Paul Jeffrey

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Assetto Corsa Competizione Released 02.jpg

One of the most anticipated sim racing titles has arrived on Steam Early Access as RaceDepartment present our first (very early) review of the new simulation.


In case you have been living under a rock these past few months, or if you have only very recently dived into our wonderful world of virtual sim racing, Assetto Corsa Competizione is a brand new racing simulation from Kunos Simulazioni, the well-respected Italian game development team who brought us the excellent Assetto Corsa back in 2013.

Also Read: Assetto Corsa Competizione Talk & Drive Gameplay Videos

Benefiting from an official licence to replicate both the current 2018 and the 2019 Blancpain GT Series, a highly regarded championship for GT3 specification cars driven by both professional and well-seasoned amateur drivers, and following on from the huge success of Kunos last sim racing offering, Assetto Corsa Competizione is quite possibly one of the most eagerly anticipated racing game releases in recent memory – causing plenty of positive pressure on what is still a relatively small development group to match the practically unprecedented expectations of a sim racing community keen to enjoy the expected improvements over and above the already very solid offerings of the “original” Assetto Corsa.


Assetto Corsa Competizione is interesting for several key reasons, most prominent of which is arguably the move to the highly powerful yet still young Unreal 4 game engine. Moving away from their own engine that has been developed and polished during long development cycle of AC1, Kunos have gone down the increasingly popular Unreal 4 route as they look to maximise the opportunity to bring the graphical power of the title right into the modern era, pitching the title in direct comparison to some very tough competition in the racing game marketplace.

The move to UE4 has been critical for the new title for other reasons over and above the graphical uplift, as the new engine technology now allows Kunos to incorporate some of the key racing elements missing from the original Assetto Corsa sim, namely time of day and wet weather conditions, both of which are present in the new ACC as well as including essential ingredients such as dynamic track conditions and 24-hour time of day capabilities.

Because Kunos and their partner 505 Games have taken the wise decision to develop ACC under the Steam Early Access programme, not all of those features mentioned above are present in Assetto Corsa Competizione during this initial first build. At this stage, currently build 0.07, the game contains just a single playable car and track. Kunos have already revealed their proposed monthly update schedule that maps out the next six months of updates and improvements, with presents a refreshing insight into the future plans of the simulation as Kunos look to flesh out the content and features of the title in preparation for the full V1.00 release sometime around Q1 2019. If you missed it earlier, you can check out the roadmap to version one schedule HERE.

With all that said, the content and features present in the simulation at the point of Early Access release are more than enough to get a flavour of where Kunos are heading with Assetto Corsa Competizione, despite the exceptionally early stage of development of the current build. Taking the Lamborghini out on the Nürburgring Grand Prix track can still provide plenty of food for thought for anyone investing any considerable period time in the first release into Early Access for the simulation.

So, where to start the review? How about the weather... and more specifically, rain.

Masterful, exceptional, flabbergasting, scintillating, magnificent. These are words I might use to describe the feeling of driving Assetto Corsa in wet conditions, and frankly I fear my vocabulary doesn't really do it justice - it's that good.

Visually Kunos have done an exceptional job of replicating a motor race in wet conditions, from the way the puddles form on the track surface to the way the raindrops and spray form on the windows and the cars themselves, the whole package just feels "right". Driving in wet conditions in ACC is something of a work of art, and anyone who doesn't get themselves a few more beats per minute in the heart department heading into turn 1 under wet conditions is cooler than Kimi Räikkönen eating an ice cream sat in a fridge wearing just his underpants. It's just brilliant, and for me, one of the greatest moments in my long and often frustrating time in and around the sim racing / racing game scene. I must have restarted the race a dozen times the first time I tried wet weather racing - not because of any kind of incident of off track excursion, just simply to enjoy the feeling of the run down into the first corner and opening lap jostles, marvelling as the spray kicks up from the cars around me as I slip and slide my GT3 Lamborghini through the pack over and over again. It's brilliant.

