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Featuring the Formula E Car 2018 and the teams, as well as a stunning rendition of the HKT Hong Kong E-Prix track!

All of us at Studio 397 are ecstatic about this release. It’s not just because we have achieved truly immersive physics and graphics, but we are equally proud of the close partnership we’ve developed with Formula E itself.

This newest release is part of our ongoing efforts to continually offer you, true fans of simracing, exciting and cutting edge motorsport content!

The series itself is thrilling and challenging in ways that will surprise you. You’ll have to rethink your strategy – no more easy flat footing to get on the podium! Although the racing still retains its close side-by-side action, tactics and strategy now play an equal role – a true test of your abilities to stay focused on the big picture!

We also wanted to use this opportunity to get in some exciting new features such as REGEN and power modes, as well as new cockpit and HUD elements to further increase the overall immersion and functionality.

Known issues:

  • Track accuracy may be different due to late changes in layouts
  • AI currently does not adhere to the 1 pit stop rule and does not try to save fuel by lifting and coasting
  • Regen mode is based off braking and is automatic on braking
  • Fuel indicator currently does not show granular detail on battery life, therefore we suggest using 3rd party plugins in the meantime
  • Cars have one set of physics based on homologated data
  • Liveries and helmets will be updated when embargoes are lifted
  • AI will sporadically slow just after Start/Finish under full course yellow – this should not affect the race restarts.

How to drive the car - some important information

Formula E is different to most series you may have driven before, it’s about strategy and optimising your power and battery life.

Firstly you should set up a few more controls in the options menu.

  • Increment mixture and decrement mixture – controls “eMotor Torque Map
  • Engine braking map up and down (New) – controls “Regen Mode

Now what this does is affect the regen – so the power you get back from braking and also the engine power output which also affects the battery life.

For a Formula E race you usually have 1 stop, and Hong Kong is 45 laps for instance, so that means you need to go at least 23 laps on 1 stint (4.3%) per lap.

This means you need to lift and coast, for instance down the back straight you start coasting before the 200 metre board! If you saved more energy early due to a safety car or being very conservative, you can start lift and coasting later. Conversely, if you had to pit early due to damage or whatever reason, you may have to lift and coast even earlier.

After the lift and coast phase, you then brake late and if you have regen mode high, you will get more battery power back – there easy eh! Accelerating hard out of the corners will yield the main lap time benefits.

This car is all about how efficiently you can drive it. You have a set amount of energy to complete a race, and you have to find the most effective way to get to the end, that results in the shortest time possible.

Top Tips

  • In qualifying you can run max power and high downforce, however in race use lower downforce to help eliminate drag
  • Save as much power as possible to go for an attack at the end!
  • Paint lines on street circuits are slippery, especially in the rain!
  • 3rd party apps will give you a more precise reading on fuel, which will allow you to plan your race better

rFactor 2 is a PC exclusive racing simulation available worldwide via the Steam network. The Formula E Energize DLC can be purchased for £8.70 HERE.

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Neues Auto

Build 1109 Changelog & Dev Roadmap

Full build 1109 change log (December 21st 2017)

Improved Lighting

  • We developed an Image-Based Lighting for Ambient (IBLA) solution that substantially improves lighting in our graphics engine.
  • IBLA acts on the colors of the scene, taking into account information from the surrounding environment when drawing each object.
  • The resulting lighting system gives the final image a more realistic look and it improves the perception of depth for the driver.
  • This new system uses new ambient probes that have been added to most of the tracks. It is recomputed dynamically as weather or time conditions change.
  • IBLA does not introduce any noticeable performance penalties and its features have been exposed to Mod Dev. Furthermore, tracks that do not have set IBLA yet will automatically have a default set of probes assigned to them.

