The rise and possible fall of iRacing

Brief history on the Service:

iRacing started out in 2004 by John Henry and Dave Kaemmer. John is a co-owner of Roush-Fenway Racing for those who aren't aware, and so he was able to provide financial backing that has never really been seen before in sim racing. Combine that with the experience of Dave Kaemmer who has competed in the Skip Barber Championship in real life, and is the mastermind behind such sims as GT Legends, and you can expect top notch results. Finally an able developer has virtually all the time and money they need to create the ultimate sim experience. In a period from 2004-2008 iRacing consisted of lots of R&D and closed testing, some early members became part of the testing early on with most early testers joining in 2007 through connections in the sim world. In mid 2008 iRacing was open to the public but through invites only, then released fully to the public later on in the year.

The stage was set nicely, a huge amount of hype and community buzz had set iRacing above all other racing sims, before it was even released. Laser scanned tracks, cars being measured, weighed, and scanned for perfect accuracy. From a scientific point of view it was very hard for people to argue with what iRacing was doing, they were miles ahead of everyone else. They also have a 10 year plan, and a $20million investment from John Henry which they boasted through advertising and shameless plugs in the sim community. It was a good move by iRacing to let people know how serious they were early on, if they didn't there is no way they would get away with charging what they do for their service.

iRacing has a model that is unique to racing sims, but not unique to the gaming world. To use the service you must be a member, which requires you to purchase one of their monthly or annual membership packages. With the membership you get access to limited content, at first it was only a few cars on the Oval and Road side, with a handful of tracks. If you wanted some of the faster cars or more tracks, those would have to be purchased individually. People were so excited about the sim, they did not care much to argue with the plan, they did not mind that they owned none of the content, and were only purchasing access to them when their membership is in current status. If you stop paying to access their service, you lose all access to the content you have purchased. How do they control this? It is simple, the only way you can use the service is through an internet connection with a compatible browser. There is a large program installed on your PC, however you cannot access it unless you are logged in securely through their website. This helps them to keep control and monitor all things that happen in the sim.

This type of service is very controversial, but with the level of professionalism that iRacing was trying to achieve, this was the only way to go for them. By controlling things through an online browser, they prevent people from running modified versions of the game, which could include hacking the physics, or any other type of manipulation. That does not mean iRacing has been free from hackers though, there have been reports of cheats that have been used, patched, with the users who cheated banned, and no refund given. By controlling the sim in such a way, iRacing was able to display itself as a professional service, where people can compete fairly worldwide against their peers, 24 hours a day, with a full time staff of stewards and developers constantly monitoring and updating the service.

They ran ads showing professional drivers giving testimonies on how realistic the simulator is, which is nothing new, every simulator out has done this. However with iRacing, people are required to give their real first and last name, so users who are part of the service can literally search their favorite drivers name, and through a statistic screen, monitor the progress and lap times. This made iRacing unique because people can actually see professional drivers using the service. This helped give consumers confidence, not only were they confident that the company was on solid ground having John Henry as the financial backbone, but they also are able to purchase content in confidence knowing that professional drivers have sworn by the accuracy. From 2008-current the service has grown in overall members, but so has the sim. What started out as a few thousand people in 2008, has grown into the tens of thousands. Content has also been expanded, it was just a handful of cars and tracks starting out, but now iRacing boasts a car for everyone on both Oval and Road, with 24 hours 7 days a week series of official sessions.

The future of iRacing is still not very clear...how could this be though? With such a strong foundation, and having the largest active community in sim racing, how
could they ever fail?

Downfalls of the greatest sim available:

Even though iRacing has been the dominant name in sim racing since its release in 2008, it still has its downfalls. The sim does not provide a lot of the simple things that other sims have for years. Some of these things include tire build up, dynamic weather, and dynamic track surfaces. You are basically racing in a static environment all of the time, which is obvious to anyone that the real world of motorsports simply cannot be simulated accurately in a static environment.

Other downfalls are development times. In the beginning the members were very forgiving over long development times. Cars and Tracks were basically announced, then several months later eventually released, with some projects lasting over a year. As time has progressed and their team grows you would expect development time to go down, but it has not. Members are still finding themselves waiting almost a year for new content to be released.

