I wish Marcel didn't begin most answers with "Well, S397 are focusing on the UI at the moment...". We're more than aware.Part 3 of the rF2 interview...
My question was answered which was nice.
And for those wondering what is going on with the above: https://www.facebook.com/bacsoj/posts/10155947534786534?hc_location=ufiLast weekend, July 6 and 7th, we started into what should have been an exciting 24 hour race on our newly released Le Mans Circuit. With top teams and drivers, amazing commentators and some incredible racing action ahead, we had been on the edge of our seats all day long to finally kick it off. Unfortunately, roughly 12 hours into the event, we had to face a decision that no one here at the Studio took lightly.
Unfortunately due to technical issues we had to red flag and cancel the rFactor 24 event. A significant group of drivers and teams were affected by technical issues beyond their control and ours and we felt it just wasn’t right to finish the event in this way. On one side we wanted the battles to be on track and not decided by technical issues, on the other side we didn’t want to leave our community with disappointment after crossing the finish line.
Whilst the competitive sim racing world mostly focuses on iRacing (evidenced by the amount of leagues, series, participants, streamers, and viewers), this was rFactor 2’s time to shine with a brand new track to show the world what it’s like today after being released to the public over six years ago. Unfortunately this event was marred by bugs, game crashes, and other technical difficulties that ultimately ended in the race being prematurely abandoned.
The 24 hour race suffered from multiple mass disconnects, client screen freezes, and accidents with invisible objects on a clearly untested circuit. The organizers red-flagged and then cancelled the race in the middle of the night, chalking it up to a "few technical gremlins" according to Studio 397's Twitter account. Negative replies from teams & drivers ensued, leaving the future of their product as a viable eSports racing platform in jeopardy.
I'd describe a "technical gremlin" as the unforeseen, unaccountable, unknown, and unfortunate kind of problem that can occur in a live event. It would be one thing if this were the first time we've seen it happen.
As a league admin for Virtual Online Racers (VOR), I first noticed these problems in December 2014 and proceeded to crow about it in every Studio 397 Facebook thread I could find.
a little bit too much, maybe? Didn't they have a successful Sebring event some months ago?...for those wondering what is going on with the above: https://www.facebook.com/bacsoj/posts/10155947534786534?hc_location=ufi
Yeah. There’s bound to be a Spa in the works. Marcel needs to work on his ‘no comment’ wording lolMy question was answered which was nice.
I've been using the AC Spa conversion with the GT3 skin pack (https://forum.studio-397.com/index.php?threads/e-sport-gt3-series.63557/#post-992897) has been a blast. I did read Marcel comments concerning a laser scanned Spa coming to rF2 as a no comment so that's another GT/LMP track to be added at some point.
I honestly have zero idea as to the robustness of rF2's online functionality.a little bit too much, maybe? Didn't they have a successful Sebring event some months ago?
I agree that the latest builds have been crazy, though. There were lots of sync issues for the last two months I believe, but last week I had a good league race with no issues.
Sorry, maybe I expressed wrongly, I didn't mean to be rude or anything. The Facebook posting seemed a little harsh, though, but I can understand that those long standing bugs can make people run out of patience. And he is right that this was rF2's time to shine, and they bottled it.I honestly have zero idea as to the robustness of rF2's online functionality.
I read the comments on FB and linked the most credible source I could find. There are many long standing bugs that need to be sorted which was highlighted bin the repost on FB and this was also addressed by Marcel in part 3 of the RD interview.
I wasn't going to bite until someone made a statement, but will do now.
If we are honest, ACC is a WIP release despite the version 1.XX moniker. All of the updates have featured quite a number of fixes that QA would have likely found.
I might be wrong, but I just don't see much interest in ACC (from the sim community), long term. Maybe if they were to add more other content from other official Blancpain series such as GT4 cars, and support for multiclass events, you would get more people to buy into the game.
I haven't played it since last September or early October, but if they announced GT4 cars as DLC, I'd probably try the performance with ~15-23 AI cars again (had severe micro-stutter last year). Should the FFB then also be at least as good as in AC, I'd be up for a paid DLC.I might be wrong, but I just don't see much interest in ACC (from the sim community), long term. Maybe if they were to add more other content from other official Blancpain series such as GT4 cars, and support for multiclass events, you would get more people to buy into the game.
Personally I would like for Kunos to at the very least fix the issues with ACC (which they have been doing as you mention), then move on to producing AC2.
This could do wonders for sales especially for a console port. Completely agree.
That's a sort of no sadly...
RS: We will try to give best support for users to share their customizations such as car skins, setups and custom championships.
For car and track mods you will be able to do as much as you can with PCars2, which is probably not a lot. It definitely won´t be a dedicated modding platform. There are several reasons why that is, the most obvious being the very architecture of the Madness engine does not lend itself to it.
