Released April 2022 Release Candidate Update

Thanks for the help

*shift protection is a modern electronic simulation which is used IRL cars. basically ECU don't downshift IF RPM will go too high as you downshift and cause engine damage.

*Engine cooling : water and oil temperature can be separately managed/set to desired value.

*brake cooling : front and rear brake ducts can be separately managed/set to desired value.
 
I would recommend sound effect : 100 (these effects including car body touching the ground , suspension &chassis sound , kerbs etc )

tyre volume is quite high (but i prefer tyre volume bit on realistic side so i only hear them at low speed, low rpm scenarios)

onboard sound determines onboard only engine sound from my testing so 100% is fine, but i keep it 5-10% lower than sound effects volume so onboard engine don't overwhelm other sounds details too much.

You're probably right that it's more reallistic setting sound effects at 100%. Your other observations seem correct too. Thanks, I'll try them.
 
Ive played with the sound sliders and options for hours now. You simply cannot get your own car (TEST IR18 in my case) to sound as visceral as with the old sound engine. It sounds almost muffled now.
 
Confirmed at Le Mans. Faster car WILL pass slower ones even when intending to pit. *HOWEVER, My AI LMP2 co-driver got stuck behind a Corvette for most of his in lap...grrrrr~
You can now hear a scraping noise when the Oreca 07 is dragging it's floorpan down the straights. Faint but there. Confirmed by seeing a ton of sparks. Gotta raise up that OReca even compared to the LMP2 Ligier.
AND~
Not fully convinced yet, but my LMP2 co-driver took 2+laps of drafting but DID pull out and pass a near equal car just before the 2nd Mulsanne chicane.
 
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Ive played with the sound sliders and options for hours now. You simply cannot get your own car (TEST IR18 in my case) to sound as visceral as with the old sound engine. It sounds almost muffled now.
We could go the extra mile and make that car super realistic sounding too :)

As mentioned before, content needs to be updated in order to make full use of the new engine. It will inevitably sound a bit more tame until then, simply due to its nature of putting everything into 3D space
 
We could go the extra mile and make that car super realistic sounding too :)

As mentioned before, content needs to be updated in order to make full use of the new engine. It will inevitably sound a bit more tame until then, simply due to its nature of putting everything into 3D space
so even the TEST content (fpro and indycar) will receive sound updates ? i thought they both had new sound engine.
 
Hey, I'm almost certainly doing something wrong here but I've swapped over to the release candidate in Steam, the build number shown when loading the rF2 now matches correctly to the release candidate, however I don't seem to have the "Test" type in my car list? Anyone have any ideas why? Thanks.

Just incase this is useful for anyone else, the issue was resolved by removing a subscribed mod that was failing to load on launch of the game. Seems like if you have failing or broken mods it can stop other packages from loading properly.
 
@Devin There are recommendations made by Greg Hill over at iRacing, who use XAudio2 as their sound engine. He recommends setting the Windows master volume below 80%, he suggests 75%, as "this prevents the front end of your audio device getting hit too hard and saturating or causing transient crackles". Is this something you also recommend? Might this be causing some of the muffled sounds some are experiencing, since they are saturating the sound module?
 
Version originale LPM2 Oreca

Version TEST du correctif

With the hotfix there are more sounds and it's generally more balanced, but I find the interior a bit too muffled, I don't know how to explain
 
Confirmed at Le Mans. Faster car WILL pass slower ones even when intending to pit. THANKS S397!
AND~
You can now hear a scraping noise when the Oreca 07 is dragging it's floorpan down the straights. Faint but there. Confirmed by seeing a ton of sparks. Gotta raise up that OReca even compared to the LMP2 Ligier.

Pretty sure this only applies to tyres though, right? Since it checks just prior to pit entry. For fuel and damage I would expect the car not to overtake unless they've fixed the actual issue that prevented them from overtaking during an inlap
 
Pretty sure this only applies to tyres though, right? Since it checks just prior to pit entry. For fuel and damage I would expect the car not to overtake unless they've fixed the actual issue that prevented them from overtaking during an inlap
looks that way...sigh
 
Thanks for fixing the fuel.
I will report other bugs that are older than the AI
-Callaway GT3 number 77 Gaugnon in the race is always on the defensive line.
-Car that goes to the pits does not overtake another on that lap. This makes it impossible to do a multiclass run. An LMP2 doesn't overtake a GT3 and does a full lap at GT3 pace. To give an example.
 
thanks for info, are you from S397 team ? so i can be sure of the answer.

also im not french (if goggle is correct on what laguage used in your post), so im not sure why reply was not in english.
I apologies , im not against any language but for forums english is clear for most people.
There was a small hotfix this morning, as posted by Paul Jeffery:

RC Hotfix Released
Client 8558551
Dedi 8558556
  • Fixed AI not having fuel in some circumstances at the start of races.
  • Fixed default camera profiles for Freelook
  • Added Moza Controller Profiles

Oreca 07 0.93
  • Added audio compatible with new sound engine(some examples, wiper blade noise, floor scraping)
 
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