Assetto Corsa: 2015 and Beyond

Chris

Premium
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Kunos Simulazioni maintain a tradition of announcing new and exciting things on the final day of the year. This year, they have taken a slightly different approach by outlining a lengthy statement on what has been achieved in 2015, and what to look forward to in 2016. It's quite lengthy, so get ready to read!


Dear Friends,

The year is almost over, and if you follow Assetto Corsa since the beginning, you may already know that we have a tradition of announcing a new brand license right before the end of the year. This year, we are going to do the same, although in a somewhat different way.

First, we would like to make a summary of what Assetto Corsa and the Assetto Corsa community, in other words YOU, have achieved throughout the year. On our part, we have done our best to keep our simulation updated and bring you new content at the best possible quality, but without YOUR inexhaustible support – your purchases, constructive feedback and suggestions – Assetto Corsa would not be the game it is today. Such as you, we also believe that there is always a margin for improvement – in any department – and for this reason this year we have released four major updates that also involved aspects of the software that have already established a reputation as the main strengths of Assetto Corsa, such as its physics model. Similar efforts have been made to improve the artificial intelligence, the holy grail of any racing game, one of those aspects that are really challenging to fine tune in order to satisfy the expectations of many different kinds of gamers and sim racers – not to mention that Assetto Corsa is the first product created by Kunos Simulazioni that includes an AI algorithm, making this challenge even harder for our team. This is not an excuse, of course, just a simple fact. We are glad that our community has shown appreciation towards the improvements for multiplayer, AI, graphics and other features brought along with our latest 1.4 build, representing a new benchmark for introducing improvements to what we have created up until today. However, any simulation is useless without good content to enjoy it at its best, and it seems that you appreciate what we have presented during 2015.

Nürburgring-Nordschleife, Zandvoort, Brands Hatch and Barcelona

For the first time in sim racing history, we have produced a fully laser-scanned version of the legendary Nordschleife, the famous Green Hell, defining a new standard in terms of fidelity and accuracy for the most iconic circuit ever to be built. Zandvoort, Barcelona and Brands Hatch completed the line-up of the additional tracks available for Assetto Corsa during 2015, representing an extensive range of challenges, variety and environments for racing.

Lamborghini, Alfa Romeo, Audi, and more

During this year, we have released 32 new awesome cars – some as free bonus content and others as purchasable packs. It is funny to think that when the idea was first conceived and we started the AC project back in 2011, we believed that at best the whole game would include 15–20 cars in total.

Presently, we have produced 32 additional cars in one year, indeed lining up an impressive selection of brands: Alfa Romeo, Audi, Ford, Lamborghini, Nissan and so on. We would like to emphasise that we have decided to invest in new builds, updates and content thanks to YOUR support – something that has been awarded with an up-to-date simulation and brand-new free content, which although represents us a cost in terms of production, royalties, manpower and time, also brings longevity, entertainment and increased value to the Assetto Corsa you have installed on your PC.

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On the other hand, when we started the development of Assetto Corsa in 2011, the dev team only consisted of six people in total. It is reasonable and fair to say that a production that today involves about 30 people must be sustainable, not to mention cars and licensing costs, or the fact that the production of a single circuit could cost (including the license, laser-scanning, production, logistics) up to hundreds of thousands of euros. The fact of the matter is that DLCs can help us cover costs and allow us to continue to develop and improve Assetto Corsa, and provide additional content at a reasonable price. In other words, for the price of a Happy Meal, you can enjoy new digital content for all the time you want, allowing us to continue to improve our – and your – simulation. We are glad to see that our fans understand our decisions, and we would like to thank you again for the great support you continue to give us in this regard.

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Despite the fact that Assetto Corsa 1.0 was released last year, 2015 has brought even more challenges for us. Today, we have hundreds of thousands of users, and despite the enormous amount of possible combinations of PC configurations, drivers, controllers, devices etc., each new build must guarantee stability and performance. Since AC now features a significant number of cars, each update to the physics and tyre model requires a huge amount of work to update and check every single car to ensure that you can enjoy the quality of the simulation at its best, regardless of what your favourite car might be.

