rFactor 1 STEAM Version

paullv

Is ISI still working on rFactor 1? Is rFactor v1255g the final version? New elements for the STEAM version?

Some small tweaks would be helpful. For example, v1255g only allows me to set the FOV between 35 and 100. Have to edit the cam file for every single mod if I want to set it to 27.

I have to add '+fullproc' to the rF shortcut on the desktop to use all the cores of the CPU...
 
I'm very confident the answer is no. They have a third party working on steam integration specifically so they lose zero dev time on rf2.
 
Is ISI still working on rFactor 1? Is rFactor v1255g the final version? New elements for the STEAM version? [...] I have to add '+fullproc' to the rF shortcut on the desktop to use all the cores of the CPU...

Looking at games on Steam in general, there is an option to add command line parameters to a game when you launch it via Steam. You could add that option there and it would always be used.
 
I hope they will let us do a lite install and then let you choose through steam which ISI addon install or mod through Steam Workshop you want.
 
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I'll buy it just to play those good old mods!!! And wait for an RF2 version as well...
 
For those of us that already purchased rF1, where is our Steam code?
 
Do we have to ask for steam serial? Some rFactor1 email support?
 
Is ISI still working on rFactor 1? Is rFactor v1255g the final version? New elements for the STEAM version?

Some small tweaks would be helpful. For example, v1255g only allows me to set the FOV between 35 and 100. Have to edit the cam file for every single mod if I want to set it to 27.

I have to add '+fullproc' to the rF shortcut on the desktop to use all the cores of the CPU...


Here some more information http://www.planetmarrs.net/rfactor-full-steam-ahead/

Some quotes here:
Early 2012 ISI released rFactor 2, an evolution of the original version. It contained a lot of code that had been developed as part of rFactor Pro,
a version of the simulation that is sold to professional racing and
formula one teams, backported into the new “consumer” version. It
enhanced the original with a more sophisticated tire and physics model
and features like variable weather and a “real road” track surface that
changes over the course of a race and really takes into account where
cars drive instead of relying on some pre-defined “ideal line”."

On the community side, Steam comes with a friends system, and
naturally rFactor integrates with that. You can see when a friend
playing rFactor, and if he or she is in a multiplayer race, you can even
directly join the same event. Chat and voice chat features allow you to
easily get in touch and the new broadcast features even allow you to
watch your friends drive. Screenshots and videos, as well as guides
explaining certain aspects of the game can also be shared on the
community hub.

The rFactor multiplayer server was extended to also connect to the
Steam matchmaker, so directly within your Steam client you can see a
list of all dedicated and non-dedicated servers and join them. The
servers also show up in the traditional rFactor matchmaker, so even your
friends who have not switched to Steam yet can join. They will even be
listed in Steam but obviously you cannot use some of the other features
to interact with them.

Now apart from all those Steam-related features, doing an update to rFactor also allowed me to address some other issues.

Over the years, as computers and 3D graphics cards became more
powerful and on-line leagues bigger, some mods have managed to break the
2GB memory limit that rFactor as a 32 bit application has. The Steam
version of rFactor now supports 4GB out of the box.

I’ve mentioned cockpits before, and another area where rFactor could
use an update is in its support for multiple controllers. Up til now,
rFactor supported up to 3 controllers, with up to 32 buttons per
controller. Some current cockpits, including mine, had more, so I
updated the code to support up to 6 controllers and 64 buttons per
controller. Also we included more controller profiles for common
hardware, to get you started quickly.

The last aspect is better support for cockpits that feature triple
screen setups. In such setups, you can run realistic Field Of View
settings (with a single screen you usually end up compromising the FOV
to get better visibility) and rFactor now supports both setting lower
vertical FOV angles, down to 10 degrees, and mapping controls to buttons
to change the FOV in-car.
 
For the record, I still did not make +fullproc the default, so I advise you to add it to the command line options in your steam client.
 
Kinda weird....but I have never had any trouble getting rFactor to work on any machine I have installed it on.....but the Steam client version just flat crashes. rFactor does run if I run the exe from the steam folder though..... :p
 
Kinda weird....but I have never had any trouble getting rFactor to work on any machine I have installed it on.....but the Steam client version just flat crashes. rFactor does run if I run the exe from the steam folder though..... :p

That is weird. Some people have been experiencing problems with the Steam overlay (not just in rFactor) so I would definitely try disabling that: open the Steam Client, go to your library, select rFactor, right click it and disable the option to show the Steam overlay. If that does not work, set "trace=3" in the launch options of the same dialog, launch rFactor, and after it crashed, look in the UserData\LOG\trace.txt for clues (and optionally post the last 50 lines or so here).
 
Got it to work finally. Did disable Steam overlay but that did not fix it. Verified file cache and it downloaded a file that was not verified. Crashed a few more times and I finally ran it again from the folder. Then verified the game cache again and it was ok. I clicked on the file download and clicked play from there and it started up ok...then ran it from the main library window and it now seems to be fine. Just plain weird....but it works... :)
 

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