Scaff
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To be fair the ongoing success of the original AC shows that's not actually true.but game play features are what keeps folks past 10 second the oh that looks pretty
To be fair the ongoing success of the original AC shows that's not actually true.but game play features are what keeps folks past 10 second the oh that looks pretty
The Kona N is more likely since its in FH5 too but I'm not sure about the IONIQ 6 N since it isnt out yet. Maybe itll be revealed as part of the game but I'm not sureI think the 2 missing Hyundai models will be the IONIQ-6 N and the Kona N
I don't see the Elantra N and Veloster N, for example, because it would be more difficult for Kunos to access the cars to scan them than the other two.
The modders creating game play is what keeps many folks playing now along with the absolute most important thing, it is a decade old game with very low system requirements ( An Athlon X2 2.8Ghz ?! ) and nearly free which makes it highly accessible and also highly tunable and customizable. Who could even play AC without mods? I couldn't, it's quite lacking just as is. It didn't even break 5k players until 2020, 6 years after release, because mods. Same with BeamNGTo be fair the ongoing success of the original AC shows that's not actually true.
Well maybe as a first virtual appearance, because here in Granada I have already seen a unit with hardly any camouflage going around as a test (Hyundai and Kia really like to use this area as a test for new cars, it is not the first time I see a new car of theirs with little camouflage going around months before being revealed, another example was the Kia Soul that I saw several on a highway without any camouflage and about 2-3 weeks later Kia presented the model)The Kona N is more likely since its in FH5 too but I'm not sure about the IONIQ 6 N since it isnt out yet. Maybe itll be revealed as part of the game but I'm not sure
Early Access. With 20 cars and 5 tracks.Just to check: The Steam Wishlist says the game will be coming in January 2025, and won't take my money before then by the look of things. Will that be when the game releases feature complete or will there be an early access phase like AC1?
Modders have primarily created cars, tracks, and skins. Actual mods that introduce new game-play are a minority. Most of the modded content has been used to hot-lap and race and run track-days, all of which are core gameplay for AC.he modders creating game play
A career mode that locks you into grinding to unlock cars or tracks is of no interest and would be a major disincentive
It's been confirmed that you will be able to 'borrow' all cars, you just will not be able to mod or customise them.If there will be ingame currency then for sure you will have to "grind" to unlock or buy cars , so be prepared for that
Great post, now I'm going to have to explore buying a PC that can run AC just so I can do everything you've just talked about.What’s truly remarkable about AC is the incredible diversity in the way it is used and the different elements of car culture it supports, from circuit racing, to drifting, to rally, to touge, to drag racing, NASCAR and everything in between. Almost “Drivetribe” like – reminds me of the opening scene of the Grand Tour with all the different car cultures driving across the desert brought together by their love of cars.
So, as we all contemplate AC Evo, we all come to it with our own perspective, how will it support the things we love doing in AC? And given that diversity, it’s hard to imagine it will cover it all.
My own perspective is a love of motor racing through the ages, and the ability to race across all eras and all disciplines, and replicate championship seasons and major races. From a collection of over 4600 cars and 1400 circuits, I have over 220 championships built in Content Manager across Formula, Sports and GT, and Touring car categories – some I’ve built myself and some from the modding community.
Around 50 of the 74 seasons of Formula 1 can be created in varying levels of detail, some with individual, high-quality mods of each car in the season, some less so, some with a single high-quality mod/car representative of the season with liveries for each car (think RSS 70, 79, 86, 90, 10, 13). On this forum, @Apocalypse211 has accurately created around 15 F1 seasons across the 80’s, 90’s and 00’s. Pyyer’s F1 track extensions and the VRC FA means we can do the F1 season in real-time.
The AC Le Mans project now has 8 Le Mans 24hr races created with correct liveries and representative grids, some almost exact. I’ve created another 9. Similarly, there are WEC/ICM, DTM, BTCC and ATCC seasons/grids across many years from the 60’s through to today. And of course that’s just a very small sample – many other modders are doing the same to one or more elements.