The video you can see at the head of this section of text is the early access press version of the title (build 0.07) using the "light rain" condition setting, with AI set to around 96% strength. Trust me, if you think it looks fun in that video, it really is nothing compared to behind the (virtual) wheel yourself.

In terms of weather options at this stage of the development process, the dynamic rain feature isn't available yet in this build. For Early Access launch, players will be able to select pre-set weather options from a choice of clear, cloudy and various rain intensity levels. Dynamic rain where track conditions evolve during the course of a race event will be coming to future builds as ACC makes its way through Early Access in the next few months.

As I said above, the video is from the "light rain" option, and for those feeling slightly more adventurous, the degrees of intensity can be ramped all the way up to full storm conditions, complete with thunder and lightning and a much heavier flow of rain onto the circuit. Apart from the visual aspect of more severe rainfall and a wetter, less grippy road surface, storm brings with it something rather fun indeed... puddles. What effect do puddles have on a downforce reliant racing car that rides just millimetres above the road surface? Aquaplaning… a

What is aquaplaning? Essentially aquaplaning is an issue caused when a layer of water is allowed to build up between a vehicle’s tyres and the surface of the road beneath. At this point, the tyres cannot grip on the road and this causes a lack of traction which means the driver loses control and is unable to steer, brake or accelerate the car – basically turning your high performing GT3 car into an out of control boat. The great thing is, should you set the wet weather to a severe enough setting, this characteristic of racing in wet conditions is present in ACC, meaning that even in a straight line the virtual driver has to be exceptionally careful not to lose control of the car, which is something of a challenge I can tell you.

By now you are probably of the impression that I rather like the way ACC simulates wet conditions, I think the developers have done an outstanding job with the sim in this regard, and I’m delighted with the outcome so early into development. The wet stuff looks and behaves brilliantly, and the way the car feels, from the force feedback to the movement on circuit feels absolutely spot on, and for me is certainly the very best representation of wet weather driving I've ever experienced in a racing game... but it comes at a performance cost, at least in this early build version. Performance is always something a PC gamer wants more of, especially when you get to the level of graphical fidelity found in ACC, and those of us running less modern equipment, or wanting to make use of the triple screen setup, better be willing to make some settings sacrifices in order to maintain a smooth gaming experience. Having said that, the FPS cost of running ACC in different weather / time of day conditions has been less than I expected in my testing so far, but I am only running a single screen with a decent NVidia 980ti under the hood.

Moving away from weather and on to the overall graphical uplift afforded the title by the move to Unreal 4, I think it is fair to say that ACC is a visual improvement in almost every way over its natural predecessor, Assetto Corsa. The game looks unmistakably like Unreal 4 engine powered title, but with a little bit of Kunos art direction thrown into the mix to help it stand out. Assetto Corsa Competizione is a very pleasing experience on the eye, although for me at least, it currently just lacks that little bit of sharpness to the graphics I've become accustomed to with the original Assetto Corsa game, something that I've noticed with several Unreal 4 powered titles that have been released in recent months. Now I'm certainly not saying this is in any way a negative, but it is worth pointing out that to me at least, UE4 and ACC gives off a softer, more richly presented graphic than was the case with "AC1", and actually I feel this does perhaps go some way to offering a more realistic and true to real life look and feel to the graphics, something that other high performing graphic rich racing games in the marketplace have often fallen short of achieving in the past.

Another thing about the visual representation of the game are the details that Kunos have lavished on the title, really going so much further in the presentation and representation of those trackside scenes and details that was ever hoped to be present in the original AC - all of which further add to the depths of realism in the simulation and are highly welcomed. From the small things like moving flag marshals and post-race fireworks and flares in the grandstands, to moving driver hands when flicking switches for the pit lane speed limiter and the various light options, these are all details that leave me with that warm and fuzzy feeling, safe in the knowledge that Kunos appear to be keen to leave no stone unturned in their quest to produce a very realistic and true to real life representation of one of the finest GT racing series on the planet, much like was the intention when SimBin Studios released GTR2 all those years ago...

