Does Modding Have A Future?

Highly-accomplished rFactor modder erale has kicked off a new blog and his first posting isn’t exactly positive, outlining a big possible change to the sim racing community.

Entitled “Is Modding Dying?”, Erale takes a look at the two new main simulations for modders, rFactor 2 and Assetto Corsa, and the problems associated with them when it comes to creating content.

According to erale, both simulations will make it a lot harder to create quality content for them due to the technical advantages made.

While rFactor 2 comes with a very sophisticated tire model that requires much more data and patience to get right, Assetto Corsa with its laser-scanned tracks and great looking content sets a quality standard that modders might find difficult to match.

Make sure to check out his full article here as erale explains all this in great detail.

Whether or not this is rooted in the causes outlined above, the change in the community is already well visible. Two or three years ago, the vast majority of content on VirtualR revolved around modding content as there was new stuff from the community on a daily basis.

If we count out the poor quality work and the many, many illegal conversions, this has very much died down as the community is more focusing on all the new titles available and coming up that have steered interest away from modding content.

So, do you think modding has a future? Make sure to read the article and share your view in the comments below!

GTOmegaRacing.com

  • Walter Conn

    I hope it has a future. But it is a lot of work. It always has been.

  • Anonymous

    With Assetto Corsa and rF2, modding has a bright future. It is however becoming increasingly difficult to keep the motivation up to spend a massive amound of man hours on a project based on passion. The modding and community scene has evolved in a somewhat more aggressive environment. The constant trolling and hating towards mod teams in general, makes allot of modders take their skills to the commercial world instead of the free for nothing world. As far as i am concerned we have to ask our selves ” Has the sim racing community feel a future? if so, modding will be a direct result of it.

    my two pennies….

  • http://www.facebook.com/people/Bill-Scarano/100002093226319 Bill Scarano

    I really do hope that modding survives. There’s nothing like seeing a small team (or even one person) spending months and months to get something just right and then just give it to the sim racing community for all of us to enjoy. I have no modelling talent, but I really do appreciate the great work that modders do.

  • Anonymous

    in my opinion modding has a future. But what is very obvious in our community is that there are lots of new “boys in the hood”. That is normal, I was only 13 or 14 when I started to get involved in sim racing community. Although I have never moved up to more than just few personal skins I was always involved in bugs reporting and have always at least said “thank you” to modding groups. But nowdays those new kids (not all of them, just to be clear) want to have everything at the moment they think of it. I mean, look at F1 mods: When Caterham presented their CT01 car for this season few hours later there were requests for that car. At the time of second pre-season test they were already requests for F1 2012 mods for rFactor.
    I understand that they want to be “up to date with reality”, but making mods takes time, and making good ones takes even more time. How should I know that if I haven’t worked on any mod? Well, maybe not in this community, but I am very much involved in PES community and I know how time consuming it is.
    Lots of young guys and boys think that if someone is making something that than he is obliged to provide everything they want. Well, it is not like that. No one is obliged to do mods. Looks like I have slipped from topic here, but here is what I wanted to say with this: Modding will survive. But because of all those “requesters” and all thankful and constructive posts like “worst mod ever”, “why have you even released it” etc. less and less new guys try to make something. No one knows everything and almost everyone expects top class mods from everyone. We all learn as we do something. Maybe guy “xxxxxxx” has created bad mod. But it is made from scratch, he is new into that and he is learning. Next one that same “xxxxxxx” guy makes will be better, and after few months/years he will create mod that will set new benchmark for everyone. But if we don’t encourage new modders we will end up with nothing than bad illegal conversions.

    I hope that we all can help to keep modding alive

  • Raphael Oliveira

    I don’t think so….just because the new technology….put a track created for the current simulators into a new generation game and see the difference…i.e. get the magnific Sebring track made by Virtua-LM for rFactor, introduce some lightning effects and dynamic shadows, voilá! You get a new track! I think it doesn’t need laser scanned tracks to make em’ funny…like the cars, model one with physics from the original new game you want and ok, you have the new model. Modding has long live yet IMO

  • http://twitter.com/kr1nz kr1nz

    Things with quality always have a future.

