AC V1.14 and 'Ready to Race' DLC Released!

Paul Jeffrey

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Assetto Corsa Ready to Race DLC 2.jpg

Assetto Corsa has today been updated to build version 1.14, releasing alongside the new 'Ready to Race' DLC offering from Kunos Simulazioni.

Bringing to the simulation an incredibly large log of changes to the game, Kunos have done an impressive job with this new build release and players should likely have plenty to keep themselves amused over the upcoming weekend.

Obviously the 'Ready to Race' DLC will gather most of the attention, however the build update does contain a number of interesting new features, not least of which is the inclusion of 'Push to Pass' on the new Audi TT, various online tweaks and a considerable reworking of the in game AI, including a promising sounding aggression indicator...

You can read up on the changes contained within the game and the new DLC contents below...

Version 1.14 Change log:
  • New autosaved replay options and UI added to launcher main theme
  • New Audi TT Cup
  • New Audi TT RS (VLN)
  • New Audi R8 GT3 2016
  • New Audi R18 LMP1 2014
  • New Lotus 3-Eleven (race)
  • New McLaren 570S
  • New McLaren P1 GTR
  • New Maserati MC12 GT1
  • New Toyota Celica ST185 Group A
  • New Toyota TS040 Hybrid 2014
  • Mandatory pitstop window is now related to pit entry timing (replacing old system)
  • Pitstop animation enabled with oculus or STAY_IN_CAR enabled (system/cfg/pitstop.ini)
  • Added Position set digital script
  • Added ballast and restrictor option offline for championships and multiplayer. Work in Progress for offline quick race and race weekend UI
  • Added wind algorithm
  • If controller is keyboard then Pitstop app is replaced by mouse pitstop
  • Mouse pitstop with Mouse Steering enabled is now working correctly
  • Tweaked backfire flash flames in many cars
  • Realtime app: qualify/practice colors are based on leaderboard position, race color on current position
  • Added DIGITAL_PANEL script to display current position and P2P on car's external panels (Audi TT Cup)
  • Added FUEL_PERC script to show fuel quantity as percentage (McLaren 570S)
  • Fixed broken UI interaction due to session switching when pitstop was not finished
  • Fixed rare automatic pitstop activation at car spawning in the pit
  • Fixed deadzone for gamepads
  • Fixed Tyre App thermal value for exploded tyres
  • Minimum for automatic reset tyre on track is now 2
  • Fixed flag rendering in VR with PP off (again, hopefully for real this time
  • Fixed Achievements from unlocking when car is blackflagged
  • Pitstop app: new tyre pressure can only differ from the current one by 4psi (because of minimal height rule)
  • Added Push To Pass system (Audi TT Cup), P2P amount depends on grid position, enabled in Practice and Race sessions only
  • Added physics option for different fuel weight/density (optional section in car.ini [FUEL_EXT] KG_PER_LITER=value)
  • Adjusted Lotus 98T tyre wear
  • Fixed old pitstop UI from allowing more fuel when setup is fixed
  • Added Black Flag description
  • Added Online time of day multiplier (x1 to x10)
  • Added track animated starting lights
  • Added blink feature to RPM SERIES script (updated all relevant cars)
  • Added acServerManager 1.14.0
  • Added Time multiplier
  • Added Wind
  • Added Restrictor (BoP)
  • Fixed BoP server message to client
  • Fixed bug on client fixed setup 2nd reloading
  • Added resolution string on splash screen
  • Added "safe mode" initialization when first DX11 init fails, it will try again with desktop resolution and AA/Fullscreen off
  • Added AI Aggression selection
  • More AI differences within a single lap to generate more battles
  • Added AI wing setup variations
  • Added new Random camera mode algorithm
  • Fixed driver model visibility bug in Random camera mode
  • Removed AI slowdown hack for cars with spool differentials
  • Improved Downshift Protection algorithm
  • Fixed AI giving away green light by flooring gas 500ms in advance
  • New AI algorithms for understeer detection and downshifting
  • Fixed Car Engineering app sometimes reporting wrong total and sprung weights
  • Added Fuel x Time on Setup Fuel tab and pitapp
  • Added best splits at the end of the race on leaderboard timetable
  • eTweaked leaderboard to show player name/position even if that player has disconnected
  • Updated Steam statistic reader to synchronize steam achievement
  • Added "virtual desktops" functionality to in-game GUI (cyclable through ctrl+u key combination)
  • Fixed session synchronization issue when session switches while a new player is joining
  • AI is now using kers
  • Fixed Nissan Skyline R34 having downshift protection when it should not
  • Added "variation" slider for AI. It will randomize the AI level in the range selected.
  • Fixed Nissan GT3 texture map on lod B
  • Added player's nation flag support (not valid flag will be rendered as AC logo)
  • Added new Driver Label GUI (customizable in \system\cfg\name_displayer.ini)
  • Added nation flags on leaderboard GUI
  • Tweaked opponents list to include nationality
  • Update special events to include nationality
  • Added Mandatory Pit warning message at the start of the race
  • Added minisectors to overlay leaderboard and performance delta app, this can be disabled through [Documents]/Assetto Corsa/cfg/gameplay.ini
  • Some template updates to existing content
  • Porsche 911 RSR 2017 template added
  • Templates added for Lotus 3-Eleven, Audi TT Cup, Audi TT VLN, McLaren 570S, Mclaren P1 GTR, Toyota Celica ST185, Maserati MC12 GT1,
  • Minor graphical updates on the Porsche 911 GT3 Cup and Lotus Exige V6 Cup
  • Digital display script tweaks across the board
  • Fixed a bug on Nissan GTR GT3 LOD B
  • Minor livery fix on Glickenhoue SGC003
  • Python new functions:
    getWindSpeed
    getWindDirection
    getDriverNationCode(CAR_ID)
    getCarSkin(CAR_ID)
  • Added deactivation on lateral G on McLaren P1 and P1 Gtr (optional [DEACTIVATION] LIMIT_G=[x] in drs.ini)
  • Porsche 911 RSR 2017 official WEC liveries added

