AC V1.14 and 'Ready to Race' DLC Released!

Paul Jeffrey

Premium
Assetto Corsa Ready to Race DLC 2.jpg

Assetto Corsa has today been updated to build version 1.14, releasing alongside the new 'Ready to Race' DLC offering from Kunos Simulazioni.

Bringing to the simulation an incredibly large log of changes to the game, Kunos have done an impressive job with this new build release and players should likely have plenty to keep themselves amused over the upcoming weekend.

Obviously the 'Ready to Race' DLC will gather most of the attention, however the build update does contain a number of interesting new features, not least of which is the inclusion of 'Push to Pass' on the new Audi TT, various online tweaks and a considerable reworking of the in game AI, including a promising sounding aggression indicator...

You can read up on the changes contained within the game and the new DLC contents below...

Version 1.14 Change log:
  • New autosaved replay options and UI added to launcher main theme
  • New Audi TT Cup
  • New Audi TT RS (VLN)
  • New Audi R8 GT3 2016
  • New Audi R18 LMP1 2014
  • New Lotus 3-Eleven (race)
  • New McLaren 570S
  • New McLaren P1 GTR
  • New Maserati MC12 GT1
  • New Toyota Celica ST185 Group A
  • New Toyota TS040 Hybrid 2014
  • Mandatory pitstop window is now related to pit entry timing (replacing old system)
  • Pitstop animation enabled with oculus or STAY_IN_CAR enabled (system/cfg/pitstop.ini)
  • Added Position set digital script
  • Added ballast and restrictor option offline for championships and multiplayer. Work in Progress for offline quick race and race weekend UI
  • Added wind algorithm
  • If controller is keyboard then Pitstop app is replaced by mouse pitstop
  • Mouse pitstop with Mouse Steering enabled is now working correctly
  • Tweaked backfire flash flames in many cars
  • Realtime app: qualify/practice colors are based on leaderboard position, race color on current position
  • Added DIGITAL_PANEL script to display current position and P2P on car's external panels (Audi TT Cup)
  • Added FUEL_PERC script to show fuel quantity as percentage (McLaren 570S)
  • Fixed broken UI interaction due to session switching when pitstop was not finished
  • Fixed rare automatic pitstop activation at car spawning in the pit
  • Fixed deadzone for gamepads
  • Fixed Tyre App thermal value for exploded tyres
  • Minimum for automatic reset tyre on track is now 2
  • Fixed flag rendering in VR with PP off (again, hopefully for real this time
  • Fixed Achievements from unlocking when car is blackflagged
  • Pitstop app: new tyre pressure can only differ from the current one by 4psi (because of minimal height rule)
  • Added Push To Pass system (Audi TT Cup), P2P amount depends on grid position, enabled in Practice and Race sessions only
  • Added physics option for different fuel weight/density (optional section in car.ini [FUEL_EXT] KG_PER_LITER=value)
  • Adjusted Lotus 98T tyre wear
  • Fixed old pitstop UI from allowing more fuel when setup is fixed
  • Added Black Flag description
  • Added Online time of day multiplier (x1 to x10)
  • Added track animated starting lights
  • Added blink feature to RPM SERIES script (updated all relevant cars)
  • Added acServerManager 1.14.0
  • Added Time multiplier
  • Added Wind
  • Added Restrictor (BoP)
  • Fixed BoP server message to client
  • Fixed bug on client fixed setup 2nd reloading
  • Added resolution string on splash screen
  • Added "safe mode" initialization when first DX11 init fails, it will try again with desktop resolution and AA/Fullscreen off
  • Added AI Aggression selection
  • More AI differences within a single lap to generate more battles
  • Added AI wing setup variations
  • Added new Random camera mode algorithm
  • Fixed driver model visibility bug in Random camera mode
  • Removed AI slowdown hack for cars with spool differentials
  • Improved Downshift Protection algorithm
  • Fixed AI giving away green light by flooring gas 500ms in advance
  • New AI algorithms for understeer detection and downshifting
  • Fixed Car Engineering app sometimes reporting wrong total and sprung weights
  • Added Fuel x Time on Setup Fuel tab and pitapp
  • Added best splits at the end of the race on leaderboard timetable
  • eTweaked leaderboard to show player name/position even if that player has disconnected
  • Updated Steam statistic reader to synchronize steam achievement
  • Added "virtual desktops" functionality to in-game GUI (cyclable through ctrl+u key combination)
  • Fixed session synchronization issue when session switches while a new player is joining
  • AI is now using kers
  • Fixed Nissan Skyline R34 having downshift protection when it should not
  • Added "variation" slider for AI. It will randomize the AI level in the range selected.
  • Fixed Nissan GT3 texture map on lod B
  • Added player's nation flag support (not valid flag will be rendered as AC logo)
  • Added new Driver Label GUI (customizable in \system\cfg\name_displayer.ini)
  • Added nation flags on leaderboard GUI
  • Tweaked opponents list to include nationality
  • Update special events to include nationality
  • Added Mandatory Pit warning message at the start of the race
  • Added minisectors to overlay leaderboard and performance delta app, this can be disabled through [Documents]/Assetto Corsa/cfg/gameplay.ini
  • Some template updates to existing content
  • Porsche 911 RSR 2017 template added
  • Templates added for Lotus 3-Eleven, Audi TT Cup, Audi TT VLN, McLaren 570S, Mclaren P1 GTR, Toyota Celica ST185, Maserati MC12 GT1,
  • Minor graphical updates on the Porsche 911 GT3 Cup and Lotus Exige V6 Cup
  • Digital display script tweaks across the board
  • Fixed a bug on Nissan GTR GT3 LOD B
  • Minor livery fix on Glickenhoue SGC003
  • Python new functions:
    getWindSpeed
    getWindDirection
    getDriverNationCode(CAR_ID)
    getCarSkin(CAR_ID)
  • Added deactivation on lateral G on McLaren P1 and P1 Gtr (optional [DEACTIVATION] LIMIT_G=[x] in drs.ini)
  • Porsche 911 RSR 2017 official WEC liveries added