  • http://twitter.com/IvanNikoloff Ivan Nikoloff

    TBH, I don’t care if the graphics are super mega precise or not. For me graphics is not as important. Then laser scanned tracks. Well, the race track is changing all the time. It snows, it gets 50C hot, kerbs get damaged and replaced. It will never be the same from year to year, some good realism is welcomed of course, but laser scanned tracks are for those who are really going to race on this track, not sim racers.
    But I have to agree on what he says about tires. It’s super important and complicated subject. The way he describes the problem, there need to be plenty of tools to massively speed up the process. It sounds like very complicated to model…

  • David Wright

    I think he’s essentially right. I suspect we’ll see conversions from one game to another (though because they will have different physics engines this won’t be as straight forward as with GM2 titles). We will see skins and cosmetic updates to tracks.

    The only factor I think may have been overlooked is with AC and rFactor and pCARS shipping with a range of cars and hence tyres, by basing mods on the existing tyres it might not be quite so hard to do.

    I include pCARS because SMS would like it to be moddable (including providing tools) though the WDM members will apparently make the final decision.

  • pez2k .

    One point to consider: was the majority of news on VirtualR modding news because modders were so widespread, or because there were no big upcoming sims to talk about?
    There certainly don’t seem to be as many mods in progress lately, but we are in a no-man’s-land currently where rF2 is still in beta, AC a private pre-alpha, and it’s undecided whether pCARS will be mod-friendly, yet rF1 and GTR2 are beginning to look rather old. I hope that once there are fresh, new titles to work with that we’ll see a bit of a resurgence.

  • Anonymous

    There definitely was a lot less titles available and coming up.

    Like in late 2008, early 2009 rFactor 2 was not in sight, there was nothing from SMS at the time, nobody was doing F1 titles, netKar was in sleep mode etc.

    There simply was a lot less choice for sim racers, I remember when GTR Evolution was announced there was big hype simply because it was a new title for once.

    If you look at it today with rFactor 2, pCARS, AC, Reiza, iRacing, the Codemasters stuff etc…sim racers are spoilt for choice, that definitely wasn’t the case 3-4 years ago.

  • http://www.facebook.com/people/Marcus-Caton/647940120 Marcus Caton

    No and good riddance!
    If modders can’t create something with superb quality matching content from the title itself then they shouldn’t even try.
    I had my modding phase like everyone else in RF but mass low quality mods with superb graphics already exist with PCars and they’ve cornered that market.

    Asseto Corsa and RF2 i think should release more content as things goes on, DLC cars / laser scanned tracks if anything.

  • http://www.facebook.com/1KennyJay Kenny Jay

    rFactor will bring a lot of stock content and as it evolves it will be of good quality. Whatching the old rf2 renders brings me to a point where I think that we will get provided with all the necessary tire-models that are needed. Dunno abot Rallytires but thats a hole different genre and has still to be implemented…

    Tracks in rF2 are as cool as ever and a bunch of modders (also new modders to me) have already showen that it is possible to create quality tracks.

    Talking about AC is not possible right now. I can only say that a lot of guys don’t need laser-scanned tracks…

    So as kr1nz already said, “Quality work will always have a future” (sounds right to me)

  • http://twitter.com/ipitydafool Andrew Male

    “due to the technical advantages made.”

    I think you mean “technical advancements” :)

  • C4

    I disagree.

    Modding physics, sound, shaders, other graphics unrelated to 3D modelling is and will be more or less the same. 3D content on the same (or even higher) level as those games will be a challenge though.

    Modding in the last 5 years have been centered around the ISI based platforms mainly (rFactor, GTR2, GTL, Race and so on) – it looks like rFactor 2 fails to replace them in its current state for different reasons. I wait until the game is finished or at least not in alpha, beta or charlie state.