Rain Effects


  • Added dynamic drops on the windshield and the body of the car.
  • These drops respect gravity, so they will run down the sides, and each single drop will have its own lifespan.
  • The drops also respect airflow around the car when driving, making them move in appropriate directions.
  • The effect is not scripted but generated in real time, and it varies depending on factors like the amount of rain drops falling from the sky, the speed of the vehicle, or the particles generated from another car in front of you.
  • Wipers on cars are now functional and will clear the windscreen in two different user configurable speeds.


  • Vastly improved reflections of the surroundings that become visible as the track gets wet.
  • Added blurred reflections for the “Ultra” Road Reflection setting.
  • Improved shaders for the real-road surfaces and added new shaders to match closely the properties of elements like curbs in dry/wet conditions.
  • Added highly detailed puddle maps that allow puddles to form in the appropriate places on tracks.

New HUD Options

  • Added options to show tire wear and ride height as text parameters.
  • Added tire wear percentage to the vehicle status MFD.
  • Increased the accuracy of fuel consumption with an extra digit.
  • Fixed a bug with TireAverageTemp text parameters, which would not show up in the HUD because of a space in their names.
  • Added a “delta best” parameter that you can add to a HUD, showing time lost or gained compared to your fastest lap in milliseconds. Works for all cars (not just player). Included optional text coloring of the text output so positive and negative values can result in different colors.
  • Added a more accurate fuel indication as well as one that shows the fuel you used in your last (full) lap, or zero otherwise.
  • Added a gauge for showing the “delta best” with a range of -1.0 to +1.0 seconds.
  • Added predicted number of laps remaining based on fuel used for last lap.
  • Added current rain percentage.
  • Added minimum and maximum track water depth.
  • Added an option to disable font scaling for the chat and message box (apart from using comic sans, non-linear font scaling is about the biggest sin a designer can commit).
  • Added weather info (rain intensity and min/max water depth) into the MFD for HUD and in-car use.
  • Designed a new default HUD that takes advantage of the new features. (Coming soon)

Other/Fixes etc.

  • The plugin API will no longer invoke callbacks that provide ScreenInfoV01 data that used to allow plugins to render to the screen. Doing this directly has been deprecated with the release of DX11, and alternatives are to either use information that is available in the updated HUD or wait for a new plugable HUD system to be released in 2018.
  • We have removed the “cache” folder from our install, so all content will now be downloaded from the workshop. This means the base install is much smaller. Upon first launch you will be automatically subscribed to all Studio 397 content and while that is downloading the Launcher will show a progress dialog window with screenshots of all content items it is downloading for you.
  • Generating Mip Maps from reflections, this gives smoother reflections as a result.
  • Formula E liveries for TeCheetah, Mahindra and Venturi updated to 2018.
  • Formula E driver helmets updated.
  • Formula E driver suits updated.

Known Issues/troubleshooting

  • Rain effects are visual currently. However, we are working on physics impacts.
  • Some content is still to be updated to include the rain effects such as cars and tracks.
  • Performance is constantly being reviewed
  • Rain drops on external cameras under review
  • If you are experiencing strange graphical issues, delete the contents of your cbash and shader folders located in \Steam\steamapps\common\rFactor 2\UserData\Log
  • Important: Make sure to update any SteamCMD servers to get the latest!

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Dev Update von Jänner



Wichtigste News ist, dass KartSim in rF2 integriert wird und somit auf dieser Engine basiert. Noch von ein paar Monaten wollten die Macher von KartSim die Unreal Engine benutzen, sind dann aber wohl kläglich gescheitert, weil diese Engine zwar gut ist für Grafik, jedoch aber kein Modul für Physikberechnungen bietet.

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Für RF2 gibt es nun das KartSim DLC

Steam:  Link

Kosten: CHF 23.50

Es gibt 3 Strecken, wovon mit PFI eine der bekanntesten englischen Kartstrecken dabei ist, die in der englischen wie internationalen Meisterschaften gefahren werden. Bei den Karts gibt's den X30 Senior (In etwa wie der Rotax Max) mit Tony Kart Verschalungen und ein Mietkart. Ziemlich wenig Content für so viel Geld, aber ich werde es wohl trotzdem probieren, da ich das Kart Racing Pro trotz viel Aufwand auf meiner Kiste nicht zum Laufen bringe. 