Research and development
As you may know, since 2009, our R&D Studio has been located inside the racing circuit of Vallelunga, near Rome. The location is a key to our development work, allowing our company to meet and cooperate directly with teams, professional drivers and racing engineers. Now that Assetto Corsa is a highly popular simulation, teams prove to be even more cooperative when they come to “our” racing track, offering their support and allowing us to collect data, and make videos and recordings. On our side, we still want to improve our knowledge and technology in any aspect of the simulation, and this approach involves all areas, including the sound environment: thanks to the kind cooperation of Akrapovic, during 2015 we have worked to improve our sound recording process involving the use of new techniques of recording and advanced technologies. All new cars produced during 2015 took advantage of this improvement, and we also have plans to reprocess the cars that had been released earlier.

Talking about R&D, we would like to say a few words about Oculus VR: in 2016, this incredible device will finally be available with a definitive and standard SDK. It is in our intention to fully support the device in Assetto Corsa when it is finally available for public purchase with a proper and final library, since while still in beta version we need to redo the code support from scratch each time a new SDK is released, which understandably cannot be a sustainable – long term – strategy.

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PC, PS4 and Xbox One
Last but not least, we are also working on porting Assetto Corsa to consoles, which is completely based on the code designed and developed for PC, but instead of freezing the development of the PC version, we brought forward the overall process in parallel, creating a symbiosis that takes advantages from each platform. This has guaranteed a successful process of optimization and a different and improved approach in development that will be beneficial for everyone in future. Therefore, those fans who believe that the porting Assetto Corsa on console has the capacity to ruin the “magic” of the PC version can rest easy, as we can assure you that this is something that will definitely not happen.

Let’s talk briefly about the console port. It is true that to this day we have not revealed a lot of information about the console version of Assetto Corsa apart from confirming that we are indeed working on bringing the game to PS4 and Xbox One to offer the same driving experience as you get on the PC.

Some people do not seem to believe it and say – for reasons we do not entirely understand – that we are going to change the Assetto Corsa physics model also on PC to worsen the driving experience because of the console porting.

We can assure you that this is not going to happen. Actually, when we announced and showed Assetto Corsa on PC for the first time, the same people said that a game boasting top-tier brand licenses and graphics was never going to be a sim because no developer would agree to take a big risk with a genuine simulation. All we can say is that it was the wrong assumption back then, and it still is.

Firstly, we are not going to ruin the driving experience on PC. The good reputation of Assetto Corsa is mainly thanks to the driving experience and natural feeling that it provides with cars that are usually included in so-called arcade – or sim-cade – games. Frankly, it would be a suicide move to make worse one of the key selling points of our product.

Secondly, on the consoles we are going face-to-face with the goliaths of sim-racing, big names that boast sublime graphics, tons of cars and content and the direct support of their respective platform manufacturers. Assetto Corsa has been produced by a team of six, 12, and lately about 30. Our only chance to compete with those giants is to push forward its strong point, the driving experience it can achieve, because that is the factor that depends solely on our know-how, experience and will and not on the budget at hand. Driving experience means laser-scanned tracks, advanced tyre and dynamic modelling as well as all the attention and care we have reserved to any car present in Assetto Corsa. The good news is that 505Games supports us in this journey and we are in complete agreement – it is ready to focus on the realism aspect, instead of pushing our team to lower the simulation bar to an average level. The final judge, who will determine whether there is place for a realistic driving experience on consoles – in the present and in future – is YOU, our community, and no one else. What we can promise you is that we are not going to lower the level of simulation just so that we can please a wider audience.