    AC is maybe the first really mod-friendly non-ISI-based platform. I don’t usually think positive but uhh… that thing got some potential… :)

  • Anonymous

    Yes I think it has a future just like the big development teams modders as well have to step up their game to keep up this will make the modding community a more viable resource. As long as guys want to cut their teeth on it modding will be done.

  • Gerald

    A lot of people like to mod and aren’t looking to be “viable resources” for the community. They just want to tinker and have fun.

    Kits should be provided to 3d modeling hobbyists just like anything else… train building, model cars, model planes, etc. Until then it will be conversions from other games that fill that need.

    With new technology options should be growing, not shrinking.

  • http://racingrenders.com/ F1Racer

    And how are modders supposed to reach that superb quality without practice and learning ? That’s a very dismissive and negative attitude.
    If nobody tried, then nobody would learn to make the quality stuff and you would see nothing.
    Dunno what that statement on pCARS was all about and laser scanned tracks are overhyped.

    BSRWix and f1racing both summed it up best in their posts below.

  • http://www.facebook.com/profile.php?id=100001807455876 Robert Gödicke

    Well said.
    I am very grateful that there are still some modding teams out there who really see modding as what it is – their personal hobby. And some of them do this with such passion they can put a smile on my face whenever they show some milestones and progress of their current mod.
    There are some teams out there who are doing amazing jobs. So I do disagree with erale here that those teams (and it’s not just 5, there are more) can’t deliver content which wouldn’t match AC’s official content.

    Is it impossible for most teams – I’d say no.
    Will it take them years for a decent mod though? Most probably.

    I think the most crucial part is long-time motivation. While developers have the ability to work on their stuff full time (of course), modding teams do not. And to know it will take you years for just a single mod is quite a challenge. Too many unknown factors could make you quit modding in an instant.

    The “trolling and hating” you mentioned, I think you just need to be able to completely ignore it. If it’s not constructive feedback – simply don’t bother to react to it. Some people can do this, others not. After all, all you need to remember is that it is your personal hobby and work after all. You do it because you want to. Others should appreciate that such talent is used to create something which will make hundreds of people spend hundreds of hours with it.

    All we, as a community, can say “thank you” to all those teams out there who do this with passion and joy.

  • http://racingrenders.com/ F1Racer

    Yep and what would really help is tools and/or plugins or even dedicated editors to take a lot of the man hours out of the job of modding.
    I remember there were tools for rFactor for modelling suspension/tyre geometry etc. Stuff like that. If they can be provided by the people who make the game, even better.

  • http://twitter.com/WallyMasterson Wally Masterson

    I think modding always lends longevity to a sim. Imagine if netKar PRO only had the tracks that originally came with the game. People would have got bored with it a long time ago. More than anything, at least new tracks keeps the interest in a sim up for a long time.

  • http://twitter.com/eralerf Stefan T.

    I never said it would be impossible to match the quality of Kunos models. I said it would need a lot of talent, ressources and time. And that most modders don’t have that.

    Either they lack at least one or even all of these things. And even if you’re a talented guy with the needed ressources you still need to invest a lot of time to finish one model on that quality level.

    Still I don’t see 5 modding teams that could reach that quality. There are some people in our community that could reach those quality standards. But most modding teams are still on rFactor 1 level of quality.

  • Vivemclaren

    I agree, the community wants fastly better mods… The communty think Modding team has a debt and it isn’t the case I think.

    Some pseudo modders who makes illegal conversion eat the motivation of modders too…

  • Anonymous

    i thought all mods are copyrights of some1 elses work anyway or did most of the modders get permission to copy there tracks and cars for the use of putting into games. i guess not so there all illegal conversions unless you get permission off the track owners and the car manufactures.