Moving away from the visual side of the title and looking at the way the AI behaves, something that wasn’t a forte of the original Assetto Corsa title it has to be said, the improvement shown in ACC is probably one of the single biggest upgrades over the original game I’ve noticed so far. One of the benefits of pulling the entire focus of the development team to a single category of racing is that the code used for the artificial intelligence can be much more refined than the current standard "jack of all trades" types of game, giving Kunos something of an edge as they can focus on refining the behaviour of a select group of cars and tracks, resulting in one of the most detailed and clean racing AI's I've had the pleasure of competing against.

Since taking possession of my copy of ACC I've completed countless races in various weather conditions and times of day, and not once have I been needlessly dumped off the circuit by the AI, a testament to the work that has already been completed by the developers, allowing Assetto Corsa Competizione to deliver probably the most satisfying single player experience in any racing game I've ever played.

The AI make mistakes and goes off the circuit, they race and repass you if you run wide or miss an apex, and they can get aggressive too… but I've yet to be mysteriously rammed off the track by them, never once having been shunted from behind and left to wonder what on earth happened to cause such a collision despite carrying what I believed to be a solid apex speed into the corner, and for this I'm probably the most impressed out of the many outstanding aspects of this new simulation. The job Kunos have done here is simply outstanding. However, one should temper that enthusiasm as we remember this is just one car and one track, it remains to be seen if this level of quality can be maintained as the newer content is added in the months ahead.


Ok so I've gone on a little bit longer than I imagined for what is essentially an introduction article to our video review at the top of the page, so I'll try and wrap things up a little bit now and let you watch the footage on our YouTube channel.

I know I often tend to lean towards the more positive side of things in my writing, but I do honestly feel that on this occasion the game really does warrant the levels of praise I’ve lavished on it here and in our review video. I've had quite a bit of time on track with AC now, using my less favoured single screen arrangement while we await the October VR update, and to be perfectly honest I've found pretty much nothing that I don't like. Yup, nothing at all... for a game so early in development, that fills me with nothing but excitement.

Assetto Corsa Competizione looks to me like it is about to change that face of sim racing, instantly rocketing up to the very top levels of our hobby, and quite frankly if I were in the shoes of the other development teams throughout the world, I'd be worried about the amount of ground I'd have to make up to get on par with ACC... it really is that good.

EDITOR MESSAGE: Please note I intended to have a video review of the title in this article, however having run out of time, and needing to prep for the upcoming Sim Racing Expo, I've run out of time. Please keep an eye on our RaceDepartment YouTube page for a future in depth review of Assetto Corsa Competizione.

Assetto Corsa Competizione is available on Steam Early Access now.

Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting new simulation from Kunos Simulazioni. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.


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Did you enjoy our review? Want to share your own opinions of the game? Let us know in the comments section below!
 
Well, we're kinda getting into placebo territory, because it's really hard to compare subtle differences based on memory alone, but...I'd say today's update actually made the FFB somewhat better, yes. The "seat of the pants" forces got a bit stronger I think, so it's a bit easier to tell what the car is doing.

But, from some more testing, I'd say I like the FFB a lot more in light or medium rain conditions (storm is kinda better still strictly from the FFB point of view, but it's very hard to drive in the storm for obvious reasons), and for one simple reason - the overwhelming "wheel weight" (or lateral forces or whatever it is) that drowns out everything else in sunny weather is noticeably lower in rain conditions, so it allows the more subtle forces underneath to come through more clearly. I did actually have a few really enjoyable races in light and medium rain where I definitely felt the car quite well through the FFB and didn't need to rely on visual clues alone, and that was a lot more enjoyable. I guess I'd like the FFB a lot more if I could lower this component of the forces and possibly boost the rest a bit. So I certainly hope something like that will be possible in the future.