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2016
We are approaching the final phase of development on the console, something that includes a very different release schedule from the PC. We are also working on the 1.5 build of Assetto Corsa, which will introduce pit-stop feature for single player and continue the process of fine-tuning all the other features already included in the game. In the meantime, the team involved in production is working on the content expected for release during the next year. Assetto Corsa still has a lot to say, and we are working towards making you an even bigger enthusiast than before.

New circuits

We are glad to announce that we have signed a licence agreement to bring you the popular – laser-scanned – RedBull Ring, that for some of you might also be known as the “A1 Ring”, the Austrian circuit that welcomed back the F1 Championship this year. We are also working on the historic version of Silverstone, and the 10km and Junior versions of the iconic Monza circuit, giving you the chance to enter the speed ring and race the historic F1 cars of Assetto Corsa. At the same time, we are also updating our first tracks created for the simulation, bringing them up to a similar level of detail and appearance as the latest releases. Other new track additions might follow during the year.

(At least) forty-new cars!

And here we go: Kunos Simulazioni welcomes Maserati Automobili, introducing the world-famous manufacturer to Assetto Corsa in 2016 with some of its most iconic cars and most recent models. Any clue? Here you go: have you ever wondered how Fangio felt driving F1 cars in the ‘50s?

Thanks to the success of the Audi R8 Ultra 2014, and as a response to the requests of our fans, we are going to replicate the brand new R8 Ultra 2016. The new amazing Audi car will not come alone, since we are also working on the Audi R18 E-Tron, TT VLN 2014, TT CUP 2015, A1 S1, Sport quattro S1 E2 and TT 2015 models.

Assetto- san!

It seems that AC fans never have enough of Japan: then, they might be glad to know that we are bringing you the Toyota Celica, Supra, AE86 and TS040 Hybrid, as well as the Nissan GT-R 34 Skyline and 350Z Nismo 2015! And the list might not be over, just let us work…

Italians do it ... red

Yes, in Italy red is for Alfa Romeo and Ferrari. We can’t unveil now all details, just wait and see, we will not disappoint you.

British Style

The 650 GT3 was the first car unveiled of the recent line-up of McLaren – but not the last: the new 570LS and P1 GTR™ will further expand the grid of supercar and hypercar races in Assetto Corsa!

A pleasant surprise

During 2015, we had the pleasure to meet Praga Cars. Let us introduce you this car manufacturer and its awesome Praga R1R! Soon™ in Assetto Corsa.

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Our community
All of this would not be possible without your support. Support means purchasing original products, and we are really grateful to all of you who have purchased Assetto Corsa and its additional DLCs. Your support also allowed us to hire developers, improve our software and guarantee high-quality and constant support for your favourite simulation. It is our intention to continue to bring you new, high-quality content and features, as well as free bonus content even in the year to come.

Support also means modding. What the modding community has achieved with Assetto Corsa is just incredible – and also very important. The tools released along with Assetto Corsa allowed many enthusiast and skilled fans to show their great talent, and during 2015 some of them were even hired to take part in the creation of official content, working closely with the core team of Kunos Simulazioni. A ton of additional skins, cars, tracks, apps and tools have been created as well, allowing gamers to enjoy Assetto Corsa and its features even more. We would like to thank the entire modding community for the time, passion and attention you dedicate to your projects every single day.

Support also means feedback, criticism and suggestions. With more than 115,000 members, the official Assetto Corsa forums offer a platform for discussion, tips and threads that strive to help people enjoy AC the best they can, while also providing valuable feedback to the developers. We wish to thank all those people who have given feedback and support for our work – and other games – with their reports, tips and suggestions on our forums.

Our gift to you (if you have a little patience ..)
“OK Kunos team, everything is jolly great, now tell us what’s new for us!”

You are right…and you have been asking for some iconic cars for a long time. At the moment we are completing the development of Corvette C7 Stingray 2015 and Ford Mustang 2015, expected to be the first bonus content released in 2016. There is also another “small” surprise. Stay tuned, while we work on an extensive update for the official Assetto Corsa website, which will bring you more information about all the new content, updates, the Assetto Corsa PRO and Formula SAE programmes, and much more.

