Any info about the roadmap for the next year ? Ai fix ? shadow fix ? night shader update ? DX12 ? DLSS3 ?
Have You any info about the roadmap for the next year ? (woud be nice to know some general direction ) - will the BTCC series have a complete list of cars (I mean the missing SEAT)? - will the old MINI COOPER MK 1 get its younger brother MINI JOHN COOPER WORKS? - any chance for old BTCC by Studio397 or old GT3? What's the direction of the content? Is there a plan for a completely new series in rF2 or maybe it will be increasing the content in the current series? Can you reveal a piece of the secret?
How should we know? I was (?) or am only in the Content Creator Programme. I know as much as you do. And since Paul left, communication with the outside world has unfortunately completely collapsed.
Hmm no, there's clearly news update posts on the forum and discord is still lively. It's certainly less in recent weeks since Paul left, but to say it's "completely collapsed" is a big exaggeration
We don't even know now if the Q1/2/3/4 release patterns still exists. This FE car and technically Q2 was released a month early, so does this mean a next release could be mid August?! We were told new Mini was in the works, more Caterhams last year, nothing on those. The Cupra is a mystery perhaps we were never getting it. All we have now at the end of this release is this: 2023 is a very exciting year for rFactor 2, and we have plenty more content and multiplayer updates which we look forward to bringing to you very soon! We can’t let you in on all of the secrets just yet, but let’s just say that rFactor 2 will never be the same again…
I see that currently messages are written by John Ratcliff. Maybe he will read this post, maybe write something more
Of course. Apart from the standard news like content or updates. That's what I'm talking about. There is no more communication to the outside. Notes on processes and so on. That is very clearly missing.
It's like Ian Bell's promises about projet cars 3 : "It’s at least 200% better already. I can’t stop playing it and I should be jaded at this stage…" The rF2 communication sounds exactly as fake...and all we have is AI update and FE gen 3, no tracks....
We have a new hud. The AI is being improved. The core of RF2 is being optimised. Is that nothing? I'm happy to do without new content for 2 quarters if rF2 is optimised from the core. That's just as important.
Studio 397: Look guys, new content! Guys: stop milking us with useless content, we need features! Studio 397: Ok guys, here is your core improvements! Guys: where is new content?
Full Changelog and Known Issues General Fixed assigned Screenshot button not working in UI in Retail Fixed Photo Mode depth option not working Linked Photo Mode Screenshot Format and Depth saving to player.json setting Removed non functional copy to clipboard screenshot player.json setting Disallow assigned Screenshot button in Photo Mode Allowed toggling of showroom background in Retail (via key 1 or via button). Added player.json setting “showroom background” for default state of rendering background. Added Sideview UI showroom for taking screenshots of cars for icons. Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game. Fixed crash when changing resolution options in VR Fixed intermittent crash when installing content CONFIGURATION APPLICATION Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change. Setup a VR specific config file. This file will copy from the default file on first run of VR. Allowed the option to configure multiple files from the config application Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes Fixed windows version reporting in config app Updated displaying of PC Specs to show only relevant information in config app Removed various unused settings from config file Physics Ensured that results files / ai report battery state when it’s the primary energy source Various fixes for battery energy consumption. Graphics Updated Dashboard Elements Shader to use IBL Setup for better lighting Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these. Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap Updated Moddev Tweak Bar displays for new options Updated method for sharing if a rain light is active over network, to ensure better consistency when it is used to show in the pit lane, battery regen or due to the weather. Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure: RegenLightRequireThrottle=1/0 (requires higher throttle than brake) RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light). AI Reworked AI throttle behaviour Less overshooting, more controlled deceleration Improved acceleration with less wheelspin Improved corner exits Eliminated even more sources of oscillation Improved laptimes for certain vehicles Pit speed limit won’t be overshot Stop positions (grid, pit box) will no longer be overshot Reworked AI reaction to other vehicles (road courses) AI will now properly slipstream other vehicles Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel Multiclass: Faster classes will no longer slow down when trying to overtake slower classes Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists AI will now be more cautious when other cars are around AI can now use more of the space following other cars, for proper drafting behaviour More cautious when yellow flags are ahead or under FCY Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible When cars ahead are in a fight, AI will now set up for an overtake on corner exit AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous Less incident prone with large grids. HUD Updated Default HUD with multiple options for different element combinations Added Battery State & Usage options, as well as LEDs for P2P and Battery Fixed HUD only rendering one gauge correctly Added Throttle, Brake and Clutch gauge options to HUD Added ability to change text colour in MFD in HUDs UI Added Battery Unit setting (Percent or kW(h)) Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect Package Management Server now verifies that connected clients own the content they are using. Modding Map Converter Updates Now checks for file updates every 500ms. -f (force all textures to update) command will only run once and exit. -o (once) command will only run once and exit DDS files are only copied from source folder on first pass. Improved output display with more information. Mod Dev\Scene Viewer Added extra lighting debug information for fog and direct light direction Added toggling of shadow groups via shadow key (U) in scene viewer. Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason). Added missing Limit Path option to Static Cameras in Camera Editor Material Editor Updates Added ability to set blend modes per material Added ability to set texture options for chroma and no detail reduction.
"AI will now properly slipstream other vehicles Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel" For years we have begged for it. Now it's here! Does anyone mention it? Nope! And finally new HUDs! Does anyone mention it? Nope! What's the point? We have too little content...
I enjoy every development. We have 2 areas and (supposedly) 2 teams 1 code (physics graphics, gui.....) 2 content Ad 1 In the case of the code, great progress has been made recently - it is very nice Ad 2 In the case of content, there was a fantastic development in 2022, and I'm curious what the directions are for 2023 (even if without great details).
it obvious they have only 1 team, last year, there were only DLC with a few features, and in 2023, it doesnt start well, with only 1 car DLC not really appreciated
Just make your own game according to your wishes and forget about rF2. It just doesn't seem to be yours. It is like your words just simply at it is. rF2 is in my mind nothing for you.