Image Space Incorporated Exclusive Interview

Paul Jeffrey

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rfactor 2.jpg

In the latest addition to our series of interviews with the big hitters from the world of sim racing, RaceDepartment recently sat down with developers of the world renowned rFactor and rFactor 2 racing simulators to discuss the future of the rFactor 2, new content and what highly sought after enhancements fans can expect in future.


Founded in 1992, Image Space Incorporated (ISI) is a well respected software developer specializing in the fields of computer game development, “man-in-the-loop” simulator architectures, computer image generation, and entertainment systems integration.

ISI has a well established, and highly skilled development team, with both artists and programmers dedicated to the design and development of cost-effective, high quality software and computer products.

With experience in the latest hardware and software systems, ISI offers rapid time-to-market and real-time performance for a variety of gaming and simulation applications. A creative flair, robust technology, and in-depth knowledge of the gaming industry gives ISI the technical and creative edge required in today’s highly competitive market.

As rFactor 2 continues to go from strength to strength in recent months RaceDepartment thought this to be the ideal time to sit down with the team and discus their premium simulator, rFactor 2.

RD: Hello, many thanks for the opportunity to have a chat with you today. It’s a great pleasure for me to talk today about one of my personal favourite race simulations on the market, rFactor 2. As I usually do I would like to open up this little Q&A by asking you to introduce yourself and tell us a little about what you do over at ISI?

TW: I’m Tim Wheatley and my primary role at ISI is the commercial licensing of our products. This is for companies who want to promote their brand at a trade show, or new companies setting up sim centers where they charge for access to their hardware.

RD: Thank you. So it’s now customary in these Q&A’s to start off with some light questions about those behind the scenes and get to know a bit about who is involved in creating the sims we love. First things first, what car do you drive on a day to day basis at home and why?

TW: Toyota RAV4, because it was cheap and fits my wife, kids and dogs. Maybe one day I’ll just answer “because I wanted it” – but not today!

RD: A controversial one here - who’s the quickest virtual driver at ISI?

TW: Right now I’d say Christopher Elliott, but we’re going to say that’s because he gets the most track time...

RD: Back to the world of pixels, what would you consider your favourite racing / road car is to drive outside of rFactor / rFactor 2?

TW: I don’t have a lot of time to run sims (even our own), but I like low downforce historics, so I’ve had rare fun with the 1960’s cars in other sims. There is a fair bit of nostalgia for me in firing up a Lotus 49 in iRacing, but I prefer period tracks when I can get them, and it’s nice to see some sims doing a great job with those.

RD: When not sampling the world of the virtual racing car do you play any other type of game? What’s on your computer at the moment that you tend to gravitate towards in any free time you might have ?

TW: I’ve always enjoyed space games alongside racing sims, I’m using Elite: Dangerous whenever I need to escape real life for a bit! I don’t have a lot of time to play anything else.

RD: ISI have a stellar reputation in the sim racing (and real world racing) industry with titles like rFactor, rFactor 2 and rFactor PRO in recent years but still run a relatively tight ship over in the good old US of A, how many people do you have working on rFactor 2 at ISI currently?

TW: Most projects work under external contractors hired to do specific content, but the core team of full-time software engineers (who aren’t building cars or tracks) is four. We have two full-time car guys, two full-time track guys, plus contractors working with them. We’re a pretty compact organization.

RD: Obviously you provide simulation software for a number of racing teams simulators in the real world, what sort of feedback do you receive from the professional drivers when they sample the consumer version of the game and how do they compare it to their real life race cars?

TW: Most of what they will try in the retail version has been built by a third party, often without access to the car or data. Good third-party content and first-party items get good feedback.

RD: Along a similar line, does real life driver feedback get incorporated into the sim, and if so how useful has that been in developing the physics and feel of the game?

TW: Driver feedback is really only used on a final pass for any content we produce in-house. Our physics engine allows us to input real values and get real results from that, so provided our data is good, the cars should always feel pretty accurate before anyone drives it.

RD: What do you consider to be your greatest / most proud achievement so far in the life rFactor 1 and rFactor 2 and why?

TW: We broke new ground on a lot of features that once implemented by other engines and studios will move sim racing forward as a whole; RealRoad rubber build-up being probably the most useful for the genre.

