Keep cool, they re busy putting in some components to show you something.
I wouldn't join iRacing for any reason because they charge monthly and you don't get to keep anything if your membership expires. Besides, the ISI simulators are the best simulators available. Primarily because of how easy it is to set up physics on a per-vehicle basis and it's ability to support just about any racing format.
I never look to the crew during a pitstop...
"Be throttle, my friend"
[QUOTE=TChapman500;10216]I wouldn't join iRacing for any reason because they charge monthly QUOTE]
iRacing, same for me. A reoccurring monthly subscription model is not one I could easily support. I'd probably end up sticking with rFactor for a while more and feel annoyed that I'm forced into a pay monthly model to take advantage of what rFactor2 promises to offer.
ISI, please don't do the pay monthly subscription model. I know you kinda referred to this topic already Tim [I think] and a confirmation of the purchase model would be great when the time is right.
I want to buy the product once and take it from there.
rFactor2 being priced in line with other comparable on the shelf titles will be easily worth the money imho
If they don't want to put some pit crew or whatever 3D people in boxes, they could at least enable the Animation property in rF2 and modders won't take too much time to create "live" characteres by themselves.
Of course proper triggers for action of 3d models must exist.
The animation feature exists but is disabled in Gmotor Plugin currently, but it seems to be a deliberated choice by ISI.
So, everyone has their own requirements. Personally I agree Re: Iracing, the payment system is the main reason I've never tried it.
rFactor/2 would be much more likely to have a similar system if it were ISIs only income source, so fingers crossed hopefully rF2 stays similar to rF1.
There are also some settings for rain in rFactor, but that never got implemented - it wasn't some plot to deliberately leave out features (though, obviously, they aren't going to turn rF/rF2 into rFPro and lose their main business), it was just never finished for it. rF2 will have rain, and will come with at least a basic pit crew with more to come later - as they've stated.
Likewise, have you read the posts from ISI at all? They said they will not be doing a iRacing style pay system and that it will stay the same as rFactor 1. I'm not sure why everyone keeps harping on this false idea. Unless everyone here is just trying to make sure ISI doesn't go that way by complaining about it so much? You can uncross your fingers now.
All the best
I agree the constant references (complaints?) to iRacing are misplaced, but the point I was actually making is that different people have different attitudes towards various payment systems. Seems a number of people here abhor iRacing's model, but perhaps don't realise rFactor's model (for 3 years at least) was also unacceptable in other peoples' eyes.
and your post sounded like you thought they might not have any pit crew, and that ISI had just disabled animation features in rF1. It's more likely Simbin wrote their own animation stuff, and I would guess ISI had a new system planned so didn't want to spend time putting an inferior system into rF1 with the updates.We have a new skinned animation system that allows for the addition of animated pit crews, and while it is our intention to add this it will probably not be included in the initial release. We will most likely ship with a minimalistic pit crew and then build on that until we have a fully functional crew for the many different types of cars we expect required...
Anyway, what I meant was "did you see the bit about pit crews?" rather than "can you not READ?" which is perhaps how it looks in hindsight
Does rfactor2 simulates the consequences of sudden mechanical failures (suspension,brakes,wings or puncture) especially when it happens in high speed turns or at critical brake points? In the past their have been many situations where cars went off track due to above mentioned causes (remember the accidents of Graham Hill and Jochen Rindt at Montjuic caused by broken wing in 1969 or Regazzonis brake failure at Long Beach in 1980 etc.). But i think there are also enough actual cases.
Last edited by olex; 07-02-11 at 12:55 PM.
rFactor simulates those things. Although in rFactor, those types of failures are usually caused by hitting something like a wall. I haven't seen any cases where those failures happen without something happening that severely damages the car. I've also seen replays where debris would cause those failures if the driver hits it hard enough.
I would like to see more realistic breakdowns in rFactor 2 though. And more realistic drafting such as loss of downforce on the front/rear of the car and extra engine heating caused by the draft.
Thank you for your reply! Yes, I`am talking of failures caused by material fatigue (not by hitting something) which effect the behaviour of the car massively when driving at the limit. Such a feature would make the sim even more realistic.
No problem. I wen't ahead and compiled a list of items that wear in rFactor.
Engine (6 Hours +/- 2 Hours Random Time assuming it's treated well during the race, otherwise, it'll wear in minutes)
Clutch (rate set to 0 by default)
Breaks (Never had them fail in rFactor for me, but they do wear)
Suspension Doesn't Wear unless damaged by an impact force, then it just becomes uncontrollable.
Water pressure never wears, but oil pressure will drop to 0 if the car hits the wall the right way. Otherwise, it never wears.
To keep it brief, olex, no, not all those things are simulated in rFactor, and I'm not sure they've been mentioned for rF2. In rFactor brakes wear with use and will fail at a threshold (usually a randomised range), tyres will burst when they get to 100% wear, engines wear and fail in accordance with a host of parameters and driving habits.
There appears to be no scope for just having things fail 'randomly' in the manner you're describing (obviously it would need to be configurable per vehicle, not just an overall switch). I agree it would add to the sense of realism, though there's no doubt a lot (the majority perhaps?) of rooms/leagues would disable such an option.
rFactor 2 will be released pretty soon! In the meantime we can confirm we do have a target within the year (2011)
the end of the year