ACC is looking really good, but it's objectively too blue. Project Cars 2 is more natural looking (notice how real life differs from AC).

Also, headlights are way too bright as evidenced here and here. Real headlights, no matter the racing car, aren't as effective, as shown here, here and here.

Also, because the headlights are so bright, the water spray gets too bright as well (see here) compared to real life (see here).

While I would generally agree, don't forget one thing - just like it's not a good idea to judge car audio from onboard recordings, it is not a good idea to compare headlight brightness and stuff like that based on them. The cameras used work a lot differently than human eyes, so the result is not really comparable, unless you think the game should be a representation of what a camera would record instead of what a human driver would see.

And while I think the glare might be a bit overdone in ACC, the way the light sources and glare are done is probably my favorite thing about ACC graphics.

Truthfully, anyone that is critical of this game doesn't understand the idea behind a beta (Early Access) as it still has some development to go.

Really? I'd say that *you* don't understand the idea behind a beta/early access if you really think people shouldn't criticize the current state of the game. I mean, pretty much one of the reasons behind a public beta or early access is to gather feedback, both positive and negative, and use it to improve the final product. If you are only interested in positive feedback, you might as well not bother with public betas or early access in the first place.
 
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I generally don't comment much on RD but wanted to share a couple of my own thoughts.

Coming from titles such as AC, RaceRoom, and PC, ACC feels like an evolutionary step forward. All of the prior titles have positives and negatives, and certainly love the variety they offer. But they somehow still feel like "games" to me, instead of trying to really simulate racing. They are still great pieces of software and people have their preference on which title they like best. I do track my own M3 track car in the real world, so I have a little bit of perspective.
With ACC, it feels different. It actually feels like it is trying to properly simulate the racing environment under the Blancpain banner. The feel, the presentation, the sounds, everything is slowly coming together to produce a simulation that should be welcomed by most hardcore sim racers, yet accessible enough for the casual guys.

Having done a few hours in ACC and having gone back to those 3 titles for personal comparison, I found it very hard to stay engaged. At this point, I very much look foward to the VR support and additional assets being released in the coming months. I am sure the Kunos guys will work hard to polish this title as development continues, as we all know its currently far from perfect Case in point, patch was already released today to fix some of the game breaking bugs.

This is just my opinion of course. Not everyone will be pleased by this title and that is ok. Luckily we have several good titles to choose from and enjoy.
 
Not entirely.

ACC is looking really good, but it's objectively too blue. Project Cars 2 is more natural looking (notice how real life differs from AC).

Also, headlights are way too bright as evidenced here and here. Real headlights, no matter the racing car, aren't as effective, as shown here, here and here.

Also, because the headlights are so bright, the water spray gets too bright as well (see here) compared to real life (see here).

And the list goes on.

Project Cars 2 looks more natural in the vast majority of scenarios, as long as similar weather is replicated in-game. See here, here, here (2:50 forwards), here, and here.

that's all fine and dandy,

but its a bit of a straw man, as I never even mentioned headlights. have you misunderstood what subjective means? also, my headlights look nothing like that at all, where are they from, theres far too much bloom, that picture of them all overhead at the "starting grid" is ridiculous

you just really wanted to refute somebody I think, maybe the mentioning of PC2 was a trigger, when in actual fact, all I did was preface my line that in my opinion, ACC looks better, by saying these things are subjective, (you don't see that of course because you cherry picked the quote.)

which it is in my opinion.

you can post me pictures and bring in all other bits of your opinion, still doesn't change mine.you just want your opinion to be right, but its just an opinion, not facts. same as mine. arguing opinion against opinion is just....dumb

and the fact is, I like PC2, I like PC1, I also like AC, RF2, RF1, GTR1+2 etc, but im also allowed to say which I prefer graphically, or indeed gameplay wise if that was the subject of the discussion.

not everybody here, just because they may see something they like in a specific sim, over another, does not make them a fanboy and means they don't like all the others.
 
