BTCC in rFactor 2: Good Sign for Le Mans Ultimate?

rFactor 2 BTCC Le Mans Ultimate Demo.jpg
Some of the most recent content in rFactor 2 is the collection of BTCC cars and tracks. With the pack’s quality, could it be a sign of hope for Le Mans Ultimate? We think so.

Image credit: Studio 397

A few weeks ago, in a moment of boredom, I made the spontaneous decision to purchase the full BTCC Pack for rFactor 2. As a long-time fan of the series, I had been eyeing up the DLC for quite a while. But for some reason, I have only just made the leap.

Having put in more hours than I care to admit into this exciting batch of content, I am overwhelmed with a sense of positivity about the future of sim racing. More precisely, I am particularly hopeful for the upcoming Le Mans Ultimate title. In fact, the more time I spend driving these top quality British Touring Cars, the more I look forward to the upcoming World Endurance Championship game.

What is Le Mans Ultimate?​

Announced in early June, just before the real life 24 Hours of Le Mans, Le Mans Ultimate is the official FIA WEC game, releasing at the end of this year. Making the most of Motorsport Games’ relationship with the ACO following the Le Mans Virtual series, it will feature every car and track from the 2023 championship.


Right from the get-go, the team behind it and rFactor 2, Studio 397, mentioned that Le Mans Ultimate would be built on the existing title’s engine. In simple terms, the endurance racer will be a repackaged version of rFactor 2 featuring every car and track from the 2023 FIA WEC, and nothing else.

The title’s announcement came after the postponement of the previously 2023-bound IndyCar game and seemingly vanished BTCC title. But with British Touring Car content featuring prominently in rFactor 2, the standalone game’s disappearance is now a good sign for LMU. Despite the clear difference in cars and racing styles, we the players get a glimpse into what Studio 397 will offer in the upcoming endurance simulator. And it is good!

BTCC in rF2: An LMU Demo​

In 2020, Motorsport Games seemingly went on a spending spree. Buying out and taking over Studio 397, the company also claimed a number of official licences including FIA WEC and BTCC.

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rF2 now has the entire BTCC grid for 2021-2023. Image credit: Studio 397

The original plan was for the British Touring Car Championship to feature its own title. But set-backs have somewhat made that idea disappear. Instead, the developer has added every BTCC car, driver and livery from 2021 to 2023 to rFactor 2.

The good news for us is that, as some of the most recent content in the MSG title, it provides great insight into how Le Mans Ultimate will look and feel. Having tried the new cars out on the scratch-built circuits, it’s clear to see that the WEC game will be of the highest quality and great fun to drive.

Much like the WEC, the BTCC features several very different cars all fighting one another on-track. Front-wheel drive cars vary from the long-wheelbase Hyundai i30 to the shorter Ford Focus. Rear-wheel drive models in the form of the BMW and Infiniti represent different edges of the budget scale. The Cupra, Vauxhall Astra, Civic Type-R and Toyota Corolla all fall somewhere on the spectrum as well.

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As will be needed in LMU, every BTCC car is well balanced despite their differences. Image credit: Studio 397

The great thing is that, whilst each car makes up its time in different ways, they are all fantastically competitive. Furthermore, jumping behind the wheel of any model requires a totally different approach to another. In fact, one can truly feel the intricacies of each car in-game. This is something that is sure to shine in LMU.

They are certainly different cars to the high-downforce prototypes and GTs of the World Endurance Championship. However, the way you can easily play with the car on throttle and guide it into the apex on the brakes is sure to translate to the World Championship models. All in all, I felt these touring cars to be extremely intuitive to drive, something you need in endurance racing.

Aside from the cars, four tracks feature in the BTCC Total Pack. Brans Hatch, Croft, Thruxton and Donnington Park are all of sublime quality. Each bump is evident through the wheel thanks to the developer’s laser scan technology. The AI is very competent at each circuit providing great racing and the surrounding scenery is stunning. This all adds to the immersion which is already plentiful thanks to the inclusion of every livery from the past three years. Fancy recreating the 2021 season finale? Jump on rFactor 2 right now.


