Zolder coming to rF2??

I have rf2,lmu,ac evo.ac,acc and ams2,rfactor 2 I play 90 percent of all sims and the others randomly if something new comes out
rf2 and lmu's physics modeling is the best of these, i.e. it supports the information brought by the sense of sight to control the car, which is the most important because no one can drive a meter just by feeling the back of the so-called real-world car, but rf2 is better because it
is so versatile and extensive
concerns the basic game and the amazing mod culture
thanks for this jewel s397 and all modders
 
Okay, I was not going to say a word, but my name is out. I'll give the forum friends a small insight.

Now that it’s all public, I can finally say it: this project was done purely out of love for the sim racing community – and because a fair few real drivers asked me to make it happen. I’ve always wanted to take on a professional build. From the very start, Will at MSG supported me, and without that support, this never would've left the sketchpad!

To give you an idea of how deep this rabbit hole went: I visited the real Zolder circuit sixteen times. Yes, 16. That’s more than most people visit their local pub in a month. Between reference gathering, arrangements, laser scanning, and general perfectionism, I’ve invested more time than I’ll ever admit to my own family. A Nerd I became :D

If I had just banged out a mod like I originally considered, I’d have been done 2 years ago – but it would’ve had zero scan data, texture details you can only take on track, and so on. Circuit Zolder deserved to be released as good as possible; the circuit staff followed up closely throughout the full WIP. This had to be done right. No shortcuts. No excuses. Massive thanks to Studio 397 and MSG for making it possible and giving me knowledge on special topics, while I was able to show my skills in track making.

Logically, I have skipped a lot of freelance work to pull this off.

Let’s talk road mesh, the thing I was excited about for the most part. This is the most accurate you’ll find in any sim right now! Every bump, every camber change, each kerb and gradient is all matched to a 3mm cloud model. Months of work went into just that aspect. (Or from my experience, two cars from scratch)

For example, here you see some areas at the pit entry you can find in the DLC.
Schermafbeelding-2025-08-22-093618.jpg


Point Cloud benefits:
I would love to show images side by side + references, but I am not sure if that is allowed.
What I loved about the point cloud is that I could see through buildings like the SkyLimit tower at the track; all windows, including the metal construction, are visible. The cloud helped a lot with the precise modeling of all assets and proportions.

Beta test:
The Zolder CEO gave me a firm handshake and a hearty pat on the shoulder, together with a big smile – and let me tell you, Harry’s driven the 24H plenty of times. That meant a lot for me, I was nervous for that beta test day as F.

If there is any profit for me, I will invest it directly in another project. That is how I funded the scanning as well, by selling my VR headset and some freelance backup.


For the old guard who know me from way back here:

The 993 GT2 EVO build is nearly there (yes, finally!). I’ve also been lucky enough to work with W&S Motorsport recently, doing 1:1 data-matching for the Porsche RS GT4.
W&S has been on the podiums a lot, owning 15 Race cars! These guys stepped away from iRacing and offered me a chance that worked out very well.

Thanks to some NDA-only goodies, I’m able to deliver ultra-realistic physics for future workshop releases. Been diving deep into the HDV/INI side of rF2 and perfecting the TGMs front and rear using tTool – it’s been a proper learning curve, and well worth it. Special thanks to Mike, Robin for giving me some more info on the Realtime TGM sections. This helped me a lot.

There was a time I was not so sure about physics in rF2, however, when you see perfect data matching between a real car and a pimped mod Tire pressures building up like a real car, slip and grip behaving the same on temps.. It means the rF2 engine is better than I believed. I did something wrong in the past or was missing small bits here and there. After some Python scripts I wrote myself to pull data from the rF2 files, I was able to see what I needed to do.

Oh, and I got surprised with a free drive in the RS GT4 last Friday.

All I’ll say to modders:
Never give up on your dreams, whether it's a track or scoring a surprise lap in a race car.
I made the Cayman MR in 2019 as I dreamed about driving one; last Friday, this became a reality. We should go more after official work, but it is far from easy, I have to agree.

At the end of the day, I hope to see more people doing this route.
Modding legally will serve you in the long run.

See it as an investment for your own future.

When the budget’s tight? Be creative. You’d be amazed at what’s possible.
As a Belgian myself, a lot of Belgians really love what I did.

Cheers, enjoy my contribution – see you on track.<3
:cool:
 
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Like S.Victor you put your heart and soul into your creations, the attention to detail seems second to none. I can only say from all simmers still with RF2 a big thank you.
The comments on the tyre physics are an endorsement of what has been said for a long time by simmers.
I can only hope this gives S397 the reason to continue its development, when the amount of interest shown by this is realised.
This along with with the Forum being closed creating an immediate response from the community for its return.
Good luck and keep on simming.
 
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I haven't been in a pub 16 times through past 10 years lol

Looking forward to your work @Frederick Alonso, you did rise expectations right now, and I can't wait for the release, it is great track and I feel the hype is developing.

It is very impressive to be modding cars + physics, and tracks, and also being somewhat coding savvy and knowing your ways with software. There aren't many such creators. It is like being an actor, dancer and singer and writer.

Can relate a bit about modding a track, I did my local track Nemuno Ziedas, and development was very awesome process with lots of people in contact with me, trying to make it better. I hope someday perhaps to rework it with point cloud too, and much improve it in various aspects, ideally for rF2. Also our local "Palanga 1000km" race temporary track. Right now it is at the stage of dreaming. Obviously not as famous as Zolder, but still awesome.
 
Okay, I was not going to say a word, but my name is out. I'll give the forum friends a small insight.

