The Ferrari FXX K: when it was unveiled at the Yas Marina Circuit in the winter of 2014, it was the fastest road-car-based Ferrari in history. Freed from road-safety or racing requirements—the car is neither road-legal nor race-legal, with its aero’ deemed far too dangerous for road-use and the extremes of its design falling foul of GT-based racing series—the 40 model-only FXX K (built on the LaFerrari platform) are exclusively part of Ferrari’s special-client-based XX program.
Given that, the FXX K represents the very heights of modern car design, engineering, and technology.
Its arrival in Project CARS 2 with the Ferrari Essentials Pack sees it slot in alongside some other serious track-day-only weapons already in-game: the Radical SR8 RX, the Zonda Revolución, the one-off Lancer Evolution VI SVA, the Ginetta G57, the McLaren P1 GTR, and the Aston Martin Vulcan.
Just for the record—the track-day-only car concept was an idea that started at Maranello with its XX program that offers limited edition cars developed exclusively for the track for select clients. Three cars make up this experience: the FXX from 2005, the 599XX, and now, the FXX K.
The good news then is two-fold: First, Project CARS 2 owners can now get to grips with the FXX K—an experience that comes with thrills built-in—and, second, if you don’t happen to be one of the 40 lucky owners of the Ferrari FXX K, real-world laws can’t stop you from taking it out to the ’Ring alongside any of the track-day-only supercars in game to see exactly which is the quickest.
So how would the FXX K stack up in a competition?
If it’s any indication, this is the fastest non-racing Ferrari to have ever lapped Ferrari’s official test-track at Fiorano—almost six full seconds faster than the “standard” LaFerrari on which it is based. So there’s that … and then there’s the numbers on paper that are simply jaw-dropping.
Let’s start with the engine: a 6.3-litre naturally-aspirated F140 V12 pushing out 848hp at 9,450rpm. The sound of that V12, meanwhile, might not give you any more power, but there’s little doubt it will give a big boost of electric energy to your soul. And while that’s happening, the F1-derived KERS (from which the FXX K gets the “K”) is good for another 188hp. If math isn’t your thing, the answer is—1,036hp through a 7-speed dual-clutch that shifts a lot faster than your fingers will be able to click the paddle-shifters.
So, 1,036hp on a car that weighs just 1,165kgs. That clearly takes care of the power-to-weight performance. (Not that the the FXX K is set up to be some sort of drag racer—though, for what it’s worth, 0-100 comes in around 2.5s.)
No, the intent here is simply to offer Ferrari’s XX clients a track weapon that manufactures thrills through precision handling and staggering performance—the kind of routine that comes from 70-years’-worth of racing technology underpinning this two-million-dollar-plus car.
Or as Ferrari’s commercial director Enrico Galliera explained to Top Gear, the FXX K has “been designed to go on track. This means we don’t have to stick to any regulations or homologation—our design team is free, the design is pure. Everything we do is about maximizing performance.”
Designed for the track means handling poise, and the downforce levels on the FXX K are extraordinary: 540kg of downforce at 200kmh. The FXX K achieves this with active aero: an active rear spoiler, carbon-fiber splitters, and a split rear wing that is a bit reminiscent of the X-Fighter wings that F1 cars sprouted back in the mid-’90s.
That rear spoiler actually extends out and in to control the drag—the active aero trimming downforce for the driver, offering an ideal balance between speed and aero “grip”.
Meanwhile the flat underfloor allows the rear diffuser—enormous—to increase aero grip by over 50 percent from the road-worthy LeFerrari. You read the correctly—50 percent …
And then, adding to the active aero and vacuum-creating underbody, come the Pirelli P-Zero SLIC tyres with sensors. Yes, the tyres themselves—racing slicks that have been purpose-built for the FXX K—have in-built sensors that, according to Ferrari, “monitor longitudinal, lateral and radial acceleration, as well as temperature and pressure. This ensures an accurate analysis of the interaction between the tyre and track surface, providing even more vital data to enable the traction control system to guarantee maximum performance.”
And then, to finish it all up, come an entire array of F1-derived technology taken directly from Ferrari’s F1 program and inputted into the FXX K: the high-performance ABS/EBD which adds an anti-lock system and electronic brake balance, the EF1-Trac, the F1 electronic traction control integrated with the hybrid system, the E-Diff 3 third generation electronic differential, and the SCM-E Frs, a “magnetorheological” damping with twin solenoids and an E-Diff electronic differential.
In English, that all boils down to other-worldly traction-control and braking.
On paper then, the FXX K is pretty-much on the very cutting-edge of what is possible in terms of tuning a road-car to find its true potential. But getting back to running this car on the ’Ring …
You may recall that back in 2010, Ferrari took the predecessor to the FXX K, the Ferrari 599XX, and smashed in a time of under 7-minutes around the Green Hell. (To be precise, it was a 6:58.16, and it just so happened to be the first production-derived sports car to get under the 7-minute mark.)
