rFactor 2 – GT Cars Update Released

Image Space Incorporated have released a comprehensive update for the four GT cars in their rFactor 2 simulation.

As you can see in the change logs below, the new car versions come with plenty of physics & graphics improvements so rFactor 2 users should make sure to update to the newest version.

Older versions of the same car should be uninstalled before attempting to install the new versions. To install simply drop the new files into your rFactor 2 packages directory, and use the mod manager to install.

Changelog

Nissan GT-R GT1 v 1.47
– Chassis flex implemented and new steering parameters.
– CG increased.
– Downforce reduction and slightly less yaw stable.
– Slightly less downforce sensitive in slip-stream.
– Updated to use new tyre mass method and slightly more accurate unsprung masses used.
– Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
– Automatic shift aid works a little better (less reluctantly).
– You now also have to blip on down-shifts as per the real car.
– Minor AI tweaks.
– Additional radiator setting to prevent overheating in high ambient temperatures.
– ‘Central’ TVCockpit / bonnet camera.
– Tweaked headlight parameters should improve night racing.
– Now using newer sound attenuation parameters.
– LOD distance tweaks
– Updated to latest shader settings
– New driver helmet
– Additional teams / liveries added
– Rim Blur added.
– *There are additional minor undocumented changes.

Nissan 370z GT4 v 1.47
– 2 versions now available, European and Dutch, which more closely match rules from specific series.
– Chassis flex implemented and new steering system.
– Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann).
– Caster range reduced.
– Slightly stronger suspension.
– CG increased, further forward and more laterally offset.
– Slight downforce reduction.
– Slightly less downforce sensitive in slip-stream.
– Minor setup tweaks.
– Gear ratios replaced.
– Brake system completely recalculated.
– Updated to use new tyre mass method and slightly more accurate unsprung masses used.
– Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
– Minor AI tweaks.
– ‘Central’ TVCockpit / bonnet camera.
– Tweaked headlight parameters should improve night racing.
– Now using newer sound attenuation parameters.
– Updated to latest shader settings
– New driver helmet
– Rim blur added.
– New team liveries added.
– Fixed reversed / mirrored logo on the side.
– Fixed wheel shadow height.
– *As usual there are some small additional undocumented changes.
– **Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete.

Chevrolet Camaro GT3 v 1.49
– CG raised
– Minor setup tweak
– Updated to use new tyre mass method and slightly more accurate unsprung masses used.
– Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
– Slight downforce reduction and drag increased.
– Minor AI tweaks.
– Small engine torque correction.
– Slight increase in shift duration, ignition cuts more correctly on upshifts also.
– Slight damage tweak (suspension a tiny bit stronger).
– Wheel / brake shadowing issue resolved
– Updated to latest shader settings
– New driver helmet

Chevrolet Corvette C6.R GT2 v 1.49
– Weight distribution adjusted.
– Force upshift ignition cut.
– More accurate steering range and lock including new variable steering ratio system.
– Updated to use new tyre mass method and slightly more accurate unsprung masses used.
– Slight geometry tweak.
– Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions.
– 2009 & 2010 spec engines available.
– Reduction in overall downforce level and slight increase in yaw sensitivity.
– Small AI tweaks.
– Slight damage tweak.
– Updated shader settings
– Fixed the rear diffuser shape
– Now using latest driver helmet
– Rim blur was added
– *There are additional small undocumented fixes not noted in logs.

GTOmegaRacing.com

  • sobaphen

    Brilliant update.

  • http://derekspearedesigns.com/ Derek Speare

    Great work!

  • Justin Cruze

    First of all, ISI need to work on their default setups.
    I understand that the default needs to be safe in order to stop people e-killing themselves, but at no point should a racing car drive like a school bus. Never. Ever.

    Having said that, once the setup is sorted these cars are AMAZING to drive.
    I think I prefer AC’s tyres slightly in the physics department…….but FFB wise, this is all over it.

