Q&A with Marcel from Studio 397 - Need your input

1, For physics model making of Mod, is there the plan founding an individual support?
2, Is there the plan of the update of the sound engine?
3, Which of Assetto Corsa/iRacing/R3E is the graphic drawn with new graphic engine near to?
4, Is there the plan to release the circuit that the name of studio 397 was derived from?
5, Is there making, the public plan of the tbc generator?
6, Is the shift to Magic Formula 6.1 planned?

sorry, my bad English.
 
Last edited by a moderator:
1. Multi-class scoring. Like Le Mans: keep track of relative position in your own category LMP1/LMP2/GT1/GT2
2. Better shaders. Mainly asphalt and tires (ambient reflections)
3. Updated historic content.
4. Offline championship-mode. At least like rF1 with maybe some more statistics.
5. More advanced wet weather, with more accurate evaporation-rate, rain on windscreen.
6. Animated pitcrew.
It doesn't have to be extremely detailed, just a basic crew and a lollipop-man, so the pitlane is more 'alive'. I think this could be possible for different car dimensions, I was thinking about this last time my car was in the car-wash lol. The system automatically detected the position of the wheels, in order to clean the rims.
Also some pitcrew on the starting grid before a race would be nice. Imagine doing some reconnaissance laps before driving up the fully packed grid!
7. More advanced rules for a GP-weekend, with a lot of flexibility:
- Limited amount of tire-sets for a GP-weekend
- Different options as Quali-format (i.e. like F1). I thought there is a new plugin-system which would make this easier
- Having to start on the Quali-tire (like F1)
- Using a minimal of 2 compound during the race (like F1)
- Mandatory pitstops (like DTM), without having to fiddle with fuel consumption and tire wear
- Multiple race-sessions (Automobilista has this now, with reversed grid order for the second race)
- All the above also for AI. Right now, the AI always uses the hardest compound, even during quali
- Low fuel for AI during quali, for 3-4 laps.
 
To those asking the question "when will we see the first build with VR" (not exact words quoted).. They have already said DX11 will be released in Q1 of 2017. So this question has pretty much been answered and no need for to be asked again tbh.
The question was will there be an early build with beta or experimental VR support? (since we already have seen a picture on twitter showing rf2 with VR support)

EDIT: For us VR users this question is important because our simracing hardware isn't supported by rf2 and we had to move to iracing and AC. The question means when can we expect to come home to (our loved) rf2 again.
 
Last edited by a moderator:
are you planning to keep the yearly online fee?


new shaders coming with dx11?


vertex damage (deformable car bodies) coming with dx11? Now it is turned off.


graphical damage textures and dirt for cars with dx11? Now turned off.


can rf1 and rf2 tire physics cars drive on the track at the same time?


any plans to create a library of rf2 tires?


improving the upgrades system by allowing some things to be changed from setup? For example for solid rear axles there is no option to adjust panhard bar or suspension parts.
 
5. Is something planned to get better/more realistic sounds (similar to R3E)?
2. External/ Trackside sound improvement?
2, Is there the plan of the update of the sound engine?
+4 :p

Two regarding DLC:
Q: Will content from Studio 397 still be released as free upgrade or do you plan to offer own DLCs?
Q: Do you have any plans for licensed third party DLCs like DCS provides? Think of rFactor 2 as a platform where other parties can offer their content.

And everything regarding physics, dirt, (wet) weather and multiplayer! ;)
 
- There is an unfinished experimental dedicated server, is finishing it in the roadmap?
(I use the experimental dedi server to create the vmod and then the old dedi server to launch it)

- I think wind can have a big impact sometimes, any rough estimate when it will be implemented?

- Any plans to allow modders to specify in the tracks some real weather conditions and times and allow the dedicated server to have an option like "random weather and time from track: on/off"?

- Any plan to allow forcing in the dedicated server "ABS - factory" and "TC - factory" meaning if the real car has it then allow it and if not just disallow it, not like today that its like a "driving aid", we just want "as the real thing"?

- Any plans to better manage track cutting, terrain contact, dangerous spinning, etc. like for example having an "incident score" and allowing to set a maximum for it in the dedicated server?

- Any estimate for realistic drivetrain, gearing, etc.?

- Clutch damage?

- Any plans for a Linux dedicated server with CLI or Web interface? (this would make hosting cheaper and more flexible)

- Any plans for support of UPnP in the dedi server to open up the firewall ports automatically?

Thanks a lot Rich!!!!
 
The question was will there be an early build with beta or experimental VR support? (since we already have seen a picture on twitter showing rf2 with VR support)

EDIT: For us VR users this question is important because our simracing hardware isn't supported by rf2 and we had to move to iracing and AC. The question means when can we expect to come home to (our loved) rf2 again.

agreed, an early vr beta would be great .....constructive feedback from users guaranteed
 
Maybe Q1 2017 is the early beta :) If not I'm sure you can wait, after all you've waited long enough already ;)
 
1) add more inertia to cars lateral movement or pronounce the feeling from grip to no grip. I feel the sim is too smooth during the transition and I don't feel like I can really lean on the tyres. This is one thing where I feel AC is better (don't want to start a flame war but this reference is here as an indication of what I'm talking about)
2) proper clutch simulation, rev matching
3) I like rf2's graphics but performance is all over the place depending on the car or track. Mills and my pc sings like a bird, Atlanta and it cries like a baby. We need consistent performance across the board
4) update all content to support latest features of the engine e.g. cpm
5) a gtr2 like experience, add in championship, tutorials, etc
6) bring the more advanced .json settings to an advanced tab(s) in the ui so they are easier to see and change
 
Personnal wishes:
- for covered wheels cars: rain on windscreen and functional whipers
- aquaplaning implementation
- driver animation including gear shift
 
driver arm gear shift animation is a pain for VR so of it ever does come please include option to switch it off pretty please

really looking forward to all of this
 
More flexibility with differential types. We currently have viscous and clutch-plate differentials. However, being able to setup a clutch-plate diff using "real-world" variables (preload, clutch plate count, and actual ramp angles). Proper support for AWD allowing different differential types in each slot and be able to tune them independently (my A4 Quattro track car has open front, torsen center, and clutch-plate LSD rear...for example)
 
Questions have now been sent to Marcel.

Please bear in mind and respect that not all of them will get answered. I sent a selection which seemed to be asked most rather than individual occurrences of questions. He's a busy guy and I appreciate the opportunity, so.

I hope some of your queries come back answered. I will post here when he has sent the answers back to me. He envisaged some time this week.
 
Quick thing on laser scan: Atlanta MP is a great example of what can be done with surveying. Laser scan doesn't have to be the only method for accuracy.
 
Back
Top