rFactor 2

rFactor 2

Formula BMW
45 Comments
Jack Backus 14 Jul, 2023 @ 1:36pm 
Thanks for the update! These cars are a blast to drive.
Skylightracer 26 Dec, 2022 @ 9:35am 
Please upgrade the sound for the new sound package
Project1 8 Sep, 2021 @ 2:14am 
Great Stuff. Thank you Marco!! Cheers Michael Woller
Johnny Speed 7 Sep, 2021 @ 3:03pm 
These are great! Thank you.
Michael Woller 26 May, 2021 @ 1:13pm 
please add full Formula BMW 2004 Germany
IL VIDDI 9 Feb, 2021 @ 2:09am 
will you add the 2004 Vettel's skin car?
Pedra Junior 13 Oct, 2018 @ 2:33pm 
Friends selected the official Formula BMW tracks created by ISI and S397.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=928619814
Loukas zonas 12 Oct, 2018 @ 5:04am 
Great :)
Spectator6 11 Oct, 2018 @ 7:11am 
Excellent, thank you so much for the update!
dentalfloss 23 Apr, 2018 @ 5:43pm 
Fuel consumption estimates seem to be off. I tested at 2 different tracks -- Mills C and Dijon. At first I thought the problem was with Dijon, then it was off at Mills.
[BiO] Chalky 17 Mar, 2018 @ 4:44am 
Minor point: "CarType" should be set the model of the vehicle like "Formula BMW FB02" or whatever it really is and not the team name. The team name is already set in the "TeamName" field This helps with 3rd party reporting plugins that process the results files.
desinman 4 Dec, 2017 @ 6:53am 
Fantastic mod here. Just reporting a minor problem that whenever I try to create a "Virtual Ride" by cloning the skin, the created AI driver doesn't appear to show in the 'select car' menu. Anything wrong with that or just me?
SuperPants 18 Nov, 2017 @ 11:09am 
I love this car! Great work!!
Spectator6 7 Jun, 2017 @ 7:10am 
Thank you for the update, great job!
Rolacka 7 Jun, 2017 @ 4:31am 
Thanks for updating this to DX 11 :)
GTRLIVE 8 May, 2017 @ 6:02am 
this good I LIKE THIS GAME!
anthot4 17 Jan, 2017 @ 11:37am 
A very good mod, excellent physics
marcobost  [author] 18 Dec, 2016 @ 10:34am 
I used a lot of wax and strong muscle! LOL
Maybe not all teams will polish so much their car, but for the video we need an amazing view and personally I love it
Associat0r 18 Dec, 2016 @ 10:24am 
I saw a video of your upcoming GP3 mod and noticed similar kind of reflections. https://www.youtube.com/watch?v=iHvwhJT18zw
Close to ISI materials would be good too, as I haven't seen any ISI cars as shiny as these.
marcobost  [author] 18 Dec, 2016 @ 9:54am 
This 1.16 is the last build of the mod, at least for the next months. I know that we can manage the brightness of the car in a great variety of different ways, different values for specular and fresnel, with the shadows and alpha channel in the skin... All that suggests to me that, into certain limits, it is a personal choice. I usually prefer to be closed to the ISI's value, but, as I said, it is a personal choice.
Associat0r 17 Dec, 2016 @ 10:11pm 
I would suggest toning down the reflections a little. URD EGT is a good reference https://www.youtube.com/watch?v=IKHsJkyoNlQ
Here are some tips http://www.racedepartment.com/threads/enduracers-interview.127946/page-6#post-2343211
Keep up the good work.
marcobost  [author] 6 Dec, 2016 @ 9:55am 
fixed a bug that on some tracks didn't allow the reflections.
Build 1.16 is coming very soon!!!!
marcobost  [author] 4 Dec, 2016 @ 8:10am 
to be used with the clutch as the real car
oppolo 4 Dec, 2016 @ 6:08am 
why in the new version there is the auto cutoff?
paulmarc 4 Dec, 2016 @ 3:56am 
great job...congratulations
davewet 30 Nov, 2016 @ 11:56am 
Thanks for this great mod, very close racing with A1 especially tracks like Brands Hatch
marcobost  [author] 25 Nov, 2016 @ 9:39am 
STAY TUNED GUYS, the new build will be available soon...
Changelog:
- new full flex chassis
- new steering wheel options
- new engine
- AIs tuned for working at 95% vs. humans
- braking torque: decreased, but of course pushing hard, mostly the inner wheel locks
- AI starting: improved a little
- tuned the stiffness of the chassis, to avoid unwanted oversteering exiting med corners and to have a well balanced car like the original rF1 version, but with the new technology and enhancements of rF2
- gears: I discovered an unused final into the original mod and I apply it with a little tuning
- recalculated several values in the realtime section of the tires (TGM) to improve them
- new rear wet tires (TGM)
- new TBC file (of course)
- new opponents classes, now identifiable with full initials (i.e. FBMW2005ASIA, FBMW2006USA, etc...)
- new talents file with tuned values
- improved the resolution of some items into the cockpit
marcobost  [author] 17 Nov, 2016 @ 4:43am 
Anyway I'll release the new version in the next days. It, like the old one has "FormulaBMW" into the CarClass of the XML, as other mods. If you want to try the beta, please look at the S397 forum. Thank you
ze jesus 16 Nov, 2016 @ 10:45am 
Really thank you for your care but R2P is close doors in the end of the year,so we can use it anyway,you dont need change anything.

