Circuit Zolder is here!

Discussion in 'General Discussion' started by Frederick Alonso, Aug 26, 2025.

  1. MileSeven

    MileSeven Registered

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    Anyone know what the Steam ID is?
     
  2. redapg

    redapg Registered

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    If noone who has installed it already answers here, you can get it here:
    https://steamdb.info/app/365960/items/
    If the Site gets updated some Day. :)
     
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  3. davehenrie

    davehenrie Registered

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    Thanks, I even overlooked the 1,2, 3 page toggle. I am getting soooooo slow witted. But now I've got it located.
     
  4. davehenrie

    davehenrie Registered

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    @Frederick Alonso I don't even have my wheel installed at the moment, but I just completed the purchase and watched the Porsche 992 Cup drive the circuit. The car seemed to respond to plenty of surface irregularities.... Without driving it yet, I have to complement you on your work. You, and creators of Dundrod, Tiger Moth, Isle of Man & Targa Floria have added a huge benefit to the users of rFactor2.
    My thanks...(wheel install soon!)
     
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  5. 2ndLastJedi

    2ndLastJedi Registered

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    Are you able to further optimize the track please? Definite stutters around the back chicanes. If you need corner numbers i will have to play again and count them, haha
     
  6. mantasisg

    mantasisg Registered

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    I won't join discord. Not for me. I just want to share opinion on tire stacks. I think they would make the track more exciting 100%. But they would also make it more harmful for noobists, and there is a lot of them in so called simracing. rF2 is unfortunate not to have 10000 players daily, but because of that there also aren't 3000 noobists daily lol

    I am sometimes sorry for the things I am saying.

    @Frederick Alonso Is track grip level as usual ? I feel like it is a bit grippier than most tracks, I think on green it is as grippy, as some are on fully saturated rubber, but perhaps it just seems so to me ? And if it is, I am not saying it is wrong, asphalt can vary a bit in its properties.
     
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  7. Goanna

    Goanna Registered

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  8. Frederick Alonso

    Frederick Alonso Registered

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    @Frederick Alonso Is the track grip level as usual? I feel like it is a bit grippier than most tracks, I think on green it is as grippy as some are on fully saturated rubber, but perhaps it just seems so to me? And if it is, I am not saying it is wrong; asphalt can vary a bit in its properties.[/QUOTE]

    I used the default as usual, but I guess a lot has to do with the slight banking in turns, you won't always notice. Track temp on colder are worth a try. Zolder has a good grip in most cases, so I have no complaints.

    It's worse with the wet rubber. Lorenz: Especially the section between the trees, as the sun does not always reach the asphalt there, shadows keep it wet. It is only in early spring and the end of the season that the rubber is more or less away.
    [​IMG]

    The rubber rrbin file creations were done on a cold, overcast day as it would have become too extreme. Real life has serious layers of rubber.
    Gilles Villeneuve with the start of the 24H in 2024, I took this one :p:

    Please note the height levels and serious rubber, cars are allowed to cut here next to the tire stack. Bit weird, I know, but race direction says it is like that when I talked about it.
    [​IMG]

    Your points about rubber not always following the ideal line are correct. My attempt was to lay down a base of traces and then bake the rrbin over so both blend better. Might get small changes on a few sections. It is not unusual to see non-fast rubber leftovers.

    I would even crank up more details if it were me, but we are on the rF2 engine, and I need to keep it tight. Time for a few weeks' rest now, and collect important reports first.
    I prefer tiny updates.
    [​IMG]

    Trust me that full flat corners vs a little skew will make a huge difference. The CEO told me that since the resurfacing, the speed in corners is way higher now. Little but fast track, in other words. Tonight I did a 2h stint on the M2, got a bit bored after a while, and started to get distracted. Some sort of picky observation while driving ended up in the gravel :D

    [​IMG]
    [​IMG]
    [​IMG]

    I fully understand if people are not on Discord. Will take the forum posts with me in the final outcome but so far most voted for a second version with tire stacks.

    Just drop it here if you would like to see the tire stack option on Zolder for all chicanes, like the 24H or not? It can be exciting if you go full into the brakes and scrape the stack, while hitting it is a pure game over. Would do a second version like Spa is done with GP or Endurance option.
     