Additional to the new update today, Kunos have made available the 'Ready to Race' DLC car pack. Offering 10 unique and impressive performance racing machines, the 'Ready to Race' DLC contains a little something for everyone's particular tastes.

Below you can find detailed descriptions from Kunos of the 10 cars to be included in the new DLC pack....

Ready to Race DLC Contents:
  • Audi R8 LMS 2016
  • Audi R18 e-tron Quattro
  • Audi TT Cup 2016
  • Audi TT RS (VLN)
  • Lotus 3-Eleven
  • Maserati MC12 GT1
  • McLaren 570S
  • McLaren P1 GTR
  • Toyota Celica ST185 Turbo
  • Toyota TS040 Hybrid
Audi R8 LMS 2016
The new Audi R8 LMS, now featuring even more race car technology, is following in the footsteps of its successful predecessor.

Audi fans were already able to marvel at the new GT3 sports car from Neckarsulm in full action in 2015, for instance in the 24-hour race at the Nurburgring, where the Audi Sport Team WRT celebrated overall victory with the new R8 LMS. At the 12-hour race at Sepang the Audi R8 LMS took a one-two-three win. The 2016 season also began successfully: An overall victory in the Dubai 24 Hours and a class win in the classic Daytona 24 Hours.

Audi R18 e-tron quattro
The concept behind the Audi R18 e-tron quattro is unprecedented in LMP sport, and its realization a pioneering achievement. In the first development step, the engineers from Audi Sport and their partners investigated a wide variety of solutions. These included a parallel hybrid, where both drive systems propel the rear wheels. After weighing up considerations such as traction, handling characteristics, packaging and weight distribution, they ultimately decided to separate the drive systems by axle – the combustion engine drives the rear wheels permanently, and the electric drive propels the front wheels on demand.

On the R18 e-tron quattro, part of the braking energy benefits the motor generator unit (MGU) that is located at the front axle. Their two permanently excited synchronous machines convert the recovered energy into direct current through power electronics. This current drives a flywheel energy storage system positioned on the left inside the cockpit.

When the speed exceeds 120 km/h, the energy is called up from the storage system again. Converted back into alternating current by the power electronics, it then supplies the MGU’s two electric motors. These jointly feed more than 160 kW to the front wheels via single-stage planetary gears; the central control unit keeps the revs and torque in line with the conditions prevailing at the rear wheels. The racing car temporarily becomes a quattro with four driven wheels.

