I began this story initially as a diary, jotting down notes for my AI racing adventures in Assetto Corsa. However, it evolved into a hybrid of roleplay and tabletop gaming. I'm probably quite behind the curve in this AC scene, so there's a chance someone has already explored this concept. Nevertheless, I'm excited to share this narrative/game with you all. If you're interested in joining as a Team Principal, you'll step into the shoes of a Player Character within a fictional racing world.
Currently, we're in the midst of the second season, featuring 10 teams using RSS Formula 70 cars, each adorned with custom-made liveries inspired by real team designs. I've compiled some house rules into a neat little booklet, nothing overly complex. Additionally, I'm documenting our races and broadcasting them on YouTube and Twitch.
You can message me, and I'll be happy to explain what you need to do to operate as a Team Principal, including the basic rules and so forth. Well, that's already quite an extensive introduction, so let's dive into the first lines of my story.
It begins with my calligraphy shifting right as I take notes. Why does that happen? If I recall correctly, it's because I feel the urge to write, as if compelled to tell a story. I used to excel at this—creating narratives, constructing fictional worlds. All I needed, or so I still believe, were small fragments to build upon.
I never fully grasped how brutal and unforgiving the world of racing is, even today. It was a revelation. There's no camaraderie in racing; even drivers within the same team are rivals, with your first opponent being your teammate. This dynamic is unique to racing and absent in other sports. Furthermore, your performance is heavily reliant on the quality of your car.
So why not attempt to develop a game akin to those successful solitary board games? The inaugural season served as an extensive training session. I experimented with house rules, observed the game's response to my modifications, and opted to begin with 1970s F1 cars—easy to reskin if needed. Nevertheless, I incorporated some player-made skins inspired by modern Formula One teams.
Then, I became obsessed. I resolved to repaint all the cars for the second season, dedicating an excessive number of hours to researching and recreating liveries for the game. I honed my skills in Photoshop, delved deep into F1 livery design, listened to audiobooks, and downloaded more resources. Why? Simply put, I was determined to introduce a new car model every ten seasons. Currently, I'm using the RSS Formula 79, with plans to transition to the Formula 86.
To simulate the passage of time and the evolution of the racing league, I intend to utilize this model for approximately ten seasons, or until I've prepared my own models. With Alessandro's assistance as an external F1 consultant, I've begun gathering data to assess drivers' abilities. To my surprise, I discovered that EA F1 ratings hold significant importance within the driver community, much like EA FC ratings in football—a revelation indeed.
Currently, we're in the midst of the second season, featuring 10 teams using RSS Formula 70 cars, each adorned with custom-made liveries inspired by real team designs. I've compiled some house rules into a neat little booklet, nothing overly complex. Additionally, I'm documenting our races and broadcasting them on YouTube and Twitch.
You can message me, and I'll be happy to explain what you need to do to operate as a Team Principal, including the basic rules and so forth. Well, that's already quite an extensive introduction, so let's dive into the first lines of my story.
It begins with my calligraphy shifting right as I take notes. Why does that happen? If I recall correctly, it's because I feel the urge to write, as if compelled to tell a story. I used to excel at this—creating narratives, constructing fictional worlds. All I needed, or so I still believe, were small fragments to build upon.
I never fully grasped how brutal and unforgiving the world of racing is, even today. It was a revelation. There's no camaraderie in racing; even drivers within the same team are rivals, with your first opponent being your teammate. This dynamic is unique to racing and absent in other sports. Furthermore, your performance is heavily reliant on the quality of your car.
So why not attempt to develop a game akin to those successful solitary board games? The inaugural season served as an extensive training session. I experimented with house rules, observed the game's response to my modifications, and opted to begin with 1970s F1 cars—easy to reskin if needed. Nevertheless, I incorporated some player-made skins inspired by modern Formula One teams.
Then, I became obsessed. I resolved to repaint all the cars for the second season, dedicating an excessive number of hours to researching and recreating liveries for the game. I honed my skills in Photoshop, delved deep into F1 livery design, listened to audiobooks, and downloaded more resources. Why? Simply put, I was determined to introduce a new car model every ten seasons. Currently, I'm using the RSS Formula 79, with plans to transition to the Formula 86.
To simulate the passage of time and the evolution of the racing league, I intend to utilize this model for approximately ten seasons, or until I've prepared my own models. With Alessandro's assistance as an external F1 consultant, I've begun gathering data to assess drivers' abilities. To my surprise, I discovered that EA F1 ratings hold significant importance within the driver community, much like EA FC ratings in football—a revelation indeed.
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