Rfactor 2 install track from steam workshop
Those are NOT downloads but installed content.įYI, around 65-70% of 3rd party content is in the Workshop these days. It's the folder with the content inside those. That contains your Locations, rfm, Sounds, Vehicles etc. The folder you seem to be referring to is the 'Installed' folder. I've watched Workshop updates and they definitely do not put anything in the Packages folder. The launcher does NOT, to the best of my understanding download or put any files in the Packages folder. Then you WILL see it available to right click on and Install. Using your extraction program, whether it's Winzip, WinRAR, 7-zip, whatever, extract the track or vehicle. Make sure that is pointing to your above mentioned Packages. As Wolke stated, at the bottom of the Launcher is a path dialog box. rfcmp track file so the Launcher can find it and allow you to manually install it. Wherever your Steam installation location is, \SteamApps\Common\rfactor 2\Packages is THE Packages Folder.
My Steam install is in C:\Program Files BUT in Steam I've pointed my installation path to a separate drive D:\Steam with everything inside. I can tell there is a misunderstanding of many things here.įirst, depending on where you installed your Steam and related items the root of the path will vary from user to user. I was saying that the files are in the same package as the other tracks, they're also the same format but they still don't show in the launcher.
See the full list of changes and how to install the update on the Live for Speed version 0.7E page.Originally posted by tobiaspitzer:The downloads from the workshop are always installed automatically. For now, the number of vehicles on track is still limited to 40. On multiplayer servers, the maximum number of connections is increased to 79, for an additional charge. Dust kicked up from grass is now a more realistic dirt colour and takes account of the lighting at its location. Some small graphical updates were done other than the improved mod support. They think ahead more clearly and make better decisions about whether it is a good time to pass.
Now there are a lot of improvements in their overtaking code. The bikes had so many crashes and pileups that the AI soon became a focus of its own. Motorbikes came along a lot, after making it possible for AI to enter the game with objects and bikes. Popup headlights are now supported, along with options for various types of moving subobject that mod creators have been using to get creative. Dashboards were an important part of the development, now allowing much more flexibility and mod designers have been making great use of the new features including customised backgrounds and various options for the dials, text and warning lights.Īs most LFS racers know, a separate new version is still in development and it features night driving on updated tracks, so the lights needed an update and that has now been done. There are various improvements to the HUD, including an engine damage display. The main focus was the mods system, allowing creators more flexibility and improving the modeller and vehicle editor. We have a lot of updates for you today, in Live for Speed 0.7E and the LFS Editor!