Plus, even though we are an extremely small team, we are proud to continue to support our products and the community around them for many years. Too many products seem to be abandoned if they do not achieve a huge critical following, and that’s not our philosophy.

rfactor 2 Classics.png


RD: The (fairly) recent inclusion of a triple screen tool in game has been a dramatic improvement to the immersion level for 3 screen users of the title, do you plan to create a more ‘user friendly’ version of this imbedded in the main game UI?

TW: If and/or when we have time. The implementation and function is obviously more important to us.

RD: Talking of the visual side of things, many people were disappointed to see the Consumer Unit Oculus Rift not supporting DX9 games (such as rF & rF2). Is this a concern to you as VR seems to possibly be the future for sim racing, and more to the point do you anticipate rF2 moving away from DX9 going forwards? Additionally I hear rumours of dropping Windows 8 support, does that mean DX 12?

TW: I think Microsoft have already dropped Windows 8 support (last month, I believe), as they’re trying to push everyone to Windows 10. The VR APIs have frankly been way too fluid for us to seriously look at, and I doubt we’ll look again at native support until after devices are in the hands of the public for a few months. Their changes in specification have obviously left things behind that we rely upon at this time.

RD: Sorry, I've got to push you on this one... could you share with us some indication of timeframe when users could realistically expect to see the move from DX9?

TW: Not able to give a timeline, or even a confirmation we’ll see that in rFactor 2 – and obviously this affects the VR answer previously. It also could be argued that modders now have a stable platform to create for, it might not be beneficial to mess with them.

RD: Still with Virtual Reality, now that users can fully view and engage with their surroundings using VR headsets, will more details and higher resolution gauges and cockpits for ISI content vehicles make an appearance in future builds do you think?

TW: We update older cars as best we can, but aren’t going to devote much time to extremely old content for minimal returns. Most newer cars shouldn’t need much of an update in this area.

RD: rFactor 2 is the platform of choice for many major leagues around the globe, specifically using the endurance features within the game and making the most of real weather / day to night transition functionality. With regards to how weather is implemented in game, does the team at ISI have plans to implement things such as rain drops on windshields (physics based rendering) / aquaplaning / puddle formation etc?

TW: We’re actually looking at this again now. We haven’t decided on what features will get dropped or pushed, and which should be implemented in short order.

RD: On a similar topic, in dry conditions can we expect to see some kind of dirt/marble pick up on tires?

TW: We’re unlikely to implement that in rFactor 2, you’ll just have to deal with the existing drop in grip on those surfaces.

RD: Keeping to the theme of endurance racing and features for a moment if I may, have the team considered the possibility to limit the set of tires available for a race weekend (endurance this is a big thing as well as F1 and many other series) and the possibility of saving part worn tyres in the garage for use in further sessions / later race stints?

TW: No, but I think we now output the tire data in the replay and plugins to allow leagues to easily track tire usage. While we can now store tire data (resume from replay does), we don’t foresee allowing them to be saved and reused within existing sessions.

RD: Again another endurance type question (although relevant, sadly, for Formula One too) – Hybrid/KERS/Brake Recovery simulation in game. Yes this is a murky and challenging area to simulate I would imagine but could add a lot to the immersion aspect of several major racing series. Does ISI plan to have this in game in future builds and if so how far along the path of develop are you at present?

TW: We’re in talks for a 2016 GP car as I speak, so we need to look at this at some point, probably when we build an updated FISI and/or GP car.

RD: Staying with the theme of cars and car features, could we maybe expect to see the ability to adjust onboard TC steps as onboard engine mapping or onboard differential Settings in future builds? The current TC settings are more a driver aid than in car setting and can sometimes feel a bit obtrusive when driving at the limit.

TW: Probably not. It’ll most likely continue to work as it does now.

RD: Moving away from this topic now for a little while and getting on to in game content for a bit, ISI have released a number of US centric Oval content of late, how big of a change in thinking was that to get it into the sim and working correctly with all the nuances involved in oval racing physics and rulesets?

TW: We’re still working on the rules, they’re incredibly complex from a design standpoint. The sheer number of variables for what appears a simple rule is just mind blowing.

RD: Are you happy with how it’s gone, the fan reaction seems very positive so far and the steady stream of 3PA oval / roval tracks has been very impressive

TW: Would like to see more of the rF1 stock car leagues moving over sometime soon. If leagues want to work with us to arrange bulk purchase deals, they should contact us.

