This doesn't make much sense. You shouldn't have to code/test the brakes for all 150 cars. If you have, say, 20 different brake combinations to implement, that's all you need to test. A brake disk/pad used in "Road Car A" should be interchangeable to "Road Car B" if they're similar in real life, just as I should be able to use the tires of a Z4 GT3 in an AMG GT3 if they use the same tire in real life.Implementing a feature like brake wear in terms of coding is't a matter of just a few hours.
Using the feature across 150 cars it's a very different matter and you do it just if the cost benefit is positive.
Still, if implementing this feature is so easy, one has to wonder why Kunos didn't do it in the many years they supported their title.
Either way, the point still stands: as an engine, AC's is vastly inferior to PC2's, there can't even be a comparison between both. In many regards, AC's engine is inferior even to simulations of the rF1 era.
So it's OK to be lazy and cut corners in what is supposed to be a simulation, because almost nobody will stop playing it if you don't implement said feature.How many users will not play AC because it lacks brake wear? Maybe 0.01% so... not worth it.
Got it. What a nice simulation base you got there.
I believe in data. If I read your post correctly, you're saying no other sim out there simulates brake wear properly. Do you have any data to back such claim? Also, do you have any evidence that PC2's physics features (aside from the tires, which are horrible) aren't on par with real life?That kind of time and money can't be saved using a different platform that, yes, has the functions already implemented but not a single example where they work properly.
You're not getting my point. My point is that it's way better to have the features in the engine already (requiring just a simple "calibration") compared to having to code the features in the first place, which is way more time and money consuming. And it's not just brake wear, but the many features I mentioned above.Adding features and not testing their consistency is the main reason why PC2 is such a mess.
A great engine with no one able to properly calibrate it due to overcomplication and spreading across thousands of cars/track combinations.
I'm not sure how they can lose customers by improving on features and physics. But hey, they can always cut corners and have many more players, as other "simulations" didReiza with AMS2 is trying (and mostly succeeding) in giving value to SMS work, but it will require some time with the real risk of losing customer base and thus money to support the needed expansion of licensing (missing big Brands and iconic tracks is not good for sales).
I always prefer official content before mods. Nothing against modding itself, but I doubt 99% of modders are able to get the reliable data they need to launch a good car.Opening to modders would have strongly mitigated the risk but I think, no matter the official position of Reiza, that it has been explicitly forbidden by SMS in order to avoid the immediate migration and improvement of all PC2 content on the new game.
Case in point: the Enduracers mod for rFactor 2. rFactor 2 is a good sim platform, but the mod was horrible. In this case, it's preferable to drive AC's GTE content (OK physics, really good tracks) than the mod (stellar physics for rFactor 2, but the car was way off).