With Motorsport Games already announcing that LMU will be updated over multiple years, one can imagine that fans of the WEC will also get to replicate previous events in-game. Any fan of the sport will get to immediately feel like Antonio Fuoco spinning out at Spa or Vanthoor sticking it to the Toyotas in Japan.

More to Come​

In rFactor 2, the BTCC content very much focuses on the cars and tracks. In fact, the series’ triple race weekend format, reverse grids, success ballast rules are not easily available. Furthermore, any sense of career mode, or full-length championship is out of the question.

But with Le Mans Ultimate, that should not be the case. With the game focusing solely on the FIA WEC, each minor intricacy of the series should feature in the game. Therefore, single-class qualifying sessions, pitstop limitations and Le Mans’ unique characteristics will all be available. In addition, previous posts revealed that in-depth championships will be available in Le Mans Ultimate, among other game modes.

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The Le Mans Ultimate championship screen hints at mid-event saving. Image credit: Motorsport Games

So whilst rFactor 2‘s BTCC playability may limit itself to online competition and single races, that will not be the case in LMU. Indeed, the possibilities on offer for this exciting upcoming game are wide-reaching.

I am a very passionate endurance racing fan that closely follows the WEC and IMSA series. So obviously, I was already excited for Le Mans Ultimate. But since playing with rF2‘s BTCC pack, that excitement has well and truly become hype.

There are only a few things left to do now. Firstly, hope Studio 397 can meet fans’ expectations. Second, pray that the many rFactor 2 bugs, glitches and frustrations get ironed out. Lastly, but certainly not least, drive more British Touring Cars! I think I’ll do that right now.

What do you make of the BTCC content in rFactor 2? Do you agree with me about Le Mans Ultimate? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

BTCCs cars in rF2 maybe are the best touring cars out there, that's true. All FWDs feel slightly different, but can compete against each other without any problems. The RWDs are different, too. But there is the (now smaller) gap between FWDs and RWDs, because the balance is not perfect. In AI-races, the RWDs are superior. Online it's slightly better, but many drivers still picking the BMW, because there was a time when the RWDs were dominating the FWDs from start to finish.

So there are some pros and cons:
Pros:
- cars feel great to drive, each of them, top quality
- liveries from 3 seasons (2021-2023)
- the 4 tracks are stunning; the missing tracks have mostly well made mods in the workshop (Oulton Park (older, but still good), Knockhill, Silverstone (as former official content is still in workshop), Snetterton maybe is the "worst" mod, but still playable/watchable. But you have to look for the AI on the modtracks..)
- start of implementation of hybrid systems
- cars can be used on every track (why not a BTCC-race on the Nordschleife?)

Cons:
- BoP RWD vs FWD isn't perfect with a small advantage for the RWD
- hybrid system does not work as intended from the BTCC-series (because there is no championship standing..)
- setting up real grids can be complicated because just clicking the cars gives me mostly double-AI-cars (two Suttons, two Butchers and so on..) because there are more versions of the cars installed - best way to solve this problem is making a Mod with only one version of each car.. but thats not the most userfriendly way

Hope they deliver more BTCC-content in the future and work on them :)
 
The BTCC content in rF2 is top notch and proves what the rF2 engine is capable off. Not having to support older, not optimized/updated content, in the upcoming LMU game, can only be a positive thing and LMU could become what rFactor 3 would have been like.

I play almost all racing sims except iRacing and each time I startup a session in rF2 I feel much more what the cars are doing in my wheel (a Fanatec GT DDPro base with a McLaren v2 wheel and QR1). If LMU keeps that level and adds the experience of WEC as a game, I will be very happy.
 