    • Chris Payne

      Please share your setups so we can understand your comment better

      • Justin Cruze

        Not entirely sure how to do that here……but in any case the setups are nothing special, nor complicated,
        Purely adding more clicks into rear ARB/springs so that the cars don’t understeer into every corner.

    • D3

      Damned if you do, damned if you don’t XD

      Bunch of people complained that the default setups are too hard to drive and unrealistic, etc. So they started releasing the default setup as a stable one, and then providing a proper race setup as an extra.

      Now it’s back the other way I see. Too bad, either way you swing it, there will always be a group in opposition.

      • Justin Cruze

        Yep, it’s not an easy thing to balance out and I get that…..
        I definitely don’t subscribe to the understeer = stablerealistic but it sounds like I may be in the minority on that one :)

        As for the extra race setup……wasn’t aware of that – where can we grab it?

      • D3

        It’s not “realistic”. “Realistic” is what they used to package as the default setups. They were always taken from a team who ran the car, as a standard race day setup.
        People complained though, felt they weren’t a correct setup for default at all.

        It does depend on the car though, and how it needs to be driven. It also depends on the setup a player wants, so understeering might be realistic for that person as that is how they prefer to drive.
        If it’s possible with the setup parameters and doesn’t adversely affect your tyres, whats unrealistic about that?

      • Justin Cruze

        Call me crazy but that sounds a bit counter-intuitive…

        Racing = going as fast as possible
        Understeer = not going as fast as possible

        You’re right though, its technically not “unrealistic” because its not breaking any law in physics.

      • D3

        Yep, going as fast as possible. If a driver feels more comfortable with a tendency to understeer, that may see him going quicker. Quicker can also mean more consistent. No good having a fast but skatey setup if it is hard to lap with through a 30 lap race.

        I don’t mind either way the setups are done. I could race fine with the previous styles of setup, and the same with the current ones.

      • Tim Wheatley

        I’m not aware of any series where going as fast as possible is the objective. The objective is to go as fast as possible over the race distance, not a short distance or a single lap.

        Most real world setups understeer, this is a fact. :) You cannot usually go as fast over a full race distance, of any length, if you are constantly scrubbing your rear tires in a rear wheel drive vehicle. I am not sure why the person above (D3) thinks we stopped shipping realistic setups.

  • kantenflimmern

    Great! Have been waiting for this for a long time! Can’t wait to try it!

  • horrace

    I am a casual racer, but I am glad that ISI is still being ISI,since I RF2 came out there have been changes that drove me crazy and some that I loved, if a change came that I did not like I quit driving it till the next one, with no complaints, because I have been with them since their first efforts, I know that they will get it right, and I have many other sims to play with till it is finished, I have not downloaded the new changes yet, I wanted to see what everyone was saying, which is why I love this forum, it prepares you for what to expect and you can start planing on what you can do to prepare, Keep up the good work, ISI and keep all that good information coming Virtualr partners!!!

    • http://iamkittx.blogspot.com/ KittX

      This is actually one of the greatest comments out there. Shows real passion and respect to developers. I tend to think the same of all current wip sims and their devs.
      The problem with fanboying is the fanboys (or fangirls?) are trying to prove their beloved product to themselves, basically. Because they don’t wanna see the current flaws, and they are trying to compensate it by over-criticizing other products.
      Your attitude is amazing. I wish more of the sim-people had this kind of approach.

      • horrace

        Thank you, I grew into it, I drive trucks for a living and you always have your favorites, but they can go periods where they change something which can basically make the tractor harder to drive in certain situations, I am in that situation now, they have added new technology to my favorite that makes the truck dangerous in inclement weather, I have driven so many different makes and they all offer something that they do better than the next one so I look at my hobby the same way. I am glad that there are more people that think like, I have owned and own so many different racing games and sims for the same reason, some days you feel like a nut!

  • Professional Operator

    Rfactor 2 is missing mid engine GT1 cars.

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