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Wow whoa, talk about a trigger there, champ :O_o::roflmao:

Not to mention the strawman, I mean, I never said "you can't express your opinions on which you find the best looking" or that you're not allowed to like something I don't :p
#KiddingButNotReally

I like them all too, I just pointed out that ACC is too blue and that it's lights are too bright. And, of course, that PC2 is way more natural looking in most cases if same weather is replicated. While "looks better" is subjective, the exhibits in my post aren't.

But if you like that kind of look, no problem, have at it :)

Cheers
 
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Wow whoa, talk about a trigger there, champ :O_o::roflmao:

Not to mention the strawman, I mean, I never said "you can't express your opinions on which you find the best looking" :p
#KiddingButNotReally

I like them all too, I just pointed out that ACC is too blue and that it's lights are too bright. And, of course, that PC2 is more natural looking in most cases if same weather is replicated. While "looks better" is subjective, the objective nature of my post is clearly stated and it's only intention was to, perhaps, plant a little seed on how ACC's look is quite unnatural. But if you like that kind of look, no problem, have at it :)

Cheers


ok, but it still looks like youre trying to change someones opinion based on what yours is but ok.

your last line, had you just beared that in mind would have probably saved having this slight detoured interaction

and please, just don't try and come back with the "trigger" thing again, im perfectly relaxed and calm, a simple reply does not mean that im angrily bashing at my keyboard like an angry SJW or some kind of millennial. generally, when you quote someone, its to be expected that they'll reply.

unless of course they've ignored you
 
Ok so I've spent a lot of time reading all the comments and less time than I'd like actually playing this new sim...

First things first, for context, I'm running the following;
I7 3770k not oc'd due to running a crap GA-H61
8GB DDR3 XMP 1600mhz
GTX 1070 not oc'd as no need yet
Fanatec CSR Elite pedals
Fanatec CSW v1.0
BMW GT Rim

I've found the sweet spot with the graphics, I think.
Pretty much everything on epic
PP and effects don't really seem to make much of a difference between high and epic in sunny conditions
Resolution 120
Full screen
Mirrors off - this seemed to solve fps and stuttering for me
V-sync enabled

So sunny with a full field of cars I'm locked at 60fps and it's smooth and beautiful.

Loving the look of everything
Sounds are amazing and as others have said, I agree they are up there with R3E and may even be a little better.
FFB for me worked fine first time. A little heavy but I changed gain to 68 and min setting to 6 and it feels great. Better than AC for me and I'm starting to feel it really is the best out of all the Sims right now, (not commenting on PC or iRacing as I don't own them).

Not experiencing any of the bugs with AI or many in general at all. Yes there is the Yellow Flag issue on a few corners but the driving experience and AI for me is extremely good.

I think my CPU and GPU are hovering around the 70% usage range but I can't really add mirrors as it introduces stuttering and frames drop quite considerably..

All in all, for an EA title this is far in excess of what I was expecting. I really thought it would be closer to how AC was when they released that on EA but this is light and day on another level for me, for the better obviously.

I would just say to some people that bought it and refunded it that you're really missing the point. It's EA, you get a product at a much lower price for your help in supporting the team financially whilst helping to find bugs as we all own different gaming equipment.
We can help shape this into what we all would like so it's a chance to be involved as well as getting an early sample of something that is surely going to grow into an amazing title.

Just my tuppence
 
Silly question but are there only going to be 6 tracks?

Car/Track List

Here is the full car list.