Another downfall of iRacing is the content it provides, a lot of the cars are somewhat unpopular or outdated when compared to race cars in other sims. Instead of Ferrari, BMW, and other big names in racing, we see Pontiac, Kia, and what seems to be at random one car selected from several different series all over the place. So when you see something like Formula 1 advertised you will be sad to find out you only have two F1 cars available, and they are decades apart from each other. If you are a fan of Grand Am racing, the Daytona Prototype available is a Pontiac, and it is already half a decade old. This is the trend with iRacing, they tend to model only one car from a series, then by the next couple years it is already outdated, and then they tell people they have a virtual version of that series even though it is only that one car that is most likely not used in the series anymore.

Then there are the tracks, other than Nascar, you will be lucky to find more than a few real world tracks available where your favorite series actually races in real life. This, combined with the random car from a random year, can make you feel as if you are competing in some fantasy series, rather than simulating the real life series. Some are hopeful to one day get a complete series, but with iRacing's super slow pace in their development it seems near impossible for them ever to release a complete series will all the cars and tracks from the same year competition. Some tracks were scanned, and left to be forgotten with excuses given from the staff members that they simply do not have the manpower to complete, leaving a sour taste in the mouths of many members. On top of that, some projects end up getting delayed, like the coveted Lotus 49, it has been promised many times by the staff, but delayed every time.

This brings me to my biggest concern with iRacing, its quest for perfection comes at the expense of its members wallets and patience. For iRacing to prepare a release to the public they seem to have very high quality standards and must simulate things accurately through a formula. This sounds great, except they don't always get it right, and when you wait several months for something to be released, you expect it to be good to go when it is released. Several of the iRacing fans will just use the excuse that everything in the sim is a work in progress, and things will always be updated and changed. The problem with that, is it gives iRacing a fail pass, meaning they can release something that is a failure and get a pass from the community because it is a work in progress and will be updated. This is not just limited to iRacing, now that the internet is here to update games, developers across the board are releasing unfinished products and just updating things later on.

The problem with this whole situation, is it creates a circle of long development times, and a pass for mediocre content. Some will say they cannot have it both ways, they cannot offer an advertised realistic experience, yet make dramatic changes to the core of the simulation. Things like the tire model and physics have changed dramatically over time, and to this day the tire model still is not right. When individuals question the tire model they are met with some resistance from iRacing staff members who believe things are not as bad as they seem, but are also told there are yet again going to be more dramatic changes to fix bugs such as more grip with cold tires, but like everything at iRacing, even the tire model gets delayed over and over again.

Then you have cars that were driven by professionals before their release and have sworn testimonies of being accurate to the real life counterpart, that have since been changed dramatically, so now iRacing has to answer the question,are the cars inaccurate now? Or were their professional spokesman just spewing company lines to promote iRacing early on?

One will ask themselves why has iRacing not hired on more experts to help with the physics and tire models, or more professionals to help speed up development time of cars and help with the completion of tracks. Well, as unlimited as their resources may seem, they do not have an endless supply of money. If you think about how much it must cost to run a business like this year round, that $20million will get gobbled up fairly quick over the years, and the membership alone cannot support a super large staff. Even with a small staff they are paying several yearly salaries, sending employees all over the world to scan cars and tracks, not to mention other expenses like the cost of equipment and an office headquarters. They simply cannot afford to stay in business, and also have a super large staff.

There is a lot of controversy over the direction of iRacing, with its lack of features, and its ever changing view on how physics and tires work. One can only ask how long can this company keep all its members? Right now
iRacing has somewhat of a monopoly on sim racing. They are the only sim offering full time year round organized racing in a professional environment. Everything feels official with iRacing, and anyone can join with ease. This gives iRacing an edge over all other sims which depend on mods and communities to bring people together, which as we have seen before can be very messy, but also very rewarding if done right. Personally, I would love to see iRacing just "get things right", but at the moment with how they do things, it would take years before they ever start releasing complete series or getting cars that are up to date instead of outdated ones that are already retired from their current series.

Sooner or later, iRacing will lose its monopoly on this type of service, someone else is bound to come along and offer a similar service. If such a service comes along, and offers things that iRacing still has trouble with, like a correct tire model, or dynamic environments, then iRacing's future may be in trouble. They can only exist in such a state as long as there is no competition to steal their customers away. Eventually when another sim does come along that rivals iRacing, they better be ready to deliver on their promises, or face the reality of having to eventually close their doors after everyone but a few dedicated followers leave for the new kid on the block who offers something bigger and better.
 
