Radical SR3 Released for rFactor 2

Paul Jeffrey

Premium
rFactor 2 Radical SR3 Released 4.jpg

Studio 397 have released their second car since taking over development of rFactor 2, introducing the Radical SR3 RSX sportscar!

Built with the support and data of the official Radical manufacturer, the SR3 RSX is a purpose build club race car that packs an incredible amount of power into what is a very light weight performance race car.

"The SR3 is the next step up from the SR1 offering thrilling, cost-effective, high-performance track driving and racing" say Studio 397 on the car release. "First launched in 2001, it is the most widely produced and most successful prototype style sportscar racer in the world, with over 1,000 sold. This bears testament to its proven track record and stunning value verses performance and is surely the reason why the SR3 has been selected by the Race of Champions for the champions of F1 and other major race series to race, achieving the fastest racing lap at the last 2 Race of Champion Events. New for 2017 the Generation 4 engine offers improved reliability, better drivability and more power.

The new car comes in a couple of different configurations, with both fanciers of left and right hand drive variants catered for in the car settings options. As an additional bonus the vehicle comes with 20 unique paint schemes as designed by community members from a recent painting competition hosted by Studio 397.

Technical Specs:

0-60
3.1 sec
(3.3 Sec 1340cc)

TOP SPEED
147 mph
(141 mph 1340cc)

POWER@FLYWHEEL
225 bhp
(195 bhp 1340cc)

WEIGHT
620 kg

POWER:WEIGHT
363 bhp/tonne
(314 bhp/tonne 1340cc)

LATERAL FORCE
2.3 g

Weighing in at 501MB, the SR3 and its 20 paint schemes is available as a free download from the rFactor 2 Steam Workshop now.

rFactor 2 is a PC exclusive racing simulation from Studio 397, available to purchase now on Steam.

rFactor 2 Radical SR3 Released 1.jpg
rFactor 2 Radical SR3 Released 2.jpg
rFactor 2 Radical SR3 Released 3.jpg
rFactor 2 Radical SR3 Released 5.jpg


For more rFactor 2 goodness you really do need to check out our rFactor 2 sub forum here at RaceDepartment. If you want a great place to hang with sim racing fans, catch up on the latest news articles and engage in some pretty special league and club racing events held on a regular basis, then pop over and come make yourself at home!

Have you tried out the new Radical yet? What are your impressions of the car? Let us know in the comments section below!
 
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If you don't know you shouldn't be so commanding of others. There are potential issues with tires and chassis just for starters, not to mention the FFB. Let's wait and see what the update addresses :thumbsup:.
Indeed update coming and i can still enjoy the car. Seems some cant enjoy it at all which i find ridiculous, but whatevs. :)
 
Here's an interesting test drive / review of the car, with some background info from actual drivers, racers and even instructors that know the car pretty well. In short summary:
- The car shouldn't push/understeer on corner entry
- Corner exit is pretty well represented
- AI straight line speed is way higher than achievable by a player, even when setting up for low drag
- Brakes don't bite enough compared to IRL
- Grip/downforce is way off, the real car can do 5-6G cornering forces
- The car is fun as it is, but not true to the real one

 
Here's an interesting test drive / review of the car, with some background info from actual drivers, racers and even instructors that know the car pretty well. In short summary:
- The car shouldn't push/understeer on corner entry
- Corner exit is pretty well represented
- AI straight line speed is way higher than achievable by a player, even when setting up for low drag
- Brakes don't bite enough compared to IRL
- Grip/downforce is way off, the real car can do 5-6G cornering forces
- The car is fun as it is, but not true to the real one
 
The guy in the video is right on the money with his observations, all the things on the list above are pretty much a list of all the things that need to be corrected. I've never driven a Radical IRL, although I have driven MCR's on track, which from the performance are similar, and karts too, and they have killer brakes and no discernable understeer at all.
I mean, the rF2 Radical is still fun to drive somehow, but with extreme understeer into the corners, useless brakes, and not being able to keep up with the AI on the straights, it's impossible to race on equal terms, you just drop further and further behind in the course of a race. That's frustrating, and the reason why I've parked it in the garage until the update patch is there.
 
The guy in the video is right on the money with his observations, all the things on the list above are pretty much a list of all the things that need to be corrected. I've never driven a Radical IRL, although I have driven MCR's on track, which from the performance are similar, and karts too, and they have killer brakes and no discernable understeer at all.
I mean, the rF2 Radical is still fun to drive somehow, but with extreme understeer into the corners, useless brakes, and not being able to keep up with the AI on the straights, it's impossible to race on equal terms, you just drop further and further behind in the course of a race. That's frustrating, and the reason why I've parked it in the garage until the update patch is there.
EDIT: Why is my reply here twice? No idea, the wonders of internet :D In fact, three times...don't ask me, I'm only the piano player.....
 
This quote has to be taken with a grain of salt in that I believe the drivers were at Thunderhill, a track with elevation changes in the corners where you get enhanced gravity benefits. It was also a transient response and not sustained steady-state.
I have no clue about Thunderhill, but it's true that the referred telemetry data was mentioned along the local instructor. Still there was another IRL+simracer who came to the same opinion that the car in life is close to a shifter cart feel, while in game it has grip/downforce issues.
 
I have no clue about Thunderhill, but it's true that the referred telemetry data was mentioned along the local instructor. Still there was another IRL+simracer who came to the same opinion that the car in life is close to a shifter cart feel, while in game it has grip/downforce issues.
5 or 6 lateral g is a lot of g, but I'd expect at least 2 to 3g on properly warmed-up sticky slicks, going by my experience with the MCR. That'll easily generate well over 2g with slicks: due to being old and unfit :cry:, I had trouble with my neck muscles when I did a track day with one:cool:
 
It says on radical's webpage that lateral g for sr1 is 1,9 and for sr3 2,3.