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When? “Soon™.” When else?
Thank you so much for your valuable support, help and passion! We will keep working hard to deserve it.

With our warmest regards

Marco Massarutto
Co-founder, Executive Producer

KUNOS Simulazioni

 
First, guys swear AC has the most accurate cars. Until guys find out values are copied across cars to churn out DLC.

Then, they backpedal and say "well AC has the best driving feel!" Until real race car drivers show up and are like "naw, this is really simplified, they might be dumbing it down for the console release."

The fanboys backpedal further and say "well at least Kunos care about the community!" But of course, they conveniently leave out the recent crackdown on criticism.

And when this is brought up, again they backpedal into something like "it's the best modding platform." Meanwhile the guys from Virtua Simulazioni - hands down the best AC mod team - are in this thread ripping on the physics flaws. For good measure, they point out that Kunos has suspiciously made it difficult to find documentation on certain aspects required for a good mod.

Foaming at the mouth, the AC guys backpedal again into "you just don't understand the purpose of AC!" It is as if your conservative aunt has been baited into the "God works in mysterious ways" or "you just need to study the Bible harder" argument when she can't answer simple questions about Christianity.

I at least understood the pCars shilling; the goal was to make a decent ROI. Here? It's like this press release was a letter from Santa.

It's funny, all the guys who sing the praises of AC are the guys with expensive wheels Frapsing themselves running slow solo laps on YouTube. For everyone who enjoys competing, like on Race2Play, AC events routinely have the lowest attendance by far, and most on the forums say "naw, not touching this, game is a hotlap sim with too much forced DLC purchases."

But I mean, with how bad pCars was, nobody noticed the other option was just as bad.
 
A simulator game cannot have 10 deep level developers working on the physics engine or on the cars simulation. All the sims, iracing, gsce, pcars, rf2, rre, ac have 1-2 core devs who do all the important simulation work. Otherwise it wouldn't work cause difficulties of understanding and ideas would arise, or final results would be too inconsistent.
Maybe even forza and gt have 300 workers for graphics and assets, but very few working on the actual simulation of cars. Maybe they have extra programmers for certain game features, but not for the physics engine or cars.
 
The accuracy of the car's physics modelling doesn't affect the user in a racing simulator?
Well, in the case of the 650S, I jumped in, did a few laps and my first thought was that it felt like an upgraded version of the MP4-12C, which it is. I did not worry about which parameters in the physics.ini affect that. I only care about what happens on the track. I really don't care what's under the hood.
 
TBH the vast majority of AC users is playing the game right now enjoying it and the news.. it looks to me like the only one "foaming" is some losers that has nothing more productive to do than spend the first hours of the new year to spam more angry nonsense on his "blog".

but ya.. perhaps it's just me, but I wouldn't count on it.
you're calling people losers and idiots, why? I don't believe the stuff you say too on the internet.
 
Probably should listen to this chap if he is an ex-racer. His opinion is probably worth some salt.

That certainly is an interesting post, within a thread that has become a new year's weeing contest.
hmm, haven't heard the last of this i guess.
Don't take my words as 100% truth, everyone has a different feel for simracing, I personally know some IRL race drivers who say AC feels more realistic than before, but they've also driven different cars to what I have driven. I guess it's down to personal feelings.
 
First, guys swear AC has the most accurate cars. Until guys find out values are copied across cars to churn out DLC.

Then, they backpedal and say "well AC has the best driving feel!" Until real race car drivers show up and are like "naw, this is really simplified, they might be dumbing it down for the console release."

The fanboys backpedal further and say "well at least Kunos care about the community!" But of course, they conveniently leave out the recent crackdown on criticism.

And when this is brought up, again they backpedal into something like "it's the best modding platform." Meanwhile the guys from Virtua Simulazioni - hands down the best AC mod team - are in this thread ripping on the physics flaws. For good measure, they point out that Kunos has suspiciously made it difficult to find documentation on certain aspects required for a good mod.