* Acura Honda NSX GT3

• Audi R8 LMS

• Aston Martin Vantage V12 GT3

• Bentley Continental GT3

• BMW M6 GT3

• Ferrari 488 GT3

* Jaguar G3 GT3

• Lamborghini Huracan GT3


• Lamborghini Gallardo R-EX GT3

• Lexus RC F GT3

• McLaren 650S GT3

• Mercedes-AMG GT3

• Nissan GT-R Nismo GT3

• Porsche 911 GT3 R



Here is the full track list.

• Circuit Zolder

•Autodromo Nazionale Monza

•Brands Hatch

•Silverstone

•Circuit Paul Ricard 1000kms

•Misano World Circuit

•Circuit de Spa-Francorchamps 24 hours

•Hungaroring

•Nürburgring GP

•Circuit de Barcelona-Catalunya

Feel free to correct me but I believe that includes it all.
 
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ok, but it still looks like youre trying to change someones opinion based on what yours is but ok.
Not really, though I do like to plant the seed of "hey this doesn't look right" sometimes. I guess it's a 3D artist kind of thing, once you start with PBR materials and HDRi lighting you start noticing things that don't look very natural.

your last line, had you just beared that in mind would have probably saved having this slight detoured interaction
I did bear that in mind from the beginning.

and please, just don't try and come back with the "trigger" thing again, im perfectly relaxed and calm, a simple reply does not mean that im angrily bashing at my keyboard like an angry SJW or some kind of millennial. generally, when you quote someone, its to be expected that they'll reply.

unless of course they've ignored you
#1 = humor.
#2 = you came with "the trigger thing", not me. My response was very chilled, pointing only to direct comparisons and by counter-arguing that "no, not all is subjective", although I guess some people do just prefer unnatural looks. Not that there's anything wrong with it, it's just that when most people say "it looks good" they're usually referring to real-life looks, something not present in quite a few ACC screenshots, though in some videos the general look is quite improved (although shadows and in-cockpit is still objectively too blue).
So yes, I can't understand where you came up with the idea of me being "triggered" or, in your own words, angrily bashing my keybord like an angry SJW or millennial when all I did was to, guess it, present my opinion on why I think it's not all subjective when it comes to looks.

But we're too off-topic. We can continue this via PM, if you want.
 
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There will be 11 manufacturers representing 12 cars in the complete game releasing Q1 2019.

Here is the full car list.

• Audi R8 LMS

• Aston Martin Vantage V12 GT3

• Bentley Continental GT3

• BMW M6 GT3

• Ferrari 488 GT3

• Lamborghini Huracan GT3


• Lamborghini Gallardo R-EX GT3

• Lexus RC F GT3

• McLaren 650S GT3

• Mercedes-AMG GT3

• Nissan GT-R Nismo GT3

• Porsche 911 GT3 R



Here is the full track list.

• Circuit Zolder

•Autodromo Nazionale Monza

•Brands Hatch

•Silverstone

•Circuit Paul Ricard 1000kms

•Misano World Circuit

•Circuit de Spa-Francorchamps 24 hours

•Hungaroring

•Nürburgring GP

•Circuit de Barcelona-Catalunya

Feel free to correct me but I believe that includes it all.
I hope that this time all car will be equal.... Because in ac.... Some gt3 cars we're slower than others...
 
But we're too off-topic. We can continue this via PM, if you want.


facepalm.....
TLDR
not interested.
just another random trying to perpetuate a pointless argument with some other random on the internet, with the bizarre intent of "winning" something or at the very least feeling validated because you "burned" some random individual through the power of your words alone or some nonsense.

ive no interest whatsoever in taking this to PM Mr passive aggressive

welcome to the ignore list
you win
youre the best
have a f*ckin lollipop whatever.

never understood why people just want to get into some neverending loop of debate over a computer game, evolved out of thin air,merely to prove "im right youre wrong"
 
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Not entirely.

ACC is looking really good, but it's objectively too blue. Project Cars 2 is more natural looking (notice how real life differs from AC).

Also, headlights are way too bright as evidenced here and here. Real headlights, no matter the racing car, aren't as effective, as shown here, here and here.

