’s more than that.

  • Marcus Reynolds

    What became of the much hyped improvements in the wet weather racing line etc ? is it still going to come along ?

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