I've had a blast with the BTCC cars, but it really does frustrate me that they still haven't released any talent files to go along with them. I know for some just racing them is enough, but when it comes to the AI, seeing Ash Sutton and Tom Ingram getting beaten by the slowest real-life drivers in their respective teams is pretty immersion-breaking. Not to mention the Cupra's mixing it with them and the AI BMW's being essentially unbeatable for any other AI-controlled car.

I've tried a few times to make talent files work, but they keep getting ignored. I hope they'll revisit the glaring weak points because the cars themselves are among my very favourite in sim racing.
 
Lack of career mode will be a huge missed opportunity for this sim. Given the selection of classes the game will have, especially after adding LMGT3 and maybe potentially LMP3, this will be a perfect sim to introduce a well-designed progression path for single player, allowing to start from slower classes and graduating to faster ones in a purposefully crafted, challenging, non-scripted dynamic manner, to provide an experience of progression that's wildly underrepresented in simracing, even though it's a huge part of motorsport in general and of endurance racing in particular.

iRacing and LFM, with their license systems, represent that to a certain degree and it's a significant part of their appeal.
 
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Lack of career mode will be a huge missed opportunity for this sim. Given the selection of classes the game will have, especially after adding LMGT3 and maybe potentially LMP3, this will be a perfect sim to introduce a well-designed progression path for single player, allowing to start from slower classes and graduating to faster ones in a purposefully crafted, challenging, non-scripted dynamic manner, to provide an experience of progression that's wildly underrepresented in simracing, even though it's a huge part of motorsport in general and of endurance racing in particular.

iRacing and LFM, with their license systems, represent that to a certain degree and it's a significant part of their appeal.
the problem is that studios that do games like rf2 or LMU, AC, ACC, they simply don't have the resources to pull off something like you describe in a manner thats more akin to Forza Motorsport, Gran Turismo, the F1 Codemasters games, NBA 2k etc. Their focus is mostly on offering a sandbox and then people usually jump straight into multiplayer.
you can see what sorry type of career we got with AC or ACC.
 
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The BTCC content in rF2 is top notch and proves what the rF2 engine is capable off. Not having to support older, not optimized/updated content, in the upcoming LMU game, can only be a positive thing and LMU could become what rFactor 3 would have been like.

I play almost all racing sims except iRacing and each time I startup a session in rF2 I feel much more what the cars are doing in my wheel (a Fanatec GT DDPro base with a McLaren v2 wheel and QR1). If LMU keeps that level and adds the experience of WEC as a game, I will be very happy.
Could you share your in game and wheel settings? I've recently got rfactor2 and can't get a good feeling at all from the same setup (CSL DD 8nm and the McLaren V2 rim). I'd actually just uninstalled it in annoyance.

The FFB I get in iRacing, AC, ACC (and other simcade stuff like F1 23) is fantastic.
 
The BTCC content in rF2 is top notch and proves what the rF2 engine is capable off. Not having to support older, not optimized/updated content, in the upcoming LMU game, can only be a positive thing and LMU could become what rFactor 3 would have been like.
With respect S397 had absolutely nothing to do with gmotor no matter how much they have tweaked it and improved it.

I am sure if ISI could have afforded a dedicated team working for another 7 years they would have also punched large holes in gmotor problems.

If ISI got the support and respect they rightfully had earned across decades they could have sorted gmotor2.5 and gleaned much for 3.0.

From little bits of info I gathered back in beta Gmotor3.0 was to be from scratch.
Why the reception outside users was so hostile was just like the old rFactor haters but 10 times worse, no studio could survive that.

if anyone seriously thinks anyone from S397 could build gmotor3.0 you are sorely deluded. gmotor today is still the most dynamic engine out there because that is what Gjon envisioned not S397 or any other coder.
 
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With respect S397 had absolutely nothing to do with gmotor no matter how much they have tweaked it and improved it.

I am sure if ISI could have afforded a dedicated team working for another 7 years they would have also punched large holes in gmotor problems.

