The most advanced physics mod ever developed for GTR2. Refer to the documentation for more info. Features easy installation in 3 steps. What can you expect?
Most accurate representation of these cars ever developed for any game. Improved driving feel. Cars are easier to drive in slow corners now due to new tire model and have better mechanical grip. In high speed corners they are more of a challenge due to more realistic aerodynamics. All of this is not coincidental but backed by real data. In original game situation was exact opposite as you would get more stable car in the corners the faster you go which is obviously false. Now you can actually lose rear of the car when entering a high speed section and not having enough wing. Before you would just drive wide and into a grass.
Car behavior under acceleration and braking is much more intuitive due to utilization of proper slip curves which were not implemented in original data. In addition its possible to powerslide now and its easier to control the car on the limit. Improvements in aerodynamics and drivetrain simulation have made cars perform much closer to reality than was the case before. I have updated tech specs page for every car in case you want to compare their data.
Here are the comparison lap times because picture is worth more than a thousand words. Testing was done with period correct success ballasts applied. In addition Lamborghini, Maserati, TVR and Nissan take into account added FIA ballast because they weren't full season participants. Sometimes teams would choose to qualify on medium tires. For example lap times for all GT cars at Spa reflect that.
This mod also features vastly improved AI which makes multiclass endurance racing possible. AI cars now use more playerlike physics and no longer cheat like was the case before. They will provide a real challenge.
Most accurate representation of these cars ever developed for any game. Improved driving feel. Cars are easier to drive in slow corners now due to new tire model and have better mechanical grip. In high speed corners they are more of a challenge due to more realistic aerodynamics. All of this is not coincidental but backed by real data. In original game situation was exact opposite as you would get more stable car in the corners the faster you go which is obviously false. Now you can actually lose rear of the car when entering a high speed section and not having enough wing. Before you would just drive wide and into a grass.
Car behavior under acceleration and braking is much more intuitive due to utilization of proper slip curves which were not implemented in original data. In addition its possible to powerslide now and its easier to control the car on the limit. Improvements in aerodynamics and drivetrain simulation have made cars perform much closer to reality than was the case before. I have updated tech specs page for every car in case you want to compare their data.
Here are the comparison lap times because picture is worth more than a thousand words. Testing was done with period correct success ballasts applied. In addition Lamborghini, Maserati, TVR and Nissan take into account added FIA ballast because they weren't full season participants. Sometimes teams would choose to qualify on medium tires. For example lap times for all GT cars at Spa reflect that.
This mod also features vastly improved AI which makes multiclass endurance racing possible. AI cars now use more playerlike physics and no longer cheat like was the case before. They will provide a real challenge.