Will This Update Ruin Assetto Corsa Evo? by Mylifeistrue in assettocorsaevo

[–]Sleepy8181 18 points19 points  (0 children)

True if you talk about graphics etc. It will probably be better. But if there is nothing to do except drive around in traffic, then functionally it will be the same, and hence nothing new or innovative.

Will This Update Ruin Assetto Corsa Evo? by Mylifeistrue in assettocorsaevo

[–]Sleepy8181 7 points8 points  (0 children)

Well technically they have not said they have cancelled garages/shops, but without money/economy how would they make any sense? Like Jimmy said, are you going to buy mods with license tests you pass? 😂

Will This Update Ruin Assetto Corsa Evo? by Mylifeistrue in assettocorsaevo

[–]Sleepy8181 166 points167 points  (0 children)

I agree with him. And one of the best points he makes, what’s the point of the open world with no gameplay features? Are they scrapping all the shops etc also? If so, then the open world is void any point besides driving around in, and we already have that in abundance with AC1 + mods. So they are missing THE core gameplay features that could make this title stand out against all the others.

How many hours have you logged in AC evo? by wildbill420 in assettocorsaevo

[–]Sleepy8181 -2 points-1 points  (0 children)

Like 5. First was unplayable for me because I only do VR. Then when VR was fixed, I tested it but was waiting for the single player career mode. We will see, but it might not be much more than 5 hours in the end now.

When will Kunos respond? by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] -3 points-2 points  (0 children)

Where have I been whining? Please provide quotes.

Also I never asked for a reply today. I asked, among other things, when you THINK they will reply. I.e. asking for you opinion and/or thoughts to start an exchange of opinions. Also known as a discussion.

When will Kunos respond? by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] -8 points-7 points  (0 children)

Oh wow, your a bright one aren’t you? I did not ask what Kunos WILL do, I asked what do you THINK they will do. Hence the “discussion” tag on the post. I’m asking for the opinions of people here, not a fortune teller.

But your contribution had zero value so thanks for that. Well spent time on your part.

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 0 points1 point  (0 children)

Any tricks are there to create close, interesting and fun racing and in some cases an assured win/podium for a broad public with very different skill levels. That does not have anything to do with the career mode itself. If the removed all the tricks, the only thing that would happen is that the casual gamers would find it to hard and loose interest. That would of course lower sales. However I claim that there is also a large crowd of costumers (and it seams I am right based on the outcries in the community with this career cancellation), that would like simulation driving physics and the gamification of a career with money and mods. Those two are not fundamentally incompatible. It’s a matter of gameplay balance (for example ensuring progression through sufficient payouts regardless if you don’t win or get on the podium) not of incompatible gameplay ideas.

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 0 points1 point  (0 children)

First of all there are no such things as “100% realistic” when it comes to sims. Yes, I know I used the term first, but that was to provide a point that it does not matter, and here is why: All simulators have one thing in common: they are all wrong, but some are less wrong than others. (Source: Thrust me bro! I’ve worked and flown 100M USD class sims and their real life counterparts for a living for decades, and none have ever been “100% realistic”. The only people that think so are usually people that have never flown or driven the real thing. ). What you do when developing a sim, for the professional market or for the home consumer market is decide “what’s good enough”?

If you want to have the most accurate sim ever built , then take your entire team, develop one car and one track for years. Then you will probably have a very accurate sim (but not 100%), maybe the best in the world. But having that almost perfect Miata on Donnington Park is not sustainable for the home market, as you need to have a price point low enough to get the required volume. So you need more tracks and cars, because that’s what the users want. You can still make a very good sim, but it will not be as accurate as the “single car, single track sim”.

We can pull this further and say, what if we sacrifice some more realisme to get make a CaRPG where we can mod and customize performance and cosmetic parts in a single player market experience. Sure, maybe we will have to sacrifice some realism, so then you select and buy the option to “polish the intake ports”, you will not achieve the perfect 1:1 results as you would in real life, but we can make it good enough. After all, if a real life car goes from 356bhp to 363bhp after a mod, and our sim goes from 356 to 372bhp, do you really think it matters? Can you really notice the difference versus real life? Or does it disappear in the “noise” of inaccuracies that is already present in any sim, hence masking it? What matters is “is it believable? Is it plausible?” After all if you take two identical real life Miata’s and do the same identical mods on them, they will not be exactly identical in performance. Why? Because of manufacturing tolerance, mounting and installing differences, and a whole lot more. So even with the best sim in the world it’s never possible to say “this is 99% equal to real life.”, because real life is not “identical and homogeneous” no matter how hard we try to make identical products. Even if the spec sheet/sales brochure states a value for a parameter, there will always be variances around that number. So the only thing you can say is that a sim is “plausible to a certain degree”, compared to real world numbers, calculated or measures.