If ISI got the support and respect they rightfully had earned across decades they could have sorted gmotor2.5 and gleaned much for 3.0.

From little bits of info I gathered back in beta Gmotor3.0 was to be from scratch.
Why the reception outside users was so hostile was just like the old rFactor haters but 10 times worse, no studio could survive that.

if anyone seriously thinks anyone from S397 could build gmotor3.0 you are sorely deluded. gmotor today is still the most dynamic engine out there because that is what Gjon envisioned not S397 or any other coder.
Where did I say S397 built the gmotor engine? I did not even mention S397 in my post.
 
Could you share your in game and wheel settings? I've recently got rfactor2 and can't get a good feeling at all from the same setup (CSL DD 8nm and the McLaren V2 rim). I'd actually just uninstalled it in annoyance.

The FFB I get in iRacing, AC, ACC (and other simcade stuff like F1 23) is fantastic.
I use the settings Ermin is using in this video.
 
Where did I say S397 built the gmotor engine? I did not even mention S397 in my post.
First my comment was not directed at you personally.
You mentioned rfactor, I have a right of reply.

Where did I say you said S397 built gmotor ?

You mentioned LMU and rFactor 3 together like anyone could build them.
I was just letting less informed readers know that is simply not the case.
There is only one guy could even begin to think about building gmotor3.0

All I did was to make others think it's that easy aware of reality.
I would also say you or I have no vision what gmotor3.0 may have been.

No offence intended. :coffee: Love AC AC2 as all sims.
 
I use the settings Ermin is using in this video.
Thanks, but unfortunately they're what I first tried and used them (at least as a base) for all the others too. I must be doing something wrong! All the others have been great, but with rFactor 2 doing little test drives (raising and lowering the car specific sensitivity in case it was clipping) I really struggled to get any useful feedback. I can see the car start to slide/spin, but nothing in the wheel is telling me this, making it really hard to drive. It's also pretty annoying there seems to be no easy-to-use clipping tool.

Going to give these a go next, when I can be bothered to reinstall: https://forum.studio-397.com/index.php?threads/csl-dd-gt-dd-pro-ffb-settings.72751/page-2
 
Thanks, but unfortunately they're what I first tried and used them (at least as a base) for all the others too. I must be doing something wrong! All the others have been great, but with rFactor 2 doing little test drives (raising and lowering the car specific sensitivity in case it was clipping) I really struggled to get any useful feedback. I can see the car start to slide/spin, but nothing in the wheel is telling me this, making it really hard to drive. It's also pretty annoying there seems to be no easy-to-use clipping tool.

Going to give these a go next, when I can be bothered to reinstall: https://forum.studio-397.com/index.php?threads/csl-dd-gt-dd-pro-ffb-settings.72751/page-2

This is also my greatest mystery.
All I can tell you is that rF2 with Black Momo and all gear drive Fanatec rF2 felt brilliant.

Tried full reinstalls using no saved profile or anything else.
Tried dozen different json from well versed pilots given to me assuring best feeling.
Spent full days just playing with settings changing some drastically for virtually no difference.
The only thing rF2 and CSL DD produces lots of is "noise"

The recommended settings from Fanatec are nothing short of atrocious.
Using CSW2.5 profile in compatibility mode is even worse.
S397 are yet to drop a profile for the wheel ? Why the long wait when they service other DD have been produced much later date ?

We should all donate a CSL to S397 and tell them go drive with default settings.

I agree with you I even wrote to one of the fanalab rF2 guys and asked him could he describe to me how he felt the difference in a few % of changing some values. He never replied.

edit: Another thing I did was to use Beyond Compare to compare all the controller and player profiles line for line to try to understand difference.
Just confused me more.
 