That same architecture is actually important for us to protect our own content. Modding is fun, but seeing the car or track we poured our heart and soul into creating along with a considerable amount of our limited finances ported over to whatever the popular modding platform of choice is on the day, not so much.
Don´t get me wrong - modding platforms are great for sim racing, we were born from the modding scene as were many others of today’s elite developers. But we´re content creators first and foremost, and we need to protect that value. Besides, dedicating resources to creating a modding platform almost inevitably detracts from making and then keeping a well-rounded, consistent product which is what we aim to do.
Moreover, and because we´re content creators first and foremost, if there´s one thing we stand out on is the rate at which we can output good, consistent content at a fair enough fee. We also tend to keep a finger on the pulse of our user base so we know what most people want – if there´s enough interest in something we can try to deliver it ourselves over the shelf life of the sim.
With that said, there isn´t any measure being taken to prevent modding -if people manage to find their way around it to whatever extent, then by all means mod away.
All I can suggest to keep costs down is use paymentwall as at least with my UK account there is no VAT / sales tax.I spent most of 2018 and 2019 not playing anything due to work and family issues. Coming back to the scene i quickly found out that Pcars2 was dead, tried ACC but felt like the game is just so.... i don´t know, it just didn´t click for me.
Everything is a ghost town so i tried iRacing one more time. I had tried in 2016 with a different wheel and a different PC. Feels a lot better right now, there´s always 4-5k people on the servers, so i guess that´s the game to race online. I looking mainly to get my Nascar fix. Any tips from iRacing users as to which path to take leveling up?
I feel like everything is outrageously expensive in the game, but i guess i can cope with one car and a few Nascar tracks once i´m out of the rookie class.
The next Project CARS is going to be a Revolution. Huge thanks to all of the team who are honing it to perfection. I might rightly be accused of being overly positive/optimistic on occasion, but this is a game changer. It's epic already and it's one we'll ship when we're ready.
Pretty sure performance with Sol and CSP is better than vanilla AC.Georg Ortner of Secvtor 3 drives the RSS N-GT and GT 1 cars in AC at Spa using SOL and Shaders mods:
Praises the physics of AC (and ACC too),Dislikes the performance of ACC (he's not alone),PC struggles to run a 40 car grid with SOL and Shaders patch (i7-7700K and Nvidia 1080Ti series GPU) with frame rates sub 50fps and hitching, andR3E changable time of day is at least 12 months away at the very earliest.
All things considered, i really, really liked Pcars2. I went through the bugs just fine, and some car/track combos were really impressive. I think the career needs some work, i was hoping for something like Toca Race Driver 2, you know, a cheesy story or something like it. Also, online desperately needs quick races/matchmaking/official hosted races.SMS hype train running at full throttle: https://twitter.com/bell_sms/status/1152926541237686272
Let's see if Ian Bell delivers on all counts this time :)
I believe it does too however Georg is running RSS mod cars and 40 AI at a track designed for 24. I do not know how well the modded cars perform versus those from Kunos - e.g. perhaps the LOD doesn't change as much as the Kunos cars at specific distances?
I'd rather the SMS CEO let the games speak for themselves; the Madness engine has the best in class graphics and on paper the tech aspects should at least be on par with rF2 as SMS cribbed nearly everything pretty much from ISI apart from ToD which SimBib/Blimey! made possible.All things considered, i really, really liked Pcars2. I went through the bugs just fine, and some car/track combos were really impressive.
I think Pcars3 can be a great game with the right focus and polish. Pcars2 already had the best track and car roster that i´m aware, so i´m sure they are building of on that.
pCARS 3 will be the spiritual successor to NFS: Shift - https://www.gtplanet.net/project-cars-3-will-be-a-spiritual-successor-to-shift/I have some minor hope SMS might learn from AMS2 what physics feel the community appreciates and applies that to PC3. Could be 300% better then. Judging by my own experience with their own fanbase and physics gurus, they'll dismiss AMS2's physics differences to how they themselves have cars and tires simulated and not reconsider a single thing.
We'll see if that still holds true. Maybe in terms of a career/CarPG, but I doubt it for the physics. They have all those differential-models, tire wear that's not bad at all, heat dissipation, fluid dynamic models, evolving track... I don't believe they're gonna ditch all that and it would be mostly useless/unnecessary in a sim-cade title like Shift that would be seen - at least by today's standards - as a more leaning towards arcade physics game. He also mentions, PC3 would still have "all of the sim goodness everyone appreciates".pCARS 3 will be the spiritual successor to NFS: Shift - https://www.gtplanet.net/project-cars-3-will-be-a-spiritual-successor-to-shift/
AMS 2 and pCARS Pro are the hardcore sims using the Madness engine and physics.