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Not my experience (and that includes programming the kernel professionally) though it has slowly got better over time - at a rate that makes rF2's progress look supersonic. Glad your experience has been better 
Speaking of realism, and how much it should be possible with sliding, what has to be done is good honest comparing to reality, normally fastest pro drivers with chad driving styles will overdrive their race cars just about where it is still possible to keep it going. Must look there and compare.
Plenty of nice overdriving moments in here, GT4 FTW
I doubt any random newcomer in the community weighs all these things..But it also makes sense to look back at the history of those products and their development and what they are
Some fair points, but this also leads to the fact that most games go more and more for shortcuts, simple models and the same content, while the niche products like rF2 are a rarity. But you still need those products to breach the boundaries and set new standards, even if they look like messy tech demos. When rF2 was released very few sims had something like dynamic TOD, dynamic racing lines, flag systems, working safety cars, chasis flex, tire flex, rain and yad yada yada. The list is pretty big. There were a few products that had those things to some extend before, but not with the same complexity. Today, those features (or some of them) are genre standard wich is good for us. ISI never got a benefit from this as they had a very weird way of selling the product, but it's still something to keep in mind. And ofcourse you won't hook people in an instance who are just looking for easy pickup racing. The competition system isn't developed enough and the UI isn't smooth enough. But you still will get the people who are looking for a deep sandbox experience. I would also argue that's it's actually pretty easy to get into the competition system. But it needs a clear schedule and more frequent races at entry level. Something like the MX5 races in iRacing is clearly missing.I doubt any random newcomer in the community weighs all these things..
They are users who want to race now, mostly young guys, they're not resellers with commercial interests.
Racing now requires a fluent installation, easy to navigate UI with everything needed, and a easy and proper online experience with a excellent driver and safety rating system and circuit specific baseline setups for all selectable cars.
Both RR and Iracing provide that and ACC also without big issues or having to search the Internet to get it going.
Get the base working first before thinking about new features, or simply drop it and start from scratch.
Did you even read my comment? Did I say that the rF2 competition system is remotely as good as the iRacing system? No. Why should a system that is still in early development be as good as a system that is in development since over a decade? I know you just want to be pick something that you don't like about rF2 for the sake of it, but it's also important to see that you rent the content, and pay for a service that works on entry level. But whenever there is a big event like Le mans 24h or Daytona or the Indy 500 there are big issues. That's no secret. And you don't buy a single car like in rF2, where 5,99 Euro are aYou can’t compare iRacing competition system to rF2. If it was remotely as good as good as iRacing’s players would move to rF2. Instead it seems if any game is competitive in this aspect it’s RaceRoom, where you often see full grids in ranked races.
What do you mean iRacing don’t provide smooth experience for big events? I heard they regularly host big events for hundreds of players with no significant problems. Try that with rF2.
You can say rF2 is a sandbox but does it explain why there are so many long standing issues not fixed? Instead they focus on graphics, UI , broadcasts and competition system with underwhelming results. You mentioned rain but it’s also acknowledged there is long standing issue with grip.
Yes I know almost nothing about modding, but I’ve read many complaints by modders. I’ve read it’s much easier to mod in AC.
Once you have setup everything and figured out the right settings to get a acceptable Performance for online races, be it on screens or in VR, than yes its fairly easy to join the CS.I would also argue that's it's actually pretty easy to get into the competition system. But it needs a clear schedule and more frequent races at entry level. Something like the MX5 races in iRacing is clearly missing
Despite the fact, that I don't think that setting up the graphics and your controlls is part of the issue as you have to do that in any sim, it's quite clear that the UI and the CS are in an early testing state. I am 100 % sure that they won't offer different CS servers for different releases forever. And once stuff like stats pages, SR and rankings are added, people will see more reason to use it. That said, you are right in the sense that getting into the sim and on track needs to work smoother and faster.Once you have setup everything and figured out the right settings to get a acceptable Performance for online races, be it on screens or in VR, than yes its fairly easy to join the CS.
The low attendance prove to me it's not as easy though.
And now we even have different CS sessions in different releases and online servers using different releases...for a outsider it's most likely abacadabra.
Despite the fact, that I don't think that setting up the graphics and your controlls is part of the issue as you have to do that in any sim, it's quite clear that the UI and the CS are in an early testing state. ...
That's allways the same argument, as if they only worked on the UI since 4 years and nothing else. Get real guys. It's pretty clear that the UI can't stay as it is and that it get's developed with the CS in mind. And I simply judge what I see. Even if they told that it is released, it's nowhere near where it should be. It's still in beta state if you ask me.Lol? If i`m not complete wrong, they`re working on the new UI since 4 years...early testing state...what a joke.
That's allways the same argument, as if they only worked on the UI since 4 years and nothing else. Get real guys. It's pretty clear that the UI can't stay as it is and that it get's developed with the CS in mind. And I simply judge what I see. Even if they told that it is released, it's nowhere near where it should be. It's still in beta state if you ask me.
Exactly.
But I saw some ideas about weight. Because I am not sure why but I don't think ACC feels real at all. There is something bad with... I don't know but weight is one part. You feel like steering is somehow strange. Maybe it's some kind of missing inertia, maybe it's about weight transfer only. But it's interesting because ACC is the best game for many people but I don't see full simulation there. Yeah, I am new, so maybe I don't have good taste yet
But rF2 feels like driving some physical and heavy object. And it behaves the same. For instance, AMS2 "jumping" is cool but hardly real. rF2 is jumpy too but it feels like real stuff. Small difference but completely different feeling to me.
Maybe, I am not sure. I am rather confused
edit:
And the sliding winner is AMS2! You can slide there like there is no tomorrow without any consequences. It feels like losing grip is there but very very slow. But it's very fun to play. Almost no grip loss with strange car behavior (jumping) is not good for simulation. Or maybe they can do drifting simulator from it, it would be cool.
Maybe, I am not sure. I am rather confused
PC2 - different physics but still strange, good game
edit:
And the sliding winner is AMS2! You can slide there like there is no tomorrow without any consequences. It feels like losing grip is there but very very slow. But it's very fun to play. Almost no grip loss with strange car behavior (jumping) is not good for simulation. Or maybe they can do drifting simulator from it, it would be cool.
Did most of the freelancers, that you know have to deal with rF2 codebase? Most likely not. So in that regard it doesn't make much sense to judge how good the progress really was, if it was fast enough or too slow. And it's been communicated pretty often that other stuff like the rewrite of the graphics engine, the codebase itself, the Grand Tour game, the big Le mans cooperation and the rest of development that affects all areas of the game and not just the UI, led to interruptions in developing the UI.I would agree on the beta state. Tbh, usually, this would be a 4 weeks job for most of the freelancer i know.
am pretty sure Marcel could write a UI in 4 weeks aswell i
Yes, extracting the old UI from the code would have been a bugger of a job but once done it was supposed to be much easier to edit the new UI and we've seen little sign of that. Suggests it's simply a low priority in S397's plans.Did most of the freelancers, that you know have to deal with rF2 codebase? [...] Features like a dark mode and the wierd structure in some areas should have really been fixed by now, at latest when they released it as the default UI. There is no excuse for that.
https://forum.studio-397.com/index....licks-the-rain-is-broken-in-rf2-thread.68808/And there is no long standing issue with rain in rF2. It simply lacks a feature that is implemented in one single product on the market.