Maybe, or it could be boring. Will Power WIP, wheel cover/brake ducts are missing right now, and the helmet is a bit too far backwards.
See the difference between F1 and Indycar? The cockpit is wide enough for his hands to clear both sidewalls. On ...or rather, in... a F1 racer, they have to cut out a notch in the sidewalls of the cockpit so the driver's knuckles have clearance.
Don't mean to be impolite to whomever is working on the handling physics. But just to let you know on the last Marshall Pruett Podcast Newgarden talked about on how these new Indycars handle on a variation of tracks Short oval, speedways and road courses so it's really worth a listen.
I've been working on optimizing the car for the past couple of weeks. It's pretty high poly still, but I dropped it down a lot. I also re-did the UVW map, so the teams I had finished will have to be re-done.
Does rF2 model ground effects? If it doesn't, then this mod can never be that accurate. About sixty percent of the downforce is through this. It should be much easier to follow another car around corners without significant grip loss. Ride height and track bumps should play a much larger role in the amount of grip a car has.
Good lord... of course rF2 models ground effects. Even ancient rF1 modeled ground effects! [It is, of course, up to the person building the physics of a mod to implement the features.] You can learn more about the aerodynamic modeling capabilities of the ISI/S397 physics engine by doing a little googling.
AFAIK it does and about following other cars.... a very minority of open wheel mods get this part simulated properly (loss of downforce when behind another car) this can be edited and most modders wont go too hard on it, unfortunately. I think only mod that I really saw this effect in a isimotor based sim was the CART mod, especially with the superspeedway wings. But then I rarely drive fast open wheel cars
The car looks gorgeous but from that preview, either the driver is too small or the vehicle is too large.