Circuit Zolder is here!

The Holy Grail of Immersion. For ME, that ends where my eyes focus ahead at the tarmac. Trees, fluffly clouds....banners...all very nice. But whether some trackside banner had FOSTERS printed or rF2, I could give a fig.

One thing I tired of quickly was the 'need' for track modders to make a 1988 Silverstone, then 89, then 90(I'm not paying attention to layout changes for this point!) We'd download a new track start driving and it was exactly the same as before except for different signage. I APPRECIATE the efforts of modders to no end, but I never saw the need to have a half dozen versions of the same track.
I love it, especially at Bathurst time I want the skin on VR46 car, I want the 12 hours skin on the track for this year and I want all the other cars and players so I can pretend im the man! Im playing a game to escape reality after all. And, happily i can have it all, just a pity its not in RF2 (nor can it ever be apparently), but is what it is.

I think we should consider the massive difference in player numbers for AC and RF2, while both are moddable, one just made it a LOT easier. While there is certainly a lot of junk there is a LOT that isnt..
Ive said it before, the playing field would look a lot different if Ilja brought his skillset to RF2 instead.
 
@Frederick Alonso I think those details like alternating intensity of groove is one of many small things that narrows or would narrow simualation and reality gap. Hopefully simualtions will evolve, we have so much more miles to go. P.S. I think to some degree rF2 does simulate a bit of that with its dynamic groove function.

@CeeBee I have got a little task to do some work for AC recently, I have forgotten how much easier it is, it really is a LOT, not lot, but LOT (tracks, cars are easier in rF2 for modeling, except physics). It also offers lot less than rF2, so there is one reason for simplicity. But if there only was equivalent tool like ksEditor, modding in rF2 might have grown significantly. So sad gJed was canceled.

Also there is definitely more junk in rF2, and I think rF2 players are weird for preferring junk over good stuff. So rF2 rarely got displayed at its best in most chances that it had to be seen. And when rF was in its better shape, some figures almost purposefully avoided to take notice on that.

And one more thing. There is something strange about how AC was handled by Ilja, and few other guys who made significant impact. It is almost if it wasn't accidental at all. Maybe there were someone in Kunos who wanted AC to stay being pushed. Speaking of rF2, I don't think that anyone after ISI really loved rF2, it was always treated like it was second or third choice by devs themselves. It was never meant to go same route as AC did. Or if it was, then the management was beyond absurd, I am sorry, can't believe that.

Chances of rF2 being continued by enthusiasts is closer to 0% than to 0.1%, there are no enthusiasm in player base, never was enough. And developers also never wanted to take rF2 to its maximum, but instead used it as vehicle to obtain other titles, other projects. So I think some secret "leak" of code to some mysterious genius modder coder is just not meant to happen.

We heard rF3 mentioned once by MSG, I think that also could be interpreted as trolling.
 
Last edited:
Development Update: Online Events Beta is Live & Growing thanks to the Zolder DLC


A new beta for online events has officially launched, introducing a fresh toolkit designed to support long-term community racing without trying to compete with existing platforms, but instead to complement them. I have groups of Brazil and Australia (incl Asia) that joined in on my discord.


Drivers can now join events directly through a dedicated frontend, with the ability to connect across multiple servers and participate in structured long-term racing experiences. Alongside this, a new telemetry system is in development, designed to later link to user profiles and provide simplified MoTeC-style insights on your online profile giving drivers meaningful data without overwhelming complexity. It would be just cool to have more insight. My app also has a join server function that connects over a json from the website to launch you into the correct server.
On of the things that was brought forward by a dev, a version checker between the server and local side to inform users; please update/remove this or that would be a nice extra layer. The tool will go public later. As busy as it has gotten last 3 months, it also motivated me to continue the Super Formula and I did insert new 3D, new skins and will bring it exclusive on the server to gather feedback and fine tune later.

Not a Youtube expert but this shows the tool that works on just 125mb or ram

To keep things stable and scalable, a new EU-based server with 4GB bandwidth has been deployed, with the ability to expand as demand grows.


The system remains rooted in a free-to-use philosophy, highlighted by the Circuit Zolder branding within the concept (motorlaps.com banners on track). The early phase has already seen global challenges, particularly users connecting from different regions. But progress and feedback has been respectful and is steady. A milestone moment was achieved with a full 10-driver grid running online after just asking who was around 3 hours upfront, marking the first of many steps toward larger events. You have no idea how happy it makes me #keeprf2alive :)


What makes this project especially meaningful is that it is currently self-funded through DLC revenue, essentially giving back what the community has supported. The goal is simple: rebuild a space for “old-school” style daily driving communities, but with modern tools and a ranking that works. Some made mistakes but everyone is respectful and cancels on time if they cannot make it without losing points by the rules I have thought about for weeks.


On Topic now of Circuit Zolder: There are still challenges ahead. Track limits remain a key discussion point, especially as the circuit’s forgiving real-world design doesn’t always translate well into competitive online racing. With updated tire stack meshes and real groove lines already integrated, the next step is updating the AIW for the circuit and submitting it for refinement. But I also do not want that wall kind of tire stack. Something that put your car on 2 wheels when hitting it would work better, it is also what usually happens but not in an extreme way. Bumpers crack, the stack might move 5 cm. So I have been experimenting with gentle hidden collidable meshes that are part of a heavy cone type. Not sure if it is even by the books but it gives a more realistic experience. Will it affect online performance etc. I need to make sure that what I do is possible and avoids issues later.


Time is currently the biggest constraint, but development continues with help from experienced server specialists. Infrastructure is also expanding globally, with active servers starting up in Australia, Brazil, and Europe as the central hub of the system (only Canada is missing for global cycle). I have 3 admins now on top of myself that soon will bring some more good things forward.