He was talking about sr1 on the video, so the sr3 rsx might have more corner entry under steering in real life too. Or might not. I don't know, but sr3 rsx seems to have 260 hp and sr1 175 hp, so that power difference might require more rear grippy setup and lead to more understeering.

To me the car feels like the LSD was too tight on engine braking, so maybe they got unrealistic value for that.
 
Here's an interesting test drive / review of the car, with some background info from actual drivers, racers and even instructors that know the car pretty well. In short summary:
- The car shouldn't push/understeer on corner entry
- Corner exit is pretty well represented
- AI straight line speed is way higher than achievable by a player, even when setting up for low drag
- Brakes don't bite enough compared to IRL
- Grip/downforce is way off, the real car can do 5-6G cornering forces
- The car is fun as it is, but not true to the real one


Here's what I wrote on the ISI forum page. Same basic conclusions, but takes less time to digest than the video ;) There are reports of overheating and fires on the forum over there, too.
-----------------------------------------------------------------------------------
Oh how I have been waiting for this car, since besides the Skippy it's the only one in rF2 I have driven in real life.

Audio: has captured the motorcycle engine origins fairly well, but the throbbing and deep exhaust note that you can hear a bit of at idle disappears as soon as you step on the gas!?!?! In the real car, the exhaust gets louder the harder you push it and becomes proportionally more significant than the engine sound. rF2 version not at all like the experience of driving the real one (but lack of exhaust versus engine sound doesn't affect just this car).

Graphics: where are the paddle shifters? Reflections from the road surface showing on the side panels of the car? In 2017? Some of the the 60's Historics had that problem on their windscreen since the first build of rF2. How on earth can this still be happening at this stage? I hope I don't still see grass poking through the floor of the car the next time I go off.

AI: releasing a car we have been waiting literally years for with un-calibrated AI? Sorry, that's just not good enough.

Handling: too much understeer relative to the real car. And believe me I was driving a "safe" set-up car, not one set-up for the top real racers. The steering feel is too heavy at low speeds. The real car has very heavy steering due to lack of power steering and fat slick tires despite its light weight. So, if you want to turn the wheel with the car stopped be prepared to use some muscle. Once moving, the steering is springy and lightens up quickly. The car responds fluidly to your every input. It is not like a Skippy. It's a dream to drive and you can drive it up to 9/10ths with ease. It makes any road car feel like a dump truck by comparison, so I hope no one thinks it should be at all difficult to drive or control. Of course the last 10% gets trickier, but it is still on the forgiving side of the scale by race car standards.

The heavy steering that hangs around much too long could be related to another bizarre element--the skidding or drive line binding when you come out of the garage or turn very sharply. As someone mentioned above, it acts like a go-kart suspension. Although this car does feel like a bigger or full-size go-kart to drive, that's because of its incredible responsiveness and flat cornering capability, not because it has no suspension or is actually constructed like a go kart. Something is seriously out of whack here. It feels like an AWD drive train with its binding and understeer!?!?

Throttle response seems incredibly jumpy in neutral. I don't think the real car can jump from idle to red line in that fraction of a split second. Once in gear, it's as though the throttle has suddenly been tamed or electronically throttled (pun intended). The real one I drove did not have this dullness. In fact, I spun the car leaving a hairpin corner just by getting on the throttle in second gear maybe half a second too soon. Just a smidgen too much steering angle left in the unwind when I got on the gas and around I went. But that was above 9/10ths. Anything below that and it felt like it was on rails. You could make yourself sick to your stomach just by weaving to warm up the tires there is so much lateral grip. Throttle response should be closer to USF2000. The relatively peakiness of the little engine does seem to be properly reflected. You have to rev it to get all the power, but it is still impressive acceleration mid-range.

FFB: My CSW feels OK--no serious issues with jolts or roughness. However, while in the "too heavy" steering phase described above, the FFB is grainy (and this could easily manifest itself as actual harshness on other wheels), like the steering rack is in some metallic molasses. The Skippy has always had this odd "feature" that doesn't exist on the real car. The Radical FFB should feel very much like the USF2000. If I closed my ears and eyes and drove the rF2 USF2000 and could get rid of its superior high speed aerodynamics, you'd have what the SR3 should feel like. Tossable. Feels and reacts like a real car. Incredibly capable by anything other than F1, Indycar or Le Mans standards. Steering rack feels like it is attached to rubber tires and bushings and has the appropriate spring to it. Fat slicks are very interested in self-aligning...the faster you go, the more so they want to centre themselves. Like many rF2 cars, this progression is lacking in the SR3. Probably OK at rest, then too strong at lower speeds and then too little at higher speeds. That's a major part of what makes it not feel like a real car, whereas the USF2000 does feel like a real car no matter which speed you are driving it.

Draw your own conclusions, but I expected a lot more.
 
Here's an interesting test drive / review of the car, with some background info from actual drivers, racers and even instructors that know the car pretty well. In short summary:
- The car shouldn't push/understeer on corner entry
- Corner exit is pretty well represented
- AI straight line speed is way higher than achievable by a player, even when setting up for low drag
- Brakes don't bite enough compared to IRL
- Grip/downforce is way off, the real car can do 5-6G cornering forces
- The car is fun as it is, but not true to the real one


5-6G in a entry level racecar for amateurs ,probably not very fit, it seems a bit exaggerated, unless we're talking about an F1, which is not the case. 6G may cause blacking out.

Good reading with a good background:

http://f1framework.blogspot.com.es/2014/07/psychological-and-physiological-demands.html
 

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