BMW M4 GT3 Coming to rFactor 2

BMW M4 GT3 for rFactor 2 01.jpg
Studio 397 has confirmed yet another new piece of content coming to rFactor 2, the BMW M4 GT3.

The announcements just keep coming for rFactor 2. We’ve already told you about three pieces of content scheduled to be released into the sim next week as DLC: Daytona International Speedway, the Ligier JS P320 LMP3 car, and the new INDYCAR IR-18. And now we know there will be one more piece of content, the BMW M4 GT3.

BMW’s latest entry into the GT3 class, the M4 GT3, is powered by BMW’s M TwinPower Turbo inline 6-cylinder engine, capable of 590 horsepower. It offers slightly more power, improved aerodynamics, and better drivability than its predecessor, the M6 GT3.

The M4 GT3 joins a growing roster of GT3’s on offer in rFactor 2, including cars from Aston Martin, Audi, Bentley, Callaway, McLaren, Mercedes, Porsche, Radical and Ferrari. Sim racing’s most popular racing class is well represented in rF2, and the growing selection of official tracks complement these cars well.

RFactor 2 isn’t the first sim to have the M4 GT3 as official content, as iRacing and Assetto Corsa Competizione already welcomed the car to their respective content offerings. Despite mixed opinions on the looks of the M4 GT3, the car remains well used in both of those sims.

With so much high-profile content coming to rFactor 2, which do you want to drive first? Let us know in the comments below.
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604
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Ah OK, I misunderstood that then.
But could you please elaborate why so many people prefer the rF2's driving feel?
I'm not provoking and have no intention of making a heated discussion, I'm just glad that there are experts on these matters among us, and would very much like to demystify why so many, including myself, find this sim to be the most natural feeling of them all.
Appreciate the unprovocative post. Personally, I'm not entirely sure. The cars I've spent time with in RF2 have always felt a bit floaty at the rear to me, including the Oreca. It would show up in fast onboards as well, with the fastest driving style involving a lot of (in my opinion) odd yaw behavior. I'm not sure if that's been addressed lately, since I noticed a number of videos popping up with people talking about it a few months ago. A lot of things in sims can be kind of "death by presumption", so some of it could just be that RF2 has a positive reputation for its tire model, so people are psychologically predisposed to like the feeling. That's just as prominent in the AC/ACC realm, with users putting Kunos on a pedestal, where in reality, many of the AC cars are quite seriously inaccurate and the ones in ACC have relatively significant flaws as well.

I'm also not entirely sure that all that many prefer RF2, to be honest. ACC, for example, only has two classes of cars and has a consistently higher active user count than RF2. There are arguments to be had over the feature set/modernity of ACC vs. RF2, but I wouldn't say that RF2 is definitively the preferred choice. At the end of the day though, it doesn't really matter, that's why I've only really been addressing the "serious use" side of things. For the general consumer, it doesn't matter at all if none of the standard content cars in AC/RF2/iR/AMS/etc are accurate, as long as they drive alright.
 
Premium
Default setup is rather high downforce with rearward aero balance (spa IRL in that car was very trimmed), and it's a 890kg car with 400mm section width tires front and rear. It was easily flat in real life as well (and that's on the trimmed setup). As a design decision, the tires were modeled as scrubbed sets and not sticker sets (for various reasons, regardless, not inaccurate).

Again, had a real prototype driver try the car and he had no issues with it, and data correlation on it is quite good. Not sure what is being brought to the table with this write-up.


He's the engineer, not the owner, and he means that the car itself would drive unrealistically better. i.e. it would feel "better" to drive but would not be at all accurate to the real car. i.e. an idyllic fantasy version of the car. Same could be said for a lot of the Kunos cars in AC.
lol! No comments...
Easy flat my @ss
Easy flat for a pro driver is not easy flat on pijamas.
I could enter Eau and Radillion at ANY angle. Including ride the curb on the right hand side.
Sorry, but it's not properly done.
I am done here. Sure hope that your professional work is heaps better than this and Porsche GT America.
 
"It might very well drive better. "
That's a crucial statement right there, and IMO it should end this pointless discussion.
It's fantastic to have some real insight from the race team owners and sim engineers, and I find many of the info I've read in this thread very educational.
But it should be made clear - most of us are not engineers, we are amateurs/hobbyists/enthusiasts.
And as such, most of us, including myself, don't care about real race car development and professional implementation issues consumer sims have.
All I care about is how it feels.
Does it resembles the real deal in the handling department?

And now we have a race team member saying rF2 "might very well drive better".

I believe everything that's been said in this post regarding rF2's problems under the hood.
It has its issues.
But it's the only sim available that can convince me I'm driving an actual car.

I've really tried to like Asseto, but couldn't come to terms with it handling wise.

And that is the only thing that matters to us amateurs.