Audi TT Cup 2016
For the Audi Sport TT Cup, the German manufacturer has developed a visually as well as technologically attractive sports car for racing, the Audi TT cup.

The body shell of the Audi TT racing version consists of aluminum and carbon fiber. This ensures that the Audi TT cup that tips the scales at 1,125 kilograms is a lightweight and extremely agile car.

The Audi TT cup car uses the 2.0 TFSI from the Audi TTS. The four-cylinder engine delivers 228kW (310hp) in the production model and accelerates the TTS from 0 to 100km/h in 4.7 seconds. By means of a so-called Push-to-pass function, the drivers can briefly boost the engine's output by 22kW (30hp) for overtaking maneuvers by pushing a button on the steering wheel. A blue lamp in the windshield indicates the boost activation. LEDs in the rear side windows show how many times the driver can still use the additional power. The number of available boosts is defined by the regulations.

Power is transmitted to the front wheels via a direct-shift dual-clutch transmission. The six-speed S tronic, which has been specifically tuned for use in racing, is operated by shift paddles on the steering wheel. Accordingly, the Audi TT cup only has two pedals, used for acceleration and braking.

Audi TT RS (VLN)
Audi TT RS (VLN) has been developed in order to respond to the high demand by customers wishing to use the TT and other vehicles of the brand in motorsport.
It's based on a five-cylinder TFSI engine and features racing-specific new developments in the areas of the body, suspension and aerodynamics.

Lotus 3-Eleven
Designed as an uncompromised manifestation of the Lotus spirit, the new car is focused on providing an undiluted driving experience and underlines the company’s ability to deliver legendary handling and blistering speed.

Working on the concept of less is more, and keeping close to Lotus’ track roots, the dramatic new vehicle features an all-new lightweight body, with an open cockpit design and a revised V6 supercharged engine developing 460hp.

Two variations of the Lotus 3-Eleven are available: Road and Race; both delivering an impressive combination of high performance, agility and precision. Based on the Road version, the Race includes a much more aggressive aero kit, a sequential gearbox and an FIA approved driver’s seat with a six-point harness.

Assetto Corsa simulates the Race version. With a dry weight of below 900kg (Race version), the 3-Eleven offers an enviable power to weight ratio, in excess of 500hp per tonne, and is capable of sprinting from 0-60 mph in less than 3.0 seconds before reaching a maximum speed of 290km/h for the Race version and 280 km/h for the Road version.

Maserati MC12 GT1
The Maserati MC12 entered production in 2004 as base for the racing variant to compete in the GT Championship. In fact, one requirement for participation in the GT Championship was the production of at least 25 road cars; so 25 cars were produced in 2004 and another 25 in 2005.

The car was based on the Enzo Ferrari chassis and gearbox, mounting a variant of the Ferrari Dino V12 engine.

The racing results of the racing version were magnificent. The Maserati MC12 GT1 team managed to end second and third in the debut race, winning the next round's race. The second year Maserati won the Manufacturers' Cup with a great point gap, and continued to compete at great level during the next years. It participated in 94 races, winning 40 of them.

McLaren 570S
Like every McLaren, the performance of the 570S Coupé is breathtaking. It combines, as its name suggests, a power output of 562bhp with lightweight construction to give a class leading power-to-weight ratio of 434PS per ton. The 570S accelerates from 0 to 100km/h in 3.2 seconds, while 200km/h is reached in just 9.5 seconds with the pace not letting up till the car reaches a top speed of 328km/h.

The McLaren design team has created a shape of beauty highlighted by details such as the rear flying buttresses that increase downforce as well as adding grace, and complex door tendons that direct additional air to cool the mid-mounted V8 engine.

The Sports Series features an evolution of the 3.8-litre V8 twin turbo engine, named M838TE, with 30 percent of components bespoke to the new model. Engineered by McLaren, it produces 562bhp at 7,400 rpm, and 600Nm of torque at 5,000-6,500 rpm. Power is delivered through a seven-speed SSG transmission, and transferred to the road through the rear wheels. This power is brought under control with standard-fit carbon ceramic brakes.