Mehr Infos gibt's hier.

Für 400 Pfund soll es auch eine Pro Version geben, keine Ahnung welche Inhalte. Der Preis ist auf jeden Fall jenseits von gut und böse.


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KartSim Update Notes:

KS_X30 v1.13
Rental v1.13


  • Changes to naming parameters
  • More adjustmentment on seating
  • Updated Skins
  • Tyre telemetry switched on as per request from forum
  • Default gearing fixed

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Studio 397 have deployed two new and free historic Formula One cars to rFactor 2 recently, having completed work on the stunning Brabham BT44b of 1975 fame to join the 1976 March 716, two very active and famous cars from previous eras of Formula One racing.

Both cars have been made available to the simulation at no additional charge to owners of the title, and can be downloaded from the rFactor 2 Steam Workshop page.

March 761
A fragile but rocket-like fast F1 car, designed and manufactured by UK based March Engineering. With a background of designing F2 cars and the experience of many different racing series, March Engineering brought this car into F1 in 1976. An interesting fact is that these cars used a sponsorship that changed from race to race, resulting in many wildly different liveries being used throughout the season.

Brabham BT44b
The car used by Brabham in 1975 wasn´t anything extraordinary from just looking at the individual parts. Marrying a Cosworth DFV engine to a Hewland FG gearbox was considered standard practice that time, so the BT44b didn´t stand out. But the team worked hard not only on improving the reliability of this combination, but also on the performance in certain areas, as well as making sure the BT44b features a very low centre of gravity. With all these coming together, Brabham managed to have their most successful season since 1969, finishing 2nd in the constructors championship.

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Roadmap Juli: https://www.studio-397.com/2018/07/roadmap-update-july-2018/


Infos zu den rF2 Updates:

Latest Update! 26-07-2018
Steam Build ID 2980035
Steam Build ID 2942931 (dedicated server)

- Optimized performance when running post effects at MED/HIGH /ULTRA
- Globally adjustment to positioning of garage exit crewman
- Fixed brake disc glow not blending correctly on certain cars
- Added new parameter to UI 'Stabilize Horizon' This allows users three levels of visual damping. Can be used in VR and on monitors.
- Fixed VR 'mirror screen' flickering at track load

GT3 Pack Update 4
Changelog 25/07/2018

Bentley Continental GT3 2017 v2.31
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Callaway Corvette GT3 2017 v2.33
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

McLaren 650S GT3 2017 v2.25
- Updated tires
- Minor texture fixes in cockpit (mainly visible while in VR)
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Mercedes AMG GT3 2017 v2.31
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Radical RXC GT3 2017 v2.31
- Updated tires
- Added onboard Traction Control and ABS
- Minor physics adjustments based on BOP testing
- Added position lights

Endurance Pack Update 1

BMW M8 GTE 2018 v1.25
- Updated tires
- Minor physics adjustments based on BOP testing

Corvette C7R GTE 2017 v1.49
- Updated tires

Porsche 991RSR GTE 2017 v1.49
- Updated tires
- Minor physics adjustments based on BOP testing

Norma M30-LMP3 2017 v1.51
- Updated tires

Oreca 07 LMP2 2017 v1.41
- Updated tires
- Updated suspensi

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Interessanter Artikel zur Zusammenarbeit Sim Racing Produktion (hier Studio 397) mit der realen Motorsportwelt:


Übrigens, ich habe mir die oben erwähnten Packages (GT3, Endurance) besorgt und dazu auch die neue, lasergescannte, Strecke von Sebring. Das macht alles viel Spass und gefällt mir sehr gut! ??

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September Roadmap


To say September was a busy month for us would probably be the understatement of the year. Last time we already hinted at some big news, and the release of no less than three free, iconic McLaren race cars has certainly been well received and confirms our commitment to adding high-quality free and paid content to the simulation. We’ve met many of you at SimRacing Expo at the Nurburgring mid September. The event was highly successful, and I am confident that we will be back next year.

