Ferrari, finalmente, segue o caminho de outras equipes de F1/F3/scambau e adota rFactor pro.
http://articles.sae.org/13603/
Lembrando que rFpro nao pode ser comprado.
A ISI desenvolve soluçoes para equipes de automobilisamo/fabricantes de simuladores man-in-the-loop.
rFactor 2 tem o privilegio de poder beber nessa fonte há anos.
http://imagespaceinc.com/technology/
E é interessante que, além de pilotos virtuais q tiveram a chance de pilotar carros reais como Atze Kerkhof - q testou rFactor pro, até mesmo youtubers que jamais tiveram contato com automobilismo conseguem notar a diferença de rFactor 2.
O canal do EmptyBox por exemplo comentou sobre a comparacao de um mesmo mod rodando em Assetto Corsa e rF2:
"rF2 é melhor como a diferença entre 30fps e 60fps. Night and day. Eu nao sei qual física é a correta. Mas se um dos dois está certo, há algo muito errado com o outro."
------------
[video=youtube;Fg6dIxbsREA]https://www.youtube.com/watch?v=Fg6dIxbsREA&list=UUTuyvr4hC8gBLHdqYFXVO4Q[/video]
------------
Achei nos meus favoritos uma entrevista com um dos arquitetos da isi q explica como os contatos/experiencias profissionais - mesmo provendo apenas a engine grafica e integraçao de todos os modulos de software para simulacao sem o uso de modelagem de fisica da propria isi - podem contribuir para a simulacao dos games para o publico geral:
http://simhqmotorsports.com/gjon-camaj-on-rfactor-2/
"
Doug: How does ISI’s work with real teams and rFactor Pro help the development of consumer version of rFactor 2?ISI / Gjon: All ISI products are built from the same platform. Working with rFactor Pro has further validated our simulation models against real world data from the engineers in the field. This type of interaction contributed to the development of our brand new tire model featured in rFactor 2."
Nao por coincidencia é exatamente disso que outros games como o assetto corsa se beneficiariam:
http://www.youtube.com/watch?v=Yqo_SDyWuqM
"As game developers, specially as racing cars simulation developers, we are really going beyond what can be measured, we are not talking - weve got that partwhere the car is in the grip state - weve got that. We had that for ten years. What we really dont have is the part where the car starts sliding.
Because there is no data, there is no accepted theory on how you do that, how you approach that.
And I think its interesting because each one of us is coming with a different approach. A different solution to that. And the problem is that we cannot write a scientific paper on that.
Because there is no data to validate what were trying to do.So it is really this sort of black art. And i think its a really exciting time to be in simulation because i think we are getting really close. Were getting really close to get every part of the car dynamics behavior right. Regardless of what kind of technology youre using.
I think - i said that ten years ago - i think eventually we will all converge to something that will be a race car. Were all going for the same target.
We are taking different routes, different roads, but were all trying to go there.So eventually i think all simulators will overlap and sort of
You will choose a simulator not because of the physics but probably because of what kind of features, what kind cars you can have, what kind of race you can do, what kind of servers, the price and so on.
But from a tech point of view there isnt as much competition as people- there are more sim racing fighting on simulators than ourselves."