rFactor 2 Developer Q&A

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This is already possible in rf. You just need to use the session timer and have the admin give out launch times. Of course there would be no penalty for leaving early, but the ability is already there.


It may be possible online, but it's not properly implemented and neither it is in anyway for offline racing ;)
 
It may be possible online, but it's not properly implemented and neither it is in anyway for offline racing ;)

The workaround will still function offline, and there is a way to get AI launching at intervals. With some tweaking to the AIW I don't see why they can't launch from the correct position.
 
Hi guys,

Will there be a way to enforce or track different tyre compound uses during a race, like in F1 where you have to use both tyre compounds during a dry race?

It would be interesting to have this feature for league races, enduros etc. Even having different colours on the tyres like in F1.

Cheers
Rob
 
I wanted to ask if the driver is riding under wind will be reached less speed? Is the wind and rain can refrigerate the tires?
 
in rF1 there was in tire file something like amount of heat transfer to ground and air right? if the air heat transfer depands on air speed(car speed) than this is already there
 
Tim, I asked once about does will be implemented depth of field effect on the replays in rf2.

I found a gallery of rf1, which this effect was added in post.
It looks phenomenal.

In FPP games it is used for a long time.
I hope that the gallery will be motivating to add this effect in rf2 ;)
(only replays of course)

https://picasaweb.google.com/Kedzierski.Euroinz/Rf1HiRes#


The gallery is made by Ruhisu from simracing.pl
 
Will the number of pit crew members is determined by the mod or is it user adjustable (stock car: 5, Indy Car: 6, F1: 15 and up)?
 
Tim, I asked once about does will be implemented depth of field effect on the replays in rf2.

I found a gallery of rf1, which this effect was added in post.
It looks phenomenal.

In FPP games it is used for a long time.
I hope that the gallery will be motivating to add this effect in rf2 ;)
(only replays of course)

https://picasaweb.google.com/Kedzierski.Euroinz/Rf1HiRes#


The gallery is made by Ruhisu from simracing.pl

WE will definitely have HDR and bloom at release as optional post fx. We have talked about FOV and Blur, as well as a few others, too; but I'm not sure if they will be ready for the initial release. If not they can always be added later in an update for sure...
 
I guess the 'heat haze' and 'mirage' effects will do most of the trick. I really curious to see how all the effects will look together!
 
Is it possible to see/review/compare previous sessions lap data?

I'd like to be able to compare Practice 1/2/3 with Quali with Warmup and with Race.
If possible also Track Temperature etc?
 
About the rain i have one question it's possible to make rainstorm look like the Formula One 2009 GP at Sepang ? in offline and online

And during a race if Marble will appear in the outside of the good line look like formula one race with pirelli tyres
 
in rF1 there was in tire file something like amount of heat transfer to ground and air right? if the air heat transfer depands on air speed(car speed) than this is already there

It will be interesting to see if the tire heat transfer to ground will increase and or decrease with different track temps and or rain

Cheers Gary
 
Hello, Scott. I have one small question for you if you have a minute to answer; or Tim, for that matter. With a lot of talk about a new distribution system in the works, and post release support as well. Will we be seeing rFactor 2 v1 more as a solid base w/ much more post release updates/patches/content instead of how rFactor was a solid base w/ just a few updates/bug fixes? I know you probably don't have a full answer at this time, but it was just a little thought I had. From what it sounds like to me, we'll see much more post release interaction from ISI than ever before.

If not they can always be added later in an update for sure...
 
WE will definitely have HDR and bloom at release as optional post fx. We have talked about FOV and Blur, as well as a few others, too; but I'm not sure if they will be ready for the initial release. If not they can always be added later in an update for sure...

Thanks for your reply.

The most important thing is physics and the new tire model, but the race weekend consists of many things.

Training, car set up, qualifying and the race, but at the end of the race weekend, it's good to be able to see the effect of your own work in an interesting replay.

It's like F1 racing for example, where after the race everyone is waiting for BBC post-race forum, comments, replays and analysis :)
Sometimes it is better than a race:)
 
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1. Is there going to be a showroom to watch cars closely. Would be handy when you have paint your own skin to notice your mistakes.

2. Live timing on every session?

3. In Toban we (2 humans, 18 AI cars) had 20 cars in race and when AI's came to pit they crashed with the cars which were in their pit spots and I think it's because they have no brains and there isn't enough pit spots for 20 cars. So is there going to be any fix for that? Like drivers who are in the same team would have different strategy to avoid those crashes?
 
1. Is there going to be a showroom to watch cars closely. Would be handy when you have paint your own skin to notice your mistakes.

2. Live timing on every session?

3. In Toban we (2 humans, 18 AI cars) had 20 cars in race and when AI's came to pit they crashed with the cars which were in their pit spots and I think it's because they have no brains and there isn't enough pit spots for 20 cars. So is there going to be any fix for that? Like drivers who are in the same team would have different strategy to avoid those crashes?

Yes, AI is getting a good overhaul--situations like this should be fixed for release, no problem.
 
On the subject of the previous I often like to race loads and loads of cars at a track, more than it has starting slots defined for. This meant the tail-enders were starting on the grass behind the s/f straight. Will cars now stack along the track instead of just in a straight line off in to the mud?

GRAB_019.jpg

GRAB_020.jpg


Oh, and when I was making my own 'Rainbow Road' track (above) for rFactor I found a trick to replace effects like smoke and skids on a per-track basis. By finding their material names through an error - (I'd give them a false texture name and the game would report something like MISSING TEXTURE FOR MATERIAL <NAME>) I could then create that material within the track and assign my own textures. I could even produce a trippy effect by having part of the track produce a 'mirror' dust so if you were following there or span out you'd see this:

GRAB_039.jpg


There were some disappointing limitations to this such as the fact that if I assigned an animated texture to that material it would remain a static image of the first frame when produced as an effect.

This leaves me with several questions:

1 - Will this still be possible?
2 - Will it be easier than exploiting an error message box?
3 - Will we be able to have animated spark and skid effects or will they be implemented totally differently to last time anyway?
 
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On the subject of the previous I often like to race loads and loads of cars at a track, more than it has starting slots defined for. This meant the tail-enders were starting on the grass behind the s/f straight. Will cars now stack along the track instead of just in a straight line off in to the mud?
Just define grid positions for all 103 available spots... if there are no such in AIW, rF puts cars in a straight line related to existing grid spots.
 
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