The unique carbon fiber MonoCell II chassis has been newly designed with more of a focus on day-to-day usability, offering improved ingress and egress from the cabin. It is incredibly strong and stiff yet weighs less than 80kg, offering optimum levels of protection. This lightweight structure, and the use of aluminum body panels, contributes to a dry weight of as low as 1,313kg, almost 150kg lighter than its closest competitor.

McLaren P1 GTR
Based on the McLaren P1™ road car, the track-focused McLaren P1™ GTR design concept further optimizes the aerodynamically efficient \"shrink-wrapped\" body shape in order to offer maximum performance, superior handling characteristics and optimized driver engagement on track. A host of changes have been made, and the car has been thoroughly re-engineered from the ground up to ensure the McLaren P1™ GTR achieves its target of being the ultimate drivers' car on track.

The front track of the McLaren P1™ GTR design concept has been widened by 80mm over the McLaren P1™, and is coupled with a more aggressive GT-style front splitter. Reprofiled low-temperature radiator ducts seamlessly flow into the leading edge of the aggressively flared front wheel arches, while the bodywork is \"shrink-wrapped\" around the carbon fiber MonoCage chassis behind the front wheels, cleaning the flow of air along the car's flanks.

The profile of the McLaren P1™ GTR design concept remains as dramatic as ever, hunkered down on to the race-prepared suspension with a fixed ride height, lower than the standard car. The snorkel air intake, inspired by the design of the original McLaren F1, is still present within the roof structure of the carbon fiber MonoCage chassis.

At the rear, a large, twin-element wing is mounted on dramatic carbon fiber pylons which extend around the rear of the bodywork. This fixed-height wing is fitted with a hydraulically operated Drag Reduction System (DRS) to boost acceleration performance, and has been honed to provide increased levels of downforce compared to the road car, working with the active aerodynamic flaps located ahead of the front wheels.

The road legal McLaren P1™ stows the rear wing within the bodywork, but with the fixed height wing, and therefore no pistons or moving mechanical parts, the bodywork of the McLaren P1™ GTR design concept behind the engine bay is now a smooth, flowing surface, feeding clean air below the wing and over the back of the car.

Below the rear wing sits the exposed, centrally mounted exhaust, which is an all new design, developed exclusively for the McLaren P1™ GTR. Made from inconel and titanium alloy, the system maximises the aural characteristic of the higher output 3.8-litre twin turbo V8 engine to maintain, and further emphasise, the McLaren sound. The design of the exhaust has also changed, with a straight cut twin-pipe setup now used in place of the single-exit exhaust.

Toyota Celica ST185 Turbo
The Toyota Celica ST185 is Toyota's most successful rally car, as it won the WRC Driver's Championship in 1992, and the WRC Manufacturer's and Driver's Championships in 1993 and 1994.

In order to meet the Group A competition's homologation requirements, 5,000 GT-Four RC production versions of the Celica were manufactured, starting from September 1989.

This car made its debut on the Monte Carlo Rally, the opening round of the 1992 World Rally Championship series, but it was not successful until half of the season.

Toyota TS040 Hybrid
Thanks to the 480hp exerted by electric motors on the four-wheel drive, in addition to the 520hp produced by its 3.7-liter petrol engine, the TS040 HYBRID expresses a maximum power of 1.000hp and represents the ultimate expression of Hybrid technology applied to the world racing.

The transition to a hybrid four-wheel drive Toyota sees the return to a philosophy that since 2007 has been part of the development of hybrid technology applied to racing, when the Supra HV-R-wheel drive was the first hybrid to win a competition endurance, the 24 Hours of Tokachi.

The new unit TOYOTA HYBRID Racing has been specifically developed according to the new technical regulations specified by the WEC, particularly frugal. It requires a 25% reduction in fuel consumption compared to 2013, with savings achieved through interventions on the engine, aerodynamic efficiency and driving dynamics.


The new pack is only currently available to PC users of the title, however a release to Xbox One and PlayStation 4 owners is expected during 2017.


Assetto Corsa is a racing simulation designed by Kunos Simulazioni and is available for Xbox One, PlayStation 4 and PC. Ready to Race DLC can be purchased for 7,99 Euros direct from the Steam store.

