New PC racing sim - Assetto Corsa
Discussion
Next DLC will be free as a thanks to the community / apology for delay of Laguna Seca.
They want to get it released on all 3 platforms at once, and as well as a laser scanned Laguna Seca, it'll also include:
Alfa Romeo Giulia QV
Alfa Romeo 33 Stradale
Lamborghini Sesto Elemento
Lamborghini Huracan Performante
Maserati Quattroporte
Pagani Huayra BC
They want to get it released on all 3 platforms at once, and as well as a laser scanned Laguna Seca, it'll also include:
Alfa Romeo Giulia QV
Alfa Romeo 33 Stradale
Lamborghini Sesto Elemento
Lamborghini Huracan Performante
Maserati Quattroporte
Pagani Huayra BC
I'm starting to wish more and more they'd do something other than adding more cars and tracks, free or not.
Even if it were something like a car pack for a race series (BTCC car pack for example).
It's all a bit... unfocused.
It'd be good (maybe more so for console?) to have some kind of matchmaking system.
Even if it were something like a car pack for a race series (BTCC car pack for example).
It's all a bit... unfocused.
It'd be good (maybe more so for console?) to have some kind of matchmaking system.
BTCC means licence as with all series. There are I think 10 GT3 cars that can make up a series on it's own. If you add the GT1/GT2/GTE and the LMP1 Audi, Toyota and Porsche cars and you have a full Le Mans/ALMS grid. There's also a 1990 DTM series you can run with the Alfa 155, Merc 190 & M3 DTM versions.
I suspect Kunos are simply trying to broaden the appeal. It'd cost the same amount of time, money and resources to model another '67 car or another Group C car than it would to model a completely different genre not covered yet. In terms of unit sales, the latter would surely do better than the former. The reason other racing games can bring out so many different cars is that they don't model them to anywhere near as much depth as AC does (my source for that is various articles over the years on Forza, GT, PC etc development).
RobM77 said:
I suspect Kunos are simply trying to broaden the appeal. It'd cost the same amount of time, money and resources to model another '67 car or another Group C car than it would to model a completely different genre not covered yet. In terms of unit sales, the latter would surely do better than the former. The reason other racing games can bring out so many different cars is that they don't model them to anywhere near as much depth as AC does (my source for that is various articles over the years on Forza, GT, PC etc development).
Trying not to sound too defensive of my favourite game, Project Cars physics is actually as complex as AC, the problem is the way it's tuned for each car and communicated through the FFB, particularly the first game. The second game is much much better (maybe not for all cars, but most are really good). I suspect part of the problem is that Kunos' being a smaller team struggles with throughput on the development side and licensing needs to be addressed too. Historically this is what led to the demise of Live for Speed, rather than building a team to develop the game it was kept to a small core. It may be a great way to ensure they achieve the quality they desire but it's not a great business model long term.Forza and GT have a ridiculous number of cars but also a massive development team and budget. I'm sure if they were focussed more on physics they could nail it. They seem to target simplified handling models.
born2bslow said:
RobM77 said:
I suspect Kunos are simply trying to broaden the appeal. It'd cost the same amount of time, money and resources to model another '67 car or another Group C car than it would to model a completely different genre not covered yet. In terms of unit sales, the latter would surely do better than the former. The reason other racing games can bring out so many different cars is that they don't model them to anywhere near as much depth as AC does (my source for that is various articles over the years on Forza, GT, PC etc development).
Trying not to sound too defensive of my favourite game, Project Cars physics is actually as complex as AC, the problem is the way it's tuned for each car and communicated through the FFB, particularly the first game. The second game is much much better (maybe not for all cars, but most are really good). I suspect part of the problem is that Kunos' being a smaller team struggles with throughput on the development side and licensing needs to be addressed too. Historically this is what led to the demise of Live for Speed, rather than building a team to develop the game it was kept to a small core. It may be a great way to ensure they achieve the quality they desire but it's not a great business model long term.Forza and GT have a ridiculous number of cars but also a massive development team and budget. I'm sure if they were focussed more on physics they could nail it. They seem to target simplified handling models.
No need to apologise Rob...
I'm really worried AC will never reach it's full potential if I'm honest. It's cracking to drive in VR but it falls a bit short in comparison to the overall experience in PC2 (I drove a Lotus 25 on a RallyX track last night with all-terrain tyres and it was a lot of controllable drifty fun). I think AC feels superbly technical but almost sterile in comparison (as an overall comparison).
I will keep buying the AC DLC and hope they can get themselves sorted, but there is a growing number of very upset console AC customers who see all the PC (computer) version improvements/DLC and are asking why they aren't getting the same when they've bought the same game. I fear their business model will restrict their development efforts and land them in hot water. I hope I'm wrong though.
I'm really worried AC will never reach it's full potential if I'm honest. It's cracking to drive in VR but it falls a bit short in comparison to the overall experience in PC2 (I drove a Lotus 25 on a RallyX track last night with all-terrain tyres and it was a lot of controllable drifty fun). I think AC feels superbly technical but almost sterile in comparison (as an overall comparison).
I will keep buying the AC DLC and hope they can get themselves sorted, but there is a growing number of very upset console AC customers who see all the PC (computer) version improvements/DLC and are asking why they aren't getting the same when they've bought the same game. I fear their business model will restrict their development efforts and land them in hot water. I hope I'm wrong though.
ash73 said:
New cars are nice but the thing that's really missing is weather effects; rain showers, drying lines, etc.
It can't be that hard to do. NetKar, the forerunner to AC, did a superb job - both grip characteristics and graphics. I'm not sure if they model grip across the whole track though so could insert a drying line, I think it's just a mu value for the black stuff, kerbs and grass. The wet though is just a different slip/grip curve to sample, which is easy.My default setting for Netkar was the FF1600 and a wet twisty track - I spent hundreds of hours just driving that combo!
This one coming on nicely, most of the major bits done, just smaller detail then send of for final polish (textures/shaders etc) to keep consistent with the other 5 in the 6 car pack!
https://imgur.com/a/bHTv5
https://imgur.com/a/bHTv5
SturdyHSV said:
That does look fantastic!
Apologies of I've missed it earlier, but I have 2 questions really, what are the other cars in the pack, and how much money do I need to throw at you once it's complete?
I can answer 1 of your questions Apologies of I've missed it earlier, but I have 2 questions really, what are the other cars in the pack, and how much money do I need to throw at you once it's complete?
Cars are based on, or heavily inspired by as follows:
Ferrari 550 GTS
Ferrari 575 GTC
Dodge Viper GTS-R
Lamborghini Murcielago R-GT
Lister Storm
Saleen S7-R
I'm modelling the two Ferrari's, and currently we are mostly complete with our first 3 cars (550, Lister and Viper).
As for pricing, I have no idea! I'm just a modeller Based on their previous stuff, maybe around 4EUR per car, though I'd imagine they'd come as a pack and be significantly cheaper( but don't quote me!).
Progress of the project can be found here: http://www.racedepartment.com/threads/rss-gt1-cham...
And the site where they will eventually be found is here: http://racesimstudio.com/
Oh, and I forgot to mention - the 550 Maranello road car seen above, that will be released for free independently by me! Obviously its not a priority right now, but I'll get on it once this project is done!
ash73 said:
Looks awesome as always Gary. The game could use a decent Caterham R500 mod... hint hint!
Ben's the one to talk to about Caterhams! No point me starting one from scratch when he has most of the bits needed at hand! http://www.racedepartment.com/downloads/caterham-7...
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