  • http://twitter.com/StarFoXySxv550 StarFoXySxv550

    “The only factor I think may have been overlooked is with AC and rFactor and pCARS shipping with a range of cars and hence tyres, by basing mods on the existing tyres it might not be quite so hard to do”
    This is a good point. I think the devs could actually help out a lot here, maybe by providing a multitude of various tyre models and variations, this means the modders can in effect just use those leaving them to concentrate on chassis dynamics and car models. Call it a “standard tyre model” for each sim and the given discipline if you will, ie “RF2-stock car” or “RF2-GT endurance” or “Assetto-vintage” then the mod teams could tweak the parameters to suit the mod a little, would save a lot of time than building from scratch. if this is at all possible.

  • Anonymous

    +1

  • http://www.facebook.com/profile.php?id=100001807455876 Robert Gödicke

    I still believe that the available time is the crucial factor.

    Talent…? Hm, I don’t know. There are some really great modelers, physics guys and sound designers in the community. Quite a bunch of the guys which are working in some sim studios now were modders in the first place. They were hired and thanks to that they are now able to churn out such amazing stuff because modding basically became their full-time occupation.

    So to produce even higher quality mods to match the ever rising standards of modern sim titles, it will take even more time (we’re talking about years for a very well made rFactor 1 mod already). But I do believe that the talent, for most of the more famous teams at least, is already there.

    Another thing is, so far a higher quality than what we’ve seen already for rFactor 1 wasn’t needed yet, no matter if it was due to engine limitations or engine performance issues.

    But yeah, it will be more difficult no matter what and some teams will not be able to match the new standards, but I think there are probably more than 5 who can pull it off.

  • Anonymous

    If games companies and users want top quality mod content then they need to offer a way for moders to monetise there mods ( IF THEY WANT TO ) , Most users would be happy to pay a small amount for top quality tracks and cars and there would be more people making mods if they know they will get compensated for there time.

    Having said that there will always be people doing things for free as well which is nice but the numbers of people doing things for free as the time demands and skills required go up will become less and less.

    Look at FPS games UT and source engine for example. The number of custom maps has dropped with each new engine simply due to the complexity and time demands on the moders required to produce content.

    However to make up for this EPIC have the “make something unreal” competition where they fund mod teams and valve are implementing the “steam workshop” which allows people to get paid for making content so long as its of high quality.

  • http://www.facebook.com/MAKCorp Petros Mak

    BSRWix said it best. The modding community scene has evolved to be a more aggressive pact, often not being happy with getting a new piece of content and resulting in trolling and bashing a group for whatever reason. Modding for some is a hobby, for others its a way to show their skills to hopefully get into the industry like past greats have (Simbin, RH being an example).

    I agree that with future games to come, modding has a bright future just like BSRWix said. The main issue I see just like we are currently seeing with rF2. Modding of more modern games is becoming a bit tougher for some, its requiring far more work for the same results and many people complain about that. If modders don’t accept these changes as inevitable and something that they just have to learn to work through, then we will see less modders in the community over time. But there will always be those who will push through the boundaries, learn the new methods, not complain about them, and produce some quality work.

    Guys in our group could be sitting there complaining how something or another has become harder in rF2 or more time consuming like the packaging system. At the end of the day, it gets us nowhere so instead of complaining, we just concentrate to learn the new things and overcome them.

    This is the mentality modders need to start having for rF2, AC, GTR3 and any future games. Its not going to get easier. It also falls down to the community too. This modding community needs to become lighter. Mod groups don’t owe the community anything, and no mod group announces a mod to not deliver, but circumstances can arise where things occur and they cannot so they move on. This community needs to be more understanding and supportive to modders so that those modders don’t just get up one day and say, screw em, I’m done. I’ve seen several modders who have done that, passionate and talented guys who could be here now producing some great work.

    What we need is a hub to support and help modders. To share knowledge and answer questions and develop a helpful community of modders. It is our responsibility as modders (groups and community alike) to help the modding world grow.

  • Anonymous

    I myself will be more than happy to buy good quality mod that sparks my interest (I bought 25$ worth of simraceway cars). But I guess the mods will need a license from the manufacturer to be sold? I hope modding community with the help of the studios (SMS, Kunos, Simbin,ISI) can make the licensing process much easier for the modders. Maybe initial license to develop the mod, then include the license cost in the price.

