This has been a busy week for the ISI team who are the devs behind the rFactor 2 sim as they have been pushing all kinds of updates out along with a new Steam release of this popular sim.
First up we saw two cars get some attention with tyre contact patch and chassis flex updates.
RENAULT CLIO 197 V1.63
This update brings wet weather tires properly into the Clio, along with changes to the contact patch model and various other physics tweaks.
changelog (from v1.51):
CPM enabled tyres, including all latest wet weather parameters.
Slightly stiffened chassis.
Slight aero correction (forward balance, reducing H/S understeer).
Minor ARB tweak.
Minor increase in rear unsprung masses.
Some visual fixes.
Please – CLICK HERE – to download this new updated car.
CHEVROLET CAMARO GT3 V1.61
This is a huge update for the Chevrolet Camaro GT3! This update brings a large number of physics tweaks.
Camaro 1.61 Changelog:
Fix for headlight and tail light flickering
Fix for skin #5
New CPM enabled tyres
Added 2013 upgrade which includes 19″ rims and larger front brake discs.
Aero adjusted based on new data. The balance is now further rearward with slightly less total downforce. Drag has also been increased.
Suspension geometry revised, (less bump-steer among other little bits).
Springs detached from spindles. Which changes the motion ratio to something that should be more accurate (the car is now softer on default set).
Default setup revised to match other changes.
Brake system recalculated. Giving more even front / rear temps and more accurate brake torques and inertia’s.
Less understeer in AI, among other correlation improvements.
More restrictive wheel travel.
Traction control no longer incurs a weight penalty as the real car untilises this. Also added some extra ‘slip angle’ adjustability in the tuning page.
Chassis flex improved, (slightly more rigid car with more accurate self damping values).
Reduced external transmission volume.
To download this car please – CLICK HERE
Next up is a new build of rFactor 2 itself.
This latest version now stands at 1028 and this build brings in a large amount of fixes and changes that should make the product a more solid experience.
Build Notes (Update 35, Build 1028):
– Improved detection of controllers by checking device VID and PIDs if it failed by device name (which could happen in some cases – apparently the names are not always consistent for identical devices).
– Removed a couple unused PLR variables.
– Added a new control “Load Vehicles” so you can load the full graphics and sound of temp cars while you are driving down a straight or parked at the side of the road.
– Re-enabled some gizmos for brake wear and temps.
– Defaulting camera zoom in and out to number pad 3 and 1, respectively.
– Now sorting opponent filters alphabetically.
– Added tire wear info to results file. Also, resume-from-replay now restores general tire wear.
– Added HDV variable AIBumpstop in order to control some occasional physics instabilities.
– Pressing Shift with the Increase/Decrease FOV controls will now adjust the seat pitch angle. In turn, that will be stored for the specific vehicle you are using.
– Practice on by default
– Removed tree structure from RFM tree scroll box.
– Moved damage to near the top of the pit menu.
– Added borderless window mode. This mode only works at current desktop resolution.
– Added times for sector 1 & 2 from best lap to the plugin scoring data. (Not necessarily the best sector 1 & 2 times, which are already provided.)
– Added cockpit.ini variable “DebrisIndexInCockpit=” which makes instance DEBRIX visible in cockpit view.
– Now keeping the last 25 trace files.
– Added a boundary line between official ISI servers and all others on the multiplayer game list.
– Scale the instant replay text and progress bar correctly.
– Fixed loose objects that would fall asleep and become rather solid.
– Disabled a few lines of code that overrode our intended defaults.
– Reduced possibility of significant halts when someone joins in multiplayer.
– Fix for AI’s incorrectly trying to match non-AI driving lines on superspeedways
– Fix for occasional select box misdrawing at resolutions other than 1920X1080
– Fix for crash that happens when file defining a virtual vehicle doesn’t get transfered to a multiplayer client.
– Handled a potential crash caused by replacement vehicle having less tire compounds than the virtual vehicle.
– Made AIs coming out of the garage at least try to avoid slow cars in the pitlane.
– Fix for displaying a Race Events components from the RFM selector page, even when it’s package file doesn’t exist.
MODDING / PUBLIC DEV:
– SDK updated to latest Options.
– Recording path should no longer stick the 1st and last waypoint any closer than 80% of the defined waypoint distance.
This new build and new demo can be found – HERE
Last up news wise for rFactor 2 this week is that it has now been released on Steam and it can be found on the store – HERE
To celebrate getting onto Steam rFactor 2 is for sale with 40% off with the life time option coming in at just – £37.79 – which represents great value if you have not brought this sim yet.
For those of us who already own RF2 please check out this – LINK – to request a Steam key for your version of RF2.
To find out a bit more about what went into getting RF2 onto Steam and some of the Steam specific feature please – CLICK HERE