Directly after the Expo, we started our qualification rounds for the McLaren Shadow competition, which will continue well into next month. In the mean time we, almost silently, also released a big update for Zandvoort, featuring all possible layouts, a significant performance improvement as well as proper support for night and wet racing.

Material and Lighting System
Our final announcement at the expo was a new material and lighting system, which is currently in progress, and is based on physically based rendering (PBR). We’ve been working on it for the last couple of months, and its release is still a few months away, but the results so far have been very good. We showed some examples of our new car paint material that simulates a multi-layer paint job, featuring a body or primer, a base coat that is possibly metallic or two-tone, and finally a clear coat – each with parameters that allow you to specify in great detail the specifics of each layer. We did not stop there though, as our cars in general come with templates that allow users to create their own liveries. We now support up to six different materials that can be used on different, configurable regions of the car. This allows people to create liveries with vinyl wraps, shiny metallic bits, carbon parts and many other things all on the same car body. We are already looking forward to the unique designs our community can create with all these new possibilities. What we’re working on in the months ahead is other materials. Arguably the car bodies are very important, but we would also like to improve our cockpit interiors, the way rubber tyres look, and also our road surfaces. Obviously we will make sure that what we do stays compatible with all current content, but what’s more important, we aim to make it very easy to upgrade to these new materials. We’re committed to updating all our own content, and we expect the community to do the same.

2 rF2 Development Roadmap.jpg 3 rF2 Development Roadmap.jpg 1 rF2 Development Roadmap.jpg

As we told you in the announcement, the scan is done, and both the Nordschleife and GP track are up to 2018 standards. We’re finalizing the important processing of the data now, which – as you might imagine for such a large track – takes some time. In the meantime, our track team already started the huge task of modelling all the details that are visible when you drive around the track: trees, houses, audiences, camping grounds and many other things. We are aiming for a release at the end of Q1 of 2019. In the meantime, we are also looking at our options for the Südschleife. Quite a few people have responded and pointed out available information about this classic track. We have not yet made the decision to build it, and if it happens this layout will certainly be done as a separate project. We’ll keep you posted.

We’ve included some screenshots of a new-final version of Botniaring. As the track was officially licensed, we got extensive opportunities to survey the asphalt and its surroundings, which allowed us to accurately reproduce every little detail of the track. Like many of our other tracks, we will provide the different layouts and we are sure this relatively unknown track will offer some good racing. The release is planned for October, and as mentioned before, this will be a free track.

4 rF2 Development Roadmap.jpg 5 rF2 Development Roadmap.jpg 8 rF2 Development Roadmap.jpg 7 rF2 Development Roadmap.jpg

UI and Competition
The UI and Competition are two areas with a constant buzz of diverse development activity. We’re now at that point where the two teams merge and start to work on getting the competition functionality into the UI itself. So in short, we’re currently integrating UI and competition and preparing for a launch of both systems ‘together’. You’ve probably seen and even participated in the multiple competitions we’ve put on over the last year, where joining and viewing stats was through our web page. We still want to offer join via our webpage, but our ultimate goal is for you to find and join a competition straight from the UI, making it that much easier and that much more tempting to take part!

Of course, we do have some new UI functionality to share with you as well. First, we now have that spiffy animated trackmap you always wished for! This trackmap highlights the leader as well as the current driver you have selected (in white). You can click on any number on the track map itself and the list auto-scrolls to and expands that driver. Next, we have a brand new expanded standings pop-up function with color-coded best sectors. Finally, we’ve added a simple minimal graph to the standings, this gives a quick overview of your progress lap by lap as compared to the other drivers around you.

