I'm 50% agree with you but I'm also 50% disagree with you too. F1 series from Codemasters will NEVER be like an rfactor or iracing game. why? Because the F1 series from Codemasters is design to FOCUS on the atmosphere, visual, sound, the ups and downs of the current representative season AND to put you in the skin/place of the driver (to feel the frustration, the sweet, the victory/glory, rivalry, team mate challenge and team objective). Many people say (since the release of the first game in 2010) that the game is not a real simulation game. What did people mean/think by saying that: IT'S NOT A REAL SIMULATION GAME. By definition, any games who represent, demonstrate or recreate more or less a situation (sports, fishing, cooking etc) is in fact a simulation. iracing is a simulation of racing game like rfactor, Forza Motorsport, Gran Turismo, formula one game series and any other type of racing game that had been released since the first computer system and the first computer game console system. What is confuse for many people is in fact the number of technical detail represented in the so call "simulation game". The formula is represented like this: More technical detail = More realism = More simulation THIS perception is wrong and I will show you the reason now. rFactor aimed to be the most realistic/accurate race simulator of its time. And it's true technically speaking. It featured many technical advances in tire modeling, complex aerodynamics and a 15 degrees of freedom physics engine etc, etc (OK this line is a direct copy and paste from the rfactor Wikipedia web site). So if rfactor is so realistic that mean that its has less room to complain in them of "realistic simulation". If so let's me try to challenge that: 1) Does the game simulate properly the amount quantity of humidity in the air, if yes does the percentage of humidity affect the parts (engine), the tires on the surface of the road and the complete behavior of the car? 2) Does the game simulate properly the air resistance (and the complete complexity of the weather system impact), the particles, the gravity, the inertia and the stress complexity of each parts that affect partially or completely the behavior of the cars? 3) Does the game simulate properly the reason/failure of EACH parts in the vehicle mechanically, physically or electrically has it is in reality? 4) Does the game simulate/cover all the data process/manager (yes that very data process/manager that gives birth to the so call realistic simulation game) tackle (in the real world) by the technicians and engineers who is involved in the good operation of each session. 5) ...OK I'll stop hear because the list can cover the entire encyclopedia Britannica. By considering all this we can ask ourself the terrible question: what is in reality a real simulation? "Indianapolis 500: The Simulation is a 1989 computer game. It was hailed as the first step of differentiating racing games from the arcade realm and into racing simulation...When Indy 500 and F1GP appeared, they were the very first to implement something that resembled "real world" racing physics, accurate track modelling and car handling that required skills somewhat similar to real-world driving skills to perform well. Both were also the first to offer meaningful options to tune the behaviour of the cars. Although not quite on the level of later simulations, the most important variables, such as gear ratios, tyre compounds and wing settings were available to tune and, more importantly, proved to make an actual difference when driving. Important were also the functional rearview mirrors and an "instant replay" system with a wide range of adjustable camera settings not seen in other games of the era." source Wikipedia Gear ratios, tyre compounds and wing settings is the very basic of today's so call Arcade game type of gameplay. So if quantity determine the basic entry to the world of simulation in today's type of gameplay (in comparison of games that had much less technical functionality), rfactor 20 years in the future will probably be like todays arcade game based on "Indianapolis 500: The Simulation" type of gameplay. To conclude let see the reality like it is: Quantity doesn't necessary mean quality and Codemasters is not a novice in doing video game nor a novice in doing a very detail and complex engineering simulation
racing
game. That's NOT his objective. His objectives is to keep FOCUS on the visual world of formula one, the sound, the politics and the like. Codemasters would probably in the next game try to keep the momentum (as always) between fun and maximum accessibility. So if you expect the next F1 2014 game should be or mush be like an iracing, rfactor or any over very technically detailed type of experience in your SIMULATION...then I'm afraid to say, but this series of F1 game lineup from Codemasters is not design for you. [-(