Some exciting news, I hope!
Short explanation: you all are invited to post a question regarding the physics, settings, technical info about the GP3 2016 and 2017, that will be forwarded by me to the GP3 Engineer that helped us in the development of the mod.
Long explanation and guidelines: my main concept was to develop a mod that was closest as possible to the real car, that real GP3 drivers could drive for training. I know that obviously there are limitations in the way rFactor2 manages / converts / reads real data to its code, but I’m sure that at the moment no other game / cheap simulator can compete with the accuracy of rFactor2. Knowing that several GP3 teams use rFactor1, the goal was to provide a free accurate mod to be used in rFactor2, to exploit improvements of rF2 vs. rF1. On marketing and commercial side I’m not entitled for debating, so I don’t care for it: my concept was and want to be an opportunity, that’s all.
I was very lucky in finding few people that, loving the concept, were available to share their knowledge participating to the project. And I really must say thanks to all these mates, otherwise the project would only remain a dream.
I still find it difficult to believe that, after countless contacts with the various GP3 teams, a Chief Engineer wanted to focus his attention on this project!
That said, the mod was tuned on the Dallara default HDF setup and we know it is only the basis for starting to find the best setup, depending of track and allowed compound, exactly like it happens in real life. We noticed the car is highly sensitive and any little change gives a different feedback and behavior. Few of you said the car is too much under steer and it could be right, but I asked a lot of times the GP3 Engineer for an answer and every time it pointed my attention to the driving style and to look at a different setup. He cannot reveal (and doesn’t want) any of their setups: this is a must and please, don’t ask for a setup by him!
What I can confirm is that you must always refer to the real car, thinking to drive the real car and to the way of driving the car, not “playing”, like a real driver does… Think that tires must last for the entire race, look at the lap times of the real drivers on a known track with same compounds (refer please to Silverstone GT layout and Hard compound), think that between qualify (where rear wing can be set as you prefer) and race (where rear wing can be set at a max of 5 degrees and obviously many other values must be changed in the setup) there are several seconds of differences… and you will feel and approach the car (ops, the mod) in a totally different way... and also the feeling versus the under steer will be totally different.
We could have developed a mod not so closed to the real car but closer to a game needs: that never was my initial concept, shared by the other components of the group.
With this concept in mind you are welcome to post any question that I’ll take care to send to “Mr. D” (easier way to call the Engineer now on). I cannot assure any time and frequency in receiving the answers, because you understand... at the GP3 team they have other priorities, but I hope that we’ll have some answer.
We are also thinking that could be very interesting if you will attach Motec data and for this reason we’ll post a specific workspace in the future.
Remember for the moment to use ONLY “Silverstone GT layout” and “hard” compound for reference.