(the numbers don't always match up) 1. I'd like to see the skinning system overhauled. Now it is overly complicated for no real reason. Imho a skin should be just a folder where you can drop any kind of skin files and the game then automatically uses all those bits for the car. The veh file should be used to select upgrades and identify the skin as text (all the things there are now). Also forget wildcard textures. That is just unnecessary complication. So basically you have teams folder and under it you have folder for each skin. In that folder is the veh file. So for example we have a a car with these textures: tire.dds tire_specmap.dds tire_normalmap.dds wheel.dds wheel_specmap.dds wheel_normalmap.dds wing1.dds wing1_specmap.dds wing2.dds wing2_specmap.dds bumper1.dds bumper1_specmap.dds carbody.dds carbody_specmap.dds carbody_damage_normalmap.dds carbody_dirt.dds carbody_mixmap.dds cubemap.dds littlebits1.dds littlebits1_specmap.dds littlebits1_normalmap.dds littlebits2.dds littlebits2_normalmap.dds morelittlebits.dds And some more. So let's imagine with this folder system I want to create a skin for certain configuration of this car (base car + wing1). So to do that I just put all the files I want into the skin folder. ANY FILE I WANT. So for example I want to create carbon matte skin with wing1 texture and also I want to make the dash red and purple matte wheels. So I add these files to the folder: carbody_mixmap.dds carbody.dds carbody_specmap.dds wing1.dds wing1_specmap.dds littlebits1.dds wheel.dds wheel_specmap.dds The game then automatically replaces each texture from the car mod where identical skin name is found in the skin folder. The rest which are not in the skin folder come from the car maps folder. Skin makers just use the same texture names as the modder used. No need for some special hard to understand prefixes thrown into one folder with hundreds or thousands of files. It is how Ac does skinning and it easy, flexible and combined with the veh files in rf2 it is also very powerful system. To make this work with upgrades textures should be available to be chosen directly by name via veh files, in upgrades ini and with genstrings. 2. Fix/remove or at least document the way files need to be named to avoid conflicts between content packages - rf2 has tons and tons of requirements how to name or not to name gmts, textures, upgrades and materials. To figure these out is a massive pain in the ass for modders and takes months sometimes to troubleshoot - as many as possible of these limitations should be removed and be handled by the game internally. For example of two totally separate mods have same material name it should never result in conflicts, crashes and graphical glitches. The game should internally rename all the bits of the cars and tracks for example to guarantee these kind of issues can't occur. This should be high priority for modding platform. - Here is a list of some things I've noticed: Wildcard names can not be used as gmt names. Driver gmt names (all gmts???) need to be named differently for all content. Material names need to be individual as well. Even two skins can not share the same number. Instance names probably interfer with materials and gmts as well. All this should not happen. - this issue means people need to have several rf2 installations just to guarantee mods don't interfer - fixing these issues would allow all content to follow one good naming scheme. Not only would this make things better because modders don't need to spend months sarching for totally weird mismatches that are not even errors in their mod but just conflicts with other content... but it would also help 397 when all content would follow the same naming scheme. This would make it far easier to handle multiple pieces of content without having to worry about conflicts and mismatches 3. Make upgrades work from setup screen. Upgrades are extremely powerful system for managing car configurations but sometimes you need to use the upgrades for items that should be in car setup. The way I see it all the upgrades should be available in the setup that don't move the car from one class to other. This can be things such as different rear wings and aero configurations (unless certain type is specified), ackerman steering configurations, solid rear axle panhard bar locations, upper link chassis and axle side mountings. I'd really like this being pushed as far as it can go. One way to do this is to just create another tab for these upgrades and then allow modders define what upgrades are available in setup screen. 4. Try to get rid of menus that are only accessible through keyboard shortcuts. Forget driving aids in function buttons (F1 through F12). Use those numbers for basic stuff like going through menus, turning things on or off. And also in each menu that you can toggle while driving it should have a text that shows what button controls that small menu. For example fps hud that shpws your fps should have text ctrl-F near it that shows up when you hover your mouse over it. Same with virtual mirrors or whatever. Iracing does this really well. The user is given the information so he can focus on the job at hand instead of focusing trying to remember some obscure keyboard shortcut keys he last used month ago but now needs so he can finish the race. Ideally this could be a little control panel placed on the bottom left or right of the screen which contains buttons to open up these special windows. It makes the game much more accessible and better to use if you don't need to reconfigure and remember tens of keyboard shortcuts you only need rarely. 5. In devmode in the materials list all the materials should be listed alphabetically. Now they are in random order with track materials first and cars materials after that. Unnecessarily annoying trying to find that material you want to adjust. The materials should also be in two groups. One for track and one for car. Not everything in one big mess. Devmode also should load a car even if there is a problem with texture or gmt. Just ignore those gmts and textures and don't load them instead showing an error message and then loading the clio-thingy. Just give an error message about it and move on. And if there are several error messages then instead of barraging the user with tons of popups create a txt file where all the errors are listed if there are more than 3 errors for example. 6. Separate graphics options for replays. When I drive I want fps and smoothness. When watching replays I want it to look as good as it can. This is used when watching replay files. 7. Better cockpitinfo.ini: 6.1. More in-car lcd display options: Deltabar, delta numbers, last lap, best lap, optimal lap, toggleable lcd screens, g lat/long numbers, wheel locking indicator.... 6.1. Being able to use ttf fonts directly is amazing. But you can't change color (always white) and positioning seems to work differently than with bmp. At the very least being able to adjust font color would be nice. Although it would be nice if the bold, italic and underline where available too. 6.1. Rework the lcd text system slightly so text is not tied to shader's tga file nor that you need a small rectangle mesh for it. Better idea is to use the nulls or empties in 3d program for initial positioning. 6.2. Font positioning. There should be a way to finetune the position of the font from the ini file. Just like you can adjust the needle center points for analogic gauges. It should not require exporting the same mesh over and over until you get it right. It is much easier and faster to adjust it from ini file. This is also more economical way to do it as everybody can adjust a ini file but only very few can adjust it in 3d program (3dsmax, blender, 3dsimed). Also allow aligment for fonts. Left, right, up, down, center. Could look like this: SpeedFont=comicsans.ttf SpeedBackground=spd123 SpeedScale=(5.0,5.0) Color=ffffff Alignment: (left,center) //left/right/center laterally, up/center/down vertically. Positioning: (0.01, 0.0, -0.02, 5, 0) //(x,y,z,rotation around x, rotation around z) 6.3 More finer control. - It would be nice if we could adjust precision too. For example some cars use digital rpm lcd displays which show the rpms in 100s. For example 5500rpm is displayed as 550. It would also be nice if you could turn off or on whether empty numbers are shows (" 20"kmh or "20"kmh, notice the empty spot) 6.4 Allow more than one display per type. For example multiple analogic tachs.