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GT cars updated

Discussion in 'rFactor 2' started by Randy Chamberlin, Aug 16, 2014.

  1. Randy Chamberlin

    Randy Chamberlin
    Premium Member

    See below
     
    Last edited by a moderator: Aug 19, 2014
  2. Stefan Woudenberg

    Stefan Woudenberg
    Premium Member

    Post from the ISI site:
    [​IMG]
    We are very happy to announce updates for our GT1, GT2, GT3 and GT4 category cars. This includes the Nissan GT-R, Corvette C6.R, Chevy Camaro and Nissan 370z. Updates to all our cars come for free.


    We highly recommend reading the profile pages for these cars. This will give you details on how each car behaves: GT-R,C6.R, Camaro, 370z.

    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.

    Download these new versions from our cars page.

    Release notes detailing changes since previous version(s):

    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.
     
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  3. David O'Reilly

    David O'Reilly
    A bad quali means I can go forwards in the race.

    Thank you ISI. We had great racing with these cars.
    I will def be driving ISI in the Sports Car league.
    I can feel a 2 hour Club Race coming on!
    Mt Panorama anyone??????
     
    Last edited: Aug 16, 2014
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    • Agree Agree x 1
  4. Frederic Schornstein

    Frederic Schornstein
    TXL Racing Premium Member

    The Corvette is really nice. I did some back to back testing with the 2009 and 2010 engine in Bahrain and they are quite diffrent, but perfectly driven the diffrence in pace should be really small.
    The 2010 is a bit quicker in a straight line and driveability is really nice with less torque and higher revs. The 2009 lacks a bit of top end, but has nice grunt out of the corners, but was lot harder to master on braking and corner entry and of course on exit. In some faster corners it felt better, because you could get some additional rotation from the rear with that amount of torque and the immediate push out of the corner feels better.

    Btw you now have to blip the throttle manually on downshifts, which is nicely implemented. You need to find the balance between blipping enough to keep the rear stable, but not blipping too much to avoid longer braking distance and putting extra load on the front tires while braking.

    Top job on that car. I think a lot of people should take a second look at it bzw. I upped FFB multiplier from 1.00 to 1.50, increased caster a bit and used 360° of rotation as the steering lock is now reduced to 18.5°.
     
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