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Rfactor 2 f2 mod
Rfactor 2 f2 mod









The Assetto Corsa mod also feels a lot tighter, and doesn't allow for much slip in the tyres (which afaik is realistic to slick tyres in real life).

rfactor 2 f2 mod

The BeamNG tyre model that allows for a large slip angle and the somewhat understeery nature of this car on entry and mid-corner may also be allowing me to brake harder for longer and carry the brakes more into the apex of the corners. This mod also has much shorter braking zones, so either it is due to the downforce levels (I'm running a low DF setup in my Assetto Corsa lap, but I can't change the front wing with the Genesis F2), or the tyres have more longitudinal grip in braking (possibly from the softer suspension?), which means that while the peak G-force is lower, it is sustained for a longer time so overall it decelerates faster. In Assetto Corsa, the F2 car is able to pull 3.18Gs under heavy braking from almost vMax in the braking zone for Les Combes, while in BeamNG this mod pulls about 3.08Gs in the same braking zone, at 100% brake force in the setup. ( (Ignore the right side part of the lap timer in the top left - it's showing the frame number and the video is in 30FPS)

rfactor 2 f2 mod

Note that the FOV and camera position is different for both games, so the location of the car in relation to some reference points might be slightly different I used the soft tyre compound for the Assetto Corsa lap, and I used DRS on both laps at the same points (marked by the DRS boards in the Assetto Corsa version and white lines on the track for the BeamNG version).

rfactor 2 f2 mod rfactor 2 f2 mod

I did both laps with 10L of fuel and a custom setup for both cars in both games, to represent a lap during qualifying. I got around to testing the Assetto Corsa RSS 2 V6 2020 mod (a Formcar) against this mod in BeamNG at Spa-Francorchamps to see how they compare, as well as to real life.











Rfactor 2 f2 mod