rFactor 2 - Paul Jeffrey
New build update!

Hello dear sim racers, today is a good day indeed. Why, I hear you say? Because a new build of rFactor 2 has just been released!

That’s right, today we have pressed the big green update button to transfer our current rFactor 2 Release Candidate build into the main public branch of the simulation, and with it, we introduce a number of updates and improvements aimed at enhancing the user experience within rFactor 2, as we continue to push forward with our development of the software now and into the future.

Anyone who has been involved in our Release Candidate build program will already be aware of the majority of these changes, and as always we at the studio remain exceptionally grateful for your continued support with opting into these builds early, and the excellent feedback we regularly receive from many of our community – helping us ensure these builds are as robust as possible before transitioning the fixes into the main branch of the simulation.

One of the key highlights we are delighted to introduce as part of this latest build is the work we have undertaken to speed up the loading process within the software. For this new update, players should notice a very nice decrease in the amount of time it takes to navigate throughout the software, from loading and switching between the different series within the title, to the all important loading into the tracks themselves. The feedback we have heard so far suggests these changes have made a very real improvement to the user experience for our players, and we cannot wait to hear the thoughts of a wider cross-section of the community once you all get your hands on this build release.

Update Notes
NOTE TO SERVER ADMINS | With this build you will need to update your servers.

Steam Build IDs:

Client: 7785258

Dedicated Server: 7785266

rF2 Build: 1.1126

Game Loading
- Optimizations to Game Loading and Series switching.
- Optimizations to Texture Loading.
- Added the ability to load cached track files from the component to improve loading times.
- Improved shader loading and added pre-built shader cache to improve loading times.

UI
- Fixed an issue where Exaggerate Yaw would default to -80%

GFX
- Minor pass on cloud texture balancing.
- Adjusted PFX settings to allow for more exposure in low light conditions.

Audio
- Updated minimum number of audio effects to 32.
- Fixed: Number of audio effects sometimes resetting to 1.
- Fixed: Audio cutting out after changing force feedback settings.

Modding
- Updated ModDev to save and load CBASH and RRSHD files into track folders so that they can be packaged with content.
- Detect if VisGroups affect collision and log this occurrence and in ModDev only show a pop up.

Controller Profile Updates (General)
- Set Exaggerate Yaw to 0
- Fixed various missing ‘Clutch-In’ entries that had been deleted by accident
- Fanatec Podium Wheel Base DD1/2
- Default “Steering resistance type”:0,
- Added pedal inputs
- Thrustmaster T300RS Racing wheel
- Fixed mappings
rFactor 2 - Paul Jeffrey
Hello sim racers!

We have had an incredible number of new questions submitted by our community in our latest 'rFactor 2 Blog' column, and due to the sheer volume of responses required, we've decided to split this new post up into a 2-part release, the first of which is now available over on the Studio 397 website!

https://www.studio-397.com/2021/11/the-rfactor-2-blog-cars-part-1-of-2/

Part 2 will continue on the topic of 'Cars'. Make sure you don't miss it next week, as we take the opportunity to announce our next blog topic !

Enjoy.
rFactor 2 - Paul Jeffrey
Another month, another Development Roadmap to enjoy!

For the October edition, we take a look at the latest build updates coming to the simulation, check out the first previews of the returning player labels, look forward to another new Release Candidate build and plenty more besides!

Check out the full article on the Studio 397 website, link below:



https://www.studio-397.com/2021/10/roadmap-update-october-2021/

rFactor 2 - Paul Jeffrey
A small hotfix update to the current rFactor 2 Release Candidate has been deployed, and should download automatically next time players restart their Steam client:

Steam Build IDs:
Client 7581575
Dedicated Server 7581588

Changelog:
- Fixed an error on dedicated server start up.
rFactor 2 - Paul Jeffrey
New updates!

Today, we are delighted to introduce a raft of new updates for our vast collection of Tatuus open wheel cars in rFactor 2. For this new release, each car has been reviewed and where appropriate received visual updates in order to fully represent the latest safety feature designs implemented across the brand, as well as plenty of other tweaks, fixes, improvements and changes.

These new Tatuus group updates have been deployed to their respective cars within the Studio 397 Steam Workshop today, and should download automatically the next time players restart their Steam client.

Full details of the changes introduced as part of this latest release can be found below. Of the main improvements brought to the cars today, players can look forward to a wide-ranging selection of visual updates, audio improvements and physics changes, as the development team have been working hard behind the scenes to review any outstanding issues that may have been reported by the community in the months since the cars first released, as well taking the opportunity to bring forward a few quality of life improvements that should make a nice difference to the driving experience behind the wheel.

Of particular note, the new build also introduces a rather exciting Oval configuration for the USF 17 and PM 18 cars, opening up another new and unique way to experience these exciting little formula style cars.

Tatuus F4-T014 v1.14

RPM limiter update
Added turbo whistle and pop-off sound
Reduced oversteer on coming of the brakes
Default brake force 90kg


Tatuus USF-17 v1.14

Added Frontal Impact device
Added oval setup option
Adjusted Rear ride height default 40mm
Adjusted Rear wing default from D1 to B1
Brake Bias default 56-44
Default brake force 70 Kg
56% front pressure bias.
Template fix for the nose cone
Fixed typo in Halo upgrade.


