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rF2 | Free Bentley Continental GT3 Release + Substantial BOP Update

Paul Jeffrey

RaceDepartment Editor-in-Chief
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Studio 397 have today released the 2020 Bentley Continental GT3 for rFactor 2 - and it's free to owners of the original 2017 GT3 car.
  • Bentley Continental GT3 2020 release.
  • Extensive BOP update for GT3 cars within the sim.


New cars are always very much a welcome sight within our racing simulation of choice, and today another new addition has been brought to rFactor 2 - with the release of the 2020 specification Bentley Continental GT3 for the title.

In additional bonus news, the new car is free if you already own the original 2017 version of the Bentley, and if you don't, you will be able to purchase both cars at the single piece price of the original spec machine. Nice.

rFactor 2 | Bentley GT3 Store Page: Click HERE.

As well as new content, the GT3 cars within rFactor 2 have also been in receipt of the update treatment - enjoying an extensive Balance of Performance across all the current cars within the title - including physics updates and new dashboards on some cars.

rF2 Bentley 1.jpg


Check out the update notes below:

Endurance and GT racing has been brought up on the ethos of converging differing Grand Touring Car designs and shapes into an even playing field of competition. Nowhere else in the world of motorsport can you find such an eclectic mix of different cars, brands and design concepts coming together and competing on the same track, with similar chances of challenging at the very front of the grid.

As GT3 specification competition has continued to grow in popularity around the world, much of the success of the category has to be laid firmly at the door of the less than glamorous world of Balance of Performance, or BOP as it is more commonly known.

Always the subject of many off track debates amongst teams and drivers, BOP is a method employed by many championships to ensure cars of differing shapes and sizes can race together fairly within a common set of regulations, preventing the potential for runaway championship leaders and ensuring a fair shot of success is open to all brands within a series.

As in the real world, our virtual counterparts in rFactor 2 are also subject to these BOP restrictions, as unlike the real world counterpart, should a car prove to be consistently superior to its class rivals, it is rather easier for the sim racer looking to gain an advantage and select the fastest car than it is for a real world team to find hundreds of thousands of dollars to swap machines for the season ahead.

As such, here at Studio 397 we have been working incredibly hard to bring a realistic and fair Balance of Performance to the enviable list of GT3 cars currently in the simulation. Our development team and testers have pounded round the circuit for endless hours tweaking and refining the cars to ensure they retain their individual characters, their inherent strengths and weaknesses and their real world performance levels, whilst still providing an even set of ultimate speed in comparison to each other – just like in the real world!


rF2 Bentley 3.jpg


Aston Martin Vantage GT3 1.71
BOP
  • Fuel consumption tweaked to match reference for BoP
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights),
  • Fix for radiator cooling options not showing properly in the pitmenu,
  • Reduced engine inertia
  • New default setup
  • Added 10% steps for radiator cooling.
In-car dash
  • Added Engine Mixture levels
  • Added ABS levels
  • Added new alarms for low fuel and oil temperature