Sorry about that....
marcobost  [author] 6 Nov, 2016 @ 2:17am 
@ze jesus: I'm still waiting for some clarifications about your xml data, because of classes should work...
Vale58 29 Oct, 2016 @ 1:15pm 
Thanks
ze jesus 21 Oct, 2016 @ 2:34pm 
Thanks a lot !!
marcobost  [author] 20 Oct, 2016 @ 10:23am 
Sorry! I read the discussions and comments here very rarely... I wrote some info answering into the discussion area...
fairplay27 18 Oct, 2016 @ 11:33am 
I liked the original and I like this so much. Tested at Mills and everything seems to be great....! Thanks guys, this is very appreciated.
ze jesus 15 Oct, 2016 @ 6:34pm 
Why mess up result files? In rF1 version it work perfect to us,no need nothing change on that area,now great mod unused to Race2Play users.I start an discution....anyway!
Peedy 30 Sep, 2016 @ 6:15am 
no way no:steamfacepalm::steamsalty:
Dynamitry 26 Sep, 2016 @ 4:31pm 
tested on Lime Rock, AI was rolling over even on small kerbs [wtf]
marcobost  [author] 21 Sep, 2016 @ 6:07am 
Few clarifications:
- the physics was developed years ago by iDT and, respecting their job that I must say was really good, we adapted the physics to rF2, improving it to the new code, but without changing what was the essence of the mod. In the end changes where mainly on default settings, increasing the caster (because this is an OW) and just a little the breaking torque. Then we added the latest version of the CPM and, for the first time in rFactor2, the Variable Steer Ratio.
- in effect AIs with the default value are fast, but you can decrease their performances and later, depending of track and rubbering... and the knowledge and skill in driving this car, you will have great challenges. I found that, for several reasons, changing coefficients to have the AIs slower than now, the corner speed wasn't appropriate.
Randy 21 Sep, 2016 @ 2:24am 
This is a good looking mod, with a large number of skins to choose from including a Lowe's car. I have found that the AI cars are significantly faster than this car and they are set at 95%. One final observation is that the front and rear wings have no impact on stability (down force) or speed. I have tried near max down force and 1/3 onthe front / rear wings with no apparent change in grip or speed. I would like to see the mod builder(s) implement this feature. Thanks.
neru 20 Sep, 2016 @ 8:00pm 
hey good work, the ai is killing me though, im like 10 secs slower D:!
Djdel002 20 Sep, 2016 @ 5:17pm 
Hey no prob!!! Glad that helped!
LG24 20 Sep, 2016 @ 2:49pm 
That's exactly it! Thank you very much!
Djdel002 20 Sep, 2016 @ 1:11pm 
Hey SirVanhan, check out this link about those graphic glitches. It's an issue with antialiasing settings...

http://isiforums.net/f/showthread.php/5620-heat-haze-problem?p=68723&highlight=#post68723
LG24 20 Sep, 2016 @ 10:59am 
Behind every car I see a huge ball of... I don't know what. This huge ball reflects what I should see on the visor cam. Strange bug.
Rolacka 20 Sep, 2016 @ 9:12am 
Good job on bringing this to rf2, physics feel really good but I sure need a setup the AI are murdering me on 95% lol