  • rafael_design

    I think modders should get paid for quality content.

  • http://www.facebook.com/hagen.troeger Hagen Tröger

    1+, thats the point, I can remember for a very known modder, who complained, that modding in rF is much too easy, so everybody is able to make a mod :)

  • Mr Banana

    Modding is awesome. Please build a platform for it in your games. Far Cry and Little Big Planet (to name a few) are great examples of modding integrated into a game. Built-in editors, easy uploading, a ‘store’ to browse & rate quality content, etc. I want to see that for Sim Racing, but with even better tools!

  • http://www.facebook.com/adam.tokar.7 Ádám Tokár

    I agree with the article, modding doesn’t have a glorious future. Even for rF1 making a decent mod needed years or at least many months of hard work.

    As simulations sets higher standards, requirements for modders also reaching new heights. A good mod has to offer at least the same quality as the basic content of the sim it’s based on. You’re just wasting time with creating anything worse because nobody will download your work the only prize you’ll receive will be some negative critics.

    So making a high quality mod will require a tremendous amount of professional work. Making a mod-car was much easier years ago: low-poly cars, more simple physics. But now modding means you have to sculpt the “Venus de Milo” – or the “Laocoon Group” if you make a multi-car mod, and ruining your social life with spending ages with tweaking your tire model and physics. Why would anyone provide professional work for no money, for trolling of 10 year olds, for reading bashing comments about their physics from armchair-racers who knows everything better? So much work for a little reward: I think the best modders will go pro, and earn money with their work. Many new sims, many developers, many job opportunities.

  • http://twitter.com/eralerf Stefan T.

    Right there were some really great modders that are now working for professional developers. There are always people that have the talent.

    But we have to ask ourself: you many are still in the modding community. Most of these talented guys already left for a studio. Also you have to consider that the simracing community is rather small compared to other genres communities. So it’s more likely that there are more talented guys in a FPS modding community than in the simracing community. Either way: most of the talented guys end up working for professional developers.

    Speaking of time: it seems that SMS calculates with around 90 mandays till one car is complete (3d, 2d, physics, sounds etc). Assume 7-8 hours per manday so you’re getting at least 630 hours of work per car. Which is pretty reasonable looking at their quality standards. As a modder you won’t be able spend 7 hours a day modding. So with 1-2 hours modding per day you would take almost a year per car which isn’t that unlikely dependant on the available ressources you have.

  • http://twitter.com/eralerf Stefan T.

    Sure you could base your tire of a similar tire already existing. But then we’re speaking again of quality standards. Those aren’t the standards I’m aiming for. For rF2 we’ve got a REALLY advanced tire model and then 9 of 10 mods are just based on the same stock tire?

    In the end you could just model your car and use the rTrainer physics as a base. Adjust the engine power and you’re done… Sorry, but that’s just lazy.

  • http://www.facebook.com/people/Chris-Karsten/100001285788249 Chris Karsten

    That wouldn’t do if they asked money for it they could be charged with some big copyright claims so they have to keep it free or buy the rights from their owners. And the rights to like say Ferrari do not come cheap.

  • LeSunTzu

    I do not understand the part of the article about AC. The quality of the 3d models and textures has improved, but so have the modeling/texturing tools used by modders. A very good low poly model demands modeling and texturing skills that become to a certain extent unnecessary when the in-game rendering does the job. Many hours spent in developing a mesh into several LODs may also be spared thanks to better game engines. I do not believe that the better quality of 3d/2d work will hinder modding.

  • http://twitter.com/eralerf Stefan T.

    Even the best graphics engine and shaders can’t make a poor-quality model or texture look great. How would that happen? Magic?

    Also we need to do those LODs right now because it is needed. I don’t know how AC will handle this but for rF2 you’ll still need to create those LODs by hand.

