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RFactor 2
rFactor 2 is a 2013 computer racing simulator developed by Image Space Incorporated (taken over by Studio 397 in 2016) and released for Windows in 2013. Like its predecessor rFactor, rFactor2 is designed to be modified and used by professional racing teams for driver training and race car development. Much of its source code is derived from rFactor Pro, which is also used by professional racers and most of the Formula One teams and NASCAR manufacturers.
rFactor 2 is designed to simulate any type of multi-wheeled vehicle of any era, including four-wheeled and six-wheeled vehicles with either two or four steered wheels. It features advanced physics, suspension, and tire model.
After the initial success of Sports Car GT (1999), Image Space Incorporated used its self-developed software engine Motor1 for several racing titles, including the Formula One simulators F1 2002 and F1 Challenge '99-'02. iMotor is an umbrella term that covers every component of the software engine, including the graphics engine gMotor and the physics engine Motor. After the release of F1 Challenge '99-'02, isiMotor was licensed to another company for the first time, SimBin, who went on to produce popular retail sim racing titles GTR and GTR 2.
Image Space Incorporated then made a racing simulator with open architecture and provided tools for the modding community to create third-party content. This title became rFactor, released in 2005, which was the first ISI title using the software engine referred to as isiMotor2.
isiMotor2 was further licensed to companies such as Slightly Mad Studios, Reiza Studios, and 2Pez Games. isiMotor2 also laid the foundation for rFactor Pro, a software simulation engine used by real-life racing teams and car manufacturers, including most of the current Formula One grid and NASCAR manufacturers. Image Space Incorporated took the experience from isiMotor2 and rFactor Pro and began the development of rFactor 2. From this point on, the software engine would be referred to as isiMotor2.5. rFactor 2 also incorporated code that was developed for rFpro. At the same time, rFpro continues to use the developments made by ISI to the rFactor codebase.
The public first became aware that the development of rFactor 2 was underway when Gjon Camaj of Image Space Incorporated posted WIP in-game screenshots on Twitter in early March 2009. Later that month, he revealed more details about the upcoming simulator alongside additional in-game screenshots. In October 2010, Camaj revealed in an extensive interview plans for including licensed content, a new reworked UI, inclusion of dynamic weather, new innovative dynamic racing surface technology, improvements to the AI logic, and a new force feedback system with lower input lag and much faster and more direct steering rack forces, similar to the popular third party developed RealFeel plug-in for rFactor.
By December 2011, more features were confirmed to be included in the then-upcoming open beta, including rain, wet/dry track transitions, dynamic track elements (groove/marbles), new tire model, new physics, and a new collision model. The first open beta (Test Build 49) was released on January 10, 2012. After the December 2012 release (Update 10, Build 134) Test Build 49 has been out of beta since early 2013, and the official Steam store page retrospectively listed it as released on March 28, 2013 (which corresponds to build 198).
Tire degradation was added with a beta build 146 in February 2013, along with other related tyre physics updates. In November 2014, a new build was released with a new tire contact patch physics, although it wasn't yet applied to any car.
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RFactor 2 AI simulator
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RFactor 2
rFactor 2 is a 2013 computer racing simulator developed by Image Space Incorporated (taken over by Studio 397 in 2016) and released for Windows in 2013. Like its predecessor rFactor, rFactor2 is designed to be modified and used by professional racing teams for driver training and race car development. Much of its source code is derived from rFactor Pro, which is also used by professional racers and most of the Formula One teams and NASCAR manufacturers.
rFactor 2 is designed to simulate any type of multi-wheeled vehicle of any era, including four-wheeled and six-wheeled vehicles with either two or four steered wheels. It features advanced physics, suspension, and tire model.
After the initial success of Sports Car GT (1999), Image Space Incorporated used its self-developed software engine Motor1 for several racing titles, including the Formula One simulators F1 2002 and F1 Challenge '99-'02. iMotor is an umbrella term that covers every component of the software engine, including the graphics engine gMotor and the physics engine Motor. After the release of F1 Challenge '99-'02, isiMotor was licensed to another company for the first time, SimBin, who went on to produce popular retail sim racing titles GTR and GTR 2.
Image Space Incorporated then made a racing simulator with open architecture and provided tools for the modding community to create third-party content. This title became rFactor, released in 2005, which was the first ISI title using the software engine referred to as isiMotor2.
isiMotor2 was further licensed to companies such as Slightly Mad Studios, Reiza Studios, and 2Pez Games. isiMotor2 also laid the foundation for rFactor Pro, a software simulation engine used by real-life racing teams and car manufacturers, including most of the current Formula One grid and NASCAR manufacturers. Image Space Incorporated took the experience from isiMotor2 and rFactor Pro and began the development of rFactor 2. From this point on, the software engine would be referred to as isiMotor2.5. rFactor 2 also incorporated code that was developed for rFpro. At the same time, rFpro continues to use the developments made by ISI to the rFactor codebase.
The public first became aware that the development of rFactor 2 was underway when Gjon Camaj of Image Space Incorporated posted WIP in-game screenshots on Twitter in early March 2009. Later that month, he revealed more details about the upcoming simulator alongside additional in-game screenshots. In October 2010, Camaj revealed in an extensive interview plans for including licensed content, a new reworked UI, inclusion of dynamic weather, new innovative dynamic racing surface technology, improvements to the AI logic, and a new force feedback system with lower input lag and much faster and more direct steering rack forces, similar to the popular third party developed RealFeel plug-in for rFactor.
By December 2011, more features were confirmed to be included in the then-upcoming open beta, including rain, wet/dry track transitions, dynamic track elements (groove/marbles), new tire model, new physics, and a new collision model. The first open beta (Test Build 49) was released on January 10, 2012. After the December 2012 release (Update 10, Build 134) Test Build 49 has been out of beta since early 2013, and the official Steam store page retrospectively listed it as released on March 28, 2013 (which corresponds to build 198).
Tire degradation was added with a beta build 146 in February 2013, along with other related tyre physics updates. In November 2014, a new build was released with a new tire contact patch physics, although it wasn't yet applied to any car.