We are not real racing drivers.
Real drivers don't care about the FFB/driving feel accuracy as much as we do.
They have all the realism at their disposal when they get behind the wheel of their race cars.
In a sim, they want to memorize a track, keep their reflexes sharp and afterward have a word or two with the engineers about the setup/handling issues.

When I'm in a sim, I want my brain to be tricked.
I want the illusion to become reality.

Now would some engineer step up and tell me why the hell can't I get that feeling anywhere else apart from rF2?
Actually you can have an oreca setup where it drives with zero feel on the front end, front and rear roll couple feels completely disconnected but you will be completely sure you are driving a real car because that bitch wants to kill you every time you turn in.

One of the biggest issues with "feel" that most people neglect is, unless you model your rig to the EXACT dimensions of whatever car you are driving, you are never feeling the car to the exact degree regardless of accuracy of model. It's simple kinesiology. Unless you joints are the same angle real to sim and thus your muscles are activated the same way, it's not the same, thus requiring a caveat applied to all feel vs real argument.

And you are spot on with sim racers. 99.99999 % of users should be happy with "if it feels close enough, it's good enough".
 
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lol! No comments...
Easy flat my @ss
Easy flat for a pro driver is not easy flat on pijamas.
I could enter Eau and Radillion at ANY angle. Including ride the curb on the right hand side.
Sorry, but it's not properly done.
I am done here. Sure hope that your professional work is heaps better than this and Porsche GT America.
It is significantly harder to drive an LMP car IRL in the cockpit with the suit on in 60c and above temperature under the real forces than sitting in your pyjamas in an air conditioned room on your sim setup that produces 1/10 of the steering torque peak and none of the G-forces. You're actively hurting your case by using that comparison.

Besides, it's a significantly over-tired car with a large rear aero bias. I don't know why you expect it to be difficult. It is somewhat strenous IRL due to tremendous forces, but you're not even feeling any of those. So why would it be more difficult for you than for the pro driver?
 
lol! No comments...
Easy flat my @ss
Easy flat for a pro driver is not easy flat on pijamas.
I could enter Eau and Radillion at ANY angle. Including ride the curb on the right hand side.
Sorry, but it's not properly done.
I am done here. Sure hope that your professional work is heaps better than this and Porsche GT America.
1644182090087.png

Here's some real+sim data from Road America. This is turn 8 and the carousel, top is speed, middle throttle, bottom g forces. You'll note both the real car and the sim car are both flat through the entirety of the carousel. If anything, it's harder in the sim.

Video of the 03a, which had less downforce and skinnier front tires, still very easily flat through Eau Rouge and Radillion with quite poor track conditions on a slow lap (and again, on a proper LDF Spa setup). 03c, as modeled by the P13, did a 2:02.9 (in euro spec, so more weight and less power than the IER car).
 
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it could just be that RF2 has a positive reputation for its tire model, so people are psychologically predisposed to like the feeling.
That may very well be the case, but with me it was Asseto that I drove for years. I thought it was the best there is until I tried rF2.
And then it struck me - the tyres feel rubbery, I can feel them flexing. Those feelings alone made me leave AC for good.
I'm also not entirely sure that all that many prefer RF2, to be honest. ACC, for example, only has two classes of cars and has a consistently higher active user count than RF2.
I wasn't saying rF2 is the most beloved consumer sim, it's actually the other way around, most people hate it. But many simmers I spoke with share the same impression - that magical rubbery feeling of the tyres.
 
Actually you can have an oreca setup where it drives with zero feel on the front end, front and rear roll couple feels completely disconnected but you will be completely sure you are driving a real car because that bitch wants to kill you every time you turn in.

One of the biggest issues with "feel" that most people neglect is, unless you model your rig to the EXACT dimensions of whatever car you are driving, you are never feeling the car to the exact degree regardless of accuracy of model. It's simple kinesiology. Unless you joints are the same angle real to sim and thus your muscles are activated the same way, it's not the same, thus requiring a caveat applied to all feel vs real argument.

And you are spot on with sim racers. 99.99999 % of users should be happy with "if it feels close enough, it's good enough".
Sorry if I wasn't more specific.
I agree with everything you said, but I was referring specifically to the feeling of the forces coming through the steering rack, in particular, the rubbery nature of the tyres and the feel of them flexing.
I don't get that feeling with any other consumer sim on the market.
Call me crazy, but it is the only reason why I tend to gravitate towards rF2.
 
Sorry if I wasn't more specific.
I agree with everything you said, but I was referring specifically to the feeling of the forces coming through the steering rack, in particular, the rubbery nature of the tyres and the feel of them flexing.
I don't get that feeling with any other consumer sim on the market.
Call me crazy, but it is the only reason why I tend to gravitate towards rF2.
Honestly some of that might just be AC's default SAT not being strong enough (not sure why). But yeah, I'd say that's an advantage of proper brush models (like RF2's run time model); pneumatic trail in general can be more nuanced.
 
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