  • LeSunTzu

    Sorry but poor-quality model or texture will look crap on a low-poly model too. You are assuming that low-poly is poor quality and high poly is good quality. That is not the case. It takes serious skills to make realistic details on a low-poly mesh and outdated game engine, when detailing a high-poly mesh or using better game shaders is much simpler.

  • http://www.facebook.com/people/Markus-Ott/100000878526131 Markus Ott

    Ofc modding has no real future in more and more technical advanced games. it’s not just some nice looking silhouette with decent textures. Today you need to model parts of the engine, drivetrain, gearbox and everything thats under the hood in a detail that modders can’t do, whether it is because the lack the data to recreate the car or the massive amount of detail takes a small mod team years to produce it. Just look at pCARS, no modder will come up with the quality SMS provides. The times where modders with ease outdone the original product is over.
    But it is an obvious problem of the sim community to live in the past and not accept the truth.

  • LeSunTzu

    And then it would not be modding anymore.

  • http://twitter.com/eralerf Stefan T.

    Where have I said that low-poly equals poor-quality? Especially showing the details with less polies requires a lot of talent.

    For my AC example it’s still the models and not the engine that let it shine. Sure the engine and shaders are great. But what I wanted to say is that even they can’t make a non detailed car magically detailed just by applying shaders to it.

  • http://www.facebook.com/people/Pablo-Coronel/583236136 Pablo Coronel

    For me the modding has a brighter future than before, why? because today we have more options to mod, like rf2, ac, pcars? gtr3? (also you can mod games or sims that suposse are not moddable) more graphics power, today we can have realtime reflections, can handle the triple of polys, almost all sims have weahter conditions has default, better wheels, even with a regular physics mod the result is better than before due the procesing power and again, the new wheels. More software tools, more support, in theory, i say theory because, like before, today its still pretty hard to get some info, but that is no problem to any modder due to the research spirit that move him.
    Before we cant handle complex tire models or complex 3d models, some of here gloryfi some old mods, wich i love, but be realistic, some of the old mods have OLD 3d models, i mind, really old models, and talking about 3d models here comes the conversion thing, wich i do, and again comes the really key of all of this wich is TIME. Can i justify why i convert models, but this is not the topic.

  • ales alless

    You are right whit the time frame on one car and this is only car work, not thinking how much a track can take and than again the ingame has completly changed.
    Some modders can easy adjust to rf2 modding adding knowledge from rf and learning few more stuff but we have no idea yet about assetto modding.

    If we all look back to f1c time when modding was big there whit some big teams from RH, GSMF or CTDP for example whit each year mod releases have expanded as it was the case that more and more details were added and consumed that time to finish it and tha usually toke atleast one year for 10 cars field whit teams that were atleast 5 man groups but everyone did something diferent.
    Whit each year we do get better tools and improve our self 3d/2d, physics, sounds and so on but whit each year the quality grows.

    Economy for sure for alot of people didnt help around the world as it got worsen and people started to work more on real jobs and some had a choise to go comercial into gaming or drop it completly. There are allways new people each year but as the demand for alot of cars has grown and easy tools were available they decidet to do conversion from other games and community widely supports it and we cant argue that. We all know what is happening and where.

    Its hard for a modder to start a project even as a single car addon and do it for like 6 months and up and than one game releases the same car as DLC or something and its beeing converted which completly destroy the work you shared whit community and offcouse the idea was to share it whit them but nobody will be interested in it later.

    We all do modding whit passion for ourself and ofcourse to share it whit others and kinda showoff to sometimes for our egos, we have to admit it.
    There was rivality in modding since start of it allready.

    Maybe it is time to support modders more so they can take more time and do more stuff, why not?
    Look at FS sim game series, there are tons of stuff available for money, why simracing wouldnz start supporting it?

    I want to offer comunity far more than I can but we all have to live somehow dont we and pay our bills and offcourse every one has his own wishes.

