Catch a First Look at the McLaren 650s GT3 Coming to rF2

Paul Jeffrey

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rF2 McLaren 650S GT3 2.jpg

Studio 397 have revealed the first images from the controversial upcoming pay DLC for rFactor 2.. the McLaren 650s GT3.

Although looking beautiful in game, and built with considerable cooperation from the McLaren team who design and run the cars in GT3 championships throughout the world, the upcoming 650s GT3 has attracted plenty of attention within the rFactor 2 community as the very first paid DLC for the venerable racing simulation.

Build in-house by Studio 397, the new car will form part of the McLaren endorsed 'World's Fastest Gamer' competition and is set to be made available to the gaming public for an additional fee, the first time either rFactor game has been in receipt of paid DLC content since the series began in 2005.

rF2 McLaren 650S GT3 1.jpg


Priced at a reasonable 4.99 eu and expected to form the beginning of a wider GT3 pack, the McLaren 650s looks to be quite possibly the most accurate rendition of a racing car brought to rFactor 2 as first party content.

Unfortunately no release date has been revealed by the studio at present, however with the WFG competition and the apparent advanced state of the car, one can expect to be able to access the new content in the not too distant future.

rFactor 2 can be purchased from the Steam platform right now and is available exclusively for PC.

Check out the rFactor 2 sub forum here at RaceDepartment for all the latest news and discussion with regards to the simulation. You can take part in lively debates with fellow rFactor 2 fans and take part in some great Club and League racing events..! Head over to the forum now and share the love this simulation so very much deserves...

Will you be purchasing the McLaren on release? Happy to see official DLC content for the sim? Looking forward to more GT3 spec cars (officially) released for rF2? Let us know in the comments section below!
 
Within AMS, every car feels like it exists relative to its brethren in the same simulated physics universe. This provides more pleasure to me than one or two cars in rF2 that knock your socks off mixed in with a dozen that are randomly better and worse and feel like they were made by different teams with different tire models, FFB programming, etc.
Ironically, iRacing and rF2 that rely most heavily on engineering data often miss the mark on certain cars the widest, probably due to lack of experienced racers involved in the programming. Creating a sim racing car is an art--a combination of science/engineering and seat of the pants experience to create something that feels authentic and compelling, And we know from experience to create something that does this well across a wide range of wheel (and now VR) hardware is incredibly difficult. Engineering accuracy is the foundation, but ultimately a small part of the total equation.
Amen!
 

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