6 rF2 Development Roadmap.png 9 rF2 Development Roadmap.png 10 rF2 Development Roadmap.png

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Ich muss sagen, rF2 gefällt mir nach wie vor sehr gut. Die neuen und kostenlosen McLaren älteren Datums machen ungeheuer Laune. Auch grafisch hat sich mittlerweile viel getan. Ich bin gespannt, was die neue UI und das Matchmaker System bringen werden (dauert noch ein bisschen bis das kommt). Studio 397 macht einen super Job!

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Oktober Development Roadmap:

The full October 2018 rF2 Roadmap can be read below:

It´s getting colder outside, and most of us probably have either switched to winter tyres already or are planning to right now. Brace yourself, winter is here! But as simracers, we’re lucky, our season never ends, so let´s get into this month’s roadmap. It was once again a busy time for us. Let’s be honest here, that probably never ends either: we are pushing rFactor 2 further every single day, but it’s always great to head out to the community with good news like releases or announcements!

In 1989, the gates in Jurva opened to what now is known as the longest and most versatile racetrack in Finland, the Botniaring. It also features different layouts, thanks to the extension of the track in the past from a length of 2618 meter to 4014 meters, making it the longest racetrack in the country. Its smooth tarmac surface has invited multiple races to the region over the years, turning Botniaring into another Finnish motorsport center.

Mostly used for national championships, the track also became popular among northern European championships. With its 3 different layouts, the Botniaring offers thrilling racing action for all kinds of motorsport classes. It might not have seen a full European GT Championship yet, but you can change that in rFactor 2! Choose from the “Long”, “Long with Chicane”, and “Short” layouts to either be challenged by a high-speed track or to take on a breathtaking chicane that needs all your attention if you want to clock a fast lap time. Ah yes, we nearly forgot, the track is live now and servers are also running already, so what are you waiting for?!

rF2 Botniaring roadmap.jpg

When we announced this track at SimRacing Expo, we already stated this is a monumental task. The 2018 scan data has now been fully processed, and in parallel we have been working on many of the track-side details. We don’t have a lot to show yet, as usually the phases of modeling a track involve a lot of work that is not immediately visible until quite late in the build. We did visit our artists and got some pictures from their workstations while they were working on the track. Planning-wise, we are on schedule, and in a couple of months we hope to be able to show you some in-game shots. Worth mentioning already is that this will be our first full track that is built using our new material system.

rf2 Nords 2.jpg rf2 Nords 1.jpg rf2 Nords 3.jpg

McLaren Shadow rFactor 2 Qualifier
After introducing three new free cars to the simulation, we headed into the harsh but exciting world of competitive racing, on the hunt for that one driver that would represent the rFactor 2 community in the McLaren Shadow final later on in Woking. But before anyone could claim this spot, three qualifier rounds broke down the list of participants to the last 30 that had a chance at winning this.

Road 1 at Silverstone
Round one saw our racers flying through Hangars straight at the iconic Silverstone Circuit in the McLaren MP4/8. With everyone ready to shine and willing to do everything to put their stamp on the first round of the new competition, our livestream saw plenty of action and great fights with everyone trying to get inside the top 10 to make their way to the Qualifier final. After 30 minutes we had our first podium of the rFactor 2 McLaren Shadow Competition with Jan von der Heyde winning in front of Michelle D Alessandro and Eros Masciulli.


Round 2 at Zandvoort
The first 10 had their ticket to the Qualifier final, another 20 tickets were still up for grabs. After everyone parked their McLaren MP4/8 in the garage again we went even further back in time with the McLaren M23, a pure drivers car. No electronics, just a steering wheel and pedals. And with these weapons, our best drivers out of the Hotlap Sessions had to go up against each other on Zandvoort. Long fast corners, a lot of banking, and the endless will to fight made up another great livestream during this competition, eventually seeing Georgo Baldi reaching for the top spot and sending Peyo Peev and Kuba Brzenzinski down to the other spots on the podium.


