rFactor 2 – 2023 Q2 Release Candidate Update Available

rFactor 2 - 2023 Q2 Release Candidate Update Available
rFactor 2  2023 Q2 Release Candidate Update

Motorsport Games and Studio 397 have deployed the 2023 Q2 Release Candidate update, introducing a good number of fixes and enhancements to the rFactor 2 racing Simulator, including some significant AI changes and engine code updates.

The release candidate build can be accessed via your rFactor 2 Steam account, under the release candidate branch option.

For all the details, check out the full changelog below.

Official Webpage – www.studio-397.com – The rFactor 2 Racing Simulator is available via Steam for €29,99.



  • Fixed assigned Screenshot button not working in UI in Retail
  • Fixed Photo Mode depth option not working
  • Linked Photo Mode Screenshot Format and Depth saving to player.json setting
  • Removed nonfunctional copy to clipboard screenshot player.json setting
  • Disallow assigned Screenshot button in Photo Mode
  • Allowed toggling of showroom background in Retail (via key 1 or via button).
  • Added player.json setting “showroom background” for the default state of rendering background.
  • Added Sideview UI showroom for taking screenshots of cars for icons.
  • Fixed UI resolution not setting correctly when switching from Windowed to Borderless in the Game.
  • Fixed crash when changing resolution options in VR

Configuration Application

  • Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change.
  • Setup a VR-specific config file. This file will copy from the default file on the first run of VR.
  • Allowed the option to configure multiple files from the config application
  • Fixed various inconsistencies in the config app whereby changing adapter or monitor would lose any previous setting changes
  • Fixed windows version reporting in the config app
  • Updated displaying of PC Specs to show only relevant information in the config app
  • Removed various unused settings from the config file


  • Ensured that results files/ai report battery state when it’s the primary energy source
  • Various fixes for battery energy consumption


  • Updated Dashboard Elements Shader to use IBL Setup for better lighting
  • Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto-reassign these.
  • Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background
  • Added Cockpit Readout Icon format, which can render texture to the background, with a configurable number of elements, and options to change colors or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked
  • Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap
  • Updated Moddev Tweak Bar displays for new options
  • Enable rain light when the battery is harvesting on throttle. Use CockpitInfo.ini params to configure:
    • RegenLightRequireThrottle=1/0 (requires higher throttle than brake)
    • RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light)


  • Reworked AI throttle behavior
    • Less overshooting, more controlled deceleration
    • Improved acceleration with less wheelspin
    • Improved corner exits
    • Eliminated even more sources of oscillation
    • Improved lap times for certain vehicles
    • Pit speed limit won’t be overshot
    • Stop positions (grid, pit box) will no longer be overshot
  • Reworked AI reaction to other vehicles (road courses)
    • AI will now properly slipstream other vehicles
    • Overtaking occurs if AI can achieve overlap before the next corner, otherwise, the AI will save fuel
    • Multiclass: Faster classes will no longer slow down when trying to overtake slower classes
    • Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex
    • Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists
    • AI will now be more cautious when other cars are around
    • AI can now use more of the space following other cars, for proper drafting behavior
    • More cautious when yellow flags are ahead or under FCY
    • Player and other cars will no longer be rear-ended unless a sudden unexpected lane change makes a reaction impossible
    • When cars ahead are in a fight, AI will now set up for an overtake on the corner exit
    • AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous
    • Less incident prone with large grids


  • Updated Default HUD
  • Added Battery State & Usage options, as well as LEDs for P2P and Battery


  • Added Battery Unit setting (Percent or kW(h))
  • Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect

Package Management

  • Server now verifies that connected clients own the content they are using


  • Map Converter Updates
    • Now checks for file updates every 500ms.
    • -f (force all textures to update) command will only run once and exit.
    • -o (once) command will only run once and exit
    • DDS files are only copied from source folder on the first pass.
    • Improved output display with more information.
  • Mod Dev\Scene Viewer
    • Added extra lighting debug information for fog and direct light direction
    • Added toggling of shadow groups via shadow key (U) in scene viewer.
    • Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when the previous instance doesn’t exit for some reason).
  • Added missing Limit Path option to Static Cameras in Camera Editor

Known issues

  • Battery Usage in Percentage does not show clearly (always says below 0.01%)
  • AI will fail to line up for FCY
  • AI tends to try to overtake around the outside but quickly realizes that won’t work
  • Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time