>> I don't think it's based on any observable data. It's based on the idea
>> that most folks that race online are not good enough or don't have the
>> patience of the few. I still think that a committment of $156 for a
>> year, without the user having the ability to create his own server and
>> race with whomever he wants, is a bit steep.
> Potentially the strength of iRacing is giving drivers who would be at the
> middle or back of the grid of a league race or new racers intimidated by
> the experienced berating them for being in the way the opportunity to race
> competitively and be incentivised to improve or simply get more enjoyment
> out of online racing.
> Many drivers are put off going online to find they are 8 seconds a lap off
> the pace having driven successfully with the adjusted AI strength.
> Trying to find a league of drivers with matching ability can be a matter
> of luck.
> Providing password protected races and getting groups of drivers to move
> from an rFactor mod to an iRacing league won't do anything to develop
> arrive & drive racing.
> The question will be whether it can build up critical mass to have
> sufficient drivers throughout the time zones to provide competitive clean
> racing at any time. As the benefits will only be seen once a driver has
> run sufficient races for the stats to build up.
> So, yes, patience is potentially an issue!
> Cheers
> Tony
From my experience to date, Tony's right on the money. Making it possible
for anyone at any skill level to show up, get easily installed, configured
and have good races with others at a similar level is what it's about.
It'll take more subscribers for it truly gel, but it's going pretty well for
me so far in that respect.
I'm not ever going to challenge the likes of Huttu & co. at the sharp end
but I do like racing, and I like to be able to just hop in a race at a time
that's convenient for me and have a good experience. To me that means 1) a
top notch, bug-free sim in terms of driving physics, graphics, and sound, 2)
close, competitive racing among clean, respectful drivers. There are other
good sims with league or league-type racing, and I've been racing at R2P
(mostly w/GTR2) and enjoy it a lot; a good bunch of guys. I don't really
look for iRacing to supply that sort of experience, at least not near-term.
After all, as yet iRacing doesn't offer features such as changeable weather,
tire/fuel strategy w/accelerated usage rates, plethora of tracks and
high-end cars.
But what I've found is that is does offer me very good odds of hopping in
any race that I've done just a little practice and a qualifying session for
during a week, and finding a group of drivers within tenths of my pace (esp.
on ovals, which have been a pleasant surprise) who are all going to be
driving hard but clean. Mistakes happen, sure - I've made some myself. But
I've seen zero wreckers or abusive behavior so far, which in my pickup
racing experience has about a 10-20% probability of happening at best. And
along the way I've had some excellent races - wheel to wheel, pass and
repass, all race long without letup. And have really enjoyed driving the
cars; I've bought some I can't race yet just to sample the faster ones, and
they are very good. iRacing's tire model, at least in its limit behavior,
is just unparalleled in sims at the moment and the resulting FF is the same;
I've found myself laughing aloud sometimes at how good it is. Same for the
tracks; they simply are the standard at the moment
The incident points thing appears to freak people out at first since they
haven't encountered such before, but it doesn't bug me at all. Sure you get
annoyed when you get some points when someone tags you from behind or loses
it right in front of you, but guess what - as a result you end up driving
more like you would in a real car. In a real car, you don't want to get
crashed even if it's not your fault, so you watch for potential external
risks more - it works the same in iRacing. I don't worry at all about
getting a point or two for dropping a wheel now and then; I just look at
them as my crew chief cueing the mic and saying "Hey Sparky, we know you're
a hot rod and all, but watch you don't scratch my pretty car, ok?" ;-)
People who haven't driven them diss the included cars as well, but they are
trainers and they work as intended. They teach you economy of line and
input since you have to preserve momentum in them. And once you graduate to
the advanced versions, they are tweable for style and much more fun to
drive. The advanced Legends car in particular is a blast; it's tiny and
light with a screaming 11,000 rpm superbike engine and a wheelbase about a
foot long so it's a twitchy, nervous little beast. More fun than some of
the "higher end" cars, and and a real ball to drive on a road course; hope
to see some road events in these later. (Hey, I've some youtube vids of
Kimi Raikonnen sporting around in one on a Swedish road course, so don't
laugh... ;-))
While it wasn't for me, price can be a valid issue for some, and there are
at present limits on what you can do that may make it more sensible to hold
off if you don't see what you're looking for. But I have zero doubts at
this point that I'll get every dime of my money's worth in enjoyment.
That's my $0.02. Or more like $0.20 with the dollar being what it is!