rFactor 2 Build 982 Now Available

Not a big deal, but been there at least since Build 342. That's the oldest one I could quickly find :)

haha yeah that'd explain my lack of caring for that option as I've always used the RCD route to get the "spread" I've wanted, hence not noticing the wording!
I'll have a proper play with it one day, no time now.
 
I think the Limiter may have a bigger effect on Oval Racing hence its inclusion to the Menu shortly before the NASCAR comes out, especially as the JSON has the line: limiting used to make racing closer but also make more driver differences on flat-out tracks
I'm not 100% sure but I don't recall seeing the bolded bit in previous Builds (but then I've never really fiddled with this setting, always concentrated on RCD instead), could be wrong though, would be nice to get a bit of clarification from ISI as to its proper purpose seeing as it's now a proper option in game.

I did a quick test last night at Malaysia with the Civics and noticed a change from 0% -> 100%, will try an Oval later if I get time.
I did some Laps with the AI and played with the AI Limiter Slider.

My settings where: Strength 99%, Aggression: 21%, AI Limiter 30%

URD T5 & Road America

In Session Practice i was on the AI`s Pace. In Session Qualify the AI`s where up to 3 Seconds! faster, than in the Practice Session. It would be really appreciated, to get more Information about this Slider...
 
I did some Laps with the AI and played with the AI Limiter Slider.

My settings where: Strength 99%, Aggression: 21%, AI Limiter 30%

URD T5 & Road America

In Session Practice i was on the AI`s Pace. In Session Qualify the AI`s where up to 3 Seconds! faster, than in the Practice Session. It would be really appreciated, to get more Information about this Slider...

It's always best to test with ISI Mod & Car and one test isn't going to show you much, you need to do at least two races with different Limiter %

If I had time my test would be:

ISI Car & Track with same Real Road (noting that it could vary each race slightly)
3 Qualify & Races at 0%
3 Qualify & Races at 50%
3 Qualify & Races at 100%

But then you have to take into account the varying differences in the AI results as not every race is the same (as it was it would be boring!), then factor in whether a Human is racing them and the differences included there-in. As ever there's a ton of variables and no two races are ever the same.
 
Maybe someone in the know would respond here, since the 946 thread is a bit dead, except for the few good guys who tried their best to help.

Build 946 - where can we find it? We have a race on Sunday, and a few new guys have joined who have already updated to 982, but they need to downgrade to 946.

Tim? Anyone?

Thanks in advance.
 
Maybe someone in the know would respond here, since the 946 thread is a bit dead, except for the few good guys who tried their best to help.

Build 946 - where can we find it? We have a race on Sunday, and a few new guys have joined who have already updated to 982, but they need to downgrade to 946.

Tim? Anyone?

Thanks in advance.
Check your PM`s...
 
In Session Practice i was on the AI`s Pace. In Session Qualify the AI`s where up to 3 Seconds! faster, than in the Practice Session. It would be really appreciated, to get more Information about this Slider...

How is this different from 90% of track and car combinations in rF2 and for the last 10 years of rF1? Hint: it isn't.
 
Hi All
I am trying to update from 946 to 982.
I normally use the update option but always download the full content archive (1GB more or less).
But with this Build, I can not find the download option for content file.
Can anybody show me where I can find the full content file of Build 982?
 
I think you did not understand me.
What i am looking for is for the full file. I want to download the full file of rF2. Not the lite file.
 
I haven't really paid attention to it before but I think it would be more intuitive if the graphics in garage said "TOE OUT / IN" (instead of "TOE IN / OUT"), and here's why. If you set toe to 0 and click left adjustment setting (minus) you're setting the toe out, and the other way around for toe in. Might seem insignificant but it could be more intuitive for the beginners.
 
AI Limiter is there since rF1, now they put a slider in the game.

AILimiter = 1 - the game core will artificially limit the race leader performance in order to create a "closer" race. Less field spreading.
AILimiter = 0 - there's no limiting at all, if you have drivers and cars that are much faster than others than the field will spread quickly.

And then you have the graduation between both.

I always use AILimiter=0 (real AI performances).
 
AI Limiter is there since rF1, now they put a slider in the game.

AILimiter = 1 - the game core will artificially limit the race leader performance in order to create a "closer" race. Less field spreading.
AILimiter = 0 - there's no limiting at all, if you have drivers and cars that are much faster than others than the field will spread quickly.

And then you have the graduation between both.

I always use AILimiter=0 (real AI performances).

Don't forget about "AI Mistakes". It's absolutely fabulous seeing AI's lock a brake, run wide, oversteer, etc. What I think makes it even more fantastic - and I'm just assuming here - is that the mistakes aren't totally random but rather based on the AI's qualities, for e.g., their "composure" stats, aggression stats, and all those other stats you can tune to differentiate and give each AI their own "personality".

On top of that, there are many lines - not just in the player.json file but also in each individual A.I. driver's files - to really do some serious A.I. work if one wanted to but all that's for a different thread.
 
AI Limiter is there since rF1, now they put a slider in the game.

AILimiter = 1 - the game core will artificially limit the race leader performance in order to create a "closer" race. Less field spreading.
AILimiter = 0 - there's no limiting at all, if you have drivers and cars that are much faster than others than the field will spread quickly.

And then you have the graduation between both.

I always use AILimiter=0 (real AI performances).

edit: WHAT I WROTE BELOW IS ALL WRONG. My old mind must be confusing things, but I'll leave it there for posterity. As most probably know, Satangoss has the correct answer. Just use something in the 0%-10% range depending on how bunched you want the field, though 25% might be appropriate for ovals.

***
As I recall, the AILimiter scales the oscillator that causes AI to cycle between the limits of their capability as defined by the track's AIW file combined with the driver's speed in the RCD file. 1 means that they will use the full variability defined in the track's AIW and 0 means they won't have any variability (apart from the intentional AI mistakes variable and traffic).

Basically, setting AILimiter = 0 means the AI won't have moments of surging for a couple laps and then falling off pace for a couple laps. In that regard, then you've removed some of the "humanness" from the system which is why I usually have AILimiter in the 0.05-0.25 range.
 
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I have changed my ViewParams to

Code:
SubViews=2
UseSubViewParams=1
ViewParams=(0.530000, 0.295000, 0.680000, 45.000000, 0.040000) \\ screen width (m), screen height (m), eye distance (m), side angle (deg), bezel gap (m)

Since doing this onboard is gr8 but all the TV camera views have very long shots now. Is there anyway of fixing this?

jssndjrz.jpg

Update:
This seems to be only the case with Silverstone. Anyone else having long camera shots on Silverstone?
 
Noticed that the track temperature is now no more stuck at 29c and it followed around 2c lower or the same as the ambient temperature.

Is this one of the fix in the new build?
 
Hmm... maybe just a reporting fix (as in, the temperature wasn't shown properly before). I think if any actual work had been done on track temp it would nearly always be higher than ambient.
 
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