Because I am not a Catholic priest that takes a confession. When people are deliberately using fake email addresses and names you have something to hide or think you are doing something wrong by writing a comment on the internet.

You don't need to hide to post an opinion (good or bad) in my opinion.

I strongly disagree about the point that if you don't use your real name, then you must have something to hide. There are very legitimate reasons to protect our identities as much as possible online. There is no lack of people who would do malicious harm given the chance. Perhaps we should just as well say that if you don't share your SS#, you must be dishonest?
 
So what people here are saying is that if I say that 2 + 2 = 4, there will NEVER be a discussion on this forum regarding the validity of that statement, unless you know my complete personal history first?

I'm baffled.

How have internet forums managed to exist and fill with content for the last decade? Are they ALL discussing who everyone is behind their nicknames? No?

Then please get back on topic, thank you!
 
eobet, I'd say neither Bram, nor I or RaceNut have said that. I think there is a matter of credibility at stake, whether we like it or not - often, people use valid points to build a demolishing review on something, perhaps it is advisable to understand what exactly is behind that perspective or criticism.

I understand Bram's point (though I don't think the Lewis Hamilton comparison applies) - that was one of iRacing's refreshing, positive points, people use their names (or their parent's names, whatever goes in the credit card) and that certainly helps in building credibility for the service and races.

But, as was said above, if someone uses a nickname here or elsewhere it does not mean (obviously) that he/she has something to hide.

Now, agreed, lets get back on topic.
 
Great post. Well thought out and I agree with the essence of what you are saying. Did you manage to post this on the official iRacing forums? I tried something similar, and it got deleted pretty quickly...

To add to this topic, I believe iRacing ARE loosing their monopoly and it's going to happen this year with the release of rFactor2, Assetto Corsa, Project CARS and the multiplayer portion of RaceRoom.

I believe that is why they are so desperate to rush Steam support and Mac/Linux support without using their usual long development time to get things right (even though they despite this do fail in various strange ways), and I think it's going to bite them in the ass.

Not all publicity is good publicity and they have used up quite a lot of their goodwill with the constant fidgeting back and forth with the NTM, drafting and such. God help them if the Lotus 49 isn't a dream to drive!

interesting ideas. how would you measure that iRacing has lost its monopoly when it happens? AFAIU, membership has been increasingly slowly, but steadily for iRacing. I do not believe you could compare straight numbers of members/owners of the games as being valid since one (is the rF2 game a sub?) is a subscription service and others are single purchases.
 
I'm baffled.

How have internet forums managed to exist and fill with content for the last decade? Are they ALL discussing who everyone is behind their nicknames? No?
Have a good look around on RD and you see that the majority of the posters here are using their real names.

Not saying that everybody with a nickname has something to hide but in this case registering on a forum just to create such a topic, I find that a bit strange.

But feel free to completely disagree with me, thats perfectly fine.
 
Someone posted this chart on the iRacing forums recently.

Personally I've been reading similar types of threads to this for a long time, on every sim and every public forum, and have no opinion to provide on anything anymore. Just drive!
weeklyActive2.png
 
The future of iRacing is still not very clear...how could this be though? With such a strong foundation, and having the largest active community in sim racing, how could they ever fail?

Sooner or later, iRacing will lose its monopoly on this type of service, someone else is bound to come along and offer a similar service. If such a service comes along, and offers things that iRacing still has trouble with, like a correct tire model, or dynamic environments, then iRacing's future may be in trouble. They can only exist in such a state as long as there is no competition to steal their customers away. Eventually when another sim does come along that rivals iRacing, they better be ready to deliver on their promises, or face the reality of having to eventually close their doors after everyone but a few dedicated followers leave for the new kid on the block who offers something bigger and better.


I think you have to distinguish between the on-line racing community and the wider sim racing community. iRacing have the largest active on-line racing community in sim racing, but this is only a small part of the sim racing community. I think iRacing say they have around 40,000 members but this is only 1/10th of the number of people who bought NASCAR Racing 2003.

Lets look at iRacing's strenghs.
1) quality of their on-line service
2) quality of physics and tracks
3) licensed content very attractive to US customers

While I'm sure rivals will match or beat the quality of physics and tracks, I see no indication any other developer is trying to provide an iRacing type on-line racing service or compete with iRacing's line-up of major US tracks and racing series.

