

But with abit of time, practice and swearing you'll adapt to and enjoy these very unique physics. 1)The mods 2)rFactor 2 is still a WIP, and the pace at which the game is being developed is slow atm. I can't say they are 100% accurate, and they definitely aren't friendly to newcomers. Overall, the physics in this sim are certainly different. If you adjust a car to have more ''wing'', you'll find that it's faster in the corners but is slower on the straights and drinks more fuel. It just means that aerodynamics actually work properly in this sim. ''Complex aerodynamics'': This is self explanatory really. This real road feature really does change the experience completely, the difference in grip between a ''green circuit'' and a ''rubbered'' circuit really is substantial. It basically works the same as a rubber line but instead of rubber being formed on the track, one part of the track will just dry faster than the rest of it. This ''real road'' feature also allows for a dry line to form after heavy rain. However, it is one of the very few that has done. RFactor2 isn't the first sim to ever implement this ''real road'' feature. You'll also notice this line is far more visible in sharp turns or turns that require alot of downforce Basically, thicker the line, the more grip you have. As such, this rubber line will follow the racing line. A ''rubber line'' will appear on the circuit, basically this line forms from the tyres of all the cars that lap the circuit. What this basically means is there is no tyre rubber on the circuit, which in turn means theres much less grip on track. ''Driving surface construction, even painted line thickness, affects grip levels'': Basically what this means is they have a feature called ''real road''.īasically, much like in the real world at the start of an endurance race a track will be what they call a ''green circuit''. Oh and you can see physical damage to the tyres as they wear. It's also possible to puncture your tyres if you run over some debris or land a jump wrong. You can physically see the tyres flex and move about depending on how you take a turn or whether you get some air time. However, it then turns the dial up to 11. RFactor2 takes tyre modelling to the extreme, it brings all the usual tyre simulation that you'd expect from any good simulator. So if they don't feel the way they should, it can ruin your immersion. ''Newly updated tyre model'': The key part to any decent sim is how the tyre physics and modelling work, the tyres are what connect you and your car to the road. (Quotes taken from the description of the sim on Steam) Far too complex to keep this review a reasonable length, so here's a brief overview of the key elements to the engine. Unsurprisingly, RFactor2's physics are very complex. Now take all that, turn it on its head and you've got RFactor2s physics. Meaning the physics at times can be abit arcadey at times for the sake of enjoyment. If you have ever played Gran Turismo, Forza or Project Cars you will know that those sims are designed to balance ''realism'' with ''fun''.