Assetto Corsa Ready to Race DLC 3.jpg
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Oh boy do we like mods! If you do too then we have you covered with our fantastic Assetto Corsa modding archive. From downloads to a place for mod discussion, we have it all for you to enjoy, check it out today! If you don't fancy trying out some of the awesome community created tracks and cars then drop in on our Assetto Corsa sub forum to chat about the game with your fellow fans. Interaction and threads make forums fun, so start one today!

We hold regular league and club racing events across a variety of content found within the game, however to celebrate this mega new inclusion to Assetto Corsa we are holding a very special on off GT1 specification race on Sunday 21st May. Sign up here and get yourself in on the action

Have you tried the new update yet? What do you think of the 'Ready to Race' DLC pack? Let us know in the comments section below!
 
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That's the point he was making though, 10 years ago these kinds of things existed in sims and one would think that with 10 years of huge advancements in technology these features would have grown and improved instead of disappearing altogether.
True but you have to consider that the current sim generation is way more complex, which usually means more code to write. AC continues to evolve and the impression is that kunos is working hard on it (any other company would be working on AC 2). If we miss some features it's probably because they choose their priorities and those are not on top of the list. That said, i think that Stefano and kunos in general know that the game is not perfect. It's impossible to create something like that. They have way more experience than they had 5 years ago, when they started the making of AC and I'm sure that if they could go back in time, they would change some things. But the game, especially with the last patch, is definitely on another level compared to the previous versions.
 
Can I contribute with a comment here?

I think people sometimes have too much nostalgia for older games and don't realize that we really live in the golden age of simracing. I'm trying to be as objective as I can, no bias for AC or whatever.

As many, I also started my "online simracing career" with GPL. Yes it was good and later on with the community HARD WORK it was amazing... Yet we forgot that the amazing AI was often sidesliding to avoid situations, often bumping you from behind, and had only to deal with one kind of car that had similar (if not equal) perfomance. Big deal for an AI... You can for example create specific lines and multilines for all circuits. Try doing the same for 150 multiclass AI cars that works on real physics... hmmm
GPL also had basic tyre physics, aero... heck even the CoG was linked to the 3D model pivot... (advanced for the era, but far from nowadays) .

Another thing to remember is that it's not like when GPL was done and finished, other devs can find its source code on the net to study, copy and recreate. Every dev has to do everything from scratch. This is especially the case with AC. Stefano did everything from scratch and didn't had the experience from other older titles. iR has the multi experience from GPL, Nascar etc... good for them, big applause. rF2 has the Ai and multi experience from SCGT, F1ch, rf1 even side projects like gtr, gtl, gtr2 and so on. AC is brand new with no older experience except some basic multi and physics from nKP. It's not a justification, it's a reminder that Stefano and the rest of the devs had to learn everything for themselves. It doesn't work like "hey look, title X, does that, you should do it". LFS is another great example of out of nowhere, but it needed also a long time to achieve it's amazing feature set. You need to study, experiment, get experience... you need time. Same for all the other titles.

Nowadays you guys get to play with simracing titles that have an amazing amount of depth in the realism department. Advanced tyre models (REAAAAAALLY advanced, like professional industry class), active aero models, active differentials, active suspensions, active AWD systems, active driving aids based on real counterparts. Again not only AC, all titles try to do their best and succeed! On top of that really complex AI, weather effects, advanced multi options etc etc... the list is soooo long it is mind-blowing.
And yet... "ah but GPL had better this, GTR2 had better that" and nobody thinks like "but wait a minute, did GPL had flash tyre temperatures? Did GTR2 had realistic ABS and TC simulation, or active aero or real official data, or whatever?" No of course not.

Keep in mind that it's good that you guys ask for more, it's good that you bring examples. Also keep in mind that you are a very niche market but still get the chance to have at least 7 high level simulators with active devs and amazing content selection to choose from... Those devs are not in it for the money, they are in it for the passion. Otherwise they could work in any other different market and make probably double or triple the money. Back in your nostalgia days, we had...2...maybe 3 sims and that was all, like it or not, and I don't remember so much "I need/you should/you must" talking going on. Even when the software was lacking a feature, people would simply work around it and not really complain, actually they would be proud to have found a solution.

Sometimes you must appreciate what you have and be more constructive in order to bring inside even more people to the community if you want your hobby to stay healthy and evolving. If the community is full of complains, new people tend to look at and flee.
 