I think the main reason other developers are not trying to copy iRacing's on-line racing service is that the largest market is the off-line racer and so Kunos, ISI, SMS and Reiza are all offering AI and Simbin say they will be.
 
interesting ideas. how would you measure that iRacing has lost its monopoly when it happens? AFAIU, membership has been increasingly slowly, but steadily for iRacing. I do not believe you could compare straight numbers of members/owners of the games as being valid since one (is the rF2 game a sub?) is a subscription service and others are single purchases.

It will be very easy to measure when iRacing loses its monopoly as there are users who collect member statistics and someone even posted that graph in this thread.

However, I believe that because the other games which are in the pipeline are single purchase games is exactly why iRacing will fail, and cause it's active membership numbers to slowly but steadily drop.

The only thing that can make iRacing withstand competition is if they change their pricing model, or if they change the tire temperature build-up effects on grip, change the tire grip levels in medium speed corners, change the tire grip levels when catching a slide, settle on which is actually realistic drafting behavior, implement flat spotting, implement visual tire flexing, and if they're not going to bring in DX11 anytime soon, at least stop their cars from floating above the track...

Now, all of this is debated at length in the official forums and none of it matters to a first time user; it simply just needs to be fixed. But this is also why they can't change their pricing model, or create a demo which make the game easy to discard. They need the high price simply because they need to make their customers invest heavily in order to make the decision to leave harder. They are using the post-decision dissonance from buyer's remorse to psychologically lock their customers in.

So, when cheaper alternatives will soon emerge, which regardless of their technical underpinnings might immediately both feel and look better, I believe that most new customers won't ever even get to try iRacing, regardless of on how many platforms they exist (which again, is a whole different discussion, imo).
 
I think the main reason other developers are not trying to copy iRacing's on-line racing service is that the largest market is the off-line racer and so Kunos, ISI, SMS and Reiza are all offering AI and Simbin say they will be.

Imagine if LFS S3 would be released this year as well. Their online service has been going on for what, ten years now? Things would really hit the fan if that would happen! ;)
 
Imagine if LFS S3 would be released this year as well. Their online service has been going on for what, ten years now? Things would really hit the fan if that would happen! ;)

I disagree. Perhaps I should have expanded on what I meant by service. There is the quality of the netcode of course but only iRacing has a driver licensing system with points for safety and performance, offering a very structured form of pick-up racing. I'm not aware LFS3 will have these. Plus IMO LFS is aimed at a different audience to iRacing. iRacing customers are looking for real cars on real tracks and they have disposable income. If I remember correctly, about half of LFS on-line racers raced with the free demo.
 
Sorry, wall of text.
Not saying that everybody with a nickname has something to hide but in this case registering on a forum just to create such a topic, I find that a bit strange.
That's very well stated to my point. Obviously I'm not worried simply by screen names ;)

But basically everywhere, my screen name is Bakkster. Search that name,and you're almost certain to find me. Had I come here and just started posting about how iRacing is great, and you didn't know me or that I generally race the lighter touring cars which probably behave the best out of the cars in iRacing, you would be right to be skeptical. I would be surprised if people weren't skeptical of posts like that.
It will be very easy to measure when iRacing loses its monopoly as there are users who collect member statistics and someone even posted that graph in this thread.

However, I believe that because the other games which are in the pipeline are single purchase games is exactly why iRacing will fail, and cause it's active membership numbers to slowly but steadily drop.
That probably the nicest part of this discussion. Since iRacing does keep all the global statistics, we can measure exactly how many people are racing and when. If it declines, we will know about it.

Though, I think the fact the other sims being single purchase games will be the reason iRacing will continue to grow (even if slower). For people who want such a service instead of a retail title they need to find their own servers for, iRacing will still be the only quality option.

I'm sure there will be a drop in participation when the other primary titles launch, but I don't expect it to be massive (most looking forward to those titles are already playing rF2 and pCARS, AC is the last one to have a substantial pre-release drivable version) or permanent. I'm very interested to see just how many members are on iRacing for the online structure, and who is there purely because it is the best option for them at the time.