Audi R8 LMS 2018 v1.75
BOP
  • Reduced drag by about 2%,
  • Added 5kg of weight penalty,
  • Reduced engine torque/power output by about 1%.
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights),
  • Fix for radiator cooling options not showing properly in the pitmenu
  • Reduced engine inertia
  • Added 10% steps for radiator cooling
  • New default setup
Audi R8 LMS 2019 v1.45
BOP
  • Reduced drag by about 4%,
  • Added 10kg of weight penalty
  • Reduced engine torque/power output by about 1%
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights)
  • Fix for radiator cooling options not showing properly in the pitmenu
  • Reduced engine inertia
  • Added 10% steps for radiator cooling
  • New default setup
Bentley Continental GT3 v2.73
BOP
  • Fuel consumption tweaked to match reference for BoP
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights),
  • Fix for radiator cooling options not showing properly in the pitmenu,
  • Reduced engine inertia,
  • Adjusted steering rack ratio (it’s slightly tigher now),
  • Added 10% steps for radiator cooling.
  • New default setup
In-car dash
  • Added Engine Mixture levels
  • Added ABS levels
  • Added TC levels
BMW M6 GT3 v1.67
BOP
  • Fuel consumption tweaked to match reference for BoP.
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights),
  • Fix for radiator cooling options not showing properly in the pitmenu,
  • Reduced engine inertia,
  • Camber is adjustable in smaller steps (0.1deg, was 0.25deg before)
  • Adjustments to differential locking and preload
  • Added 10% steps for radiator cooling
  • New default setup
Callaway C7 GT3-R v2.81
BOP
  • Increased engine torque/power output by about 2%.
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights)
  • Fix for radiator cooling options not showing properly in the pitmenu
  • Reduced engine inertia
  • Higher engine braking, adjusted launch rpm, adjusted engine lifetime rpm (results in higher engine lifetime)
  • Moved aero balance forward by about 4% percent points
  • Added 10% steps for radiator cooling.
  • New default setup
McLaren 720S GT3 v1.61
BOP
  • Added 10kg of weight penalty,
  • Fuel consumption tweaked to match reference for BoP
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights),
  • Reduced engine inertia,
  • Fix for radiator cooling options not showing properly in the pitmenu,
  • Fix for some spring options beeing too stiff,
  • Added 10% steps for radiator cooling.
  • New default setup
McLaren 650S GT3 v2.71
BOP
  • Added 5kg of weight penalty,
  • Fuel consumption tweaked to match reference for BoP
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights)
  • Reduced engine inertia
  • Fix for radiator cooling options not showing properly in the pitmenu
  • Realigned suspension geometry (to better match the data, which also results in slightly slower steering ratio)
  • Adjusted vertical and lateral CG location
  • Higher roll damping for anti-roll bars
  • Slightly higher clutch inertia
  • Fix for some spring options beeing too stiff
  • New default setup,
  • Added 10% steps for radiator cooling.
  • New default setup
Porsche 911 GT3-R
BOP
  • Fuel consumption tweaked to match reference for BoP
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights)
  • Reduced engine inertia
  • Fix for radiator cooling options not showing properly in the pitmenu
  • Increased balance shift coming from changes to the rear wing angle (which now has 18 positions vs 20)
  • Fix to rear suspension’s inner joints beeing too low for a given ride height
  • Higher differential preload (by about 19%)
  • Added 10% steps for radiator cooling.
  • New default setup
In-car dash
  • Added Engine Mixture levels
  • Added ABS levels
Radical GT3 v2.67
BOP
  • Fuel consumption tweaked to match reference for BoP.
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights)
  • Reduced engine inertia
  • Fix for radiator cooling options not showing properly in the pitmenu
  • Realigned suspension geometry and fix to motion ratios, resulting in different min/max damper lengths and stiffer spring/damper rates
  • Added 10% steps for radiator cooling
  • New default setup
In-car dash
  • Added Engine Mixture levels
  • Added ABS levels
Mercedes AMG GT3 v2.75
BOP
  • Fuel consumption tweaked to match reference for BoP.
Physics
  • Reworked aerodynamics (more sensitive to changes in ride heights),
  • Reduced engine inertia,
  • Fix for radiator cooling options not showing properly in the pitmenu,
  • Added 10% steps for radiator cooling.
  • New default setup
In-car dash
  • Added Engine Mixture levels
  • Added ABS levels

Original Source: Studio 397

rFactor 2 is available now exclusively on PC.

The rFactor 2 sub forum here at RaceDepartment is the place to go for the latest news and discussion about the title. Head over to the rFactor 2 sub forum, start up a thread and let the community answer your questions!

rF2 Bentley 4.jpg
 
Last edited:

Dady Cairo

Cat-Car
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217
Tryed the car on Mount Panorama and what did i get as usual ..Yellow .Yellow ,Yellow..and it won't go away.I think,i let it be till this is fixed.
Is there a way to avoid this "bug" ?
 
Last edited:
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492
Tryed the car on Mount Panorama and what did i get as usual ..Yellow .Yellow ,Yellow..and it won't go away.I think,i let it be till this is fixed.
Is there a way to avoid this "bug" ?
There are actually two workarounds. The first and pretty simply way is to use black only in the rule settings for the race. The second one is called "GPRIX Safety Car Thresh":..., in your player json file and doesn't affect other flag rules. I have it at 10 and haven't had a SC since ages. You can play a bit with the settings until it fits your needs and if you reduce the SC laps at longer tracks like Mt. Panorama it might be less annoying. I hope this helps. ;)

Still waiting for a fix aswell, so that I can safely use FCY again. Just adds so much more immersion and strategy to the sim.
 
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Bentley feels really good. AMG Ai is still drunk. The Radicals are too fast, at least with the Ai. About 2 seconds a lap faster than the field at Sebring.
I got this 2nd or 3rd hand, but a dev stated the Merc was being looked at and will be corrected in a future update. I'm thinking ever since they officially announced Rudy Van Buren as part of the team, car items are being looked at more seriously.
 
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I tested S397 GT3, GTE, and their recent Porsche Cup and discovered the ai are worthless in long Endurance type races when needing only 2 fuel stops. The ai become confused with fuel strategy and take 3 or more stops when only 2 are required plus some ai come right back in to pit within 3 laps of their previous pit.

Note: Damage, mechanical failures, tire wear, and ai mistakes off to be sure it was only fuel strategy related.
 
Last edited:
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wHEN is everyone going to get that solo/offline/ai is fubared and will stay fubared for a long long time. We know the issues, THEY know the issues, it is not a priority til the online/UI stuff is done.
And they have been working on the UI for like 2 or 3 years already....ya think????
 
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Just thought i would mention it as i never read anything related to ai fuel strategy issues and much earlier versions i haven't experienced this. I been doing aiw work since rF1 and their fuel strategy was much better.
 
Last edited:
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Just thought i would mention it as i never read anything related to ai fuel strategy issues and much earlier versions i haven't experienced this. I been doing aiw work since rF1 and their fuel strategy was much better.
I will give them a little credit, they recently adjusted the minimum air pressure that you can set for their DLC cars. It may not fix the low pressure exploit, but it at least it creates a more real world minimum.
 

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