MaXyM;57051 said:
You have been asked once. So again, please let us know about those all pros.
Point is that we cannot see that. On the other hand cons makes rf2 useless online for most of us (doesn't matter that you may live with it)
Like said, from a community view, there are benefits. In terms of "club Racing", we are able to have customized rfactor UI's in the vmod. Use icons related to the communities, use custom sounds and/or other tweaks that might be of interest. In terms of League racing, the options are so much better then whatever is around now. Options for whole championships in the vmods, prepared skinpacks and all other stuff people now do with 3rd party software like SimSync. It's not ONLY bad things that come with the system. However, this is said by a Community Race Administrator, so I probably look at it in a different way then a regular racer.
MaXyM;57051 said:
We did that, reporting that the feature makes problem and cannot be accepted in that form.
Reporting something sucks and is not acceptable, is not helping out to make it work
. At least thats not what I meant. What I mean is making suggestions. Helping out on making this work for all, while keeping the benefits the system has.
In short, there is only 1 problem (simply said). The issue is the "regular online racing". Non-community related driving, with friends or just other unknown people. If you race with a community, there is no problem as the track and car combo are predefined in an announced race evening.
MaXyM;57051 said:
What else community should do? Do you mean a person/team which will manage all released tracks and cars updating ATAC vmod any time new version of component will be released? Even so... what about some beta/rc versions released for community just for open testing. Should it be included into ATAC or there should be another mod which will join all cars with all beta tracks, oh.. and what about beta cars? how to join them with all tracks even with beta ones?
And who will download whole bunch of components (tens GB of data) to satisfy dependencies defined in this single huge vmod? Surprised? You deserve for explanation:
- you can see a server with car A and track B installed
- you have installed the same into your rf2.
- you want to join
- bam.. you cannot, car A and track B is joined with other 200 tracks and 200 cars using vmod.. even if not used on this server right now.
- race starts in 30 mins, but for sure you are not able to download 100GB or data in such short time...
I'm not talking about why anybody must be forced to download and install all available stuff if want to race only one track with one car.
It might work under one condition: any one will have installed all cars and all tracks including all existing versions. But it will not happen.
Marco Bijl said:
There is actually 1 argument in your post, I can't discuss. The "What if we want to use a different track or car combo" is absolutely true. To me, I could not care less about it, as I never do that. I drive 1 car, 1 track per session. Next day something else again, but thats totally personal offcourse. I can understand the problem you are refering to here, and I agree with that as well. Thats one of the downsides of the system.
There are offcourse the AllCarsOnAllTracks mod's, but as content will grow, they will die out as you need ALL components installed tu use those mods. Thats not desirable, and not doable.
Like said, I have to agree on you there. With the current system, that would be a problem. There are ways around that, but that needs tweaking of the system by ISI.
When I say "help ISI making this work", I mean making suggestions HOW this system CAN work for all. Well, most of us, all is undoable as it's impossible to please the whole world offcourse.
So, the actual question I would like to see addressed and answered, in a positive and constructive way, is what does ISI need to do to make this system work for both the communities, and the regular casual online racer.
F.i. what if the system was tweaked in a way that the vmod can be installed while NOT all components in the mod are installed? That would prevent the issue of downloading the Gb's in data.
Combine that with the option I gave to "push" the mod via the server side to the client, and you are back to the rf1 idea again, with all benefits for the communities included.
If you would like to have a go on a public server, you just see what track and car are used (via the info button/section I suggested f.i.), make sure you have those 2 installed (and ONLY those 2! Nothing else is needed), go to the server selection screen, have the vmod pushed over, and start driving. If you would like to change track or car, the server admin has to restart the server anyway, so a manual action is required anyway. No difference between rf1 and rf2 there. It's just that the admin needs to have his vmods sorted, and prepared.
If not all content is needed to install, and ISI fixes the Dedicated server with the opponent and car selections, the server admin can simply restart the server with the new content activated, whilst still using the same mod. No need to download Gb's of data, or at least download more then before in rF1.
There is 1 big difference here. Thats that I keep saying the system stays, but it is adjusted to fit the needs of most online racers. There is difference in that compared to stating the system is bad, and needs to be removed and go back to the old days. Progress is hard, difficult, and never comes easy. We need to help in a constructive way, instead of just complaining and saying the old days where better.