Paul Jeffrey
Premium
It's that time again where we ask you the community to give some feedback, this time with regards to the development future of rFactor 2.
In an open letter to Studio 397, the new development team behind the rFactor 2 simulation software, we have a think about how we would like to see the sim develop going forward, and ask you the community to offer up some (constructive) suggestions regarding what you would like to see happen with the software in the future.
We already know Studio 397 have plans to bring out improved graphics and upgrade to DX11 from it's current rather dated DX9 routes, plus we know virtual reality support for Oculus Rift and HTC Vive is around the corner too. With an all new and much improved UI due to complement these new features, plus something described as "streamlined" content, already Studio 397 are talking a good fight with their plans for a racing simulation that is no doubt one of the most technically competent pieces of software on the market today.
Firstly let's have a look at what the current rFactor 2 does well.
Real Road. This is basically a dynamic track surface that simulates the behaviour of a real racing surface during a race weekend. So we have dynamic rubber build up and wet and dry lines in rain conditions, basically bringing the track to life during the session.
Dynamic weather cycle. This can be pre set for different weather conditions and also plugged in to real world weather at a given location. So if it's raining at the real track it's raining in game too.
Full time of day cycle. Low and behold something that seems to be all too rare in a race sim. Race in the day, race at night. Have it change over time depending on the time of day in game. A must have feature for any racing sim in my opinion.
Driver swop. You can share your car with either the AI or other real people during longer races if you so wish, ideal for multiplayer events. Driver swops carry over tyre wear and damage (if not repaired in the pits).
Advanced tyre model. One of the best in the business although allegedly quite complicated for modders to fully utilise. Features things like flat spots, wear, heat cycles etc.
Moddability. This is a double edged sword. Moddability is great and something that made the original title so very popular for a very long time. For some reason with rF2 the modding scene around the simulation has never quite reached those pervious rF1 heights, but seems to be slowly gathering momentum.
So with a newly motivated development team working behind the scenes and an already exceptionally strong base position, what do you think the developers need to do in order to lift this title ahead of it's admittedly strong sim racing competition? What do you think S397 should concentrate on in the short, medium and long term to help give rFactor 2 the push it needs to recapture the gaming public imagination?
Personally I would like to see further refinements to the weather simulation within the game, small details like windscreen wipers on all the cars, rain drop build up on the windscreens, puddle formations on track and aquaplaning. Basically a complete overhaul of the way rFactor 2 simulates wet weather within the sim, with the exception of the Real Road dry line formation, which for me is an outstanding feature and well implemented already.
Additionally I would like to see a considerably expanded archive of support materials for modding teams and individuals. I firmly believe a certain level of success can easily be achieved by Studio 397 if they work towards building up the first party content in the sim, bringing together the cars already released into cohesive full series (no more single cars from a championship) and adding new and interesting full championship packs. Much like the original rFactor sim and to a lesser extent Assetto Corsa, mod releases are the key to keeping a sim fresh and active long after the game has been released. Quality scratch made mod releases are slowly picking up pace in recent months, however it looks like Kunos and Assetto have taken a bit of a lead in this area since AC released and for me it is critical that Studio 397 act quickly to make up for lost time. Better and more documentation, bulk materials such as tyre sets people can use for their mods, studio sanctioned support and other things would be welcomed greatly I feel.
I could go one forever with things I would love to see, however this is not the point of this article. What I want to know is what you guys in the community would like, your opinions on how the developers can bring rFactor 2 right up to speed with it's immediate rivals in the sim racing world.
I personally think rFactor 2 is one of the best in the business, but it's potential is so much more. Share with us your opinions about how this game can be moved forward to reach that potential!
rFactor 2 is a racing simulation exclusive to Windows PC.
Additional third party content can be downloaded from a variety of sources, one of which is the RaceDepartment rFactor 2 modding archive. Head over and check out the latest releases for the sim, or alternatively join in the discussion and keep up to date with the latest news at our rFactor 2 sub forum right here at RD. If downloading mods or keeping up to date with the latest news items aren't your thing, you can always sign up to one of our epic Club and League events using the software. We hold regular club racing events in our schedule, however the jewel in our crown is no doubt the RaceDepartment Le Mans Series. This is our premium endurance league using rFactor 2. Head over to the RDLMS forum to find out more!
Please have a think about what direction you would like the development of rFactor 2 to go, and what you would like to see added in future. All comments and suggestions gratefully received below!
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