In the early 2010s, I tried GSCE and I didn't see the point. It didn't offer anything better than
rFactor/GTR2.
Less mods too...
I think the lighting was a bit better...
Some people said the tyre model was better... Didn't feel a difference though.
I'm not an expert at all, but I read on many websites that basically, GSCE was a "heavily modded rFactor"?
rFactor 1 / GSCE had several important physics and AI improvements over GTR2
http://polinii.com/ptmu-history/
I finally tried rFactor 2, which I uninstalled 1 hour later.
Either it was a beta version or maybe something was wrong, but it felt really terrible, and graphics way worse than rFactor 1...
rFactor 2 has been out of beta since 2013 and it has massive graphical capability improvements over rFactor 1.
Also it has been developed since a decade and we don't see the end of it.
I think it'll be eventually abandoned.
rFactor 2's development started in 2009, only a year earlier than Assetto Corsa, yet rFactor 2 already contained all the essential simracing features for years and is the most complete (and working) moddable simracing platform, and most importantly, its physics engine works properly and is the most accurate when you enter real data, so it's not for nothing that most real race teams and pro simulation centers use rFactors.
rFactor 2 is a big evolution of rFactor 1 too. Is like Automobilista but made by ISI.
AMS / rF2 , are from the same engine so pretty solid , the difference AMS looks better rF2 drives better
They are not from the same engine
http://imagespaceinc.com/software.php
There has been many years of core development between rF1/isiMotor2 and rF2/isiMotor2.5
The AI behavior of rF2 is many miles (multiple man-years by a experienced AI programmers) ahead and it shows. They behave much more competently and dynamic at race starts. They are able to move of their racing line to block, have much better spatial awareness. They can be aggressive, yet disciplined at the same time, and don't bump into you for no reason, they are much more human. They also adhere to blue flags. They also work much better with random car/track combinations, since they require much less babysitting for modders to get right.
The AI difference is night and day, it's not even close.
rF2 is the first time since a Crammond GP title where I deem the AI to be good.
rF2 also has a much more extensive plugin based rule system. You aren't gonna see a modern Nascar rule system in any other moddable sim platform.
rF2's tire model is fundamentally different. It's a
physical thermomechanical tire model with a
fully simulated tire thread, carcass and contact patch (this isn't just for show), see
more here. It also simulates
chassis flex (which is especially crucial for properly modeling historic cars, karts and trucks). It also has true physical flatspot modeling that affects the mass distribution of the tire. I'm pretty sure it won't be topped within this decade. All this makes for a much more dynamic driving experience.
rF2's wheel to wheel collisions are also much improved.
rF2's Real Road rubber built up is a true dynamic line based on where the cars actually drive and is not just based on a fixed AI path, same for the drying line in the wet.
rF2 has resume from replay savegames, for long distance races. It allows you to resume the race from any time. This goes much further than the GTR2 savegames.
rF2 is a dedicated modding platform with real-time Dev Mode and gJED, Modern packaging system (standardized way of installing/uninstalling mods that won't break your install and prevents online mismatches), Multiplayer with auto-downloading of mods, Steam Workshop support, among many other things.
And this is just the tip of the iceberg.
It's confusing though...
Maybe a very stupid question, but...
I don't get why some Brazilian developers would work on rFactor 1 engine instead of developing mods for rFactor 2?
Because rFactor 2 wasn't available for licensing, they are already familiar with rFactor 1 and prefer to work with
its much simpler tire model.