McLaren now has a huge sub menu. (includiug a mixture of genre cars!).. please can we have a GT3 class GTE an LMP, plus other sub categories. The car select menu is becoming a free for all.... or is it coming in the new UI? @Marcel Offermans Regards and great work always.!
I suspect and hope that this will indeed be better thought out with the new ui, no point changing it for this ui imho
Just build yourself some race event collections. That will clear up the clutter instead of using "All Tracks and Cars".
That's good suggestion. Will it however help solving the problem of where cars are split into individual makes instead of race classes?
Probably not. The problem with race classes is that whole thing about "which year" and ensuring some other series isn't using similarly-named classes (e.g. SCCA club racing has a GT3 that is not the GT3 known via the FIA; ironically SCCA even makes use of the FIA's GT3 in their pro series). All I can suggest is that at least you'll understand what you create for yourself rather than relying on other people's ideas about organization.
respectfully,, i shouldn't have to.. we dont have to for formula E. There just seems to be this lack of consistency in rf2 that is concerning.
Sure, but for such cases it can be SCCA_GT3 or FIA_2017_GT3. That would make more sense setting up realistic event, rather than picking individual makes. But you're right, race event removes clutter.
I have already proceeded to the creation of several rfmod but I have a question : Is it possible that all the tracks that one could be used by an event, without them being added beforehand in the rfmod ? Indeed, to add them all in the creation of the rfmod represents a place of storage much too important and even makes the creation of the rfmod bugger. Thank you.
@DrivingFast I'm not sure I understand properly, but if you mean the .rfmod is getting too big, you are perhaps including the tracks in the .rfmod instead of just linking to them? On the left side on the final page of the mod creation process you should be unticking the boxes for the track(s) so that they're still referred to by the mod (ticked on the right side), but not actually included in the file itself.
Trying to force all cars into a strict hierarchy (that the current car menu "enforces") is almost impossible. That is my personal take on this. We are experimenting with some better ideas for the new UI at the moment.
No, those categories are probably even worse, if I'm totally honest. They started out as a list of classes, but since a lot of people wanted those to be more fine-grained as they could not pick a single car from a class, we ended up defining a lot of "fake classes" to compensate for that. To be honest, that was not fixing the problem in the right way and it made the number of classes a lot bigger than necessary (which creates other problems). So... we need to come up with something substantially better, and that's what we're working on now.