ISI, Simbin or whoever else reads this thread, heres a few to implement all in one product to really call it, the next-generation sim
As a player;
- Better graphics (DirectX 10 (11?) support)
- Fully dynamic weather (including rain that can effect certain sections of the track, not just all or nothing)
- Faster startup time & switching between mods (only loading the cars when necessary)
- Helmet cam with option of open-face helmet (with microphone
)
- 3D arms with the ability to cross arms (i.e. 900 degree wheel turn)
- Motion blur & in-built HDR controls (with a selection of presets)
- Better implementation of transmission wear (i.e. to force proper use of the clutch (if auto clutch is disabled))
- AI that blocks when the person behind has a run on them (with the aggression turned up of course), and an option for the mod to define the rules on enabling blocking (i.e. forumla 1 mods would have it enabled for the entire race, v8 supercars whould only enable it for the last 2-4 laps)
- Simple controls to adjust AI car setups (i.e. make some (or all) of them tight or loose)
- Water splashes (visuals and effect on car performance)
- Safety rating system similar to iRacing, with seperate online and offline stats (offline stats able to be reset at any time (all or single mods))
- Better ban controls for servers (i.e. Online registration at a central site required to join enabled online servers) to help eliminate trouble-makers (i don't know the solution so best of luck on this issue)
- Rubber build-up (marbles)
- Better support of open-ended tracks (i.e. defaults to 1 lap races)
- Don't restrict things like amount of AI competitors to 20 or so because that's all a regular computer can cope with, a lot of simracers have kicka#% computers just so they can race with large fields while trying to max out the graphics, if they get bad fps, it's their problem, tell them to reduce the number of AI and/or turn the graphics down)
As a modder;
- An updated/compatable AIW/CAM editor (that thing is the bomb (compared to text editing and the other one (which still has a place))!!)
- Ability to assign weights to moveable trackside objects (for dynamic physics & damage calculations)
- Fully working blinkers (exterior lights and stick movement), pedals (with feet) that move, handbrake animation (in-out & up-down (accounting for analog handbrakes)), window winders (electric and rotating) including dynamic window up-down movement, suspension travel on coilovers (spring up-down and damper in-out)
- 20+ gear transmission support (i.e. for Mack trucks, if u allow for it, it will be made
) (not sure if it's impossible atm, but i'm pretty sure the default UI doesn't support it)
- Simulated wind effects on cars (i.e. specifying parts of the track that are particularly windy/gusty or use a bunch of low poly models for buildings and grandstands and make the wind simulation fully dynamic (so the wind virtually acts as it does in-real life (less windy behind buildings, grandstands, forests, etc))) (simulation dimensions could be defined by the track, i.e. WindSimulationRadius=50) (also maybe some simple control in car mods as well (if not more advanced), i.e. WindEffectLeftDistribution=50,50 // front,rear)
- Ability to load updated files when (re)loading the front menu and/or when loading the track (even if a startup command-line switch has to be given) to make it quicker & easier for modders to see changes
- The ability to define sections of the track which remain dry (upon wet weather (i.e. tunnels)) but still with the ability to simulate running water in these "dry" sections of the track (i.e. drains & water across the track)
- The ability to define our own animations (i.e. for crowds, marshalls, mind blank atm but i'm sure creative minds can add alot to the game with animation support)