Indeed. I was hugely disappointed when I got rFactor 2 (I bought it quickly after it was launched) and quickly regretted my purchase. Many years later, I've lost my original key for the game but I don't feel like buying it again, mainly because the DLCs that interest me are very expensive and I have other games to play anyway.For me, at launch, It was ugly, played poorly, had crap content, a fully mental system for purchase and all the mods were on RF1.
Then AC come along and crushed it. Now AC has all the mods.
The header Mustang picture is Content Manager's custom showroom, which uses its own separate graphics engine that's similar to AC with some non-realtime stuff like accumulation DOF.From wich game is the title pricture of this article from ? Looks very interesting, also great graphics.
Ah great, thanks. I was hoping it is some kind of a new undiscorvered driving game.The header Mustang picture is Content Manager's custom showroom, which uses its own separate graphics engine that's similar to AC with some non-realtime stuff like accumulation DOF.
Links to the mods in the article are
Assetto Corsa has some of the definitive Italian, German, and British cars in their licenses with Alfa, Ferrari, Porsche, and Lotus, but it is time that America is represented with the definitive pony car from the golden age of American muscle...www.racedepartment.comYou want it, you got it! My latest work, build specifically for online racing and leagues. The upper tier in Uk Mini Challenge, Mini JCW class is a small but dangerous beast, up to 275 hp in a so short wheelbase, you'll be always on the edge...www.racedepartment.comVRC Modding Team is proud to announce the release of the McLaren MP4-20. Please read the pdf file that's included in the download for installation instructions. For more information about this and other projects, you can visit our website...www.racedepartment.comMaserati Tipo 61 "Birdcage" Little gift for the community. All scratch built with some blueprints ( really wrong ) and a lot of different photos as reference. Every one of the 16 cars built is slightly different, so take it as a "standard"...www.racedepartment.com
Nobody wants make mods for RF2, because even skins stop working after the update.Some games would be better without modding and some better with. I think modding works well with most of the sims expect RF2. Rf2 should not be moddable to force the devs to work harder... RF2 devs should not let the community to rely on outdated mods, lots of 4 stars workshop contents , we need more 5 stars contents ( factory content ).
Mod or Not to Mod?
Before I get into the heart of this thread let me first express my admiration for those that are capable of creating a mod, put in the hours of work and provide them to the masses for little or zero financial gain. This is not intended as a shot at you rather wondering out loud what the developers do in ensuring that all mods are compatible with past, current and future versions of the game/sim. Also, how users navigate the choice of including mods or relying on the OEM and DLC content provided for their racing enjoyment.
Over the years mods have played an integral part for many wantabe racers to enjoy their favourite sim, but at what cost? Not necessarily financial but to the integrity of the sim. I remember downloading the latest real life liveries and driver names in the early nineties to the Grand Prix series which would cause occasional issues and require a re-install of the games software to get it back to level. After a few updates to mods and the whole process of hits, misses, and eventual phone calls to my smarter brother to help sort things out I decided to leave well enough alone and kept the last mod that had the classic red and white of the Marlboro McLaren and drivers the likes of Ayrton Senna Nigel Mansell and Jean Alesi.
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Fast forward to the latest decade and the mods available today…WOW. There is no shortage of mods in most of the games/sims available, sans a select few. The work and quality of any individual mod is diverse as the number that are available, but how well do they work with others within the sim? What effect does it have on the developers as when a base update is made and the complaints begin to roll in that the mod that used to work, now…well doesn’t work so well anymore? Does the number of mods available provide a progression of the base software or does it retard it?
Is there a best practice to address the integrity of the mods available, or more importantly how they make it onto ones PC and eventually in the game/sim? I know there is at least one developer that have shared their blueprint to the modders, but what is the vetting process for these mods to be offered and added to a game/sim by the user?
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Tell us what you think are mods a must have, or is it keep them away from my sim? Or do you fall somewhere in the middle? And what is your vetting process as to what mod you add?
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Yes.Surely the Dev Studios look to Modders, some must get jobs at Studios using their mods as a resume!?!?
I'm not really up to speed on Studio397 staff, but didn't sound modder Fonsecker go to work for them?