Now that it’s all public, I can finally say it: this project was done purely out of love for the sim racing community – and because a fair few real drivers asked me to make it happen. I’ve always wanted to take on a professional build. From the very start, Will at MSG supported me, and without that support, this never would've left the sketchpad!

To give you an idea of how deep this rabbit hole went: I visited the real Zolder circuit sixteen times. Yes, 16. That’s more than most people visit their local pub in a month. Between reference gathering, arrangements, laser scanning, and general perfectionism, I’ve invested more time than I’ll ever admit to my own family. A Nerd I became :D

If I had just banged out a mod like I originally considered, I’d have been done 2 years ago – but it would’ve had zero scan data, texture details you can only take on track, and so on. Circuit Zolder deserved to be released as good as possible; the circuit staff followed up closely throughout the full WIP. This had to be done right. No shortcuts. No excuses. Massive thanks to Studio 397 and MSG for making it possible and giving me knowledge on special topics, while I was able to show my skills in track making.

Logically, I have skipped a lot of freelance work to pull this off.

Let’s talk road mesh, the thing I was excited about for the most part. This is the most accurate you’ll find in any sim right now! Every bump, every camber change, each kerb and gradient is all matched to a 3mm cloud model. Months of work went into just that aspect. (Or from my experience, two cars from scratch)

For example, here you see some areas at the pit entry you can find in the DLC.
Schermafbeelding-2025-08-22-093618.jpg


Point Cloud benefits:
I would love to show images side by side + references, but I am not sure if that is allowed.
What I loved about the point cloud is that I could see through buildings like the SkyLimit tower at the track; all windows, including the metal construction, are visible. The cloud helped a lot with the precise modeling of all assets and proportions.

Beta test:
The Zolder CEO gave me a firm handshake and a hearty pat on the shoulder, together with a big smile – and let me tell you, Harry’s driven the 24H plenty of times. That meant a lot for me, I was nervous for that beta test day as F.

If there is any profit for me, I will invest it directly in another project. That is how I funded the scanning as well, by selling my VR headset and some freelance backup.


For the old guard who know me from way back here:

The 993 GT2 EVO build is nearly there (yes, finally!). I’ve also been lucky enough to work with W&S Motorsport recently, doing 1:1 data-matching for the Porsche RS GT4.
W&S has been on the podiums a lot, owning 15 Race cars! These guys stepped away from iRacing and offered me a chance that worked out very well.

Thanks to some NDA-only goodies, I’m able to deliver ultra-realistic physics for future workshop releases. Been diving deep into the HDV/INI side of rF2 and perfecting the TGMs front and rear using tTool – it’s been a proper learning curve, and well worth it. Special thanks to Mike, Robin for giving me some more info on the Realtime TGM sections. This helped me a lot.

There was a time I was not so sure about physics in rF2, however, when you see perfect data matching between a real car and a pimped mod Tire pressures building up like a real car, slip and grip behaving the same on temps.. It means the rF2 engine is better than I believed. I did something wrong in the past or was missing small bits here and there. After some Python scripts I wrote myself to pull data from the rF2 files, I was able to see what I needed to do.

Oh, and I got surprised with a free drive in the RS GT4 last Friday.

All I’ll say to modders:
Never give up on your dreams, whether it's a track or scoring a surprise lap in a race car.
I made the Cayman MR in 2019 as I dreamed about driving one; last Friday, this became a reality. We should go more after official work, but it is far from easy, I have to agree.

At the end of the day, I hope to see more people doing this route.
Modding legally will serve you in the long run.

See it as an investment for your own future.

When the budget’s tight? Be creative. You’d be amazed at what’s possible.
As a Belgian myself, a lot of Belgians really love what I did.

Cheers, enjoy my contribution – see you on track.<3
:cool:

The €€€ is on those tyres :-D... you can license them to S397 :-D
 
I believe that smaller sized tracks might consider the benefits of having a licensed scanned virtual version available, as that would attract more people to track-days and, therefore, generate more turnover... making the licence deals cheaper and mostly royalty based.

Saschenring comes to mind as the track size around which I believe that such type of commercial approach/mentality could materialise.

If you can get to know a track to the level of detail that we can have in rFactor2 (AC with the grafted physics too*), you will feel, not only confident, but also compelled to test that knowledge on the actual track.

* URD's Porsche LMGT3 was developed -- probably a lot like how Fred's Cayman fine-tuning happened -- with the input of a team and a driver and is being used by some teams, including the Iron Dames (although it's possible that there are more proprietary physics tweaks on top, but the images I saw were of just a standard PC rig).
 
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I believe that smaller sized tracks might consider the benefits of having a licensed scanned virtual version available, as that would attract more people to track-days and, therefore, generate more turnover... making the licence deals cheaper and mostly royalty based.

Saschenring comes to mind as the track size around which I believe that such type of commercial approach/mentality could materialise.

If you can get to know a track to the level of detail that we can have in rFactor2 (AC with the grafted physics too*), you will feel, not only confident, but also compelled to test that knowledge on the actual track.

* URD's Porsche LMGT3 was developed -- probably a lot like how Fred's Cayman fine-tuning happened -- with the input of a team and a driver and is being used by some teams, including the Iron Dames (although it's possible that there are more proprietary physics tweaks on top, but the images I saw were of just a standard PC rig).
We had a user here a few years ago who started track days driving and was looking for versions of the tracks he would travel to. He put a lot of time and effort into training for those weekends. Certainly sims could and should be a starting point for drivers exploring new circuits.
 
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