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rFactor 2

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Belgium Spa Historic (League Friendly Version)
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Track: Road Course
Description: Historic
File Size
Posted
Updated
444.163 MB
Aug 12, 2022 @ 6:22am
Mar 29, 2024 @ 9:22am
6 Change Notes ( view )

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Belgium Spa Historic (League Friendly Version)

Description
Credits:
Original track made by Image Space Incorporated (ISI)
Updated by DJCruicky and S.Victor
Additional assets used from Argl

Welcome to Spa-Francorchamps Historic

This is an unofficial updated version to Image Space Incorporated's (ISI) excellent 1966 Belgium Spa track.

We have modified the track to try make it more League friendly, addressing a lot of the problems the original has.

Please see list of updates below:-

  • New layout: Belgium 1930's
    Features historical SPA layout with the old L'ancienne douane and Stavelot corners that used in the early 30's.

  • New layout: Belgium 1930's Chicane
    Same as above with additional historical Malmedy Chicane that used in the 1933.

  • 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.

  • New layout: Belgium 1960's 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 sessions, it starts when you cross the start finish line.

Full changelog:

  • 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 a way you could cheat with the original ISI version. When using low track graphics detail level there are less road side objects to crash into such as white posts, parked cars, telegraph poles and many other race ending objects. This gave you an advantage over some one using a higher track graphic setting. I have fixed this loop hole. All objects are there to crash into what ever setting you use, with the exception of the white posts. The white posts I removed the collision detection from them.

  • Removed the possibility of Haybails bouncing 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. They are now un-movable. I've left a few that are still movable to keep you on your toes.

  • Barbwire Fences and Guardrails. You should no longer get your car stuck in them no more. I have made the collision detection single sided.

  • Extended LOD-Out values of many objects to reduce popup when driving towards them.

  • 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.

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

  • Better night lights. Fixed huge glowing night light bulbs.

  • 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 with a line. 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.

  • Increased the max drivers on starting grid further from 35 to 104.

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

  • Reworked the AIW file.
    New Fast AI path with a less aggressive Block path along with many corridor changes.

  • 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.

  • Fixed getting cut warnings or drive through penalty for going wide at the corner 'La Source'.

  • 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.

  • 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.

  • Track side camera amendments.

  • 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 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, changed the width of it to try match the real life one.

  • 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.   

  • .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' for each layout.

10 years on from ISI first release it's nice to see this track given a bit of love even if we've had to do it ourselves.
I can not take any credit away from the amazing work ISI made in making it 10 years ago, it's still great today.

This mod is free but if you wish to support me, I thank you very much --> PayPal Link [paypal.com]

Enjoy

DJC



Pitlane Instructions

You will need to have assigned a 'Request Pit' button and press it in good time before pitting.
The Red arrow above your pit box will NOT show if you do not do this.
It's also too late to press request pit if you have already passed the pit entrance.

It's important that when entering the pitlane you drive on the right side of the 'PITS' sign, not doing that your pit crew will not serve you.
Default pitlane speed limit is 100 KPH.


WHEN RACING
In our league we advise, on a normal lap when NOT pitting, don't cut the entrance of pit lane just incase you have your Pit request on. Short cutting into the entrance of the pitlane will give you a speeding penalty if you have pit-request on. Keep left of the 'PITS' sign and you will be fine.

Warning:
When you are low on fuel the game can automatically request the pit crew for you making the pitlane live. Be careful this does not happen if you are cutting into the start of pit area, the game could give you speeding ticket. Cancel this request with the pit request button. This should not be a problem anyway if you follow the above advice of not cutting into the entrance of pit lane. There is a line in your Player.json file that can stop automatic pit requests called "Automatic Pit Menu".

Serving a penalty at this track you have to press the 'Pit Request' button first.
25 Comments
Ken Jagger Dec 16, 2023 @ 9:00am 
I've yet to check it out but this seems like a great bunch of updates for all the obvious problems, so thank you very much
falconitage Dec 16, 2023 @ 8:20am 
great job ! thank you ! now waiting for 1930's cars...
atomed Dec 16, 2023 @ 3:02am 
Fantastic job, thanks a lot.
DurgeDriven Dec 15, 2023 @ 12:04pm 
Thank you, fantastic update.
Alexandr Jun 26, 2023 @ 9:35am 
nice:steamthumbsup:
B-Johnson3 Apr 17, 2023 @ 2:53am 
Fast becoming one of my top tracks, especially with the Brabham BT44. Great work, thank you.
PR1412 Apr 11, 2023 @ 1:17am 
Great work on this, much improved version of the track.Colour and lighting changes much appreciated. The Material, Collision and LOD errors are a dog to fix in Devmode i also have had to fix hundreds on various tracks haha
Cruicky  [author] Apr 10, 2023 @ 4:35pm 
*New version 2.03 out*. Check out the 'Change Notes' tab -->
Cruicky  [author] Sep 16, 2022 @ 6:07am 
Cheers. Does it happen only at this track? I can not think of anything in this track that would stop them working. Try change setting Headlights from Auto to Manual to see if they work? I have no more ideas for you.
Langowski Sep 15, 2022 @ 10:22pm 
Very Nice but I am having an issue where if I resume a race from a replay my headlights no longer work. Do you know what might be causing that?