Dear Studio 397, I'd like to present you a feature request. I'd like rFactor2 to be able to run without its launcher with specified conditions (for example: weather, track, car, AI, etc.). This should enable to implement 3rd party modes such as challenges (similar to what can be seen on another title), or a complete career. I know that there is a so-called documentation in the rF2 base / Support folder (CLI.txt), but most of the parameters have not been implemented yet, according to this forum topic: link. I hope it's planned anyway by introducing the new HTML-based launcher, if not, this would be a brilliant little feature to have these working. Thanks a lot. Cheers.
I like simple interface like Gran Turismo 6, more to Windows Surface style or if you guys aware, the new style of web design is more towards that. Just the starting UI, but maintain the FPS for ingame sim. No need to have those shiny things like pCARS/AC. Just the UI I don't mind the classic ISI style, but to attract the new generations.
@Marcel Offermans I will suggest somehing like this as new UI This is the Minimalistic HD UI mod, I think is great and a good base for a new UI, faster, complete and cool...
I'm aware of that UI mod, @DaVeX, and we can definitely look at it for inspiration, but from a technical standpoint we're changing the underlying technology completely.
Thank you for your reply Marcel! Yeah sure, I was talking about graphic "inspiration", really looking forward to new rF2 features and to be honest I can't wait to see them in action!
More important than the looks in the UI is the usability... currently the the opponent filter is very confusing to use. I would love to see multiple option filters here... i.e. Mod name or class, author,... or search box. re-introduce the tags from the old mod manager. same for the vmod maker(mass tool), the package installer and multiplayer... a car preview would help too. The other option I would love to see is the ability to generate vmod of cars only.. so we can be raced all track... . It would be a sub set collection of cars from multiple mods.
As commented, the opponent filter is not useful. At the moment, creating a vmod is the easiest way to select opponents. However for casual racers this is probably not very straightforward. I hope the new UI eliminates actual limitations, among which is for sure opponent filter. Basic configurations should be covered. Offline is not too bad but online is prehistoric and lacks too many things: Independent configuration of each session, parc ferme, load grid from latest quali, load grid from file. Curiously car and track selection is more intuitive online thanks to its vmod dependence. Other interesting things would be: possibility to save/load a graphical setting. Plugin on/off ingame. Possibility to change graphical settings ingame (automatic quit and rejoin).
Regarding online, I would like to see the new team get rid of the entire rfmod concept. This would open doors for more automated creation of online sessions. An rfmod has little to do with an actual "mod", all it does is to link x number of vehicles to y number of tracks. It should be possible to host online directly by selecting the cars and tracks in rotation as in every other game. The current solution adds many needless steps and prevents automated online sessions to be created.
The rFmod is manadory for a server to know what content is in use and the .rfm for the rules. So i think it's hard to get ride of it completly. Auto-creation of the rfmod while selection cars and tracks to setup the server would help. On the user side: It's a very small file that causes some confusion on the user side. Especially when the user wants to uninstall content that is in use by a rfmod. IMO: on the user side: the rfmod could be treaded as a "temp" file that only excist in RAM-memory while connected to the server. After that it isn't needed any more. Manually installed rfmods or (RaceEvents) should stay ofcourse.
Yes, i would be nice to have same car list to select opponents as the players car list. Same as for selecting cars to setup a server
Rule settings have mostly moved to rules plugin from my understanding. It only adds confusion (at least for me) when you have to adjust rules in both server player.JSON file, GDB, RFM and the plugin interface. For example changing something like Practice 2 session length can only be done by repacking the track with a new GDB. IMO it should all be in one place or max two. Maybe for SP AI behaviour this could be an important feature to have. For MP less needed IMO, as drivers should anyhow know the rules when they start the race. The only way this "rule" could be hardcoded in MP would be for the sim to automatically disqualify all drivers that didn't complete a pit stop.
I've been in more than one pickup race with a mandatory pitstop where one or more of the drivers just ignored the pitstop and went on to win. I like the idea of some sort of enforcement for those who do skip pitstops.
Man I had to DSQ a driver in our league for ignoring the mandatory pit stop rule (was AMS tho). People really do this stuff, having it enforced and also an option for pit window would be great
But shouldn`t be a problem? If i remind right, it was in Race07 allready there, isn`t rocket science...