I'd like to share a few quick bits of feedback that I'll keep in discussion, away from a review, after giving this a shot for ~25 minutes. Used the Kunos SCG P4/5 Competizione, at dusk first and then at mid-day.
There's quite a lot to like here. I am by no means a "GT Track" snob where every lap has to be between 1:20 and 2:00 except for Le Mans: I quite like "marathon" tracks and this is a really good one. There's distinct "sectors" of this track, with the low-speed winding through the woods being quite technical and a decently high-speed Sector 3. The visuals are excellent - the buildings are a bit low-poly (fine for AC) but the trees and lighting are really high quality. Seriously well done.
I do think that there's a ways to go with this track in a few areas, though. The primary subjective one, and one that stuck out immediately, is "track legibility". That is, the ability for the racetrack to communicate to the driver exactly where it leads with sight lines, etc. It is simply very hard to tell where you're going, particularly in the wooded sections, and how to delineate one section from another.
I am absolutely not suggesting to make any changes to the layout - the sectors are unique and flow well, as I said before. What I am suggesting is that a good deal of the circuit could really use a healthy dose of GT "flair" to make a believable Grand Prix circuit. It's pretty jarring to have F1-style grandstands on the pit straight when the rest of the circuit feels quite bare. Corners could use more recognizable landmarks so that they're more easily remembered. Not every corner needs a barrier or grandstand, but quite a few corners (particularly in the wooded Sector 2) could really use arrow signs or apex bollards to both show where you're going and where to point your vision. Perhaps a tree section or two could be removed to improve sightlines through the slow-speed as well. It's difficult to track where you're going, as there's a lot of samey-ness to the track, which only compounds with the circuit's length.
Also, I feel as if the track would benefit with slightly wider roads in more than a few areas. It's narrow to the point of Touge/Downhill stuff sometimes, and I'd imagine that's not the vibe this track is going for. Perhaps I'm mistaken, though, and if that's a conscious choice then so be it. It is a street circuit, after all.
Now, for my less-subjective criticism. There is a very silly jump in the middle of two barriers at the beginning of the lap. That should probably be flattened out, as it would immediately disqualify any competition being held at the circuit. The SCG P4/5 is not a super fast car, but even with a healthy lift and a brake I was flying off it and could hear the suspension crunch. It's very "Need for Speed", and those are great in those type of games. Not so much here, I think.
There are quite a few high speed corners that really do need barriers. I personally didn't have an off at any high speed corner, but I was in Practice mode and wasn't against AI or other people, and I can see things going wrong quite quickly in a few places. More barriers in high-speeds would help both with judgment and raceability.
The track mesh feels... grainy? Almost like driving through gravel at times. If this is similar to what the actual road feels like, then so be it, but I think considering that it's a street circuit perhaps it should be a tad smoother.
I say this all the time to people I know who drive AC, and I have to say it here as well - be as liberal with brake boards as you can. There are a few major corners that have very large brake boards, and those are great. But a few box-sized brake boards in a majority of the corners helps quite a lot, and again, makes it feel like a real GP track.
Finally, the pit lane seems to be bugged - my limiter will flash on and off many times, and Crew Chief tells me each time that I'm "leaving the pit lane". Should be an easy one to fix.
Anyway, this wall of text has gotten way out of hand. I'd like to stress I really do like the track quite a bit, and with some extra work, it could really be special. Keep up the good work.
X
There's quite a lot to like here. I am by no means a "GT Track" snob where every lap has to be between 1:20 and 2:00 except for Le Mans: I quite like "marathon" tracks and this is a really good one. There's distinct "sectors" of this track, with the low-speed winding through the woods being quite technical and a decently high-speed Sector 3. The visuals are excellent - the buildings are a bit low-poly (fine for AC) but the trees and lighting are really high quality. Seriously well done.
I do think that there's a ways to go with this track in a few areas, though. The primary subjective one, and one that stuck out immediately, is "track legibility". That is, the ability for the racetrack to communicate to the driver exactly where it leads with sight lines, etc. It is simply very hard to tell where you're going, particularly in the wooded sections, and how to delineate one section from another.
I am absolutely not suggesting to make any changes to the layout - the sectors are unique and flow well, as I said before. What I am suggesting is that a good deal of the circuit could really use a healthy dose of GT "flair" to make a believable Grand Prix circuit. It's pretty jarring to have F1-style grandstands on the pit straight when the rest of the circuit feels quite bare. Corners could use more recognizable landmarks so that they're more easily remembered. Not every corner needs a barrier or grandstand, but quite a few corners (particularly in the wooded Sector 2) could really use arrow signs or apex bollards to both show where you're going and where to point your vision. Perhaps a tree section or two could be removed to improve sightlines through the slow-speed as well. It's difficult to track where you're going, as there's a lot of samey-ness to the track, which only compounds with the circuit's length.
Also, I feel as if the track would benefit with slightly wider roads in more than a few areas. It's narrow to the point of Touge/Downhill stuff sometimes, and I'd imagine that's not the vibe this track is going for. Perhaps I'm mistaken, though, and if that's a conscious choice then so be it. It is a street circuit, after all.
Now, for my less-subjective criticism. There is a very silly jump in the middle of two barriers at the beginning of the lap. That should probably be flattened out, as it would immediately disqualify any competition being held at the circuit. The SCG P4/5 is not a super fast car, but even with a healthy lift and a brake I was flying off it and could hear the suspension crunch. It's very "Need for Speed", and those are great in those type of games. Not so much here, I think.
There are quite a few high speed corners that really do need barriers. I personally didn't have an off at any high speed corner, but I was in Practice mode and wasn't against AI or other people, and I can see things going wrong quite quickly in a few places. More barriers in high-speeds would help both with judgment and raceability.
The track mesh feels... grainy? Almost like driving through gravel at times. If this is similar to what the actual road feels like, then so be it, but I think considering that it's a street circuit perhaps it should be a tad smoother.
I say this all the time to people I know who drive AC, and I have to say it here as well - be as liberal with brake boards as you can. There are a few major corners that have very large brake boards, and those are great. But a few box-sized brake boards in a majority of the corners helps quite a lot, and again, makes it feel like a real GP track.
Finally, the pit lane seems to be bugged - my limiter will flash on and off many times, and Crew Chief tells me each time that I'm "leaving the pit lane". Should be an easy one to fix.
Anyway, this wall of text has gotten way out of hand. I'd like to stress I really do like the track quite a bit, and with some extra work, it could really be special. Keep up the good work.
X
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