rFactor 2

rFactor 2

KARTCUP
24 Comments
Black Hole Feb 19, 2024 @ 6:26am 
To be honest, this is AWESOME!!! Great fun to drive. Can`t stop driving it. Addictive as fetanyl and even cheaper.
快点登陆 Nov 16, 2023 @ 6:02pm 
this car fells different from the kartsim,will it be update?
ZOPigor Dec 18, 2022 @ 4:00am 
Hi all! Does it have the MOD of Kartodromo Internacional Granja Viana in São Paulo, Brazil?
GamingFer Apr 2, 2021 @ 6:08am 
Any planned update to this critical mod?
Smiley Nov 11, 2020 @ 7:38pm 
How is this mod different from the karting dlc for RF2?
gekobal Nov 29, 2019 @ 4:57pm 
Awful physics. Please update.
Steveo Aug 25, 2019 @ 10:25pm 
and is there going to be any shifter karts in the workshop as well
Steveo Aug 17, 2019 @ 7:56pm 
its there going to be a superkarts mod in steam workshop?
dreamer_al_59 Nov 4, 2018 @ 8:31pm 
I have XBox One Controller (gamepad) which doesnt seem to be able to drive this Kart? It will not even move. Am i doing something wrong?
Simracer Apr 12, 2018 @ 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.
gallus011 Feb 12, 2018 @ 7:12am 
Best kart mod for rFactor 2! Very good simulation.
Giannis Hatzaliotis Dec 22, 2017 @ 12:03pm 
good mod !!!
Bertogucci 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.
Bertogucci 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
Bertogucci 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.
ACEREES Jul 18, 2017 @ 6:43am 
ok FFB issue I was having seems to be a setting in game FFB smoothing turn it down to 0. However the FFB strength is not high enough especially for kerbs, bumbs and initial turn in etc. The karts have to much torque coming out of corners compared to real life making it too easy to spin. The karts do not like riding kerbs when in real life some you can others you can't. There should be a driver weight setting to change (i want to know how quick i am now and what if i lose 1/2 a stone etc!). I like it but it needs improvement.
ACEREES Jul 17, 2017 @ 1:40am 
FFB is not good. Also causes a clunking on my WHEEL fanatec CSL when turning. I'm frightened its going to brake my wheel
emiliano.pressacco Jul 8, 2017 @ 1:37am 
like more the older versions...this needs improvements and less spinny
Jacobite Jul 4, 2017 @ 11:02am 
improve the ffb pls
RaceElch Jul 3, 2017 @ 10:13am 
DX11 Ready?