Foaming at the mouth, the AC guys backpedal again into "you just don't understand the purpose of AC!" It is as if your conservative aunt has been baited into the "God works in mysterious ways" or "you just need to study the Bible harder" argument when she can't answer simple questions about Christianity.

I at least understood the pCars shilling; the goal was to make a decent ROI. Here? It's like this press release was a letter from Santa.

It's funny, all the guys who sing the praises of AC are the guys with expensive wheels Frapsing themselves running slow solo laps on YouTube. For everyone who enjoys competing, like on Race2Play, AC events routinely have the lowest attendance by far, and most on the forums say "naw, not touching this, game is a hotlap sim with too much forced DLC purchases."

But I mean, with how bad pCars was, nobody noticed the other option was just as bad.
In my experience most people who love AC, just live the feel of driving cars in AC. They aren't concerned about nitpicking physics or analyzing the minutae because they are too busy driving and enjoying the game. The point that you and other armchair sim developers continuously miss out on is that we simply don't care if AC isn't perfect on physics or graphics or anything else because we enjoy it. We like it. It's fun, for us. We smile when we drive. Do you smile when you drive? Luckily for us, all those other wonderful sims with great physics and racing action are also available for us. Most of us can afford to shell out a few hundred bucks for games so it's not like we paid large sums of money for our pc's and our peripherals and can only afford 1 single game.

It's fine to have discussion on the finer points of each game but what you and others like you do isn't really discussion for it's own sake, you want to "win". I think the real issue is that it really sticks in the craw of you armchair sim developers, is that so many people can really enjoy driving and racing in a game that isn't up to your lofty sim standards. It bugs the crap out of you to see us posting up Youtube videos driving hotlaps or racing in AC because it's not right that we should have so much fun in a less than perfect sim. Secretly you really want hundreds of thousands of people to go out and start playing rF2 or iRacing or whatever you're Sim of the Gods so that we can validate your choices for you.

You can go on and on and on about how fake AC is, how simple it is, how dumb we all are for having fun with it, but the bottom line is, you will never convince anyone on the internet of anything in this regard, and I think I speak for all AC fans on this, because we just don't care. We are sim racing to have fun, to enjoy the experience and we like AC, darn some of us love AC. And you know what else? We can like and love other games at the same time. You may not know this, it'll be hard to believe at first so you might want to sit down, but most of my sim racing friends also play various combinations of iRacing, rF2, Project Cars, GSCE and more. I know this will probably burst one of your blood vessels but some of us also enjoy (look away kids if you're in Stage 3 of Fanboyism)Gran Turismo and Forza:confused::confused:.

It's a New Year. Try turning over a new leaf and just enjoying each game for what it is. You'll never win any of these battles on the internet so try winning a few on the track instead. Smile once in a while, it's good for the soul:geek:
 
Yes, I'm doing this because their products will be direct competitors next year. Apart from that, how can you still call KS independent when they are working together with an external publisher?

Bonus: Have a look at Sector3's job offers that seem to contradict your understanding of basic business principles (and it's not about producing more content, it's about improving features): http://www.sector3studios.com/#jobs

Directly competing doesn't equate to similar business strategies. As well, they're still independently developed, with no outside help. Publishing does nothing with the actual development of the game and simply helps market and produce the game. They rarely effect anything that actually has to do with creating the game in any way outside of producing the physical distribution.

I'm not sure how another company acquiring more employees proves my point wrong, when my point wasn't that hiring more people doesn't get more work done - it does. My point was that simply hiring more people doesn't equate to more work being done right away, especially with an independent development team.

Let me clarify:

Many people think that hiring more employees produces more content/fixes problems faster, but that just isn't the case. There's much more to hiring new employees than finding a person, hiring them, and giving them a computer to do their work. For example, the developer must be introduced to the project and how they operate. How the project managers operate. How problems are resolved. How new content is introduced. And more importantly, what other people are working on so they know of the situation.

