rFactor 2

rFactor 2

57 ratings
KARTCUP
 
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125.575 MB
May 8, 2017 @ 2:44pm
Dec 21, 2017 @ 1:12pm
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Description
Often described as the most pure form of motor racing, Karts are the ideal entry platform into the world of motorsports. Accessible to everyone with a capable body and mind, they are also one of the few forms of motorsport anyone can experience.

Very early in the development of rFactor 2, we planned to bring karting to our product. Some of you may have seen the wallpaper images we released very early showing them. As we finally close in on their release, we thought this might be a nice time to help those unfamiliar with them.

The rFactor 2 karts will come in two different flavors at this time, the Junior and Kart F1. Don’t let the names fool you, the junior karts already provide a serious punch, producing 20hp in a vehicle weighing under 150kg (driver included). These represent a very competitive kart that require lightning fast reflexes. The Kart F1 steps this up, producing 40hp and weighing only slightly more. With such power, the front brakes on the ‘F1′ are a welcome addition.
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15 Comments
[DAA520]GoldenBear Apr 12 @ 12:02pm 
This ISI Kart mod had way too much grip compared to real life.

Finally we have KartSim. KartSim has nailed the physics on this one. Goodbye ISI Kart, uninstalled.
Racer2018 Feb 12 @ 7:12am 
Best kart mod for rFactor 2! Very good simulation.
Giannis Hatzaliotis Dec 22, 2017 @ 12:03pm 
good mod !!!
Bertoguchi Alfonso Nov 16, 2017 @ 1:54pm 
1400 mm measured from the outside of the rim's, the rear bumper should atleast cover the mid of the rear tyres by CIK/FIA regulations. front tyres may not exceed the with of the rear track if my memory serves me well.
Bertoguchi Alfonso Nov 16, 2017 @ 1:49pm 
Aah almost forgot to mention, on junior and senior "KF" karts front brakes are not allowed anymore (atleast in one of the biggest current competition's "Rotax max challenge")
http://www.rotax-kart.com/en/Max-Challenge/MAX-Challenge/Regulations/Regulations-2017
Bertoguchi Alfonso Nov 16, 2017 @ 1:15pm 
i like this official addon, i do not share the same toughts allready mentioned.
i think the karts performance is pretty close to a real kart (i drive a 125cc shifter myself)
but... when i go to the setup page to reduce over/understeer or increase/decrease castor/ackerman i see this very important option called "track with".. i know for a fact that in Europe the maximum track with is 1400 mm, so i tought well maybe they build the mod by US standards (wich if i am not mistaking use to have a slightly narrower track with by the regulations) so i checked out the SKUSA regulations and its the same as in Europe...
but in game i can only set the track with to a maximum of 1188mm.
well.. that and the fact the ingame engine modelled looks like a Modena KZ engine and not like a KF or KFJ.
juanarg70 Oct 23, 2017 @ 4:11am 
Been playing this karts with direct drive wheel. The force feedback is incredible and a lot of fun. Great mod!!!
guus.vandoremalen Oct 14, 2017 @ 5:35am 
In a lot of ways rFactor2 drivers much more realistic compared to the original rFactor. But not for karts. This kart mod drives terrible. Way too much understeer at one moment and way too much oversteer at the next moment. The forcefeedback is also nothing compared to decent other rFactor 2 mods. When having oversteer the karts are unrealistic slowing down. A real kart slows down with oversteer, but much less compared to this kart mod.

My point of reference: driving real karts and the same karts on the same tracks in the original rFactor. So I know the difference between driving a real kart and a kart in a sim.
I wish somebody could make a more realistic kart mod for rFactor2.
studebaker Jul 28, 2017 @ 4:25pm 
are there templates?
Blindthing Jul 27, 2017 @ 10:49am 
Totally agree with what's been said already.

FFB isn't strong enough and the karts have way too much oversteer particular when putting the power on coming out of the corners, making them way too easy to spin compared to irl.

The biggest problem for me though is that they don't have any of the power-off understeer or power-on grip that they should do. Direct drive karts should understeer without enough acceleration as all of the grip is mechanical and I don't feel or even see this with this mod.

It is a decent start though and wouldn't be too difficult to bring up to scratch.