I'm equally interested to see if a 3rd party creates a persistent server environment in AC as well. The mod tools are supposed to be capable of that. I can see European iRacers in particular moving to AC if they can get similar structure with local tracks for less money.
The only thing that can make iRacing withstand competition is if they change their pricing model, or if they change the tire temperature build-up effects on grip, change the tire grip levels in medium speed corners, change the tire grip levels when catching a slide, settle on which is actually realistic drafting behavior, implement flat spotting, implement visual tire flexing, and if they're not going to bring in DX11 anytime soon, at least stop their cars from floating above the track...
While iRacing development is slow... so is everyone else's right now. Remember how 2012 was supposed to be the year of the sim racer with pCARS, rF2, and AC all launching? Halfway into 2013 and they're still pushing back release dates. iRacing definitely would have been in trouble had those releases come Q3 and Q4 2012, but Q4 2013 gives them a lot of time to make up lost ground.
Now, all of this is debated at length in the official forums and none of it matters to a first time user; it simply just needs to be fixed. But this is also why they can't change their pricing model, or create a demo which make the game easy to discard. They need the high price simply because they need to make their customers invest heavily in order to make the decision to leave harder. They are using the post-decision dissonance from buyer's remorse to psychologically lock their customers in.
Definitely needs to be fixed. I'm pretty close to being ready to start unequivocally recommending iRacing to my racing game friends. About all I'm waiting for is a more stable Caddy (since it's base content) and the temperature modeling. Continued rework of old base tracks like Laguna Seca received would help too. I definitely agree the content and quality need to speak to new members, not be justified and rationalized for iRacing to be its best.

The buyers remorse/sunk cost fallacy only comes in for the longer term members, though (well, and that guy who bought a few hundred dollars in content before he tried it and decided he didn't like it...). A three month trial is just $15, and that's if you don't get one of the numerous free trials (Cadillac was giving away 3 and 6 months free, and Intel is giving 3 months free with CPU/GPU chips). It's only if they are happy for a while and change their mind that the sunk costs have an effect. I'm the first to try and convince someone to leave if they don't like iRacing, though.
 
The final nail in the coffin...no pun intended...is when you, having denied the OP any chance of discussion of his valid or invalid points, complain about someone potentially calling you a "fanboy" instead of showing why you were wrong. Two people, too different measure.

Did you not accuse him of having "sour grapes"? Didn't you refuse to discuss his post? Why would anyone want to discuss this with you?

That is baffling, mate. Why not simply disagree? Or, if you don't feel like disagreeing and let others know of it, why post at all?

Baffling.

This is how he works here, on iRacing, Virtual IR, etc.. How most of the fanboys work to be honest.

Even still if those who are in love with iRaicng are proven wrong the topic quickly changes to what iRacing will have in the future. Rather than the here and now.
 
I disagree. Perhaps I should have expanded on what I meant by service. There is the quality of the netcode of course but only iRacing has a driver licensing system with points for safety and performance, offering a very structured form of pick-up racing. I'm not aware LFS3 will have these. Plus IMO LFS is aimed at a different audience to iRacing. iRacing customers are looking for real cars on real tracks and they have disposable income. If I remember correctly, about half of LFS on-line racers raced with the free demo.

Have you tried the servers that survive in LFS today? They have ranking systems, even iRatings, very good safety rules and flag rules and they keep persistent scoring within their network (on top of the LFS World official hotlapping charts which are still up). Some servers even forces you to qualify on different servers before you are allowed into the more serious ones and get access to the faster cars, and they won't let you join mid-race and have speeding penalties in the pits just like iRacing.

The guy after your reply mentioned that AC will get similar server support, and that would be awesome.
 
This is how he works here, on iRacing, Virtual IR, etc.. How most of the fanboys work to be honest.
Why do you think I don't like random anonymous complaint posts. Don't you appreciate that I'm posting here as Bakkster so you know to label me a fanboy already? ;)
Even still if those who are in love with iRacing are proven wrong the topic quickly changes to what iRacing will have in the future. Rather than the here and now.
How about this? I'm surprised nobody has mentioned series organization and scheduling yet. Easily the biggest problem right now.

Depending on the car you drive, the physics can be tolerable, we all have the same equipment even when it's frustrating. But when series have awful track selections, or scheduled times that mean drivers can't race both the fixed and open setup Proto/GT series, something is seriously wrong. Only a few series have good solid setups, and only because Steve listened to the series regulars. Why he stopped listening to most of them is beyond me. It's taking what should be their biggest strength and having it work against them, I don't get it and they're going to fail if they don't figure it out.
 
Why does the name of the OP matter at all? Take the post at face value and he's spot on.