    Maybe here and there dont buy few packs of cigarets or a whisky or beer on few weekends in year and donate some money to support the modding world more? We all know that our works can be sold as art works whit no license and maybe it is time to look at it into this way. For every modder here if he had enough of time and cash he would do far more but right now the FREE modding in the demands by community is not affordable anymore!

  • http://twitter.com/Touring_Pro TouringProSeries.com

    Surely we went through this process once already with the move to rFactor from GP Legends? After a year or so of adjustment, the work began to flow again.

    People need to show more respect and gratefulness to modders, and by modders, I mean those who produce quality work from scratch or legal sources. People need to turn their noses up at ‘modders’ who rip content from commercial games.

  • Rodrigo Pires

    I don´t know nothing about modding.

    But there´s a way to make some kind of “tire database” shared through the modding groups?

  • LeSunTzu

    So perhaps we can agree that making good quality high-poly cars does not require much more time and skills than high-poly? My point is that it will not be that hard for modders to deliver cars of similar quality than AC. At least it will not be harder than delivering cars at GTL standards 7 years ago with the tools that existed at the time. Perhaps there will be less cars released as modders focus on quality more than before. But that is already the approach of many.

    Also regarding your point about tracks, I would be curious to see the actual difference between a laser-scanned track and, for example, a track by Virtua LM. I am not sure that the difference would be that huge. And regarding historic circuits, laser-scanned will never be available (as long as time-travel stays impossible) – which leaves plenty of room for modding.

  • http://twitter.com/eralerf Stefan T.

    I really wonder if you ever modelled a car? Especially something close to the quality AC or pCARS delivers?

    You say that it wouldn’t be that hard to create cars of similar quality. So where are these cars made by the modding community? Please, show me.

  • http://www.facebook.com/SaFalken Tom Coombs

    I love seeing the things that come out for rfactor and the like, such as com8′s tracks, CTDP packs, MMG and FSone etc, as well as the DRM revival series. I believe that these modding teams will always exist, and the quality and attention to detail involved with these projects were ahead of their time for rfactor and would not look out of place in rF2 or AC. Imagine CTDP 2006 in rFactor 2 with a dynamic tire model and extra shaders? or com8′s Laguna Seca updated to rF2 spec?

    We will see a reduction of less quality content of course. I will not miss this as I spent way too much time sifting through car and tracks that were just not up to par.

    I suppose the other avenue would be for ISI et all to employ some of the people behind these mods to make pay for DLC. I can already hear the screams upon reading that last sentence, but I’d happily pay for quality DLC packs. One of the major benefits is it would help things become more uniform, as I always found it difficult to find online races in rF1 due to everyone having different versions and such.

  • LeSunTzu

    I do not see why you are getting personal.

    I have modelled cars, yes, and intend to get one in AC if game integration is not too complicated. Then you will see if it is up to the AC standards.

    I don’t see why you refer to pCARS now, which is rightly excluded in the article as it is uncertain it will be open to modding.

    There are several modelers who plan on getting high quality high poly (better than I can do) cars into AC too. Just look around in public simracing forums. Look beyond, in the modelers communities, and you will find much more beautiful models that may end up in games now that their poly budget has increased.

  • http://www.facebook.com/fabio.pittol Fabio Pittol

    I see this whole modding thing as a wave effect. We lived a trought when was a hardcoded work from very few talented and determinated people. We also lived a crest with rF1, when modding became much more simpler and at some point supported, and suddenly everyone (tought that) was a modder. Now, maybe we’re toward to another trought, as even with high support from game developers the level of precision/detail has become greater then ever.

  • http://twitter.com/eralerf Stefan T.

    I used it as a reference of high quality cars…

  • Ricoo

    Stupid question.

    Virtua-LM (Sebring, Mid-Ohio) and feels3 (Croft) already answered this question with their wonderful tracks released for rFactor2

  • Anonymous

    Basically I agree, although you should realize every good modder was once bad and without knowledge, its not like one day you wake up and suddenly you know exactly how to do decent physics and then just spend one month on it. You first need to learn it which takes years, the thing is that people shouldn’t release something if they have very little knowledge, but that doesn’t mean they shouldn’t try to improve themselves and maybe show it to a small closed group of people who will help them out, say what they’re doing totally wrong..