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the problem is that studios that do games like rf2 or LMU, AC, ACC, they simply don't have the resources to pull off something like you describe in a manner thats more akin to Forza Motorsport, Gran Turismo, the F1 Codemasters games, NBA 2k etc. Their focus is mostly on offering a sandbox and then people usually jump straight into multiplayer.
you can see what sorry type of career we got with AC or ACC.
It's a matter of design priorities, not resources. If one person is capable of creating something like Racing Life - AMS 2 Career Mode Companion App in their free time, a studio that hires several people should also be capable of putting something similiar together. Championship Manager series was created by two people. Motorsport Manager series was created by three people. That's not a lot of resources. But if you want to have a well-designed game mode, you need to hire a professional to conceive it, not do a half-assed attempt as an afterthought. Which was clearly the case with Kunos, as their "career" mode is, by game design terms, actually a campaign mode. They don't even know what they made, that's how much they need an actual gameplay designer to design their game modes.

And that's exactly what S397 would have to do as well - hire one gameplay design pro to design a career mode that their programmers would be able to put into code. Could even be a freelancer, not a permanent hire. That's it.
 
I agree with you I even wrote to one of the fanalab rF2 guys and asked him could he describe to me how he felt the difference in a few % of changing some values. He never replied.
Well, I've tried the aforementioned forum post settings (after getting over my ragequit and reinstalling RF2!)...

Some success, felt great and I could actually control the car(s)!

I've posted my settings on the Fanatec forum, hoping it might help others: https://forum.fanatec.com/discussion/comment/98892/#Comment_98892
 
It's a matter of design priorities, not resources. If one person is capable of creating something like Racing Life - AMS 2 Career Mode Companion App in their free time, a studio that hires several people should also be capable of putting something similiar together. Championship Manager series was created by two people. Motorsport Manager series was created by three people. That's not a lot of resources. But if you want to have a well-designed game mode, you need to hire a professional to conceive it, not do a half-assed attempt as an afterthought. Which was clearly the case with Kunos, as their "career" mode is, by game design terms, actually a campaign mode. They don't even know what they made, that's how much they need an actual gameplay designer to design their game modes.

And that's exactly what S397 would have to do as well - hire one gameplay design pro to design a career mode that their programmers would be able to put into code. Could even be a freelancer, not a permanent hire. That's it.
That's complete nonesense, atleast from my own experience working in a rather big modding team, wich had people with all kinds of backgrounds ranging from pure hobby modders to professional game designers who worked for AAA studios or who used the modding team as a step stone. The reason why mods and 3rd party apps quite often surpass the original design of a game is pretty simple. Modding teams have no financial or budget restrictions and on top of that no risk when it comes to design desicions. You can release a buggy mess and noone would care ... or atleast you won't have to fear any consequences. The reason why indy games sometimes are that successfull is pretty similar. And you don't need to look that far. Just take a look at Battlebit, PubG and the likes.
 
Well, I've tried the aforementioned forum post settings (after getting over my ragequit and reinstalling RF2!)...

Some success, felt great and I could actually control the car(s)!

I've posted my settings on the Fanatec forum, hoping it might help others: https://forum.fanatec.com/discussion/comment/98892/#Comment_98892
Thanks, appreciated.

Just scanning settings they are much the same as ones that I have tried.
I honestly don't understand how you can use 100% intensity though.

Maybe there is something amiss I will delete user and saved profiles, redownload files, new profile, no fanalab and try identical settings. Have to be truthful, not optimistic but I will give it my best.

Do you know what base profile he used ? What did you use ?
 
It seems you're not the only one who likes rF2 - the guys over at Rennsport apparently likes it so much they've re-used some of rF2's physics parameters in their "totally made from scratch" game: Rennsport (Game) stole physic construction from rFactor2

This could become a huge thing! If Rennsport is using copied RF2 data to create a new game, it could be considered copyright infringement. Wouldn't be surprised if an almost broke and US based company like MSG goes to court with this. And like someone on the RF2 forum said, if MSG didn't sell Rennsport the data. Juicy stuff in simracing land :geek:
 
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What's needed for simracing in 2024?

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