This is only part of what is involved in hiring a new developer, and especially with an independent company that doesn't have the same resources as a multi million dollar company developing a franchise license, things take time. It can easily take a month for a new developer in a new company to get acquainted enough to begin actually being useful to that company. So as I said, hiring people is just the start of the process and isn't going to magically make a company start producing more content or fix problems faster.

One last thing I'd like to add. The reason this is slightly different for game development than most other businesses is because game development is typically a very different process for different development companies. And especially in an independent company their processes will likely not be as standardized as a major development company, so things will take more time for new hires to be capable of doing what they're hired to do.

I hope this clears things. My point is simply to inform people that there's far more to hiring a new developer for a team in hopes that the person can produce more content or fix problems faster. Far too many people bitch and moan about game development without a clue about what it requires, and so much of that ignorance is easily fixed by informing people of what's actually going on behind the scenes in development.
 
In my experience most people who love AC, just live the feel of driving cars in AC. They aren't concerned about nitpicking physics or analyzing the minutae because they are too busy driving and enjoying the game. The point that you and other armchair sim developers continuously miss out on is that we simply don't care if AC isn't perfect on physics or graphics or anything else because we enjoy it. We like it. It's fun, for us. We smile when we drive. Do you smile when you drive? Luckily for us, all those other wonderful sims with great physics and racing action are also available for us. Most of us can afford to shell out a few hundred bucks for games so it's not like we paid large sums of money for our pc's and our peripherals and can only afford 1 single game.

It's fine to have discussion on the finer points of each game but what you and others like you do isn't really discussion for it's own sake, you want to "win". I think the real issue is that it really sticks in the craw of you armchair sim developers, is that so many people can really enjoy driving and racing in a game that isn't up to your lofty sim standards. It bugs the crap out of you to see us posting up Youtube videos driving hotlaps or racing in AC because it's not right that we should have so much fun in a less than perfect sim. Secretly you really want hundreds of thousands of people to go out and start playing rF2 or iRacing or whatever you're Sim of the Gods so that we can validate your choices for you.

You can go on and on and on about how fake AC is, how simple it is, how dumb we all are for having fun with it, but the bottom line is, you will never convince anyone on the internet of anything in this regard, and I think I speak for all AC fans on this, because we just don't care. We are sim racing to have fun, to enjoy the experience and we like AC, darn some of us love AC. And you know what else? We can like and love other games at the same time. You may not know this, it'll be hard to believe at first so you might want to sit down, but most of my sim racing friends also play various combinations of iRacing, rF2, Project Cars, GSCE and more. I know this will probably burst one of your blood vessels but some of us also enjoy (look away kids if you're in Stage 3 of Fanboyism)Gran Turismo and Forza:confused::confused:.

It's a New Year. Try turning over a new leaf and just enjoying each game for what it is. You'll never win any of these battles on the internet so try winning a few on the track instead. Smile once in a while, it's good for the soul:geek:

If other devs take note of how many corners AC was able to cut while retaining a group of apologists, we'll get to a pointvwhere every game is just as unfinished.
 
If other devs take note of how many corners AC was able to cut while retaining a group of apologists, we'll get to a pointvwhere every game is just as unfinished.
Hey, James having a slow day at PRC? Decided to see if you could have some fun criticising AC at RD on this glorious first day of 2016?
Anything new to say or just a rehash on what you keep rambling on and on at PRC? You really sound like a broken record.
 
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I did not worry about which parameters in the physics.ini affect that. I only care about what happens on the track. I really don't care what's under the hood.

Well, look at this thread. I see a whole lot wrong. Things getting blow out of proportion, people arguing semantics, baseless speculations... I can do without it.

I couldn't agree more:thumbsup:

TBH I really don't give a rats ass if some value in ini file is different comparing to real life as far it feels good on track.

