Those who do not yet have rFactor 2 can enjoy the circuit in the demo version, totally free. This launch coincides with the return of a Formula 1 Grand Prix to the Dutch Zandvoort circuit in 2020. These are the last remaining strings that Zandvoort can hold onto and really the only arguments that can be made in terms of advocating the new layouts ‘iconic’ status. Zandvoort 1.0 for rFactor 2 is now available for free in the Steam Workshop. ![]() Thankfully, the fearsome Scheivlak, followed by the semi-blind Marlborobocht and late apex Renaultbocht have been left untouched. While this is certainly a unique feature it isn’t enough compensation for the losses in other areas of the track. The most obvious example of this is the Monza like banking of the final turn. To compensate for this, features have been added that are supposed to be Zandvoort’s equivalent of Eau Rouge or the Maggotts, Becketts, Chapel complex. These changes make many of the turns a routine business rather than an event. Unfortunately, the new layout has destroyed many of the brilliant features of the old version by widening and reshaping previously challenging parts of the circuit. In order for it not to be a step backwards, it must rival the likes of Spa and Monza. You should see this update early next week.The new layout clearly has a lot to live up to. Additionally, the provided asymmetrical setup is a great starting point for those daunted by having to make an oval setup, it should be well balanced out of the box for a wide range of ovals – so don’t be afraid to just jump in start racing. The added adjustments, being in line with the real world data add the proper baseline asymmetry needed, making the car better suited to the sustained wheel-to-wheel and ‘in the draft’ oval action. Recently we got our hands on some good hard data on the oval package run by the USF2000 series – the resulting upgrade package we’ve developed makes for a more challenging open wheel oval experience. In other news, we now go left with the USF2000 oval package upgrade. Realistically we are looking at a release in June for this car. In previous updates you’ve already seen some shots of the Radical in-game and we are currently working hard on completing the sound, physics and tyres for the car and get the package in the hands of our testers. We are also looking at doing the same for the Civic and will probably do a few others. The biggest updates are related to our Contact Patch Model (CPM) which will give the F2 and Marussia F1 car new rubber. ![]() Some tracks are taking a bit longer as we need to fix a few of our older shaders.įor our cars, we not only want to do updates to the graphics to make them look better under DX11 and DX9, but also update their physics. Tiger Moth and the classic Belgium track are being finished as we speak for example. ![]() ![]() A lot of cars and tracks have already been released, with a few more still to come. On top of the significant code changes, we also decided to give our existing content an update. We will also provide you with some updates soon on how to interact with the screen from plugin code in DX11. First of all, we would like to thank you all for that! We feel we are moving towards a stable release in a few more weeks, after which our focus will shift towards the completion of our new UI. The new update has also been used to reveal a brand new track addition as the studio has shown off first previews of Zandvoort in rFactor 2 which you can find below as well.Ī lot has happened since our last roadmap update, with the release of the DX11 engine where we entered an “open beta” phase that saw frequent updates and a lot of feedback from our community. The update gives us insight on what’s happening behind the scenes ever since the studio released a first beta version of the Direct X11 equipped rFactor 2 version.
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