rFactor 2: BMW M6 GT3 Latest DLC Car Announcement

Paul Jeffrey

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rF2 BMW M6 GT3 3.jpg

Following on from the recent Porsche 911 GT3 R announcement, Studio 397 have now confirmed the second of four new cars... the BMW M6 GT3!


Set to form part of a four car #rFchallenges DLC offering for the simulation, the next car confirmed to be heading to the rFactor 2 is the stunning BMW M6 GT3 - due to be added alongside the 911 GT3 R alongside two further as yet unannounced vehicles.

At this very early stage of proceedings we are yet to learn when the new pack is expected to land, nor how much it will cost or even if the two mystery cars will even be from the GT3 category, but one thing is for sure - the next few weeks should most certainly be exciting ones for rFactor 2 players!

BMW M6 GT3 3.jpg
rF2 BMW M6 GT3 4.jpg
rF2 BMW M6 GT3.jpg


rFactor 2 is available exclusively for PC from Steam now.


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!

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This thread is going to wander a little off topic for few posts, but please indulge me...
It's interesting that automobilista suffers with exactly the same issue. It's such an immersion killer when you have been caught by the AI qnd you can artificially hold them off when in reality you would have been passed.
I was just testing the new Goiania outer ring layout with the FVee… now there's a car and circuit combo that's all about drafting and I watched carefully to see whether the AI would check up. On medium and high aggression, the only times I saw the AI check up while drafting was:
1) just before the braking zone when they likely wouldn't have room to make the pass, probably wouldn't get their nose to my midsection
2) when there was already another AI was passing from well behind, who had a solid run that would shortly pin them in
3) when I, as the player, had them pinned in
4) if I weaved about, making more than one legal "over & back" move, rather than holding my line

Haven't been doing any multiclass racing in AMS of late, so that may be different?
In rF2, yeah, the braking AI happens much more than AMS.
 
I don't have rF2 installed at the moment. I did try the free McLarens, which I liked a lot. I like that you are expanding this content as well with more GT3, FE Gen 2 rumoured, more Endurance hinted, etc. I will wait for the UI update and if I like it rF2 might return to the permanently installed software on my PC, along with most DLC purchased.

Regarding the UI (since Marcel is active here) I really hope you will achieve CONSISTENCY in the content side, meaning consistent car preview images (currently some of the cars are from the side, some from an angle, some have white background, some have different) and a few tracks are currently listed more times with the layouts split between them. Solving that would be great. If you achieve consistency within your official content, it would be great to somehow make mod content consistent as well (e.g. track layout is taken from the AIW or what it's called :D, cars are shown in 3D like in AMS, or the game automatically renders the car skins, takes a picture from the side and makes it somehow consistent with your current style, I have no idea, I am just brainstorming, no idea what is realistic to do).

The advantage of a more open modding platform, like AC, is that using Content Manager we can manually make everything consistent, from names to preview images, etc. Maybe developing a lightweight program for editing these UI related stuff in rF2 would be welcome within the community.
 
This thread is going to wander a little off topic for few posts, but please indulge me...

I was just testing the new Goiania outer ring layout with the FVee… now there's a car and circuit combo that's all about drafting and I watched carefully to see whether the AI would check up. On medium and high aggression, the only times I saw the AI check up while drafting was:
1) just before the braking zone when they likely wouldn't have room to make the pass, probably wouldn't get their nose to my midsection
2) when there was already another AI was passing from well behind, who had a solid run that would shortly pin them in
3) when I, as the player, had them pinned in
4) if I weaved about, making more than one legal "over & back" move, rather than holding my line

Haven't been doing any multiclass racing in AMS of late, so that may be different?
In rF2, yeah, the braking AI happens much more than AMS.
Let me test it now, I'll report back .
 
This thread is going to wander a little off topic for few posts, but please indulge me...

I was just testing the new Goiania outer ring layout with the FVee… now there's a car and circuit combo that's all about drafting and I watched carefully to see whether the AI would check up. On medium and high aggression, the only times I saw the AI check up while drafting was:
1) just before the braking zone when they likely wouldn't have room to make the pass, probably wouldn't get their nose to my midsection
2) when there was already another AI was passing from well behind, who had a solid run that would shortly pin them in
3) when I, as the player, had them pinned in
4) if I weaved about, making more than one legal "over & back" move, rather than holding my line

Haven't been doing any multiclass racing in AMS of late, so that may be different?
In rF2, yeah, the braking AI happens much more than AMS.

Ok I have to agree that it seems to have improved a lot since I last played AMS. I just done 10 laps at gioania in fvee and they were indeed passing as expected. Also tried f3 at same track and seemed alright.