Tatuus PM-18 v1.32

Add Frontal Impact device
Removed rear geometry description from tuning page
Add oval setup option
Brake Bias default 56-44
Default brake force 70 Kg


Tatuus FT-50 v1.14

Gears added preload setting in LSD
Brake Bias default 56-44
Default brake force 80 Kg


Tatuus_F.3_T318 v1.20

Added turbo whistle, pop-off sound, ALS (anti-lag-system Upshift bang)
Gears added the LDS linear
Reduced oversteer on coming of the brakes
Removed brake blanking option
Default brake force 70 Kg
Added front caster setup option, range 2,5-4,5 0.5 steps default 3,5.
Added UMP front setup option, range -5 +10 default STD (=0)
Change rear default tire pressure from 109 to 115 kPa
Asia F3 only: Gitti tire drop off, wear. Increased wear by 25%.
rFactor 2 - Paul Jeffrey
Wow, our new blog proved to be rather popular indeed! We had an incredible number of questions, for which we thank you all for taking the time to submit. We hope you enjoy our responses, of which can be found on the Studio 397 website, link below:


https://www.studio-397.com/2021/10/the-rfactor-2-blog-tracks/

rFactor 2 - Paul Jeffrey
Dear sim racing fans, the September rFactor 2 Roadmap post is now available to view on the Studio 397 website, link below:

https://www.studio-397.com/2021/09/roadmap-update-september-2021/
rFactor 2 - Paul Jeffrey
For the latest edition of the rFactor 2 Competition System, find out what Marcel has to say to all the community raised questions over on the Studio 397 website below:

https://www.studio-397.com/2021/09/competition-system-blog-week-22/
rFactor 2 - Paul Jeffrey
Update day!

Zandvoort has been a very busy place in recent weeks, having not so long ago hosted a certain rather popular victory for home hero Max Verstappen in Formula One, in what was universally heralded as a triumphant return of Grand Prix racing at the Dutch venue.

Ahead of the big race, we were keen to get our substantial new 2021 update out into the public domain for you all to have the opportunity to experience this track for yourselves, and we must admit we have been very happy to note the exceptionally positive reaction the track update has generated. However, with Formula One heading into town since we closed initial development, Zandvoort have introduced a few important changes to the overall look and feel of the circuit – something that we have addressed in this new build to ensure we have the latest version of the track available within rFactor 2.

In this new build, our track development team have taken the opportunity to mirror the Formula One specific changes introduced for the 2021 Dutch Grand Prix. From a driving perspective, the new V2.58 release adopts the DRS placements introduced just ahead of the race, with the start of the DRS Activation Zone having now moved from before the mighty banked final turn, to several meters into the short start and finish straight on the run down into the Tarzan hairpin.

Other changes brought about for the long awaited return of Formula One include the placement of the pit exit speed limit, with drivers now able to disengage the limiter at the first set of lights immediately after the last garage, rather than the more traditional point at the very end of pit road. This means drivers can now get back on the power earlier, but have to navigate the tricky right-hand turn at the end of the pit lane, before joining the track before the kink left on the approach to Gerlachbocht.

Of course, one of the most requested updates to be introduced in this new build has to be the addition of curb colour changes the circuit brought to the track in the days leading up to the Grand Prix. Cementing the corporate identify of the Zandvoort Circuit, many of the trackside curbs received a fresh lick of red, white and grey non-slip paint – a small change, but one that has really helped to make the circuit stand out against some of the more bland looking venues on the Formula One schedule. For this new build, our track team have gone round the virtual track and updated all the areas where the new colour scheme applies, so make sure to check out the various curbs and the strip of colour on the outside of T3 for some new Zandvoort themed branding!

Speaking of Turn 3, thanks to Fernando Alonso, a much higher line into and out of the corner became favoured by Grand Prix drivers over the course of the weekend, and alongside various other AI tweaks and block path improvements, this new optimal line has also been introduced into our latest build update – so expect to be really, really sure you can pass the AI on the inside, only to have them drive right around you on corner exit!

You can check out the full list of what is new and improved in the update notes below –

Zandvoort V2.58 Update Notes:

- Updated Curb and Run off colours
- Corrected Pit Exit location
- Updated DRS Zones
- AI Fixes:
- Adjusted T3 Lines
- Reduced chance of touching curbs at T5
- Improved Block Paths
- Fixed AI error on start finish straight
- Added missing brake markers
- Added missing road lines on GP circuit cut through
- Fixed some assets which were sinking into the terrain or floating over the terrain
- Fixed an issue where roads would not reflect over the start finish line
- Fixed Pit Object groupings so fixtures only rendered when a car is present
- Fixed missing wheels on Food Trucks
- Some minor optimization fixes

These changes have been developed in order to maintain our desire to host the most realistic and up-to-date version of the circuit as possible in rFactor 2, and as a free premium track we very much hope you enjoy this new build, and we look forward to seeing you all out on the virtual tarmac in the coming weeks and months!
rFactor 2 - Paul Jeffrey
For the latest Competition System blog posting, check out the link below:

https://www.studio-397.com/2021/09/competition-system-blog-week-21/
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