Warning

This page is WIP.

Developer Mode

The Developer Mode (hereinafter referred to as “Dev Mode” or “DevMode”) is a standalone version of rFactor2 that is used in the development of game contents such as vehicles or tracks.

The Dev Mode ships with a single location and vehicle by default, is less restricted on how files must be packed, and allows some options that are not available in the main game. This allows easier development of contents.

Note

Player files in the Dev Mode are not shared with the main game, so you will need to configure your settings independently.

Starting

Starting from Steam

When starting rFactor 2 from your Steam Library, a little menu will pop up and give you the option to either start the main game directly, start the graphics configuration tool, or start the Developer Mode:

../_images/rF2_steam_launch.jpg

Select “Launch rFactor 2 Dev Mode” and left click on “PLAY” to start the Dev Mode.

Starting via Shortcut

Alternatively to the aforementioned, you can also create a desktop shortcut to start the Dev Mode without Steam (Windows only). To do so, set “Target Path” of the shortcut to:

"[YOUR PATH TO STEAM LIBRARY]\\Steam\\steamapps\\common\\rFactor 2 \\Bin64\\rFactor2 Mod Mode.exe"

And set “Start In” to:

"[YOUR PATH TO STEAM LIBRARY]\\Steam\\steamapps\\common\\rFactor 2\\"

To launch the graphics configuration for Dev Mode, you need to create a second shortcut with “Targe Path” set to:

"[YOUR PATH TO STEAM LIBRARY]\\Steam\\steamapps\\common\\rFactor 2 \\Bin32\\rF Config.exe"

And “Start In” set to:

"[YOUR PATH TO STEAM LIBRARY]\\Steam\\steamapps\\common\\rFactor 2\\ Devmode\\Userdata"

Note

Replace [YOUR PATH TO STEAM LIBRARY] with the path of where your Steam Library is installed.

Content

Content for this version of the game maybe copied directly from the folder where you have originated content into the appropriate location or vehicles folders (if you are not working directly in these folders).

steamapps\\common\\rFactor 2\\ModDev\\Locations

steamapps\\common\\rFactor 2\\ModDev\\Vehicles

Controls

In mod mode there are all kinds of special key mappings for specific purposes. This page tries to list them all:

Key Combination

Description

ALT+M

Disable mip LOD bias

ALT+R

Reflections debug window on/off Shift+T and T scrolls between

reflectors

ALT+T

Switch between TGM and TBC tyre models

CTRL+\

Shows menu for RCD file creation

CTRL+5

Change trace file level

CTRL+C

Show cpu time for physics, gpu usage and histogram

CTRL+D, CTRL+K, CTRL+J

Shows various data, mostly physics related.

Open with CTRL+D, and then switch alternative sets of data

using CTRL+K and CTRL+J, as per description on screens

CTRL+F

Detailed cpu and memory usage

CTRL+G

Slow motion

CTRL+H

Shows collision meshes

CTRL+I

AI uses player physics, with some aids enabled

CTRL+Shift+Arrow Keys

CTRL+Shift+PageUp/Down

Move car, rotate car.

CTRL+T

Sound tuning

CTRL+U

Displays various physics related data: draws suspension

parts, tyre slip curves etc.

1st page, displays undertray points (orange crosshairs).

Vehicle CG (body and total CG) in blue lines. Fuel tank

CG location (grey and yellow crosshairs).

Suspension arms (red lines). Pushrod and reference arms (yellow).

Primitive sub-body representations (purple boxes).

2nd page disables 3d vehicle graphics to show these locations

more clearly.

3rd page TBC tyre editing table, for load sensitivity.

Which used to be more useful for rF1.

4th page TBC slip curve shape editor.

5th page Engine torque / power curve graph, showing the current

available torque / power from the engine in current mapping and

turbo boost pressure.

CTRL+V

Force feedback tuning display

CTRL+Z

Visualize drafting aero

SHIFT+I

Drive with AI physics (first go to CTRL+I)

SHIFT+W

Tyre Wear display (basically pointless)

TweakBars

The Dev Mode has various tweak bars accessible. These allow the adjustment of various settings in real time that are not allowed normally. Including environment, postfx, weather and more.

Editors

The Dev Mode includes the following additional “sub-editors” with which various features of the vehicle or location can be edited:

AIW Editor

The AIW (Artificial Intelligence Waypoint) Editor allows the editing of the - as the name already indicates - waypoints the AI vehicles will be using on the track. Waypoints hugely affects the driving experience when driving against AI opponents in either offline (player against AI) or mixed (AI and real player) online races.

Further information on the usage and features of the AIW Editor is included in the respective AI Waypoints sub-sections of the Location Modding section of this manual.

Camera Editor

The Camera Editor allows the editing of vehicle and track cameras.

Further information on the usage and features of the Camera Editor is included in the respective graphics sub-sections of the Vehicle Modding and Location Modding sections of this manual.

HUD Editor

The HUD (Heads-Up Display) Editor allows the editing of gizmos displayed on screen while driving. These gizmos provide information about the vehicles speed, location, timing, setup and other important data to the driver.

Note

Further details on the HUD Editor will be added to this section later.