More updates coming soon, but I have not been on my lazy ass. :cool:


Everyone is free to support our vision. Long term I will add in more external servers so their grids can be extended.
You can find a very basic early early at https://motorlaps.com/events/ a secure backend on Laravel that I programmed with some cool admin and user friendly tools, including very early share friendly cards on your profile stats.

Feedback is welcome and I think we should do a 2.4/8/12 or 24h eventually on Circuit Zolder. If someone has serious experience in server, hosting big events. I need help here.

PS: If you are at Spa 24h this weekend and see someone in a black t-shirt wearing the Motorlaps logo. Yup that is me, come and say hello to me is great, beers welcome.:D
 
Last edited:
Development Update: Online Events Beta is Live & Growing thanks to the Zolder DLC


A new beta for online events has officially launched, introducing a fresh toolkit designed to support long-term community racing without trying to compete with existing platforms, but instead to complement them. I have groups of Brazil and Australia (incl Asia) that joined in on my discord.


Drivers can now join events directly through a dedicated frontend, with the ability to connect across multiple servers and participate in structured long-term racing experiences. Alongside this, a new telemetry system is in development, designed to later link to user profiles and provide simplified MoTeC-style insights on your online profile giving drivers meaningful data without overwhelming complexity. It would be just cool to have more insight. My app also has a join server function that connects over a json from the website to launch you into the correct server.
On of the things that was brought forward by a dev, a version checker between the server and local side to inform users; please update/remove this or that would be a nice extra layer. The tool will go public later. As busy as it has gotten last 3 months, it also motivated me to continue the Super Formula and I did insert new 3D, new skins and will bring it exclusive on the server to gather feedback and fine tune later.

Not a Youtube expert but this shows the tool that works on just 125mb or ram

To keep things stable and scalable, a new EU-based server with 4GB bandwidth has been deployed, with the ability to expand as demand grows.


The system remains rooted in a free-to-use philosophy, highlighted by the Circuit Zolder branding within the concept (motorlaps.com banners on track). The early phase has already seen global challenges, particularly users connecting from different regions. But progress and feedback has been respectful and is steady. A milestone moment was achieved with a full 10-driver grid running online after just asking who was around 3 hours upfront, marking the first of many steps toward larger events. You have no idea how happy it makes me #keeprf2alive :)


What makes this project especially meaningful is that it is currently self-funded through DLC revenue, essentially giving back what the community has supported. The goal is simple: rebuild a space for “old-school” style daily driving communities, but with modern tools and a ranking that works. Some made mistakes but everyone is respectful and cancels on time if they cannot make it without losing points by the rules I have thought about for weeks.


On Topic now of Circuit Zolder: There are still challenges ahead. Track limits remain a key discussion point, especially as the circuit’s forgiving real-world design doesn’t always translate well into competitive online racing. With updated tire stack meshes and real groove lines already integrated, the next step is updating the AIW for the circuit and submitting it for refinement. But I also do not want that wall kind of tire stack. Something that put your car on 2 wheels when hitting it would work better, it is also what usually happens but not in an extreme way. Bumpers crack, the stack might move 5 cm. So I have been experimenting with gentle hidden collidable meshes that are part of a heavy cone type. Not sure if it is even by the books but it gives a more realistic experience. Will it affect online performance etc. I need to make sure that what I do is possible and avoids issues later.


Time is currently the biggest constraint, but development continues with help from experienced server specialists. Infrastructure is also expanding globally, with active servers starting up in Australia, Brazil, and Europe as the central hub of the system (only Canada is missing for global cycle). I have 3 admins now on top of myself that soon will bring some more good things forward.


More updates coming soon, but I have not been on my lazy ass. :cool:


Everyone is free to support our vision. Long term I will add in more external servers so their grids can be extended.
You can find a very basic early early at https://motorlaps.com/events/ a secure backend on Laravel that I programmed with some cool admin and user friendly tools, including very early share friendly cards on your profile stats.

Feedback is welcome and I think we should do a 2.4/8/12 or 24h eventually on Circuit Zolder. If someone has serious experience in server, hosting big events. I need help here.

PS: If you are at Spa 24h this weekend and see someone in a black t-shirt wearing the Motorlaps logo. Yup that is me, come and say hello to me is great, beers welcome.:D
Thank you Frederick for your continued support.
 
Some of the most numerous complaints from <cough>LMU<cough> are about SE Asia users having difficulties staying online for long events. Having more regional servers would seem to be ideal.
Thank you!
 
Indeed, I am aware. With Paul arranging a server in Australia the Asian continent can join without issues. Later I extend extra servers, but my Japanese is not on point yet to look for a local server.
 
Next is an event:

After requesting official approval, Circuit Zolder has generously provided 6 FREE tickets to the 24 Hours of Zolder race weekend, taking place the weekend after our event Sunday August 23th 2026!

Winning GT3 team: 3 tickets
Winning GT4 team: 3 tickets

If a winning team can't attend, the tickets will roll down to the next highest-finishing team.

We run a 4 Hours of Circuit Zolder Endurance x6 timescale to simulate a 24H cycle:


36-car grid like real life,
Maximum 2 drivers per team - Solo is possible as well.,
Multiclass racing: GT3 & GT4,

To make this happen, we arranged a dedicated event server to ensure the best possible experience.
Register on time as we will not allow more then 72 sign ups!

Good luck

https://motorlaps.com/events/races/240-minutes-circuit-zolder

pxy3FkN5lwq3nC42XoB5W5psQKX2asFyfFDNPxwH.webp
 
26c34754-3c8a-4cdb-bace-ecbbd4154dbc.png
 
Back
Top