Obviously, a lot of the regulars here already know my opinion of iRacing, so I'll just link you to that if you haven't seen it already.
http://www.racedepartment.com/2013/04/iracing-review/

I think the OP is a little too harsh in a few areas he criticizes, such as the "outdated cars/track selection/fantasy series" comment, but maybe that's just my inner rFactor player coming out. Some of the best rFactor mods are incredibly outdated as well... who would want to drive 1979 Formula One cars when it's 2013??? ;)

There are two things that stand out about the whole topic of iRacing being on a decline though:

1 - The fact that these kinds of detailed "iRacing is not as it seems" threads pop up once a week, all written in the exact same way: praising the organization, hating on the physics and lack of progress.

2 - The fact that I regularly hang out on a teamspeak with two VERY TALENTED real life Late Model drivers, and listen to them rage at how wrong and backwards iRacing is during every practice, qualifying, and race session.

DewCrew88 also mentioned this to me during the Texas race this year, and I think his summary of iRacing's physics are the best example of why the game is laughed at by non-members and former members:

>How is Dale Jr able to take his hands off the wheel in the tri-oval, and take a sip of water without violently wrecking? In iRacing, if you even BLINK coming through the tri-oval, your car will spin out. And how are they running the top groove so well? In iRacing, if you're not right along the white line, you're passed by the entire field coming out of two.

If cars in real life drove the same as they do in iRacing, I'd be genuinely afraid to drive my Focus to the 7Eleven a couple blocks away.

There are other issues that are going on behind the scenes as well. Setups are made by guys who would be well off the pace in a fixed setup race. Beta testers are guys who rarely, if ever, race on the service, or DWC drivers hoping to get a leg up on the competition. Physics guys have no clue how to drive a car fast, and have flat out admitted they don't know what the car is doing at maximum attack, because they aren't talented enough to push the car that hard.

I could go on, I'm incredibly disappointed in the "service" (shut up, it's a game), but the fact that these threads appear regularly says all that needs to be said.
 
It will be very easy to measure when iRacing loses its monopoly as there are users who collect member statistics and someone even posted that graph in this thread.

However, I believe that because the other games which are in the pipeline are single purchase games is exactly why iRacing will fail, and cause it's active membership numbers to slowly but steadily drop.

The only thing that can make iRacing withstand competition is if they change their pricing model, or if they change the tire temperature build-up effects on grip, change the tire grip levels in medium speed corners, change the tire grip levels when catching a slide, settle on which is actually realistic drafting behavior, implement flat spotting, implement visual tire flexing, and if they're not going to bring in DX11 anytime soon, at least stop their cars from floating above the track...

Now, all of this is debated at length in the official forums and none of it matters to a first time user; it simply just needs to be fixed. But this is also why they can't change their pricing model, or create a demo which make the game easy to discard. They need the high price simply because they need to make their customers invest heavily in order to make the decision to leave harder. They are using the post-decision dissonance from buyer's remorse to psychologically lock their customers in.

So, when cheaper alternatives will soon emerge, which regardless of their technical underpinnings might immediately both feel and look better, I believe that most new customers won't ever even get to try iRacing, regardless of on how many platforms they exist (which again, is a whole different discussion, imo).

I see what you mean. You used the word "monopoly" so I thought you were referring to another MMO-dedicated service surpassing iRAcing. I can only think of SimBin RaceRoom and SimRaceWay as the main competitors to iRacing. SimBin is still in Beta yes? If so, then I believe that only leaves SimRaceWay to competite with iRAcing.
 
I see what you mean. You used the word "monopoly" so I thought you were referring to another MMO-dedicated service surpassing iRAcing. I can only think of SimBin RaceRoom and SimRaceWay as the main competitors to iRacing. SimBin is still in Beta yes? If so, then I believe that only leaves SimRaceWay to competite with iRAcing.
SRW has equally far to come to be close on quality and polish. I think some 3rd party group of servers in AC running organized open series will be the most likely to challenge iRacing in the online public racing space.
 
Organized open series will always attract the wrong crowd that have no other goal then taking you our and ruin your race. Unless they come up with a sophisticated system as the safety rating like iRacing has.

Or that developers finally have the guts to implement a proper ban functionality that shuts idiots off from gaming completely. Let them buy a new game if they receive x-amount of strikes on their account. Win win. :p
 

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top