And when some guys here who understand car engineering and game modding say everything is wrong in this game it creates wrong conceptions. Peoples start to belive that's true and what felt good before, is now just totally arcade.
 
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In my experience most people who love AC, just live the feel of driving cars in AC. They aren't concerned about nitpicking physics or analyzing the minutae because they are too busy driving and enjoying the game. The point that you and other armchair sim developers continuously miss out on is that we simply don't care if AC isn't perfect on physics or graphics or anything else because we enjoy it. We like it. It's fun, for us. We smile when we drive. Do you smile when you drive? Luckily for us, all those other wonderful sims with great physics and racing action are also available for us. Most of us can afford to shell out a few hundred bucks for games so it's not like we paid large sums of money for our pc's and our peripherals and can only afford 1 single game.

It's fine to have discussion on the finer points of each game but what you and others like you do isn't really discussion for it's own sake, you want to "win". I think the real issue is that it really sticks in the craw of you armchair sim developers, is that so many people can really enjoy driving and racing in a game that isn't up to your lofty sim standards. It bugs the crap out of you to see us posting up Youtube videos driving hotlaps or racing in AC because it's not right that we should have so much fun in a less than perfect sim. Secretly you really want hundreds of thousands of people to go out and start playing rF2 or iRacing or whatever you're Sim of the Gods so that we can validate your choices for you.

You can go on and on and on about how fake AC is, how simple it is, how dumb we all are for having fun with it, but the bottom line is, you will never convince anyone on the internet of anything in this regard, and I think I speak for all AC fans on this, because we just don't care. We are sim racing to have fun, to enjoy the experience and we like AC, darn some of us love AC. And you know what else? We can like and love other games at the same time. You may not know this, it'll be hard to believe at first so you might want to sit down, but most of my sim racing friends also play various combinations of iRacing, rF2, Project Cars, GSCE and more. I know this will probably burst one of your blood vessels but some of us also enjoy (look away kids if you're in Stage 3 of Fanboyism)Gran Turismo and Forza:confused::confused:.

It's a New Year. Try turning over a new leaf and just enjoying each game for what it is. You'll never win any of these battles on the internet so try winning a few on the track instead. Smile once in a while, it's good for the soul:geek:
Many people like AC for its care to accurate simulation of cars and tracks. And then how realistic it can be behind the wheel. Sounds and graphics realism are also part of that. And that's why we support Kunos and AC, because we appreciate their work, even when flaws exist, they can have the motivation to work it out. Because they created their own sim games for the passion of cars simulation, not to make make money and run away. Even if everyone has that desire of one day running away :p

But I agree with you that some people aren't happy when other people playing AC are happy and having fun racing. If they are incapable of the same, other sims maybe can offer them what their ideals are. If not one single sim is up to their standards, then they should quit sim racing and focus on other things.
Is funny how some complain when certain AC users buy expensive equipment or make nice youtube videos. They interpret this as the whole of AC user base is doing the same and not actually racing. They also fail to see that in other sims exist others who focus on youtube or just driving by themselves.
They also fail to see that not as many people as they think are actually using the big list of features they think should be standard for every sim ever made. So they think without that big list, people are incapable of having fun or using well the simulator game. They get so tangled in what's missing they forget to appreciate and enjoy what's already there. This doesn't mean people can't suggest improvements and report issues, but there's more to enjoying a game than not enjoying it for what's missing.
 
I couldn't agree more:thumbsup:

TBH I really don't care a rats ass if some value in ini file is different comparing to real life as far it feels good on track.

And when some guys here who understand car engineering and game modding say everything is wrong in this game it creates wrong conceptions. Peoples start to belive that's true and what felt good before, is now just totally arcade.

What's the point of a racing sim if there isn't an overall quest for accuracy?

Imagine X-Plane or Prepar3D puts out an Airbus A380 that flies like a LearJet. Are all the Flight Sim guys supposed to just deal with it and "stop being armchair developers trying to ruin other people's fun?"

Cause that's the path we're on.
 
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