For me, (and I do compete IRL in a historic Group A Alfetta GTV6 touring car, and in an Alfetta 2L GTV historic sports car) being able to re-create and experience some of the great moments in motorsport, to get some sense of what it was like is just amazing. From Mulsanne in a 917 in 1970, to Senna and Prost at Suzuka, Plato v Menu v Neal at Thruxton, Moffat v Brock or Whincup v Mostert at Bathurst, to driving through the night and winning in the 499P at Le Mans 2023 (incidentally the in-car from car 83 499P was live to Youtube and is fantastic – but what was amazing was how close it was to the AC in car!)
I see AC as more of a living, virtual encyclopedia of motorsport that you can jump into at any time and recreate virtually. And it’s the combination of the base AC game and importantly its openness, CSP, Pure/Sol, Content Manager, and the incredible modding community that has made this possible.
If I had one improvement I’d like to see in AC (other than better AI, and less volatile curbs), it would be adding more depth and functionality to the User Championships/Career building mode to support the user’s ability to build more accurate Championships with a greater ability to include the actual history of the season, and of individual races, including things like custom grids/liveries per race, weather for practice, qualifying and race, better record of results. I know some of this can be done in the current AC career mode (as opposed to User Championships) but it has to be done outside of CM and is bit tedious outside the CM interface.
So how does this relate to ACE? Well, AC started with a broad selection of race and road cars, a selection of race circuits and a couple of point-to-point road sections (and it seems ACE will start in a similar place) but looking at the ACE info to date there are several red flags for me and my own little part of the AC world.
But the positives first:
The red flags:
- It seems the focus on driving physics remains – it will be a simulation – opinion on the pre-alpha has suggested a mix of AC and ACC handling and FFB feel – no bad thing
- The focus on motorsport remains with race cars and circuits in the early access release and an in-built online (iracing style) competition
- It looks great – the graphics do look amazing
- Weather built-in with transition, drying line, standing water modeled, time acceleration etc
Now these are just red flags – that is, things of concern given the announcements to date. Of course, there has been very little on modding revealed other than it will be there, and they will seek to limit IP/license infringements. There is very little detail on how career modes will work and whether they will be user customisable.
- A career mode that locks you into grinding to unlock cars or tracks is of no interest and would be a major disincentive
- The marketplace/car modding/renting (including liveries) model may or may not support building seasons/championships or putting together season grids
- Modding may be very restrictive and impair the ability to create the cars, tracks, and championships – would it even be possible to create an ASR 1991 car pack? Will this fall under the licensing support Kunos has mentioned?
- How easy will it be to create historic/or current track skins? Will extensions be able to be built to cover different layouts and years? Would this fall under the licensing support?
- Haven’t seen anything on custom/user-built championships or careers – all the focus has been on the game providing a career mode.
Will I buy it – of course I will! Will I still need to keep AC and my CSP/Pure subscriptions – well only time will tell, but I expect I’ll be running AC for some time yet.
Let's not forget that the moders made it possible to have a magnificent day-night cycle, as well as some really good rain with a dry trajectory.Modders have primarily created cars, tracks, and skins. Actual mods that introduce new game-play are a minority. Most of the modded content has been used to hot-lap and race and run track-days, all of which are core gameplay for AC.
Yes the tracks and cars have added to its longevity, but no by any significant or regular game-play changes, nor does the low system requirements argument hold much ground, titles of a similar age or more recent, which also have low system requirements have not seen the same long-term user counts.
My view is that AC's success is a combination of it's open approach to mods (which I fear we may no longer live in a time where its quite so easy, sim-racing was a much ignored niche back then) and luck. I say luck, as to a degree it always seems to happen that way with regard to what title happens to catch the attention and gain that critical mass of support from both players and modders.
It's been confirmed that you will be able to 'borrow' all cars, you just will not be able to mod or customise them.
I would not expect any unofficial modding allowed until Kunos was finished their official DLC packages and support adding additional content to EVO which may well be a few years after the games official full launch.The best option would be if they offer the official mods and leave the complete freedom to users to create their unofficial ones. The only problem for a commercal company is that the unofficial mods would probably be much better than the official ones.