RD: Speaking of tracks, its been a long while since the last “major” official track release, can you share with us some highlights of what tracks fans might expect to see in the coming year?

TW: Our track team spend their time helping the 3PA guys and working on their own projects. I think ISITrackTeam on Twitter does a petty good job of teasing upcoming content, whether that is their “rising sun” updates, or Toban (which is probably next).

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RD: Same question , this time related to upcoming car content. We heard many months ago about a proposed Super GT car and more recently the Daytona Prototype, how are things progressing with these?

TW: As always with cars it seems, we’re waiting on data. Teams have two seasons: Winter vacation and racing season. We have quite a few cars at a similar state, so once data starts to come in we’ll have a good batch of releases (including those you mention).

RD: Does the team have any inclination to include further historic content, possibly a playmate to the sublime BT20 Grand Prix car in future?

TW: We have some licensed, but they’ve simply never made it to the top of the stack yet. As a historics fan, this pains me greatly! We’d welcome inquiries from mod groups interested in working on licensed content.

RD: Of course many old historic cars use the classic h pattern gearbox and heal and toe technique, how does the team intend to penalise those who use paddle shift and no clutch to prevent laptime advantage against drivers using an h pattern configuration?

TW: We still have plans to release an updated drivetrain model.

RD: The Third Party Affiliate Scheme (3PA) seems like it’s been a huge success for ISI since its inception, how does this work? Do you approach people or do they have to apply to ISI with a finished product?

TW: Either way. Usually we have a track model we are offered by a studio using our engine, we then find someone to work on bringing that track up to spec. In a few cases people have come to us with near completed content of varying quality and we’ve helped them to complete it.

rFactor 2 Suzuka 2.png


RD: Will ISI be looking into the possibility for enhanced rF2 support to run more than 40 cars on the grid during an online event? Of course that has been seen already but in practice it has shown that running more than 40 cars online regularly leads to issues such as stuttering/connection loss and other critical issues?

TW: Nothing stopping you from running more than 40 cars. If you have issues I’d look into how plugins being used cope with the data, or how the server load is.

RD: Also on the topic of multiplayer / player to player interaction could we have a little insight into the developer’s thoughts about a robust player ranking system similar to the system we see in titles like iRacing?

TW: You won’t see a feature like that from us, but we obviously would and have supported any organization wishing to develop their own version. Our plugin system can be used for many features like this that instead of charging a subscription for, we want to see people able to do for themselves – if they want.

I think you’ll see a public launch of a few sites over the next few months.

RD: Regarding match maker, is this side of the sim due for further support and polish and could be expect more features in the theme of things like Chat, Iobby, filters, and a working matchmaker Iist where you can see how many people are online including Steam and non Steam clients?

TW: Yes, we’ve been looking at this lately (within the past two weeks).

RD: The damage model in rF2 is more restrained than some other titles at present, would it be possible, and is it considered on the teams to do list, to add features around suspension damage i.e when riding curbs / going off road in a violent way cause noticeable damage to your cars suspension and do plans exist to create a more sophisticated damage model in general?

TW: It might be something we look at in the future, but not sure what will/won’t be seen in rFactor 2.

RD: rFactor 2 has been in development for a number of years now and continues to be improved and developed with each new build released by the team. Do you at ISI have a development timeframe for this title, basically how much longer do you expect to support rFactor 2 before retiring development and looking to move onto rFactor 3 and/or other projects?

TW: Internal planning and discussion on another title (not rF3) has taken place, but rF2 is still our focus product at this time.

RD: If money and other blockers were no issue, which Marques would you ideally like to see licensed in the sim?

TW: All those tracks who are used to being paid by Sony and Microsoft for console titles, unable to comprehend what a niche sim racing title even is, and why their budgets differ. Though I’d focus more on racing cars than road cars, the same applies.

RD: Rumour has it that the exclusive Porsche licence comes up for renewal soon, any chance of seeing some of the German sports and racing cars in future for rF2?

TW: Not if they sit themselves behind an agency who’re more interested in their fees than promoting the brand they’re licensing.

RD: Almost finished now… so do you guys want to tell us anything else that we haven’t already covered so far in this interview? This is a chance to speak directly to our many thousands of readers here at RaceDepartment.com who follow with interest the development of rFactor.

