Comments In Rfactor

rFactor 2 – Build 240 Released. Silverstone Track Released.



Image Space Incorporated released rFactor 2 Build 240 and the Silverstone track.


Update 16 (Build 240) Changelog (June 27, 2013):


  • Doubled the number of upgrades a vehicle can possibly have.
  • Added some dynamic adjustments to weather-based road params



  • Fixed lagging road reflections.
  • Set HDR on by default


UI / HUD / Options:

  • Computed rake in spinner so that both front and rear tires would be on ground.
  • Added progress bar to component download page



  • Fixed RFM spinner in mod mode exe to work correctly even without and “All Tracks & Cars” mod button.



  • Fixed auto-detection of controller on first startup (i.e. no player file exists).
  • Made parking box work when swapping drivers.
  • Added track signature variable to playerfile so that 2 different versions of a track can be selected and displayed.
  • Fixed launcher verify issue that was related to data.path being placed in the update.
  • Fixed one issue that could accidentally change the vehicle setup during a driver swap.
  • Removed some DX API calls which were interfering with desktop color calibrations – these should now work in full screen mode.
  • Quick fix for new lag problems when someone leaves a race.



  • Fixed an AI slowdown bug that could prevent pace car from entering the track when called upon.
  • Fixed half second throttle lift when car detects a tire bounced off road (usually from a rumble strip) but otherwise no grip issue.
  • Fixed directory issues when using playerfile variable ‘Autocalibrate AI Mode=”1″‘, so that the AI can calibrate and use that knowledge in future races. (this is not a magic bullet to improve AI racing lines, but a simple algorithm that sometimes works to improve the line an AI will take.) Calibration files are located in the data directory UserData\player\Settings\*component name*\*veh_file_name*\ for the standard single/multiplayer game and in the proper GameData\Vehicles\… directory in Mod mode.
  • Roughly halved the cornering radius that can (among other things) trigger throttle lifts when sliding out.



  • Made replay monitor’s lap and sector info a little more useful when viewing in realtime (or near realtime)
  • Change to max # of upgrades changed the replay format, but in this case it was easy to make the replay code be backwards-compatible.

Auto update is on, link below has mediafire links and torrents from us, I would use those first before you use the green ‘from ISI’ link.

Here are the links:

Here are the release notes:…ild-notes/#240

Here is the SDK:



Note for hosts: We are gradually implementing race rejoins. We fixed the “leave lag” but there is a little side effect to the fix which is: if somebody leaves a race AND then the weekend is restarted, then clients will get confused about whether that car is supposed to still be there. This results in several symptoms, like no times being displayed in the monitor for the car, and an inability to bounce to that car, and possibly cars being assigned to the incorrect garage, too. The workaround is to not use “Restart Weekend”. We’ll have to fix this in a future build.

Note for users: The content in the content installer is new, make sure you have those versions (which we already released) if you use the liteinstaller.


Silverstone Track:

Track profile:

Official Download links:

+ getmod.php will work (though might be slow during the rush)



In the track profile above, or (more than there) here.

Commercial usage:
Note that like our software (and it’s always been like this), Silverstone cannot be used commercially without licensing it from them (and our software from us). I’m mentioning it specifically on every official Silverstone page, because it’s part of our agreement with them.

Notes: There’s a couple of holes in the world off the racing surface that we held on fixing to give you more time with the track this weekend. On the right going into the National pit lane, and the left wall of the bridge on Hangar Straight (I think…). If you hit one, you will ‘drop’ through the ground and be placed in your pit stall. These will of course be fixed in the future update, along with anything else you find.



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