rFactor 2 Developer Q&A

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I think it's time to announce when the beta will be launched, what will be the content of it etc...

Some PR please, what ISI is up to these days, what are we waiting ? The tools are being finished ? Lot of modders dont know the details of rFactor 2.

Let's move on the price debate, people will join or not who cares...

Back on track please.

I don't usually agree with shum94 but I think this is good advice. rFactor 2 is having a PR disaster right now and I'd like to see things turns around before Tim jumps off of a tall building.
 
Don't know if it have been asked before but I'm a little confused with offline/online matters...
will we need internet Connection to offline race against AI ??
 
Indeed, it has been stated that you can do all the offline stuff (thus including racing the AI) if you don't have an online account.
 
Hi, decided to join the forums after months of following how things develop :) Seems like this sim is going to be my choice for sim racing. I do have some questions.
Can you change the default Ai drivers names and "personalities"? Since it would be cool to put some of my favourite drivers on the R-trainers for example. I assume not since it would cause problems online when having ai drivers in the session.
Can you feel the cars better this time around, when they're on the limit etc.?
In iracing which i tried, lack of G forces and physical feedback is compensated by having tire screeching sound pretty loud, so you have a que for knowing when you're on the limit, will Rf2 have similiar things? Rf always had this feeling that the car wasn't connected to the track somehow, like you're driving on ice or something. Has this been corrected by the tire physics?
I have high expectations for this sim, tyre physics and Ai. I can't wait to try it out :D
Keep up the good work and release the beta soon!
 
I don't usually agree with shum94 but I think this is good advice. rFactor 2 is having a PR disaster right now and I'd like to see things turns around before Tim jumps off of a tall building.
Actually, waiting for calmness is a much better move than burying good news in what some see as bad news.

We've actually been communicating quite a bit lately, if you hadn't noticed. :) I've given out a few nuggets, but you'll probably need to search my posts to see them. I apologize in advance for the posts which don't give information, and are just me answering the same question over and over. ;)
 
Don't know if it have been asked before but I'm a little confused with offline/online matters...
will we need internet Connection to offline race against AI ??
No, you won't need a connection to race offline. You will need one to first activate the software for offline competition. That's it.
 
Indeed, it has been stated that you can do all the offline stuff (thus including racing the AI) if you don't have an online account.
Um, yes it has... The initial FAQ at the Spanish Web site even said that. You'll need to activate the software online (like rF1), then you can do things offline.
 
Hi, decided to join the forums after months of following how things develop :) Seems like this sim is going to be my choice for sim racing. I do have some questions.
Can you change the default Ai drivers names and "personalities"? Since it would be cool to put some of my favourite drivers on the R-trainers for example. I assume not since it would cause problems online when having ai drivers in the session.
Can you feel the cars better this time around, when they're on the limit etc.?
In iracing which i tried, lack of G forces and physical feedback is compensated by having tire screeching sound pretty loud, so you have a que for knowing when you're on the limit, will Rf2 have similiar things? Rf always had this feeling that the car wasn't connected to the track somehow, like you're driving on ice or something. Has this been corrected by the tire physics?
I have high expectations for this sim, tyre physics and Ai. I can't wait to try it out :D
Keep up the good work and release the beta soon!
Driver name/personality: Not in the regular single player executable. Modders can do this.
Feelings: I do, but that's my opinion.
G forces: It seems to depend on the tire with rF2. You will hear the tires. It sounds about right to me compared to what I heard with real cars.
Connection to the track: As above, feels good to me.

:)
 
I believe there are like 2-3 tracks and 2-3 cars planned for open beta, so that means fat chance for oval, but perhaps "it hasn't been decided yet" :)
Oval means different set of rules, different speeds and probably different issues with online play, so it sounds like a good idea to put it into beta (and ovals usually have road course aswell), but since open beta is mostly about new modding system it may not look this way from your point of view.


Doh, I just realized - I've probably just became one of these people who talk for the sake of talking or ask for the sake of asking, but what the hell - I'll post it anyway :) Even if question is irrelevand, it's still possible that idea may be considered.
 
Having possibility to test oval racing behaviour in rf 2 during beta is probably a better idea than testing it after "final" release of the game...so why not? :)
 
Will there be a guide how to set the car? technical data - optimal tires temp (for each tire compound), optimal oil and water temp, engine temp, etc..?
 
I've some questions that I haven't seen asked.
1. Will there be flexing/shaking of aero parts for example? Would improve immersion.
2. When on a server, when you click some other drivers name in the standings table, it should give you some kind of info about the driver, like the fastest lap he's ever driven on this particular track. On a public server this would give you some idea who are inconsistent. It would be good too if there was some way to see if the guy is prone to accidents. Maybe a link straight to the driver's profile, if there is one?
3.This is important to me, all about realism. And this is a sim right? So, there should be certain kind of info about the car you're driving in the garage section. for example, I want to easily know what is the lock to lock angle in the real vehicle so I can use the same in the sim. Also other info, if the vehicle has ABS, traction control etc. in real life.
Is it paddle shift? sequental? All that info should be easily available without exiting the game and digging around.
4. Telemetry. Telemetry, telemetry, telemetry?
 
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