TW: I guess the biggest recent event is Steam, and we are pretty happy with how well the transition to Steam has gone. We encourage people to look into the Workshop as we continue to find new ways to make it a bigger part of rF2!

RD: Now comes that time where I ask you to think up an imaginative way to say no without hurting my feelings….. An unapologetic attempt to secure a RaceDepartment exclusive piece of news! Anything you want to share with our many readers that aren’t already widely known in the sim community?

TW: We are looking into possibility of paid mods as part of rF2. I’ve mentioned this a few times but it’s getting serious now. There’s no reason someone shouldn’t be able to give the community what it wants when developers aren’t able to.



Big thanks go out to Tim at Image Space Incorporated for kindly taking time out of a busy schedule and answering our questions here today. Visit the rFactor 2 section of RaceDepartment for all the latest news regarding this sim.

rFactor 2 is available to buy now on the Steam platform or as a standalone edition direct from the ISI website.

Enjoyed our interview? What do you think of rFactor 2? How does the game perform in your opinion? Let us know in the comments section below!
 
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In my opinion, simracing community is polluted right now, that's why actual sims are not successful (except iRacing).
So you really think rf2 and ams would reach pcars' amount of buyers and daily players if pcars didn't exist? You think those two games would become more mainstream or remain in their niche as currently?
The people who bought and play rf2 and ams are the ones who would have did it whether or not pcars exists.
Most likely more people know about rf2 and ams (gsce) because of the other sims that became more mainstream. Because of Pcars, AC, R3E, Iracing. Due to comparisons and word of mouth from rf2 and ams passionate in discussion boards. How did people know about x-motor-racing? Yep.
 
The problem is: DirectX 9 is no longer supported.
  • Modders would need to develop using an outdated SDK (which will probably not be compatible with the release version of the Rift)
  • Even if it is, there will be an increased latency since the DX9 code is no longer included in the latest runtimes. Latency in VR kills immersion.
  • The implementation will break. Once some parts corresponding to the DX9 code from the old SDK are updated in the current SDK/runtime, you will no longer be able to play.
So I think this is not a realistic option, because modders could effectively only support the DK2. The Vive really seems to be the best option for rF2 players who want VR :)

Didn't I read somewhere live for speed Dx9 game got it working .
 
Didn't I read somewhere live for speed Dx9 game got it working
I think it will all come down to how much effort is someone going to invest into bringing VR to a DX9 ecosystem. With Live for Speed it's obvious that people save no time and energy at making sure their support of VR is solid. Sadly, from what I can see, VR is so far from ISI's priorities that I don't think they will support it if implementation is troublesome (let alone if Oculus doesn't officially support their prehistoric rendering engine).

That's why I personally would keep fingers crossed at the solutions moders might come up with. It's not gonna be perfect, probably will give you a headache setting it up, but at least it has a chance of being there, whereas I am very skeptical if ISI is going to do anything about it. That said, as someone mentioned in this thread, they supposedly didn't have the plans to bring rf2 to Steam either. So ATM nobody knows. Hell, I would bet my masturbating hand that guys over at ISI don't really know either. :whistling:
 
None of this should be a surprise. Even with rFactor Pro, etc. sugar daddy money, something has to give after so many years of what, by definition, remains in an alpha stage of development because it is not feature complete.

Steam + stock cars were both misguided and desperate moves and severe distractions during a critical time period where the window was clearly beginning to close on rFactor 2's propsects and possibly ISI's future involvement in consumer sim racing.

What they should have done last year is...
  1. officially and publically de-scope stock cars, off-road racing and anything else that is delaying the finalization of a stable physics, functionality and graphics platform to break the cycle of content deterioration / rework backlog
  2. abandon rFactor 2 as a game platform and license the source code to someone like Reiza who (a) listens to and maintains good relationship with the community, (b) knows how to make great content and games and (c) above all is clearly excited and passionate about what it does instead of what comes off as the polar opposite from ISI / Tim Wheatley
  3. keep Tim Wheatley as far away from customers as possible (although they seem to have done that with Tuttle assuming more of the ISI forum moderation duties, albeit far too late)
  4. Begin work on Reiza 2018 with Reiza as the lead and ISI as consultants only
 
None of this should be a surprise. Even with rFactor Pro, etc. sugar daddy money, something has to give after so many years of what, by definition, remains in an alpha stage of development because it is not feature complete.