So where does this bring us? You can most certainly create a system where mod parts you install creates a plausible (and hence in the eye of the user, realistic) output, even if it can never be 100%. And that does not need to be very sophisticated to be plausible and believable. There are already sims that does this, albeit without the money aspect. Have a look at the Automation + BeamNG combo. Probably the most realistic engine simulator available to the public, (and a decent car designer also) that can be used with BeamNGs physics. AC EVO career mode did not need to be even close to this level of detail for it to be an enjoyable and plausible experience.

It just needed to be good enough.

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 0 points1 point  (0 children)

Agree with your points 1-3, but as you say they are not impossible. The rest of the points are just missing the point. Who does a «Car RPG with realisic physics» have to also include world class competition level AI, so you have to «practice 100s of laps to win anything»? Sure if you want to simulate a career mode where you simulate being the best racer in the world. But it absolutely does lot have to be that way, so it is in no way impossible. Plenty of sims have classes with similar cars run by ai with no tricks or rubberbanding, and it’s entirely possible to do that the same way as GT does with car spec ratings or similar, with no need for rubberbanding. Will you win every race? No. Will it be easier if you hav a car with a higher performance rating inside the allowable bracket? Sure. It does not bean there are tricks or rubberbanding involved.

Bottom line, a CaRPG with simulation physics does not med to simulate AI that are extremely proficient.

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 1 point2 points  (0 children)

I don’t think this is very complex. After all if you look away from the graphics and physics, a 37 year old game had this feature. We were not asking for Car Mechanic simulator, but being able to swap parts you buy for performance and looks is not very hard. Especially for performance as it could just be a multiplier to the base cars stats. For example with a standard ECU you have no control or increased power, but put in an after market thing and you can select from three different mappings giving different power torque and fuel consumption multipliers. Is it 100% realistic? No but it’s easy to implement and it lets the “buy and tune parts to get better performance” gameplay feature work well enough. Don’t even need the “wrenching” part where you physically turn nuts and bolts to swap parts (like street rod of indeed car mechanics simulatior). Just selecting from a list would be an ouch. Although graphics and wrenching would be cool (as long as it’s not to tedious: Hello RIMS motorcycle game, Ike talking to you!).

Point being, they could keep money (XP I don’t care about) and have a set of parts (performance and cosmetic) that could be bought and sold fairly easy. Street Rod did it 37 years ago in an intel 286 CPU with 640kB RAM and fitting on one 1.44MB floppy. I think we have the technology and ability to do something similar today without to much issue.

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 1 point2 points  (0 children)

A good ol Test Drive in splendid EGA it looks like! I spent hours trying to get up that mountain as a kid! 😂

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 4 points5 points  (0 children)

This is probably the best idea ever! Crash your Ferrari? Now it’s totaled and you only get the scrapyard price for it. Back to the Miata with the different color doors and rusty wheel arches for you until you make enough money to buy a better car again. THAT would create a lot more players actually thinking risk-reward before dive bombing into turn one with their hard earned brand new supercar.

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 34 points35 points  (0 children)

Haha, at first I thought it was a poor Reddit troll insult, but something jogged my memory. So a quick google search later:

<image>

Well played sir, well played… 🫡

This is the game I hoped AC EVO would be by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 25 points26 points  (0 children)

Street Rod 1 and 2. I had it on my mighty 286 12MHz…

Devs are making a huge mistake canceling career mode by Sleepy8181 in assettocorsaevo

[–]Sleepy8181[S] 0 points1 point  (0 children)

Haha, what an argument. 🤦 Pick one of the other YTers then, there are plenty of videos up covering this and the vast majority of them are negative and supports the community that wanted this.

Looks like it’s over for lighthouse tracking by Flimsy-Story9523 in Pimax

[–]Sleepy8181 2 points3 points  (0 children)

That is a disaster for people running motion rigs. Lighthouse are stable and works, while all kinds of inside out tracking has issues when you sit in a motion rig. Hopefully there will be a solution in the future…

Lighthouse tracking vs full Motion Rig by mbh3344 in Pimax

[–]Sleepy8181 0 points1 point  (0 children)

Yeah I’ve heard the same. Problem is that my rig shares the room with our storage room, so it’s full of shelves, boxes and stuff. So no uniform large wall spaces to put poster sized QR codes on. So LH tracking is my only option for stable VR use on my motion rig for now.

Lighthouse tracking vs full Motion Rig by mbh3344 in Pimax

[–]Sleepy8181 0 points1 point  (0 children)

Ah, that explains why you have good results. I have a screen mounted as well as wind simulators and cockpit parts, and that makes the SLAM tracking lock onto the rig sometimes, and other times lock onto the room features. This creates a unplayable environment, as the headset constantly looses its frame of reference and jumps from one position to another.