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 (if you are not working directly in these folders).

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+Gslow 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+IAI uses player physics, with some aids enabled
SHIFT+Idrive with AI physics (first go to CTRL+I)
ALT+MDisable mip LOD bias
ALT+Tswitch between TGM and TBC tyre models
CTRL+TSound 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+VForce feedback tuning display
SHIFT+WTyre Wear display (basically pointless)
CTRL+Zvisualize drafting aero
CTRL+Fdetailed cpu and memory usage
CTRL+Cshow 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.