no, that's just a worrying lack of control and another tired cliche trotted out in many forums (including this one).
EDIT EVIDENCE:
Top two lines represent wheel slip front and rear -- which is which is obvious.
Yes, it is obvious. Of all corners viewed, all show considerable wheel spin peaks for the rear, which is also one of the things people complain about. Wheel spin after hitting a curb, ok, but some of the peaks (and their length) cannot be explained by hitting curbs.
Again, the same old tired (and not accurate) analysis of telemetry. This came up several times in the past and sometimes there it is again.
Look at the graphs, again.
From my three years heavily involved in iRacing -- and following the forums -- there is a definite and pronounced emphasis towards sportscar racing and in particular the European market;
"Pronounced"? Not quite, though I agree that road racing is coming up nicely (numbers wise). But the protocols with NASCAR ought to tell us how vital they believe oval racing, in particular, NASCAR racing, is for them.
He's right in that it is a real pain in the ass to start with (I nearly gave up and that is something the management team seriously need to rectify). It feels too boring to start with.
That is something I never felt about iRacing. Boring?! There is a lot of things one can do in order to get going up the ladder. Problem is, however, some series/cars hardly get any attention (I remember many races with the V8SC and the Jetta which ended non-sanctioned (points wise) because only a handful of us would join.
I don't agree that iRacing is photo-realisitic -- it is very good and the latest tracks and many of the cars provide that excellent visual sense of immersion. But it's not quite there for me. I think this is due to the static nature of the lighting system.
Now there, if you'd written your own review (are you up for it?) and said this, a lot of people would disagree with you. Lighting is one of the strengths of its graphics and probably why people view it as "photorealistic".
I'd recommend you take a look at a shader programmer's views on the subject (the creator of SRPL stunning shaders).
And that brings me to the real weakness of iRacing -- the dynamics. I feel for too long too little has been focused on changing lighting and changing environments, as well as other changing aspects of the sim. Thankfully this is now a high priority for iRacing and before the year is out those dynamic changes of day -- to support and complement the full and comprehensive driver swaps functionality due very soon -- will be in place.
Dynamics of what, mate?
Vehicle dynamics: suspensions, collisions do strike as fantastic. Tires? The weakest link, for the reasons given by many. Aerodynamics? A lot of work to be done, as a ISR piece hinted at.
Race track dynamics? It'll come. Not a weakness at all, only something that, according to their roadmap, would come later.
The real weakness of iRacing, no matter what some say, is twofold:
- cost
- tire models (OTM and now NTM)
Cost? It is basically up to any of us if we accept it or not. I accepted it and spent more than the cost of 3 PS3. Others may not and in the end will be put off by it (as the author said).
Tire models: THE weakness, but hey, hope should be the last thing to die, maybe Dave Kaemmer will solve the issues soon. We can only...hope.