So how much quicker could the FXX K get around the ’Ring? Given it’s two full seconds faster than the 599XX at Fiorano, it’s a pretty safe bet it would chop-off a big chunk of time. Back in 2014, rumor had it—as reported by Autoblog—that Ferrari had sent an early evolution of what would become the FXX K to the ’Ring, and clocked a laptime of … 6:35s.
Possible? You’re about to make it happen with the Ferrari FXX K in the Ferrari Essentials Pack coming to Project CARS 2.
Lead Vehicle Artist Casey Ringley Gets Under the Skin of the Ferrari FXX K in Project CARS 2
This might be my favorite car in-game. I totally expected this 1,035hp monster to be more difficult than fun, but it handles all that power wonderfully. The base is 90 percent the same as the LaFerrari, so that car received a few fixes/updates in the process of building up this one in-game. The differences largely boil down to just a few performance enhancements in the engine, drivetrain and aerodynamics.
The LaFerrari 6.3L V12 is tweaked and tuned to bring power up from 790hp to about 850hp at a whopping 9200rpm. It is a very smooth torque curve with 90 percent of peak available at 4000rpm, a smooth rise up to 750Nm@6500rpm, and then a smooth drop off for increasing power right up to the fuel cut. This results in an immediate and smooth throttle response in a way that even the best turbo engine can’t achieve.
Augmenting the V12 is an e-motor adding 142kW on the rear axle. Ferrari haven’t mentioned specifics about the system but do hint that it swaps a lot of the road car parts out for their F1 systems. We’ve run with that idea in-game and increased the charging rate by 60 percent over the road car, to levels in line with what works on the LM P1H cars, and send it to the same 2.3kW-h (8.3MJ) battery as in the road car.
Gear ratios are shortened in the in-game Ferrari FXX-K to hit the rev limit in 7th at 350km/h instead of 405 of the LaFerrari. Not that there is ever a bad gear to be in with all that power on-hand, but it does feel great on-track having the gearing matched so closely to the aero-limit.
The differential uses our blend of Geared+Clutch+Viscous effects to emulate Ferrari’s e-diff, just as in the 458 Speciale (also in the Ferrari Essentials Pack) and LaFerrari in-game.
For fun, I’ve added in some engine maps to the Lean/Normal/Rich function so you can run it on different power levels (like the Aston Vulcan in-game). The lean one holds it at 600hp, which is surprisingly easy to manage, and won’t activate the e-motor assist so you get faster re-charging. Rich puts everything to max for 1035hp total at peak and ‘normal’ is halfway between for about 720hp from the V12 and 71kW from the e-motor.
Extra wings and aero parts are added front and rear on the in-game FXX-K, with the claimed gains being about 40 percent more downforce over the LaFerrari for as much as 520kg @ 200km/h. That is a lot of downforce—greater than GT3 levels—and refers to the highest downforce mode of all the active flaps when at maximum braking effort.
The official claims also note a number of 675kg downforce at maximum speed, which means more than 50 percent of the maximum downforce is removed when the active aero elements are in their low-drag positions. Our active aero model copies this by looking at brake pedal force, speed, and cornering effort to blend between those downforce targets with the bulk of the added load in maximum DF mode going to the rear—roughly a 10 percent rearward shift in aero balance for stability when it detects you need it.
Suspension tuning proved to be relatively simple. We had accurate stiffness values for the springs and anti-roll bars of LaFerrari and known weight reduction for the Ferrari FXX-K. The Ferrari FXX-K has a quoted ‘dry’ weight of 1165kg but has been tested at 1495kg ‘with fluids’—that’s a lot of ‘fluid’! Still, it’s a good 100kg less than the LaFerrari, and the road car being racecar-stiff to start with meant that its springs work well here in-game.
Damper valving from the road car units give nice control too. All it needed was some extra front anti-roll bar to handle the increase in cornering load from slick tyres—300 percent stiffer, effectively changing from a 27.5×2.5mm bar to 35.0×4.0mm.
Either way, it relies little on the ARBs compared to the corner springs, and this appears to be a design philosophy across all Ferraris for some time now: ARBs as a fine-tuning device only.
It’s—not surprisingly—real fast. They’ve lapped Fiorano in the real thing at 1:14 and I’ve done a couple laps in ours at 1:13. Close enough for rock & roll considering we don’t know the exact slick rubber compound they were using. Comfortably in the 6:20s at the ’Ring (Jussi is even dipping below into the 6:teens!).
The Project CARS 2 Season Pass offers all four DLCs plus the Motorsport Bonus Pack, all at a discounted price.
The Ferrari Essentials Pack is available now for PlayStation 4, Xbox One, and (PC Steam).
*The Pista di Fiorano is a Ferrari-only track, both in real-life and, of course, in Project CARS 2.