rFactor 2

rFactor 2

Belgium Spa Historic (League Friendly Version)
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Update: 29 Mar, 2024 @ 9:22am

Version 2.15
New layout: Belgium 1930's Raidillon
Features historical Raidillon corner that was first raced in 1939, along with Malmedy Chicane & Stavelot corner from that year.

Other changes:

  • New AIW for Raidillon layout.
  • Reworked cameras for Raidillon layout.
  • New set of realroad presets for Raidillon layout.
  • More road side objects now appear in rear view mirror
  • Fixes to a few textures to reduce shimmering
  • Fixed road wet reflections for 1930s layouts. They were wrongly showing as matt.
  • When using low track detail, some road side houses were wrongly only showing the window frames but not the houses.

Update: 23 Dec, 2023 @ 11:43am

Version 2.12

  • Added: Rear flaps (DRS) available in all sessions

Update: 15 Dec, 2023 @ 11:30am

Version 2.10
2 New layouts:

  • Belgium 1930s
    Features historical SPA layout with the old L'ancienne douane and Stavelot corners that used in the early 30's.
  • Belgium 1930s Chicane
    Features additional historical Malmedy Chicane that used in the 1933.
  • Additional changes including updated detailed road mesh at the three corners, reworked and added more surrounding scenery, new AIW paths, new tracking cameras, etc.

Full change log:
  • Rebuilt road mesh with bumps at L'ancienne douane, Malmedy, Stavelot.
  • Remapped road groove UV for the new corners.
  • Reworked and added more crowds, fences, vegetations, haybales, vehicles, marshals, etc.
  • Rebuilt AIW paths, includes new paths for fastest, block, F2, F3 for the new corners, updated AI corridor, cut corridor, estimated fuel, etc.
  • Improved AIW paths for all layouts at Malmedy (entry) & Blanchimont (exit) to reduce AI crashes.
  • Added 26 new tracking cameras for a complete view at L'ancienne douane & Stavelot corners.
  • Updated real road presets.
  • Fixed black shading and flickering issues on some objects during night.
  • Fixed huge glowing night light bulbs.
  • Fixed some floating trees.

Update: 10 Apr, 2023 @ 3:59pm

version v2.03

  • New layout called 'Hotlap'. This puts your garage spot at La Source, you don't have to do a full warmup lap of the track to start the timer in practice and qualify. It starts when you cross the start finish line. Thank you to S.Victors for this.
  • I've read your comments, and as per popular request, the hay bales are back.  But, I have made them fixed, non movable.  They will not scatter onto the track.    Added a more friendly collision mesh around them to try help cars not get snagged up on them.  I've left a few that are still movable to keep you on your toes.
  • Fixed 3d trees where they would look transparent and ghost like when using a non standard 'Texture Sharpening' setting other than the default number 5 in the player.json file.
  • Made smaller the huge red arrow sign at Malmedy corner. It was too big.
  • The first house on the left after Masta, I changed the width of it to try match the real life one.
  • More Lod changes.
  • The corner worker Marshalls that wave the flags at top of Eau Rouge/Raidillon have been moved to a better place.  You can now see them more easily going up the hill.   
  • Fixed a few ruff looking ends to tree lines.
  • Spent a large amount of time tweaking the AI file.
  • New animated PBR water shader for the river





Enjoy

Update: 12 Aug, 2022 @ 4:16pm

Version 2.02.
Small fix to a track side camera LOD-Out multiplier that was not showing a house chimney smoke animated.

Update: 12 Aug, 2022 @ 6:22am

Version 2.01 is the first Steam Workshop release of this track.

  • Removed collision detection from White posts. They no longer get under peoples cars and flip them.
    In original ISI version you could cheat by lowing track graphic detail level. This gave you less road side objects to crash into. I have fixed this loop hole.

  • Removed Haybails in problem locations where they bounce back onto the road and block it. You should no longer find them sprawled in the middle of the road as you come around a corner. The ones I have left are now un-movable. In real life they would do a good job of saving drivers life's by disintegrating on contact. But in rFactor2 they don't work like that they just fly everywhere into peoples paths.

  • Barbwire Fences and Guardrails. You should no longer get your car stuck in them no more. I have made the collision detection single sided meaning if you find yourself on the other side of a fence you can drive back through it and back onto the road again. Many years ago we did test an early version where I removed the collision fully from Barbwire fences but all it resulted in is you just end up stuck in the next collidable object :D.

  • Extended LOD-Out values of many objects to reduce popup while driving.

  • Colour saturation reduction, Albedo tuning, and balancing of a large amount of textures to get a more natural look compared to the original.

  • Small Atmospherics tweaks.

  • Fixed odd shadow problem from objects where their shadows would appear, then disappear and then appear again when you drove towards them. 3D trees were bad with this.

  • New tall start gantry to make it easier to see the Flag man waving start flag.

  • New Pit-in sign to try encourage drivers to keep to the left of the pit lane when not pitting (see pitting post below for details on pitting).

  • Fixed wet weather road reflections. Old version was broken and only displayed a mat black road when wet.

  • Fixed loading errors that nag you about Material, Collision and LOD problems when loading the track into Dev mode. There were 1000s of them to fix.

  • Staggered start grid to space out the cars a little. This should make for a safer start. Big thank you to 'Arle', who made the numbered grid lines for us back in 2017.

  • Pitlane exit is now clearly marked. Original pit exit was unmarked. Again thanks to 'Argl' who added this.

  • Pit boxes increased from 16 to 26. Pit sharing should no longer be a problem.
  • Garage spots increased from 32 to 52. Again credit to 'Argl' for this.

  • I increased the start grid number further from 35 to 104 max drivers on the start grid.

  • Added the 26 Pit groups to .gdb file. Without this you get a bug where the game does not use all available pitboxes.

  • I reworked the AIW file.
    New Fast AI path with a less aggressive Block path along with many corridor changes in hope to reduce AI crashing. Did I succeed? They crash a lot still but they a little better.

  • I extended the track limits lines well beyond the road and all the way to the fences so you don't get them 'Calculation Track Limits' warning pop up boxes if you drive onto the grass by mistake.

  • Fixed. When pitting, touching the yellow pitlane line no longer makes your Red Pit Arrow disappear.

  • Lessened the chance of getting cut warnings or drive through penalty for going wide at the corner 'La Source' (last corner). Still not fully fixed but a lot better than the original track. Don't go wide at 'La Source', or best just turn off Flag Limit Rules to make sure.

  • Fixed wrongly getting a "Warning Off Track. Lap Will Not Count" penalty each time you leave the pit garages when Flag Limit Rules are set to Strict. I had to cover the whole pit paddock with track limit lines.

  • Fixed some objects that did not light up with headlights at night.

  • Added animated smoke to a few house chimneys. Thank you to S.Victor for letting me use his files.

  • The white Blimp that floats in the sky, now moves again.

  • .cbash collision file packed in the installer for faster loading 1st time you load track.

  • Real road rubber files. Light, Medium, Heavy, and also one called 'Wet with a drying line'.