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Simulating every single part of the real life is probably impossible, at least with this "way of coding". An AI of this kind is quite passive since it doesn't learn through experience, it simply does what the coder tells it to do. Maybe in the future we'll see a different kind of AI but even then, since simgames are usually low budget, you won't see a sim close to reality.
I don't mean only the AI tho, I mean the whole experience, like cars being towed back to pits, repaired, engine use simulation in multiple races (like saving engine wear from race to race, even in online leagues), etc. I would like to have a more "inside a race" experience. :)
Anyway what AC AI is doing now was seen in GTR2 10 years ago so yeah nice update but not something "out of this world never seen before", it is something that should be there from the begining. An improvement is an improvement anyway so great step from Kunos. Hopefully they changed their minds about night and rain too to fit the endurace cars present in the game, that would awesome :thumbsup:

Edit: it really sucks when people get offended and see everything as "complaint" in a healthy discussion about evolution of simracing in past years... boy the internet has became a bloody boring place, geez
 
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True but you have to consider that the current sim generation is way more complex, which usually means more code to write. AC continues to evolve and the impression is that kunos is working hard on it (any other company would be working on AC 2). If we miss some features it's probably because they choose their priorities and those are not on top of the list. That said, i think that Stefano and kunos in general know that the game is not perfect. It's impossible to create something like that. They have way more experience than they had 5 years ago, when they started the making of AC and I'm sure that if they could go back in time, they would change some things. But the game, especially with the last patch, is definitely on another level compared to the previous versions.

Right. But one can't help but think if they can create all the rocket ship controls for the SF15-T and LMP Hybrids then coding rolling starts for multiplayer would be a walk in the park (says the layperson who has no idea what would be involved with creating such a feature). :) Anyway, I was just explaining another comment and not necessarily stating that comment was reflective of my own beliefs.

Sometimes you must appreciate what you have and be more constructive in order to bring inside even more people to the community if you want your hobby to stay healthy and evolving. If the community is full of complains, new people tend to look at and flee.

I do certainly appreciate what you guys have given us and the hard work you've done, and yesterday's update was pretty freaking mega and a literal game changer. As humans we can't help but think of other possibilities and to want what we don't have, that doesn't mean we don't appreciate what we do have though. :) And after the new update and contents yesterday not only have a lot of new possibilities been opened but there's very little left for me to want from AC. So, thanks for that and keep up the great work! :thumbsup:
 
In the real-world, yes. In the AC world you're not really going to encounter any of these situations, therefore the AI is very unlikely to encounter a car sitting stationary on the track for an extended period of time, so the situation presented in the video is not something that would naturally occur.

True.

I forgot too that in Assetto see overturned cars, is impossible

I am left with this answer as the most intelligent that I have been given regarding how AI acts.

But still, too many justifications. It would need to improve the IA script.
 
True.

I forgot too that in Assetto see overturned cars, is impossible

I am left with this answer as the most intelligent that I have been given regarding how AI acts.

But still, too many justifications. It would need to improve the IA script.

I've not had a chance to try them yet but from the many comments I've read the AI is seriously improved and can now fight, attack, pass, and overtake slower cars, and the overwhelming opinion seems to be that they are fantastic. And since it's rather unlikely for them to naturally encounter a stopped car on the track, I don't think we have anything to worry about except a lot of fun offline racing. :thumbsup:
 
I don't mean only the AI tho, I mean the whole experience, like cars being towed back to pits, repaired, engine use simulation in multiple races (like saving engine wear from race to race, even in online leagues), etc. I would like to have a more "inside a race" experience. :)
Anyway what AC AI is doing now was seen in GTR2 10 years ago so yeah nice update but not something "out of this world never seen before", it is something that should be there from the begining. An improvement is an improvement anyway so great step from Kunos. Hopefully they changed their minds about night and rain too to fit the endurace cars present in the game, that would awesome :thumbsup:

Edit: it really sucks when people get offended and see everything as "complaint" in a healthy discussion about evolution of simracing in past years... boy the internet has became a bloody boring place, geez
Read again what Aristotelis said, he explained it better than me (obviously).
 
Can I contribute with a comment here?