In nearly every case, community created content is far better than anything from a business. Community has endless time and can make endless revisions and is fueled by the greatest passions. business is profit and time is money. Art and Passion can not be bound by project MBA manager PHBs.I also wanted to add that we owe so much to the modders. Like I said the 1988 track pack doesn't get enough credit. It's SO good and it pretty much fits to most races in the 80's and even way to the 90's (like Spa and Monza). Shin's 1992 and 1998 track packs too. Without those packs it wouldn't have been possible to create all those seasons. No way. Track like 1979 Dijon-Prenois fits perfectly to 82 and 83 seasons and it's a masterpiece. So great to drive. I even found pretty basic Caesar's Palace 1981 and 1982 from Google... you know that worst F1 track ever and it was pretty good conversion. I mean we have stuff like that. That is hardcore, really hardcore.
Can you imagine EA releasing a full official 1982 or 1988 F1 season, ever? There are probably so many copyright issues and all that and it'd be a niche release anyway. It would probably sell 10.000 copies. Never. It has to be done by hardcore enthusiasts who actually know about that era.
Also some cars are amazing. The Kunos98 based 1986 is (imho) much better than the RSS 1986 whereas the RSS 1990 is one of the best car packs I've driven. ASR 1991 and 1992 too.
The SD cars are train wrecks in their basic form but they're fundamentally just erroneous Lotus98T which just needed some fixing. SD was the only one who provided full grid 1982, 1983, 1984 and 1988. I don't like how the VRC 1988 drives and there is no full skin pack for that, either. Amazingly the SD 1988 after mods is one of the most accurate season I've created.
SD 1993 cars were stolen and transformed from some ACFL cars. They're actually pretty good but they had a LOT of issues. You have to play through all the tracks and see how they behave before you see that some car is "fixed". I spent weeks with them and I thought they were finally fixed. Then I loaded up 1992 Adelaide and saw what a crashfest it was. Thanks to Thockard I was able to fix them finally. Like to 95% condition and they're actually pretty cool to drive and have the best sparks I've managed to do.
What has made all this possible? The crazy amount of things you're able to adjust. You can adjust pretty much everything. If you limit some of these things in ACE it's not going to be the same. Everything is fixable (besides SD cars and vintage Sandev Zandvoort heheh).
During my console days I played a lot of GT series. GT Sport and GT7 are pretty good games, really. But what I hated most about them is the arcadeish gimmick features like "Win this Skoda Cup and you'll graduate to a BMW owner". Those missions bored me to DEATH. I just wanted to drive the Nordschleife with an air cooled Porsche, AMG or the legendary Jag XJ220... not some stinkin' Lada Challenge. You had to play through that crap for WEEKS before you got the cars that you already paid for. That kind of stuff has nothing to do in a real hardcore simulation, imho and that's why AC was so great. You pay for the product and you get everything right away (at least after the Ultimate Edition was put out). Just pure driving, ZERO gimmicks.
Also... another great thing is that you can edit stuff with a Notepad. And you can extract the racing results in a javascript form, everything. It's so open and adjustable and that's exactly what made it so successful. Would Kunos make more money by restricting these possibilities and only sell DLC's? Like AMS2 sells those "classic track packs"... Monaco is called Azure, Estoril is called "Cascais", etc. I don't know. If I think about it there are only a few Kunos cars and tracks that I use. Spa, Barcelona and Monza for modern F1. The rest has been made by the modders.
The best option would be if they offer the official mods and leave the complete freedom to users to create their unofficial ones. The only problem for a commercal company is that the unofficial mods would probably be much better than the official ones.
In nearly every case, community created content is far better than anything from a business. Community has endless time and can make endless revisions and is fueled by the greatest passions. business is profit and time is money. Art and Passion can not be bound by project MBA manager PHBs.