Maybe it's just rfactor2 then.
 
Reiza has updated their AI, made it brake/throttle way less on corners (or less strong at least, you dont see the cars boucing anymore) and they are capable of passing more. If it had defending line would be better than rF2 AI by a mile.
The thing about rF2 AI being best in the market is a myth right now.
 
Audi cool!! I hope the McLaren is the last.

Anyone know whats wrong with my RSR's in-car dash?
If i play vs more than 20 Ai the numbers on the wheel are going into each other, and you not really able too see your position number in it.
The pic is taken from a video,and i'm on mobile now but i think you can see what i mean, despite the pic quality. The 20/22 touches each other it's worse with other numbers. I highlighted with a little red line under it.

0xZ8e1J.jpg

CkJjl2t.png

f85xjXu.jpg
 
Reiza has updated their AI, made it brake/throttle way less on corners (or less strong at least, you dont see the cars boucing anymore) and they are capable of passing more. If it had defending line would be better than rF2 AI by a mile.
The thing about rF2 AI being best in the market is a myth right now.

I wouldn't call it a myth. I used both sims quite often for offline racing and it is quite obvious that both sims have their strengths and weaknesses. One thing I can tell you for sure though is, that the AMS AI still suffers from some old rF1 issues, that are mostly tied to the AI awareness. Getting rear ended or simply run over by AI in AMS is still a common problem, something that works much better in rF2. If I want to have proper wheel to wheel racing, I certainly prefer rF2.
 
Another GT3 dlc, as if there isn't enough already.

EDIT
To all who disagree: ever heard of Simtek,Apex,URD,Enduracers?
What about GT3/Endurance-pack? Already outdated?
Happy money wasting!
Honestly , as much as i like rF2 id have to agree , we even have a dedicated GT3 game now in ACC , then we have all those mods you speak of already in rF2 , wouldn't it be better to branch in another direction or even just work on getting the much loved content already in game up to the highest standard ? or even just get that darn Ui out ! New people might even buy the game if it looked the 2018 part and revenue could come from those new players instead of milking the already dedicated existing player base !!
 
Reiza has updated their AI, made it brake/throttle way less on corners (or less strong at least, you dont see the cars boucing anymore) and they are capable of passing more. If it had defending line would be better than rF2 AI by a mile.
The thing about rF2 AI being best in the market is a myth right now.
Yeah something has massively changed in the way the Ai behave ! All you need to do is listen to them through corners ! They sound quite annoying now let alone the actual behaviour :( I have a video of then around Long Beach well before the DX11 updates and they were fantastic !
 
Another GT3 dlc, as if there isn't enough already.

EDIT
To all who disagree: ever heard of Simtek,Apex,URD,Enduracers?
What about GT3/Endurance-pack? Already outdated?
Happy money wasting!

Simtek - Outdated and not DX11. The team doesn't exist anymore, tho it was a good mod 2 years ago.
Apex - Old models and imo not very good physics
URD - Outdated AF and not DX11.....Tho the DTM mod is pretty awesome.
Enduracers - Please....This mod isn't even in the same league. Physics are awful.

The last few official releases have been open wheelers. There's something from everyone, give us GT fans a break.
Yes, I'll happily "waste" my money :thumbsup:
 
Simtek - Outdated and not DX11. The team doesn't exist anymore, tho it was a good mod 2 years ago.
Apex - Old models and imo not very good physics
URD - Outdated AF and not DX11.....Tho the DTM mod is pretty awesome.
Enduracers - Please....This mod isn't even in the same league. Physics are awful.

The last few official releases have been open wheelers. There's something from everyone, give us GT fans a break.
Yes, I'll happily "waste" my money :thumbsup:
Can't agree more. These mods don't even come close to offical content in quality.
I rarely use the Simtek GT3's and the Enduracers mod, ususually they are just a grid filler options in 40-50 car races but i never use them.
 
Wow some critical people in here

@Marcel Offermans - Audi on twitter, is that showing the new shaders/hint it's in the next release?

Ps if you need any Python coding for any web-based UI let me know

The Audi, as well as the BMW and Porsche, have been shown with the new material system, which has been in development roughly half a year now. We obviously would not be doing that if we would not release the cars with this system. Our next roadmap update will elaborate on this a lot more and provide a timeline as obviously some adjustments will need to be made to first and third party content.

As for the UI, we're integrating the competition system as we speak. Technically, our front-end is based on Angular and TypeScript and the back-end is mostly Java (leveraging existing technology within Luminis) that is deployed both in the cloud as well as inside the simulation. No direct Python support, however I expect many developers/modders to come up with novel ways to extend the simulation when we release that UI and those can definitely be done in Python if that's your language of choice!
 

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