• 23000+ Members! Dear Guest, join the community on the official RD Discord server today.   learn more

Reiza, is it possible to include the notes?

Spinelli

1000RPM
Jan 22, 2014
1,195
411
This was a feature I used A TON in RFactor 1 and GT Legends. and continue to do so in RF2. I believe GTR2 and Race 07 also had it and probably some other ones as well.

Keep track of changes, what to maybe change, lap times, behavior, car/game version number (since physics change), maybe some FFB settings, certain things to look out for on track with regards to the track itself and/or handling, notes about long run performance, etc. It can really make a huge difference and goes hand in hand with just the simple ability to even save setups in the first place.

It also helps a ton when loading a setup after joining a random session, or when servers constantly hop from track to track.





It will take a bit of work with the U.I. but I'm assuming it should be quite straightforward since all those other games (RF1, GTL, etc.) have it.

If anyone is wondering, I added the text in the pictures through Windows Paint just for a quick example.


P.S. Sorry for the misspelling of Reiza. Can't edit the title.
 
Last edited:

roby13

250RPM
Sep 28, 2014
441
70
38
I agree. I think at some point UI will be needing an overhaul as a whole
 

Spinelli

1000RPM
Jan 22, 2014
1,195
411
Ya, they don't even need to overhaul the entire UI, the notes are a simple part of the current U.I. that has been in the engine that SCE uses for many years as all those other games use it.
 

Reik Major

3000RPM
Premium
Nov 12, 2008
3,061
3,919
I also miss this feature very much, because over time I develope more than one setup for a track-car-combo, often to test different things and often without a gain in lap time. So when coming back to a track after a while, it's impossible to remember which setup was the best one.

Hope you get it implemented Reiza. :thumbsup: I trust in you. ;):D
 

Spinelli

1000RPM
Jan 22, 2014
1,195
411
Yes, very much needed, and I'm pretty sure it's already programmed into the game's engine (since RF1 has it) and that should make it much easier for Reiza to implement. For that reason (being already coded into the engine) I'm quite surprised this wasn't implemented from the beginning by Reiza, let alone still to this day. This really needs to be included.