rFactor 2 Build 982 Now Available

There is absolutely no reason to explain HOW to cheat, but the problem is real.

And yes, you may be able to tell from LOG, but would that happen before or after other drivers race/championship is effected ? - not to mention possible stability issues of both server and clents during an event.
 
In the last build I had just found some force-feedback settings I really liked and made the care feel tons better.

After installing the new build I noticed that they had been turned off... So I assume this is the default setting. Why would these two seemingly crucial settings be set to off by default?

Settings for Force Feedback in Player.JSON file.

"Force Feedback":{
"Brake effects on steer axis":1,
"Brake effects on steer axis#":"0 = Brake effects on brake axis, 1 = brake effects on steering axis.",

"Throttle effects on steer axis":1,
"Throttle effects on steer axis#":"0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.",
 
I guess those are fake or artificial forces, could be why they are defaulted off. rF2 FFB is the sum of all real forces that act on the steering arm.

Regarding "cheating", or what seems more like people unintendedly joining a server with another version of the same car, I haven't been able to replicate on my own server.
 
It's a reproducible bug in 982 but not producible in 946. I don't think it's a good idea to go into detail publicly though.
Just wanted to confim about the bug. It seems Mr DD is denying its existance or at least that is what I understand in his post.

I agree it is not necessary to go into much details about how a not permitted vehicle can enter a server but league admins should be aware about its existance and how to check if someone is cheating.

Enviado desde mi GT-I9505 mediante Tapatalk
 
Just wanted to confim about the bug. It seems Mr DD is denying its existance or at least that is what I understand in his post.

I agree it is not necessary to go into much details about how a not permitted vehicle can enter a server but league admins should be aware about its existance and how to check if someone is cheating.

I always have a hard time interpreting his posts too but I have the opposite understanding of yours. I think he is actually saying that he's never had a modded F3 on his server until the new build. I think he is actually confirming that there is a problem. But like I said, I miss read his posts fairly often.
 
I always have a hard time interpreting his posts too but I have the opposite understanding of yours. I think he is actually saying that he's never had a modded F3 on his server until the new build. I think he is actually confirming that there is a problem. But like I said, I miss read his posts fairly often.

OK. So it can be officially confirmed then.

Enviado desde mi GT-I9505 mediante Tapatalk
 
I always have a hard time interpreting his posts too but I have the opposite understanding of yours. I think he is actually saying that he's never had a modded F3 on his server until the new build. I think he is actually confirming that there is a problem. But like I said, I miss read his posts fairly often.
Yep imho that's what DD said
 
Any chance for the next Build, to save the AI Strength by Track? It`s really annoying, to spend more time for setting up the AI, than racing...
 
Have any of you experienced rf2 hanging up after a crash with a car? When it happens, you ends looking to the sky, and you have to kill rf2 and start it again, to reset FFB.
 
Have any of you experienced rf2 hanging up after a crash with a car? When it happens, you ends looking to the sky, and you have to kill rf2 and start it again, to reset FFB.

Any chance for the next Build, to save the AI Strength by Track? It`s really annoying, to spend more time for setting up the AI, than racing...

No i didn't dbaldi. Any specific track or car or on every track/car combi

Juergen-BY....if that would be possible....yes please :rolleyes:
 
So the rF2 servers are still off... they now are in the correct build but for example, the Indy server has the old version of both car and track.
 
Any chance for the next Build, to save the AI Strength by Track? It`s really annoying, to spend more time for setting up the AI, than racing...

UNQUANTIFIABLY HUGE +1 for the AI strength by track please.


Juergen-BY....if that would be possible....yes please :rolleyes:




Any Dev around, who could jump in here and explain, how much work it would be, to bind the AI Strength to the Tracks?
 
Hi!

Yesterday I realized that the spotter works only on oval tracks. The build notes says:
"Now recognizing GDB track type of “Oval” in addition to the original types “Superspeedway”, “Superspeedway Oval”, “Speedway”, “Speedway Oval”, “Short Track” and “Short Track Oval”. Despite all these choices, the app code doesn’t actually differentiate them, other than to identify these track types as not being a “Road Course”. The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only)"

My question is how can I enable the spotter on road course tracks?

Thanks.
 
Simple for me. :)

There was no spotters in the 1960s. hehehe

If I used them it would be fantasy not to mention I would have a aid that other drivers of the period did not.

it depends if I wanted to simulate reality or fantasy.


In motorsports like Nascar , Dallara, etc. that use spotters, I have no problem . :)
 
Last edited by a moderator:
Back
Top