Also, because the headlights are so bright, the water spray gets too bright as well (see here) compared to real life (see here).

And the list goes on.

Project Cars 2 looks more natural in the vast majority of scenarios, as long as similar weather is replicated in-game. See here, here, here (2:50 forwards), here, and here.

Especially at the last link the real life footage is more blueish. Like ACC. I think it is just perfect.
 
Well, we're kinda getting into placebo territory, because it's really hard to compare subtle differences based on memory alone, but...I'd say today's update actually made the FFB somewhat better, yes. The "seat of the pants" forces got a bit stronger I think, so it's a bit easier to tell what the car is doing.

I would disagree that this could be considered placebo, but I suppose under certain circumstances (ie. different hardware) some might think it could be.

On my TS-PC, the difference is massive. Previously, countersteering was nearly impossible with how damped and heavy the wheel was. It was highly resistant to rotating when you would try to make quick adjustments.

This has been vastly improved with the hotfix.

That said, the FFB is a bit lackluster for me still. Im still getting what feels like too much damping as the wheel still feels too heavy, while communicating too little of what is happening with the car.

But, from some more testing, I'd say I like the FFB a lot more in light or medium rain conditions (storm is kinda better still strictly from the FFB point of view, but it's very hard to drive in the storm for obvious reasons), and for one simple reason - the overwhelming "wheel weight" (or lateral forces or whatever it is) that drowns out everything else in sunny weather is noticeably lower in rain conditions, so it allows the more subtle forces underneath to come through more clearly. I did actually have a few really enjoyable races in light and medium rain where I definitely felt the car quite well through the FFB and didn't need to rely on visual clues alone, and that was a lot more enjoyable. I guess I'd like the FFB a lot more if I could lower this component of the forces and possibly boost the rest a bit. So I certainly hope something like that will be possible in the future.

You put into words exactly the same thoughts I have too.

I far prefer driving in the wet right now simply because the wheel is a bit lighter, and more details are coming through the FFB.

Aris mentioned on the AC forum that the FFB philosophy for ACC is to supply the end user with how the FFB should feel, without needing adjustment from the user. So, while I would love to have a plethora of settings to be able to tweak the FFB to how I want it to feel, I now doubt that these sort of additions will come to fruition.

A damper setting or something to reduce the wheel weight would be nice to have though, imo.
 
Keep it cool guys, remind yourself that this is Fanboy territory and no criticism in any form is allowed so make sure you can handle disagreements or strong responses. (I can by now:)). And the word troll is used by those who are unable to accept others opinion.
Lets disagreee:D
 
Jag and NSX aswell?

There will be 11 manufacturers representing 12 cars in the complete game releasing Q1 2019.

Here is the full car list.

• Audi R8 LMS

• Aston Martin Vantage V12 GT3

• Bentley Continental GT3

• BMW M6 GT3

• Ferrari 488 GT3

• Lamborghini Huracan GT3


• Lamborghini Gallardo R-EX GT3

• Lexus RC F GT3

• McLaren 650S GT3

• Mercedes-AMG GT3

• Nissan GT-R Nismo GT3

• Porsche 911 GT3 R



Here is the full track list.

• Circuit Zolder

•Autodromo Nazionale Monza

•Brands Hatch

•Silverstone

•Circuit Paul Ricard 1000kms

•Misano World Circuit

•Circuit de Spa-Francorchamps 24 hours

•Hungaroring

•Nürburgring GP

•Circuit de Barcelona-Catalunya

Feel free to correct me but I believe that includes it all.
 
One thing I don't understand.
OK not just one but... how on Earth the WR can be 1:52. XXX when IRL track record time is 1:57.XXX?
Don't say that it is the ideal conditions which never occurs IRL. That won't make 5s difference in a relative short track like this. 5s on Lemans maybe.
I think that the cornering speed is too high in the game.
 

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