Steam + stock cars were both misguided and desperate moves and severe distractions during a critical time period where the window was clearly beginning to close on rFactor 2's propsects and possibly ISI's future involvement in consumer sim racing.

What they should have done last year is...
  1. officially and publically de-scope stock cars, off-road racing and anything else that is delaying the finalization of a stable physics, functionality and graphics platform to break the cycle of content deterioration / rework backlog
  2. abandon rFactor 2 as a game platform and license the source code to someone like Reiza who (a) listens to and maintains good relationship with the community, (b) knows how to make great content and games and (c) above all is clearly excited and passionate about what it does instead of what comes off as the polar opposite from ISI / Tim Wheatley
  3. keep Tim Wheatley as far away from customers as possible (although they seem to have done that with Tuttle assuming more of the ISI forum moderation duties, albeit far too late)
  4. Begin work on Reiza 2018 with Reiza as the lead and ISI as consultants only
Totally agree...letting Reiza...well...basically take over.:)
 
Sorry for weird editing, for the purposes of this post I broke it down in a way that makes it easier for me to address specific points.

  • officially and publically de-scope stock cars, off-road racing and anything else that is delaying the finalization of a stable physics, functionality and graphics platform to break the cycle of content deterioration / rework backlog
Fully agree, although I hate to bring up NASCAR personally, because people know i have a bias against boring content. I believe I once said I would prefer being raped than playing ovals and after seeing my royally pissed off ex last week, I stand by that comment. From design perspective ovals were a weird indulgence that further diluted the content of the sim and made it harder to focus on one thing only. When you lack workforce to finish up the content you already have adding something so drastically different doesn't seem very efficient.

  • abandon rFactor 2 as a game platform and license the source code to someone like Reiza who (a) listens to and maintains good relationship with the community, (b) knows how to make great content and games
I honestly don't think that ISI's decisions were this bad up until now. I believe they were misguided in several of their choices, but with greater communication and structured work they would have avoided a lot of problems. Take something like Daytona Prototype which was known about for more than half a year. The problem is not that the car still wasn't released. According to the interview ISI themselves don't seem to know when it's coming. And before someone brushes this comment of with 'disinformation' or 'it's a modding platform'. This is precisely why they need clear communication. Moders probably would have already started and maybe even finished their work on DP. But we don't know if the car is going to come here in 3 months or if it's faster to start a mod from scratch now, because DP is coming after 4 consecutive updates to Clio.

  • above all is clearly excited and passionate about what it does instead of what comes off as the polar opposite from ISI / Tim Wheatley
  • keep Tim Wheatley as far away from customers as possible (although they seem to have done that with Tuttle assuming more of the ISI forum moderation duties, albeit far too late)
I have to strongly disagree here. OK, ISI doesn't seem to have the drive and passion of other developers, but there are several very good reasons for it. First of all despite having absolutely great engine rf2 struggles to gain a fraction of the popularity rf1 had. That's pretty disheartining to see and after a few years of effort (considering ISI consists of so few guys) seeing your product struggle must be very difficult. To make it worse, they are attacked by absolutely idiotic opinions and comments regarding graphics. Don't get me wrong, they graphics in rf2 aren't going to win any awards, but a lot of people on their forums seem to address this problem in a way that is unnecessarily antagonistic.

When you're bombarded with such lunacy for a couple of years on top of putting a huge effort into your work and barely getting any returns, you're going to develop resentment. It doesn't matter WHO you are, these guys have been working on rf2 for many years, it's their life's work and they are being attacked for its perceived sh*ttines by people barely able to put together two sentences.

And last, but not least - rf2 was failed by its insane fanboys. They have created a barrier for people to provide legitimate, constructive feedback and criticism while at the same time insulating the devs from that feedback. I don't even go to ISI forum, because I know that any objection or criticism I have, will be dismissed or used as a point of attack for a couple of 'regulars' who made it their mission to fight to metaphoric death in the honour of this sim. These are the guys who discourage normal people from asking for help or offering their critical opinion. At the same time, a bunch of knights defending misguided decisions of a company backed to a corner makes it look like a lot of people actually have absolutely no problems with rf2 in any way. I don't think the devs are stupid and can't see it, but constant attacks probably backed them into a position where any kind of validation/approval of their work is insanely important.

