Image Space Incorporated then decided to make a racing simulator with an open architecture and provided tools for the modding community to create third party content. This title became rFactor which was the first ISI release using the software engine referred to as isiMotor2. rFactor went on to become the preferred racing simulation platform for nearly a decade, with a plethora of community created content. rFactor 2 is also being used to train the drivers who win the Gran Turismo Academy competition.
isiMotor2 was further licensed to companies such as Slightly Mad Studios, Reiza Studios and 2Pez Games. isiMotor2 also laid the foundation for rFactor Pro, a software simulation engine used by real life racing teams and car manufacturers including most of the current Formula One grid and NASCAR manufacturers. Image Space Incorporated took the experience from isiMotor2 and rFactor Pro and began the development of rFactor 2. From this point on, the software engine would be referred to as isiMotor2.5.
The editor from the sim racing site VirtualR stated: "It took me some time to see it but I do recognise rF2 as the best racing sim out there for the serious players".
Physics
rFactor 2 and its precursor have received much praise for its highly advanced and accurate simulation of vehicle dynamics and is the preferred simulator for most real life professional racing teams, car engineers and simulation centers.
Race Engineer Andrea Quintarelli stated: "It is also no surprise for me that most of these professional simulators (or centers) are using rFactor. As I had the chance to prove myself (and probably to somebody reading here), when you know how to properly build your models, rFactor is producing very accurate results, at a very low cost".
Petros Mak, founder of the professional modding company Mak Corp, stated: "All our race team clients and even our series clients, they don't only use rFactor for track familiarization. They also use it to test setup data before they go to an event, they use it to test potential new part data, by developing new brakes or new engine performances and testing it in the game before they actually commit to building it in real life. rF1 and rF2 provide far higher accuracy for those things than any other simulation on the market. ... rFactor 2's physics engine is by far the most simulation based physics engine using real life aero and physical data that no other title has come close to".
The interaction and collaboration between Image Space Incorporated and professional racing teams and their engineers using the ISI developed rFactor Pro platform has benefited the new tire model used in rFactor 2. This has resulted in the ISI TGM Tyre Tool, a tool that is also available to third party modders.
rFactor 2 is the first consumer simulation featuring a thermomechanical physically-based tire model, based on first principles, simulating the entire carcass, thread and contact patch, with proper heat transfer, accurate tire wear, flatspots and visual deformation. It is also the first to feature truly dynamic track conditions.
Most people new to rFactor 2 including experienced simracers are not used to having to manage their tires like in reality, therefore they tend to overdrive the car with too much steering input (something you can get away with in other driving simulations), resulting in overheating tires and excessive tire wear.
rFactor 2 also includes a new constraint system that allows for advanced physics simulation such as chassis flex, which removes the typical infinite rigidity of a virtual vehicle and incorporates unique chassis characteristics into the handling and performance of the car as well as highly accurate suspension geometry and wheel rates.
Features
Cars
As with its predecessor, many default vehicles are available to download. The long list of cars includes Formula One cars, GT cars, touring cars, stock cars and vans. There are also quads and Formula RC cars available as experimental content.
Tracks
A list of default tracks is available but not all of them are licensed. The range of racing venues includes permanent, oval, rally, and street circuits.
Real Road
Real Road is one of the most prominent features of rFactor 2. Rubber is dynamically laid on the track surface in real time during a race session by the player and the AI. The rubber can carry over to the next sessions and this calls for the player to constantly having to adapt to the advancing track conditions during a race weekend which in a dry race weekend means more and more available grip throughout. The player can choose from various rubber presets to start with or just choose to start the weekend on a completely green track. Real Road can be accelerated, left at a normal rate, or be completely static. The feature also creates grip-affecting marbles outside of the normal racing line.
Real Road also works together with wet weather. When rain hits the track, the previously built-up rubber and marbles is washed away and the track will then need to be rubbered in again. The wet track surface dries dynamically similar to the aforementioned rubber build-up due to both cars on track as well as temperature, sun and wind. The Real Road system of rFactor 2 is unique because it is not scripted, but completely dynamic.
Tires
rFactor 2 also features realistic tire wear and damage. This punishes the player for locking up the brakes because a flatspot will occur with force feedback vibrations (tire suddenly has edges instead of being perfectly round) and a car imbalance (due to the lost weight of the burnt off tire). Until the tires are changed during a pit stop, the car will feel imbalanced and uncomfortable to drive. Using bad driving techniques will also punish the player with tires overheating and wearing unevenly. Tire punctures are also featured though not visually represented in-game.