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rFactor 2 – Longford 1967 v0.99 coming this month

rFactor 2 - Longford 1967

rFactor 2 – Longford 1967 v0.99 coming this month

Track modding artist Woochoo announced that a new version of his Longford 1967 track for rFactor 2 will be released this month.

Version 0.99 will feature a huge list of improvements. Woochoo reworked many of the textures and updated the AIW files. Check out the full list of changes below.

To promote this upcoming release, Woochoo published a small promotion trailer to get us in that classic mood. We are sure that fans of classic cars and classic racing tracks will be delighted with the news.

fatured Music:
“Matt’s Blues” Kevin MacLeod (
“The Descent” Kevin MacLeod (



  • Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at beginning of yellow pitlane line.
  • Road: Changes to road materials and specular masks.
  • Road Decals: Some small material and texture changes (higher res).
  • Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, added doorknobs, added floodlights, and some basic interior fitout.
  • Control Tower: Reworked/new textures and materials as a result of above mesh updates.
  • Control Tower: Added small custom “wind” animation to awnings (it’s not great, but it’s something).
  • Control Tower: Added working clock though each clock hand is a little glitchy between number 11 and 12 (keeps correct time – accurate to in-game time)
  • Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings.
  • Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles).
  • Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow).
  • Tram/Police Centre: Small update to texture and material.
  • Food Stall/Toilets: Small update to textures and material.
  • Bleachers: New high poly model with new texture (old model still used for lower detail levels).
  • Spectator Cars: Re-toned paint colours and removed some details from textures to make the cars less specific.
  • Spectator Cars: Corrected a mesh error that had appeared on some station wagons.- Pub: Some small mesh, mapping, and texture changes.
  • Pump Station: Upgraded pump station building (driver’s right after King’s Bridge) with more mesh detail, new textures, and new material.
  • Houses: Upgraded house models with more polygons and new textures.
  • Houses: Some changes to house distribution based on reference photos.
  • House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing.
  • Kerbs/Gutters: Increased mesh density for smoothing hard edges.
  • Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town).
  • Driveway Thresholds: Added concrete ramps over gutter to footpath.
  • Haybales: Welded and smoothed hay bales (they look a bit better and a bit worse now – different… just different)
  • Fences: Some small changes to textures and materials of timber plank fences.
  • Railway Crossing Signs: Higher poly meshes with new textures and material.
  • Railway Signal Tower: Higher poly mesh with new textures and material.
  • Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs.
  • Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives.
  • Sponsor Signs and Banners: Have acquired approval to use some registered tradenames and branding from the real-life events.
  • Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference.- Starting Lights: Fixed material animation error and changed sequence to single red light, then green light.
  • AIW: All new AIW files due to online grid errors in old version.
  • AIW: New AIW may produce faster AI lap times (have added slight limitation on AI acceleration).
  • AIW: Removed “Historic Grid” layout, which was having some grid troubles.
  • AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42.
  • AIW: Adjustments to blocking path aimed at reducing severe blocking on the Flying Mile.
  • AIW: Added “Fast_H” fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge.
  • AIW: Added “OW3_Fast” path for Skip Barber, which wasn’t handling some slow-down hacks in the main fast path.
  • AIW: Removed “Historic Grid” layout, which was having some grid troubles.
  • CAM: Moved (lowered) trackside camera in group one due to the removal of perch in the same location.
  • HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation.
  • Standardisation: Slight changes to filename structures to match ISI format more closely.
  • Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly.
  • Optimisation: Pit tents and metal fence panels now visible in high/med detail levels may slightly reduce fps.


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