  • ales alless

    So what for do you need all those details actually?
    If youre simracer you dont look under the hood as you have no time for this stuff. This details are nice cant argue about that but completly useless. I dont need models whit million of polys whit this details as when i race i rather dont crash to see those parts and if i do crash i want the car be repaired as soon as posibile and if youre online gamer and you will never have a chance to watch this stuff. So you can still go and google rather for real pics of this kinda details if needed.
    And modders can do this kinda details to but everything is pointed to what i just sayed, its useless!

  • Lúcio Marques

    Pretty much all that has to be said. :-)

  • http://www.facebook.com/profile.php?id=1711429307 Chris Wright

    Essentially, sim racing is now so technically and graphically advanced that modding is becoming far less feasible for most hobbyists. The same sort of thing happened in the flight sim community and now there are a large number of pay ware developers making aircraft and scenery for commercial gain. The same sort of progression needs to happen in sim racing, but until someone releases a title with a suitably comprehensive sdk and the user base to support full time modders, one can only envisage projects taking ever longer to complete. Indeed we can all think of examples of this already happening with long awaited innovations such as Virtua LM’s Group C mod. The current new crop of sims such as rF2 and AC will be competing for the same customers and may the best sim win. Whichever one it is that comes out on top will probably spawn a lot of modders doing full time projects, in much the same way as Reiza has progressed.

  • http://www.facebook.com/john.lunsmann John Lunsmann

    Pay mods as works of art – this is something I am happy to support. I think the time is right for this concept to happen.

  • http://www.facebook.com/ArnoldCarterWong Arnold Carter Kingpong Wong

    The main problem is that, the content takes much more time than in the old days……..and most of us are quite busy with daily life…..

  • LeSunTzu

    The latest news suggest copyright claims may be a worse threat against modding.

  • Anonymous

    +1

  • Anonymous

    there will always be modders as the best games will allow for modding as the community can always release more mods more things ppl want than what gets forced on you by companies that don’t allow for it. just look at iracing the 2nd biggest group of members are from aussie and nz.. they Don’t have a Holden and how many tracks from these countries in iracing not many and they have had 4 or 5 world v8 championships which means its viable to do these, just goes to show you race what your given when you have not got a modding community for the game. AND THAT STINKS THE WAIT COULD BE YEARS B4 YOU GET WHAT YOU WANT FROM THAT GAME

    PS im not a modder but want to get into it just so that way i can give something back to the great game i play RFACTOR

  • Kendra Jacobs

    Ughhhhh how can it look like failing to replace them LOL. Its only the best sim in pure driving physics at the moment, only thing to even come remotely close is Game Stock Car and Netkar Pro.

    Plus, rFactor 2 at this time is already further along than rFactor 1 was, because rFactor 1 didnt have its first mod released until it came out. Well rFactor hasnt even come out yet and there are already some car, track and plugin mods for it. So the game isnt even out yet and its already further ahead than rFactor 1 was at its same point in its life lol.

    I gotta say you have to be either very young, very narrow minded or just plain anti rFactor for you to make such a stupid comment, common open your eyes.

  • http://twitter.com/sigmatc24 Sigmatc

    With what happends to enduracers and their cancellled porsche mod, the future is not that bright for modders :(

  • C4

    Sorry my point was just about modding… there’s little rF2 modding activity in major sim racing forums. I do agree the future looks good (not that I can predict it… ;) ) although some modders like erale seem a bit sceptical.

  • http://www.facebook.com/profile.php?id=100000119964258 Tomas Beha

    I totallly agree, but what makes you think, that GTR3 will be moddable ? I doubt it tbh…

  • Lemming77

    One post on the future of modding which gets a plug on VirtualR, one follow up, and then nothing. Well that was a fantastic blog.

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