    Last edited: Aug 28, 2025
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  9. Frederick Alonso

    Frederick Alonso Registered

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    It has all been properly tested. To confirm it is a track issue, you should see the issue in the same spot each lap. That might confirm something is eating a lot away at that area. I have, for example, 4 screens on my 4090 and run rF2 now on a 3440 by 1440 and stable FPS between 95-120 and with a full grid of 36 cars on Zolder. 3 screens are the older 1920 by 1200 I use for 3D work. I run all on an SSD only dedicated to rF2 and AMS2, which is half full, same for my C drive. If drives are full, it also causes issues sometimes, just dropping it as info.

    If you are talking about stutters at Gilles Villeneuve, I can also tell you that there is not much 3D there vs the Paddock area, which is even more weird to me unless the shadows are overloading you. I have done a lot of work on trees to give the closest to the track ones' shadow and avoid shadow on the ones you barely see. Was it at sunset to begin with? On VR? Do you see FPS stats also dropping fast or stable with stutter? What hour of the day? Rain?
     
    Last edited: Aug 28, 2025
  10. mesfigas

    mesfigas Registered

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    Same thing again.....

    Damage 100% AI Aggression 60% Dificulty 110%
    @Frederick Alonso
     
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  11. mesfigas

    mesfigas Registered

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    i forgot to say that everything in my videos happens at Practice mode.
     
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  12. mantasisg

    mantasisg Registered

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    It makes sense that slight road cambers can make big difference, also I only drove my own physics cars, maybe they respond to that very well. I have been too slow in Aintree mod, and I have always suspected that subtle cambers are missing at some places that would remove seconds fro mlaptime and greatly improve feel.

    Zero complaints about the track grip from me, in fact it feels very good right from freshest state. One of best feeling tracks out there.

    I still haven't tried the track on cold temps and in the wet. Might try that soon. I wish rF2 had sorted out rubbered wet surface grip nuances, to me it always seemed like it is absolutely low hanging fruit to be implemented in rF2 with live groove formation and roughness parameters. Thats offtopic.

    Thankfully you can still cut those chicanes with tire stacks on, if you had to keep over white lines there, it would be too strict. I also like that they are put only on exit parts of chicanes, thats where they are most fun.

    For the tire traces, at first I have thought that they could be replicating what would happen due drifting, but it isn't. Good detail though. I like how you have characteristically painted dirt ruts next to apexes the way they would be there IRL, details like that adds great deal of immersion.

    Take rest indeed, 2H stints probably doesn't help with that, but it is fun. I also have to try that BMW in Zolder.[/user]
     
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  13. Frederick Alonso

    Frederick Alonso Registered

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    Thanks, bud - that really helps! I see now that faster cars need more range, and the cooldown point comes later for them.
    I'll use the fastest DLC cars for editing the cooldown, which should provide enough margin for errors like these. If the AI is slower than the braking cars, I think we can overcome this issue.

    What's interesting is that the faster car interacts much more slowly with the cooldown based on the inputs I'm seeing. It looks like it might be a modded car, so there could be a small error on that side - not sure though.

    I'll set the cooldown 50 meters further upfront and reduce the speed limit at incident points. Could you also try testing with slower modded cars, please?

    We can now clearly see the pitline behavior happening, which is exactly what I was hoping to see. No worries - this will be included in the first update.
     
    Last edited: Aug 28, 2025
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  14. mesfigas

    mesfigas Registered

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    all the cars i used so far are official DLC cars like Ligier LMP3 Porche cup 992 Porche GT3 dlc BMW DTM free dlc Indycar DLC etc........only official cars.
     
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  15. mesfigas

    mesfigas Registered

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    another one that happens with DLC and mod car aswell at pit exit cars roll and ignore blue flag at outlap aswell.Damage 0% dificulty 120% aggression 50%
    the rolling starts at the inside curb !!!!

    @Frederick Alonso
     
  16. mesfigas

    mesfigas Registered

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    Mod Mazda spec Miata 1.6l
     
  17. mantasisg

    mantasisg Registered

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    It looks like these AI tires has ton of grip. And show how AI has little awareness on how to cancel roll.
     
  18. redapg

    redapg Registered

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    Do you have the same Effect with these Cars on other Tracks too?
    I ask because i was involved in the Physics Creation and we did have a Driver of the real Series, that gave us technical Feedback and tested it and we never experienced something like that.
     
  19. mesfigas

    mesfigas Registered

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    from what i remember NO i dobt have, but i ll go test a few more tracks with those cars
    any car i tested where rolling in the same spot
     
  20. mesfigas

    mesfigas Registered

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    You are Right.
    it happens to mods mostly.
    i tested many official and no problem at curb rolling like mods.
    so all good with official cars !!!!!i tested Tatus-GT3's-LMP3-Indycar and many more and NO rolling.
     
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