It's good to see that rF2 is slowly but surely approaching towards a final product. I think that we have seen new content and existing bugs being fixed during the year at, if not a stunning rate, at least for me a decent rate to keep me interested, so I have no problems with this. The newer content such as the skip have set a higher graphical and quality standard to me, so I hope the next cars (the new F1s etc

) continue on a similar trend.
My main criticism comes towards certain "core" features which are yet not implemented or have remained largely the same throughout the beta process. I look at this from a league racer perspective, knowing that a couple of leagues are interested to run rF2 already in its current state, but there are currently a few things that limits rF2 from such serious use. To mention some:
- The tire model has remained largely the same, with same limitations. That includes no noticeable tire wear impact on lap times, no punctures, temperatures that swing to 300+ degrees during short spins. This is the biggest limitation for me at the moment as it means no pit stops are necessary in online races.
- The collision model is not yet adequate for online play. I know it has been redone from rF1 and it feels much more accurate when driving offline. However, online you still see various crazy rebound effects and cars flying, even with low latencies. It's a matter of fine tuning, but in its current state it limits serious competition too much.
- Replay functionality is not ready for online league use. This is a fairly obvious one, as you cannot see the laptime and lap counters which you need in order to assess hotlaps.
Overall, with a few "simple" changes rF2 would for me become a platform which leagues could seriously consider running on. Of course it wouldn't be bug free, but none can expect a beta to be. The basic simulation itself is already awesome, so I think it's just a matter of time to be able to run it in serious competitions.