In your definition is not a racing simulator, but that must not be right. Because you can race in AC, both in public and private racing. You don't necessarily need all the features in the world to simulate motorsport racing.It is for sure not a racing simulator (by my own definition)
well obviously sombodys definiton of racing simulation is simplified almost to having two cars on the same track at the same time .. .. I guess NFS most wanted being free right now is good value racing simulation .. fact that you can race does not necessary make it racing simulation ... it probably makes it racing game I guessIn your definition is not a racing simulator, but that must not be right. Because you can race in AC, both in public and private racing. You don't necessarily need all the features in the world to simulate motorsport racing.
If AC is not a racing simulator, then how come more racing happens in AC than all the other "complete" racing sims? (except iracing I guess)
Neither I know how much offline racing is happening in AC. Is easier to talk about MP races because is something out in the open, when for offline we don't have access. The only measure for offline is daily steam players for a game, then separate from how many people in servers, but is another dead end, because many things can happen when someone has AC open, like creating and testing mods, driving alone, and others possibly also race.And how do you know how much online+offline racing is happening in other sims
I agree, and would like your list made in the game. It can of course advance the diversity of the racing in AC and bring it closer to what fans of motorsport are used to see in real life races, and also experienced in other racing games.We can discuss about which one is important if you want ...
Just from top of my head listing few features related to race itself (missing features not related to race are not there). At least half of this is important:
RACE/CHAMPIONSHIP SETUP:
- ammount and duration of sessions (practice, qually, race) ... double qually, two race format, reverse grid, pole possition ..
- adjustable weight and scoring penalties for championships
- mandatory pitting
CAR SETUP:
- presets for individual pit stops (tyre change and little fuel on 1st, front tyres change, no fuel on 2nd, etc.. )
RACE START:
- well proper race start .. 1st gear in before green light
- standing, rolling, fast rolling starts (that could be in race setup)
- jump start penalty
RACE:
- full flag system
- penalty system ... drive through, stop and go, ...
- outlap
PIT:
- manual pit limiter
- pit speeding
- don`t wanna judge before next update .. SP pits might bring new things
OTHERS:
- some mechanics related to racing ..
--- engine temperature (oil,water .. you can`t just stay behind somebody in dirty air and not expecting overheating)
--- brake temps/wear ... big part of racing
Sure somebody would find more ...
Well I tried, from my first post and in every other, to made it clear that this is my opinion, I'm approaching to it based on my personal 'definition' and expectations from racing simulation...
Other people may not miss or want those specific common features. Why should their opinion be less valuable than your understanding of what is essential or should be common in a sim racing game.
...
But goes a long way to say AC is not a sim racing game or not a racing simulator because it doesn't have that specific list of features
--- brake temps/wear ... big part of racing
sure .. race car simulator, driving simulator ... racing simulator hence the word 'racing' should simulate racing and car simulation as car being part of racing is includedI thought being considered a "sim" had more to do with the physics and FFB, not how many racing "features" were available. By some standards laid out in this thread, Need for Speed could be considered a sim if it had flags, telemetry, brake wear, good AI, but still had rubbish physics and FFB. NetKar Pro is considered by some to be a great "sim", yet it didn't even have AI. Is it suddenly not a sim by the new standards? I guess the goalposts will always be moving for what's considered a "sim".