These are the guys who are ultimately responsbile for creating a climate where guys over at ISI genuinely believe that investing into ovals/stock cars is a good idea before you locked down road racing physics and implemented essential features like the ability to create your own custom championship with presistent drivers and leaderboards. (and NO, looking for a workaround online, exiting your sim and using a notepad is not a solution, it's a very poor workaround that I would expect from a piece of software in alpha or very early beta).
 
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Fully agree, although I hate to bring up NASCAR personally, because people know i have a bias against boring content. I believe I once said I would prefer being raped than playing ovals and after seeing my royally pissed off ex last week, I stand by that comment. From design perspective ovals were a weird indulgence that further diluted the content of the sim and made it harder to focus on one thing only.
How can you call NASCAR and ovals boring, while the only thing you drive is GT cars, while we already have a bunch of proper exciting dedicated race cars, such as IndyCars and lots more. This mentality of "If it's not this and that GT car class series, it's not worthy content" has ruined this genre. Just because you don't like rF2's content, doesn't mean that it doesn't have any worthy content.

Take something like Daytona Prototype which was known about for more than half a year. It's not that the car still isn't here. According to the interview ISI themselves don't seem to know when it's coming. And before someone brushes this comment of with 'disinformation' or 'it's a modding platform'.
You're making a needless circus about one car out of the many dozens. The car will come within the lifetime of the product, and yes it's a modding platform.

I have to strongly disagree here. OK, ISI doesn't seem to have the drive and passion of other developers,
How can you say that ISI doesn't have the drive and passion, while they created the most versatile moddable simracing platform, with leading physics and AI, pioneered RealRoad and a thermomechanical physical tire model on consumer hardware, and provided a platform for many other devs. http://imagespaceinc.com/software.php

These are the guys who are ultimately responsbile for creating a climate where guys over at ISI genuinely believe that investing into ovals/stock cars is a good idea before you locked down road racing physics
Oval racing stresses the tire model and rule system to their limits, ensuring they're robust and general enough for the most extreme situations. It's a good thing that will improve all types of racing.

and implemented essential features like the ability to create your own custom championship with presistent drivers and leaderboards.
rF2 is serious simulation tool, therefore an in-game championship is not an essential feature, and was never a given. http://rfactor.net/web/rf2/devscorner/community-qa/
Q: Will an offline championship mode be included?
A: It is unlikely. But we may eventually do something similar using stat collection, which may replicate the functionality, and possibly expand it.
rF2 Log Analyzer's Championship Manager does exactly that and is more detailed and flexible than any built-in championship tool will ever be. And it works in both singleplayer and multiplayer.
Ironically there are titles out there that offer career modes and championships, while missing the actual essential features like properly working AI, proper race/flag rules, pit-stops and customizable persistent race weekends with proper practice, qualifying, warmup and proper long races and lots more, all of which rF2 supports.

(and NO, looking for a workaround online, exiting your sim and using a notepad is not a solution, it's a very poor workaround that I would expect from a piece of software in alpha or very early beta).
With rF2 Log Analyzer's Championship Manager you don't use notepad.
Also, an average race event spans at least multiple hours, up to days. So, why is exiting, or alt-tabbing the sim after many hours or days to see your championship standings a problem? Unless your idea of a championship is 3 laps per race without car setup, nor qualifying and hopping onto the next track every 5 minutes.
 
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I see a common pattern emerging in these interviews here - Aris, Stefano and Tim all seem to have Elite Dangerous as an off-time game. I should pester the three of them into playing with me because I'm having a real hard time smuggling slaves across the galaxy on me own ... this forever alone pirate lifestyle is not as jolly as I previously thought it'd be. :cry:
 
