rFactor 2: Roadmap Update April 2019
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Il team Studio 397 ha puntualmente pubblicato il nuovo roadmap update di aprile relativo allo sviluppo del suo rFactor 2. Fra le notizie più interessanti, accompagnate da spettacolari screens di anteprima, troviamo l'annuncio del nuovo circuito cittadino di Montecarlo, sul quale corre la Formula E ed i lavori in corso per la realizzazione dell'attesissimo Nurburgring. Per commenti e discussioni correte sul forum dedicato.
When you work hard, times just flies by, so it’s not a surprise that it feels like we just wrote our previous roadmap some days ago.
The roadmap this month takes us to the second-smallest, most densely-populated country in the world and home to many past and current racing drivers. But not just there. We basically travel everywhere and show you what´s happening in the big rFactor 2 world. No matter if you are looking for build updates, news about upcoming content or where to find the right competition for you, it’s all here and it’s called Roadmap!
Formula E Monaco e-Prix
If you had not already guessed from our introduction, the big news this month is the announcement of a new track, the Monaco e-Prix, which twists and turns through the beautiful city streets. Scheduled to be released at the same time Formula E drives the real race, this track is based on laserscan data and CAD from Formula E, ensuring an accurate layout. The track complements our existing Formula E portfolio, which features the recently released “Gen 2” car, as well as the Hong Kong and Lester tracks, and puts us in the lead in terms of Formula E content in any racing simulation.
Updates on work in progress
Later this year we are going to go 64 bit only with our rFactor 2 builds. This move was triggered by the fact that Steam hardware surveys show us that only 0.5% of our users are still on a 32 bit build, whilst within the global Steam community, this number is less than 2% too. All hardware you can buy for many years now is 64 bit, so it’s time to move forward. Doing so will save us time building and testing code, which we can then spend on improving the simulation as a whole.
There are several bits of documentation we’re currently adding. First of all, we have a guide on how to create your own car pack. For our modding community we have now documented the new IBL/PBR based car shader, detailing how to use it when creating your own car.
In our ongoing UI previews we share with you some of the things that are in right now and being actively tested. One important one is the matchmaker, which will make a triumphant return back in game! For now it’s the bare minimum to assure it’s working, but we intend to use the flexibility the new UI allows us, to add more features.
And just something gadgety-cool and nouveau to look forward to, a live trackmap/loading screen drawn from the actual track data – because what’s more useful than a track map before you blast out on track, and look it even has the pitlane (click on the image below to see it in motion)!
With the announcement of the second of three iconic tracks in progress, it’s time to take a look at the progress on the Nürburgring. Last month we reported we were pretty much on schedule, and that is still the case.
On the side of cars, now that the Formula E Gen 2 car has been released, we’re shifting our focus again to the Tatuus cars. They’re all drivable, the models and sounds are mostly done and we’re now tweaking and bugfixing them.