Developer Mode is a standalone version of rFactor 2 which is an option on the rFactor 2 Launcher from the column of icons along the left handside.
This is a stripped down install which by default ships with a single location and vehicle. This version also has less restrictions on how files must be packed, to allow for easier development of content. Player files for this version are not shared with the main game. So you will need to configure your settings independently.
With the new UI you need to launch it by setting a command line at present.
Please note, at present ModMode does not work very well when launched directly from Steam on the new UI. To combat this make a shortcut that runs from the root rFactor2 folder instead and use that. For example:
Target Path: "C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\Bin64\rFactor2 Mod Mode.exe"
Start In: "C:\Program Files (x86)\Steam\steamapps\common\rFactor 2\"
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.
- steamapps\common\rFactor 2\ModDev\Locations
- steamapps\common\rFactor 2\ModDev\Vehicles
Link Content from your folder
By creating symbolic links we can link in content from your original content folder into the Developer Mode. This means the folder you have made appears as though it is under the ModDev folder structure even though it is stored somewhere else, even on a different hard drive.
You can find a full page documenting this progress here: Installing Development Tracks.
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 |
---|---|
CTRL+5 | Change trace file level |
CTRL+Shift+Arrow Keys (PageUp/Down) | Move car, rotate car. |
CTRL+H | shows collision meshes |
CTRL+G | slow motion |
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+I | AI uses player physics, with some aids enabled |
SHIFT+I | drive with AI physics (first go to CTRL+I) |
ALT+M | Disable mip LOD bias |
ALT+T | switch between TGM and TBC tyre models |
CTRL+T | Sound tuning |
CTRL+\ | shows menu for RCD file creation |
CTRL+U | displays various physics related data: draws suspension parts, tyre slip curves etc. First 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 |
SHIFT+W | Tyre Wear display (basically pointless) |
CTRL+Z | visualize drafting aero |
CTRL+F | detailed cpu and memory usage |
CTRL+C | show cpu time for physics, gpu usage and histogram |
ALT+R | Reflections debug window on/off Shift+T and T scrolls between reflectors |
Debug Camera
If you have an Xbox Controller, you can activate a debug camera in Development Mode. Load any session, and go to race. Press Page Up to get the Swingman Camera if you don't have it already - to ensure that there are sensible camera settings applied. Then press the four shoulder keys on the controller to activate the debug mode.
You may now navigate around the scene using the two joysticks of the controller as well as using the shoulder buttons to increase / decrease speed or to increase or decrease the vertical elevation.
TweakBar RollOuts
The Developer 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. There are also options here to enable AIW Editor and Camera Editor modes.