This mentality of "If it's not this and that GT car class series, it's not worthy content" has ruined this genre.
How on earth did you extrapolate my dislike of ovals to imply that I only like GT cars?
You're making a needless circus about one car out of the many dozens
It's not just one car, it's a very clear patter in the communication. Just look at this whole interview. If you are a modder, who is trying to do something more ambitious than a skin livery, you need clear communication. From this interview I can only conclude that Tim knows about as much about future development of rf2 as I do or he refuses to share precise details.
rF2 is serious simulation tool
I don't know who buys this kind of 'argument' that aims to circumvent other people's concerns and push its own message. It doesn't matter if it's a serious simulation tool, it's a consumer product and as such, people will have certain - very reasonable - expectations. Besides, I don't know who you are trying to fool with this idea. Serious simulation tool? Without an inch of laser scanned content? Without realistic implementation of traction control and ABS systems?
rF2 Log Analyzer's Championship Manager does exactly that and is more detailed and flexible than any built-in championship tool will ever be.
It's a piece of functionality that could be slapped together in a couple of weeks and would improve the quality of life of anyone who wants to run a single player series within rf2. But hey, if log analyzer is better, for 0.01% of people that actually use it, then we can't have an additional option, which makes sense?
Also, an average race weekend spans at least multiple hours, up to days. So, why is exiting, or alt-tabbing the sim after many hours or days a problem? Unless your idea of a championship is 3 laps per race without car setup, nor qualifying and hopping onto the next track every 5 minutes.
Hold on. Are you suggesting running a full race weekend in real time?
 
Right.. Except it also has fantastic AI, FFB, track surface dynamics, dynamic weather, tons of racing features, rules, rock steady multiplayer, highly advanced modding possibilities. The list goes on and on.

So, a bit more than "just" physics, I'd say. ;)[/QUO
It ain't got no soul brother!.And after reading that interview above neither do they.Reiza already make the better package IMO using ISI's own engine.
Yes,it has a fantastic handling model and all that other stuff you list,but it feels so dam COLD!.After playing it for 30 minutes I start dissecting road kill,and start rocking back and forth and rolling my eyes.
 
I don't think rf2's lack of success is about graphics. I think it is combination of many things. The yearly fee for online has certainly killed the online for the game and when you have built such good paywall it is no wonder if people don't come back after their subs run out. Imho, if you want to pay for online access buy a console.

The car and track selection is not good either and after all these years they have not even released all the cars they showed back when the title originally came out. I don't personally give two turds about some handful gt cars or single seaters when the competitors have cars like F40, 599gto or selection of completely new brazilian tracks and cars for example. With realistic physics. Sure no rain but I'll take hundred interesting cars over couple interesting features any day. Just like I take laser scanned track over non-scanned one.

What killed rf2 was lack of commitment from isi themselves. People don't want to rely on mods when choosing their primary sims. Mods don't sell a game. Mods make the game last. People want decent base package with obvious potential. I don't think rf2 ever had that. Its official content was hit and miss and modding was hurt by some weird decisions and also lack of documentation - which lead to smaller number of mods released for the sim. If you want to draw in folks you don't do it by offering same old regurgitated content.

Rf2 fanboys always blame the graphics of the game as the reason why assetto corsa sold hundreds of thousands of copies (?). It is an easy and convenient excuse. The thing is when ac launched they had confidence in their game. They had laser scanned tracks with real names. They bought real lisences. They added content and did not rely on modders to start from 0 and pay the yearly fees just to be able sell isi's game. Ac would have done just as well with similar graphical quality as rf2 because the graphics is just small one factor why so many bought ac and not rf2.

I hope there is lesson learned for isi somewhere there. They are obviusly very capable bunch of people and looking at the feature list rf2 surely tried to bring new things to the genre. rf2 definitely deserved to succeed but sadly isi didn't. And as such rf2 did not succeed either. I they make rf3 at some point. Launch it with proper amount of content and support it and then allow the community support you. If you want money sell dlcs and drop the stupid yearly fee. You want as many people as possible to play your game, not as few as possible.[/QUOTE}

ISI an American dev for 20 years they released rf1 then rf2 and yet no proper official American tracks like Laguna Seca etc, No official American series like Tudor ,Imsa,Trans Am etc.Does rf3 gonna be Mills Metro and Toban ver 1000?
 
http://www.entrepreneur.com/article/227850
Isi, when starts to build your new software (rf3, uga buga Racing, ...whatever), try to follow this ideas (on users feedback, nevermind the trolls but most important, nevermind the fanboys. That people saying everything was perfect in rf2 from day 1 and still bashes anyone who criticize the software for any reason. And the fanboys asking for rf3 with rf2 far from give what was promised in the beggining. Like Durge and Spinelli :roflmao:)


http://www.entrepreneur.com/article/227850
Most entrepreneurs consider themselves visionaries but rarely is the initial vision of a product market-ready and poised for success. That's why entrepreneurs must fight the urge to simply put their heads down and build a "product to completion" without engaging customers for vital feedback and guidance. Instead, they must continually ask themselves, "who are we building this product for?
....