I think people sometimes have too much nostalgia for older games and don't realize that we really live in the golden age of simracing. I'm trying to be as objective as I can, no bias for AC or whatever.

As many, I also started my "online simracing career" with GPL. Yes it was good and later on with the community HARD WORK it was amazing... Yet we forgot that the amazing AI was often sidesliding to avoid situations, often bumping you from behind, and had only to deal with one kind of car that had similar (if not equal) perfomance. Big deal for an AI... You can for example create specific lines and multilines for all circuits. Try doing the same for 150 multiclass AI cars that works on real physics... hmmm
GPL also had basic tyre physics, aero... heck even the CoG was linked to the 3D model pivot... (advanced for the era, but far from nowadays) .

Another thing to remember is that it's not like when GPL was done and finished, other devs can find its source code on the net to study, copy and recreate. Every dev has to do everything from scratch. This is especially the case with AC. Stefano did everything from scratch and didn't had the experience from other older titles. iR has the multi experience from GPL, Nascar etc... good for them, big applause. rF2 has the Ai and multi experience from SCGT, F1ch, rf1 even side projects like gtr, gtl, gtr2 and so on. AC is brand new with no older experience except some basic multi and physics from nKP. It's not a justification, it's a reminder that Stefano and the rest of the devs had to learn everything for themselves. It doesn't work like "hey look, title X, does that, you should do it". LFS is another great example of out of nowhere, but it needed also a long time to achieve it's amazing feature set. You need to study, experiment, get experience... you need time. Same for all the other titles.

Nowadays you guys get to play with simracing titles that have an amazing amount of depth in the realism department. Advanced tyre models (REAAAAAALLY advanced, like professional industry class), active aero models, active differentials, active suspensions, active AWD systems, active driving aids based on real counterparts. Again not only AC, all titles try to do their best and succeed! On top of that really complex AI, weather effects, advanced multi options etc etc... the list is soooo long it is mind-blowing.
And yet... "ah but GPL had better this, GTR2 had better that" and nobody thinks like "but wait a minute, did GPL had flash tyre temperatures? Did GTR2 had realistic ABS and TC simulation, or active aero or real official data, or whatever?" No of course not.

Keep in mind that it's good that you guys ask for more, it's good that you bring examples. Also keep in mind that you are a very niche market but still get the chance to have at least 7 high level simulators with active devs and amazing content selection to choose from... Those devs are not in it for the money, they are in it for the passion. Otherwise they could work in any other different market and make probably double or triple the money. Back in your nostalgia days, we had...2...maybe 3 sims and that was all, like it or not, and I don't remember so much "I need/you should/you must" talking going on. Even when the software was lacking a feature, people would simply work around it and not really complain, actually they would be proud to have found a solution.

Sometimes you must appreciate what you have and be more constructive in order to bring inside even more people to the community if you want your hobby to stay healthy and evolving. If the community is full of complains, new people tend to look at and flee.
kunos-customer-relationship_zpsbkb9hxha.jpg
 
Stating things like this is exactly what Aris was talking about. Kind of ironic to be the first post after his.
I don't read every post :D easier to read when someone quote you. Anyway a customer thatn bought the game in EA because he believed in the project can dream. Or is that a offense? It is looking like sometimes in AC threads, reason why I reduced my participation in these. I guess I should go back to that.
 
I don't read every post :D easier to read when someone quote you. Anyway a customer thatn bought the game in EA because he believed in the project can dream. Or is that a offense? It is looking like sometimes in AC threads, reason why I reduced my participation in these. I guess I should go back to that.

So in your logic, when you post something that you don't know about, taking things for granted and demanding things just because it makes sense to you, then this is not offensive or egoistical.
On the contrary, when someone points out that you should at least read other peoples comments (not even mentioning if it's a dev replying) in a discussion, then this offends you and you must left the discussion and reduce your participation.

hmmm....
 
sigh

it's a $26 game (DLC 1,2,3 included)....$8 for porsche season pass, $1.5 for triple pack, $5 red pack, $2.5 japanese pack (*when on sale at steam store)

a grand whopping total of $43


people are never satisfied, always want more and more.:rolleyes: :thumbsdown:


we have entered the age where games cost $100-200
have DLC announced before game even launches

I mean come on get some perspective before typing
 

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