As someone that did some club level racing on two wheels in my more distant past never discount what a 1/2lb of air pressure difference can make with temperatures and heat build up-grip, how different tire brands and compounds react to the same including wear and cold tearing and how much even slight shock settings and rebound rates again affect the overall handling package of a vehicle on the track.It's too much of that tyre pressure thing for my tastes though
I dont see that as bad thing, i think that is one of the reasons why i am extra excited for evo,If there will be ingame currency then for sure you will have to "grind" to unlock or buy cars , so be prepared for that
It really does depend on your perspective and what is of interest to you personally, and of course there’s no right or wrong answer, just personal taste. Everything described here is of absolutely no interest to me at all, I have no interest in the Forza/Gran Turismo/Test Drive genre, and you get the sense, as you’ve said, that Evo will be a combo of those games and simulation physics, which no doubt is big market for Kunos to tap into (the player numbers for Forza are huge)I dont see that as bad thing, i think that is one of the reasons why i am extra excited for evo,
The fact that kunos will add both a career mode with ingame economy, and the option to modify cars is really game changing in my opinion,
And of free roam maps will have the abillity to drive to workshops and dealerships it will be absolutly insane,
We could have the best part of both forza horizon, test drive unlimited and gran turismo on our hands while still doing simulation physics.
Ac1 rely almost only on modding, the base game was quite lacking,
I stop played it because there was just no progression or reason to really come back to it,
Ac evo seems to be able to do so much more both in terms of features and gamemodes campared to ac1,
The base game will most likely be much bigger than ac1,
Even if it gets less modding than ac1, ac evo is still going to be bigger for me,
The game can have thousands of cars but if there is nothing you can really do with them its not going to catch my intrest as much in the longrun
I rather have 200 cars with options like upgrade the engine and other customize options than thousands of cars you cant do anything with,
Ac evo could be the very first simulator that could pretty much do anything regardless of what you intrest are.
I 100% agree what Marko Said in one of the interviews,
That just picking a car and track is not good enough in this day and age,
Very excited for evo🔥
It is so true different people want to see different things as the purpose for EVO to become their go to platform.and for me, the user Championships - plus I really cant see a lot of the content I value (eg the ASR 90’s F1 seasons) coming cross to Evo)
The sentence about picking a car and track is not good enough. To me, at my age, it is enough.I dont see that as bad thing, i think that is one of the reasons why i am extra excited for evo,
The fact that kunos will add both a career mode with ingame economy, and the option to modify cars is really game changing in my opinion,
And of free roam maps will have the abillity to drive to workshops and dealerships it will be absolutly insane,
We could have the best part of both forza horizon, test drive unlimited and gran turismo on our hands while still doing simulation physics.
Ac1 rely almost only on modding, the base game was quite lacking,
I stop played it because there was just no progression or reason to really come back to it,
Ac evo seems to be able to do so much more both in terms of features and gamemodes campared to ac1,
The base game will most likely be much bigger than ac1,
Even if it gets less modding than ac1, ac evo is still going to be bigger for me,
The game can have thousands of cars but if there is nothing you can really do with them its not going to catch my intrest as much in the longrun
I rather have 200 cars with options like upgrade the engine and other customize options than thousands of cars you cant do anything with,
Ac evo could be the very first simulator that could pretty much do anything regardless of what you intrest are.
I 100% agree what Marko Said in one of the interviews,
That just picking a car and track is not good enough in this day and age,
Very excited for evo🔥
Can't agree, for every amazing mod that reflects the very best that can be done with the tools, i.e. any track Fat-Alfie has done, we have dozens and dozens of mods that are poorly modded crud.In nearly every case, community created content is far better than anything from a business. Community has endless time and can make endless revisions and is fueled by the greatest passions. business is profit and time is money. Art and Passion can not be bound by project MBA manager PHBs.
There is a lot of crud no doubt, but some of my favorite AC tracks and cars are non-Kunos mods (Fat Alfie, Lilski, ASR, RSS, VRC, URD, Sergio Loro, et al). Having said that some of the crud has been useful in filling out grids, providing tracks that no one would ever do etc My question for Evo is how much of that great content will get to Evo without restriction? I could see a VRC mod, say FA2024 being sanctioned, but what about all the real skins that the community produces? Will they be allowed? I can't see F1 licensing allowing that if it's via an official mod "shop".Can't agree, for every amazing mod that reflects the very best that can be done with the tools, i.e. any track Fat-Alfie has done, we have dozens and dozens of mods that are poorly modded crud.
Yes modded content can be great, but most of it, if we're honest, isn't.