![]() We’ve paid attention to the way yaw aero interacts with the car physics for this new build, adjusting some parameters and characteristics on each of the cars that we believe should make for a more stable, and ultimately smoother driving experience behind the wheel. Does this mean we are less likely to see the Calloway C7 GT3-R run away with things at the front of the field in GT Pro? Yes, I think it would be fair to say the days of OP behaviour for the big American muscle car have been concluded with this new update!Īll this aside, we’ve also taken the opportunity to have a look at the behaviour of the cars themselves with this new build, and have used this new update to address both the aerodynamic loss behaviour behind another car, and also the potentially excessive ability to rotate the car by sliding all four tyres through a corner in an exaggerated fashion. Of course, from a performance point of view the new update aims to further refine the outright speed differential between our GT3 class of cars, adding or reducing performance across the 13 different models to ensure a level of parity can be achieved in regard to overall lap time and longer stint behaviour. Using a mix of physics data, performance telemetry and of course countless laps on the track by a number of drivers of different skill levels, we aim to apply performance BoP to each of the 13 GT3 cars that allows the player to have a fair and reasonable chance to mix it at the front of the field in any given car – just like in real life! What changed in the new BOP? Here at Studio 397 we go to great lengths to ensure our respective BOP adjustments offer a fair, rewarding and even playing field across the many cars currently available in the GT3 category of the simulation. RFactor 2 | Ferrari 488 GT3 EVO Steam Store: Click Here. This doesn’t mean the cars will produce identical performance characteristics, far from it in fact, as inherently some designs will carry their own unique advantages and disadvantages – not to mention the driving characteristics of that particular machine, and how that plays into the strengths and preferences of an individual driver. The same can be applied to the world of virtual racing, where parameters such as weight, power and fuel are just some tools used to ensure each car of a given category has comparable performance over a single lap or longer stint. Born from a desire to ensure a racing series can enjoy close racing from a rich collection of varied machinery, whilst preventing excessive manufacturer spending in order to gain a performance advantage, the application of Balance of Performance is often a thorny topic of conversation amongst drivers and teams alike. ![]() He idea of a Balance of Performance in GT racing is nothing new, the desire to engineer close performance between a number of different brands and engineering principles has been a technique applied by real world motorsport championships for a number of years. RFactor 2 | GT3 Bundle Steam Store: Click Here. The new update is available now and aims to further close the performance differential between the various cars within the GT3 class in rFactor 2, as well as introducing a new fix developed to improve the behaviour of the cars when following closely in the slipstream – an unexpected behavioural trait that has particularly manifested itself when in proximity of another car through the Eau Rouge / Raidillon complex of corners at Spa-Francorchamps. Today we are pleased to release a brand-new Balance of Performance (BoP) update for our extensive collection of GT3 specification cars within rFactor 2. ![]()
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