News Liste Project Motor Racing

Notice: GT3 CLASS IN UPDATE 1.0.6.1
Project Motor Racing
19.02.26 12:29 Community Announcements
[p]Sim racers have a love/hate relationship with GT3, but it can’t be denied that it sits at the heart of modern sim racing. It’s the class many players use to measure a sim’s driving feel, its force feedback, and the way cars behave when you start to lean on the limit. And, of course, it’s also the most popular in our community.[/p][p][/p][p]Because of that, even small inaccuracies in how GT3 tyres behave tend to get amplified the moment players start pushing for lap time.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/45601812/68c8061dfa614c30d1805d10d84e45e2310a572c.jpg"][/img][/p][p][/p][p]Since launch, we’ve been working consistently behind the scenes to get the GT3 class right.[/p][p][/p][p]Feedback from the community has shown the most glaring issues: cars that would feel overly “snappy” when the tyres let go, moments where traction felt binary rather than progressive, and situations where electronic aids were “babying” rather than helping.[/p][p][/p][p]We have since then brought together a team of test drivers (many of whom are well-known in the sim racing world) as consultants and help our handling team go back to the drawing board with the GT3 class tyre model.[/p][p][/p][p]With this patch, you’ll now be able to try the initial fruits of this work for yourself.[/p][p][/p]

The focus

[p]The work on this GT3 tyre model forms the core of update 1.6.0.1 for Project Motor Racing. Our goal wasn’t to make the cars faster or easier. It was to make the transition between grip and slip more natural, accurate and predictable, and to better reflect how modern GT3 cars communicate load through the tyre when driven at race pace.[/p][p][/p][p]This meant reworking how the tyre behaves in terms of:[/p]
  • [p]Heat, load, and grip behaviour as it approaches optimum performance over the course of a lap and over the course of a corner.[/p][/*]
  • [p]How lateral slip and tyre heat builds when you lean on the car in long corners.[/p][/*]
  • [p]Longitudinal grip and slip is managed under heavy braking and traction zones.[/p][/*]
  • [p]Following real world GT3 series rules which primarily operate on one specialised single-compound.[/p][p][/p][/*]
[p]In simple terms; the tyre should now communicate more effectively with the car, and the car should communicate more effectively with you, and allow you to better understand what it’s doing at the limit.[/p][p][/p][p]Alongside the tyre work, we’ve also revisited how Traction Control (TC) and Antilock Brake System (ABS) interact with that tyre behaviour.[/p][p][/p][p]In real life, and in Project Motor Racing, these systems act based on longitudinal and lateral slip as different parameters. However, up to this point our setup has been too aggressive in certain situations, particularly when combining braking and steering inputs. The revised logic leans a little more into natural lateral movement while keeping longitudinal slip in check, which results in a car that feels less constrained without becoming unpredictable.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/45601812/bb2bf40be4a818c8ed2e562bae673950d2854c79.jpg"][/img][/p][p][/p]

What this means for you

[p]The most noticeable change is in how the GT3 cars behave on the edge of grip.[/p][p][/p][p]You should feel a clearer build-up of load as you lean on the front tyres, both in terms of FFB and in terms of usable grip, and a more progressive loss of rear grip when you start to overstep.[/p][p][/p]
  • [p]Slides are still there if you provoke them, but they develop in a way that’s more intuitive to read and correct. This lines up more with what we see from real GT3 cars regarding driver input vs car output, as well as car behaviour vs what the driver needs to pay attention to in order to manage it at speed.[/p][/*]
  • [p]Under braking, especially when trail braking into slower corners, the car should feel more settled. ABS intervention is still present (if you need it, suggested for max pace is ABS 1-2), but it’s less intrusive in situations where you’re balancing braking and steering input.[/p][/*]
  • [p]On corner exit, TC now works in a way that better complements the revised tyre behaviour, allowing you to lean on the throttle with more confidence before the electronics step in.[/p][p][/p][/*]
[p]Turning off TC results in a car that is still driveable but managing that optimal slip angle will also require more input from the driver in steering and throttle management. Bumps will also cause more of a problem if the rear is kicked out of line by a heavy kerb or undulation in the tarmac.[/p][p][/p]

About your existing setups

[p]Any time we make fundamental changes to tyre behaviour, the knock-on effect is that existing setups no longer behave the same way. That’s unavoidable. Similar to what happened in the previous update, Car Setups in 1.6.0.0, if you’ve spent time dialling in setups for any of the GT3 cars before this update, expect to revisit them.[/p][p][/p][p]There’s still room to refine, and we’re not treating this as a final word on GT3 handling. But we believe this update represents a meaningful step toward a more consistent, communicative, accurate and intuitive GT3 driving experience.[/p][p][/p][p]As always, your feedback remains a critical part of this process.[/p]