Round 3 at Indianapolis
The championship car of Mika Häkkinen, the McLaren MP4/13, was the car of choice for the last qualifier round, leading our drivers to Indianapolis for a last chance to earn their spot in the Qualifier final. With an aggressive rear end, this car meant serious business for our participants and Indianapolis GP wasn´t willing to make it any easier for them. As this was the last qualifier round, everything heated up quite quickly, with several fighting groups that had to be covered by our live broadcast. In the end it was too much pressure for some drivers which totally threw around the top 10 in the last laps of the qualifier. Managing to keep his MP4/13 under control, it was Mark Berends securing the first place with Kevin Ryan and Antonio Kolarec following closely.


Finals at Longford, NOLA and Sebring
All qualifier rounds had been done and it was time for the Top 30 drivers from around the world to face off in the Qualifier final. Due to it being the big finale with just one spot leading to the McLaren Shadow Event in Woking, we decided to send out drivers to 3 different tracks, using all the new McLaren cars to find out who will represent our beloved Sim.

Normally you would expect a write up about what happened, right? Yeah, me too… not gonna happen XD! There was just too much action everywhere and the battles really showed that everyone was willing to give his best to get the Ticket to the UK. So better watch it yourself! (You fancy a link? It’s down there!). To cut a long story short, after 3 intense races it was Nuno Pinto who leading the standings and lifting himself up to the next level of the competition, the on-site final. Nuno Pinto:

It was really good, I wasn’t really expecting to win the competition. The first race was almost perfect, pole position and win. The second race started really bad with the crash on turn 1, recovered from P20 to P9 and got some good points. The last race was so good, started from pole, but when I switched to 2nd gear the rear end stepped out and to avoid hitting the wall I had to lift the throttle and lost 5 spots, recovered to P3 and that gave me overall win. Really happy and I am already working to be in the best shape possible for the final in January, I don’t really know what to expect but I will try and do my best and make all rFactor 2 players as proud as possible!

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ollowing 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

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tudio 397 have been busy... introducing the stunning Audi R8 LMS GT3 as part of the 'rFChallenges' upcoming DLC - plus confirming another two GT3 cars are yet to be revealed...

Marking a new licencing agreement that brings the Audi brand to the simulation for the very first time, the latest official reveal for the upcoming #rfchallengers DLC has been confirmed as the stunning Audi R8 LMS GT3.

Joining the already announced Porsche 911 GT3 R and BMW M6 GT3 teased by Studio 397 earlier in the week, the Audi R8 LMS GT3 is a modern and ultra competitive player within the exceptionally popular GT3 class of racing, and makes a very welcome introduction to a simulation that is rapidly expanding their portfolio of official manufacturer licences.

Not only has the Audi R8 LMS been confirmed, but Chris Elliot from Studio 397 has revealed via social media that the Dutch team still have another two GT3 specification cars to confirm - making that five GT3 cars coming to the title as part of the #rfchallengers DLC!

With the Porsche and Audi joining the current GT3 Bentley Continental, Radical RXC Turbo, Callaway Corvette C7 GT3-R, Mercedes AMG and McLaren 650S GT3, plus two more still to come, GT3 racing in rFactor 2 looks like it is set to keep getting better and better...

rF2 Audi DLC Preview 5.jpg rF2 Audi DLC Preview 23.jpg rF2 DLC Previews 1.jpg rF2 Audi DLC Preview 3.jpg rF2 Audi DLC Preview 4.jpg

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Confirmed as coming to the sim alongside the Porsche 911 GT3 R, BMW M6, Audi R8 LMS and one as yet unannounced licence, the confirmation today by Studio 397 of the impending release of the McLaren 720S GT3 is something of a coup for the studio - beating Assetto Corsa Competizione out the blocks as the first racing simulation to feature the latest, and potentially greatest, GT racing car from the formidable McLaren Automotive organisation.

With this latest announcement we now have four of the upcoming five car pack confirmed, leaving just a little bit of room for speculation as to the final model will be before we get our hands on the cars within the sim ourselves - I can't wait!

rFactor 2 McLaren 720S GT3 2.jpg rFactor 2 McLaren 720S GT3 3.jpg

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