1. Develop user stories.
Before ever drawing that first sketch or writing your first line of code, make sure to talk to potential customers to hear what they have to say and what they want. That way you can see how your product fits in, or doesn't.

2. Release features one at a time.
If you release your whole product at once it will be very difficult to decipher which aspects users love, like or hate. By releasing in pieces, you can individually test the response to that feature, learn from it and incorporate into future releases.

3. Be nimble.
Pride of ownership can cause more damage than good. Be open to feedback, be grateful for it and make changes when necessary.
 
I would love to see a merger between ISI and Kunos, with ISI implementing the features still missing in Assetto Corsa into a new title; Assetto factor, or Factor Corsa, a simulator with no light or humidity limitations.
Both teams are small and would benefit from the addition of people with expertise that both have.
 
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How can you call NASCAR and ovals boring, while the only thing you drive is GT cars, while we already have a bunch of proper exciting dedicated race cars, such as IndyCars and lots more. This mentality of "If it's not this and that GT car class series, it's not worthy content" has ruined this genre. Just because you don't like rF2's content, doesn't mean that it doesn't have any worthy content.

You're making a needless circus about one car out of the many dozens. The car will come within the lifetime of the product, and yes it's a modding platform.


How can you say that ISI doesn't have the drive and passion, while they created the most versatile moddable simracing platform, with leading physics and AI, pioneered RealRoad and a thermomechanical physical tire model on consumer hardware, and provided a platform for many other devs. http://imagespaceinc.com/software.php


Oval racing stresses the tire model and rule system to their limits, ensuring they're robust and general enough for the most extreme situations. It's a good thing that will improve all types of racing.


rF2 is serious simulation tool, therefore an in-game championship is not an essential feature, and was never a given. http://rfactor.net/web/rf2/devscorner/community-qa/

rF2 Log Analyzer's Championship Manager does exactly that and is more detailed and flexible than any built-in championship tool will ever be. And it works in both singleplayer and multiplayer.
Ironically there are titles out there that offer career modes and championships, while missing the actual essential features like properly working AI, proper race/flag rules, pit-stops and customizable persistent race weekends with proper practice, qualifying, warmup and proper long races and lots more, all of which rF2 supports.


With rF2 Log Analyzer's Championship Manager you don't use notepad.
Also, an average race weekend spans at least multiple hours, up to days. So, why is exiting, or alt-tabbing the sim after many hours or days a problem? Unless your idea of a championship is 3 laps per race without car setup, nor qualifying and hopping onto the next track every 5 minutes.

And you win the Major Useless title!!!

Come on, rF2 content is useless, Megane or Clio have been updated just now, I bet no one race the Panoz Roadster or a full grid of old rF1 kodi, we have some beautiful tracks and crappy ones, 3th party content give us great tracks but there isn't a coerent style between them, modders have to change their work with every update and suffer lack of info, modding is harder now (and modders works for free) and they moved to AC for his simplicity, graphics is a mess...I don't care to have a photorealistic sim but...hell...a smooth experience like AMS or RaceRoom...

They have to change their plans...
They should take all their old content, all the fantasy cars and tracks, update them and put them in rF2 as modder base, after that they should license monomarca series (like Clio and Megane and add other ones like Audi TT cup etc), they need only 1 car model license, liveries and other stuff will come by modders, etc...and maybe they should search a partnership with some other dev team too...
 
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Before ever drawing that first sketch or writing your first line of code, make sure to talk to potential customers to hear what they have to say and what they want. That way you can see how your product fits in, or doesn't.
Basic principles of market orientation. Personally, I am a bit iffy on the academic theory behind it (I wrote a dissertation how product orientation could be superior), but rfactor 2 could be used as a case study on how certain seemingly obvious flaws may become invisible if you tunnelvision on making the best product as defined by very rigid and inflexible boundries.

Although I do think that discussion of their internal processes with a very abstract idea of how they affect the end consumer is somewhat speculative. Yes, I am aware that I am the one who opened this can of worms :D, but I tried to highlight the echo chamber that people have created within ISI forums, which may affect their perception of what pluses and minuses their sim has in the eyes of racers; and it's not an echo chamber created by developer, I really believe that overeager 'fans' of this sim have driven out a lot of reasonable voices from the official forums.
 
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