Additional to the new update today, Kunos have made available the 'Ready to Race' DLC car pack. Offering 10 unique and impressive performance racing machines, the 'Ready to Race' DLC contains a little something for everyone's particular tastes.

Below you can find detailed descriptions from Kunos of the 10 cars to be included in the new DLC pack....

Ready to Race DLC Contents:
  • Audi R8 LMS 2016
  • Audi R18 e-tron Quattro
  • Audi TT Cup 2016
  • Audi TT RS (VLN)
  • Lotus 3-Eleven
  • Maserati MC12 GT1
  • McLaren 570S
  • McLaren P1 GTR
  • Toyota Celica ST185 Turbo
  • Toyota TS040 Hybrid
Audi R8 LMS 2016
The new Audi R8 LMS, now featuring even more race car technology, is following in the footsteps of its successful predecessor.

Audi fans were already able to marvel at the new GT3 sports car from Neckarsulm in full action in 2015, for instance in the 24-hour race at the Nurburgring, where the Audi Sport Team WRT celebrated overall victory with the new R8 LMS. At the 12-hour race at Sepang the Audi R8 LMS took a one-two-three win. The 2016 season also began successfully: An overall victory in the Dubai 24 Hours and a class win in the classic Daytona 24 Hours.

Audi R18 e-tron quattro
The concept behind the Audi R18 e-tron quattro is unprecedented in LMP sport, and its realization a pioneering achievement. In the first development step, the engineers from Audi Sport and their partners investigated a wide variety of solutions. These included a parallel hybrid, where both drive systems propel the rear wheels. After weighing up considerations such as traction, handling characteristics, packaging and weight distribution, they ultimately decided to separate the drive systems by axle – the combustion engine drives the rear wheels permanently, and the electric drive propels the front wheels on demand.

On the R18 e-tron quattro, part of the braking energy benefits the motor generator unit (MGU) that is located at the front axle. Their two permanently excited synchronous machines convert the recovered energy into direct current through power electronics. This current drives a flywheel energy storage system positioned on the left inside the cockpit.

When the speed exceeds 120 km/h, the energy is called up from the storage system again. Converted back into alternating current by the power electronics, it then supplies the MGU’s two electric motors. These jointly feed more than 160 kW to the front wheels via single-stage planetary gears; the central control unit keeps the revs and torque in line with the conditions prevailing at the rear wheels. The racing car temporarily becomes a quattro with four driven wheels.

Audi TT Cup 2016
For the Audi Sport TT Cup, the German manufacturer has developed a visually as well as technologically attractive sports car for racing, the Audi TT cup.

The body shell of the Audi TT racing version consists of aluminum and carbon fiber. This ensures that the Audi TT cup that tips the scales at 1,125 kilograms is a lightweight and extremely agile car.

The Audi TT cup car uses the 2.0 TFSI from the Audi TTS. The four-cylinder engine delivers 228kW (310hp) in the production model and accelerates the TTS from 0 to 100km/h in 4.7 seconds. By means of a so-called Push-to-pass function, the drivers can briefly boost the engine's output by 22kW (30hp) for overtaking maneuvers by pushing a button on the steering wheel. A blue lamp in the windshield indicates the boost activation. LEDs in the rear side windows show how many times the driver can still use the additional power. The number of available boosts is defined by the regulations.

Power is transmitted to the front wheels via a direct-shift dual-clutch transmission. The six-speed S tronic, which has been specifically tuned for use in racing, is operated by shift paddles on the steering wheel. Accordingly, the Audi TT cup only has two pedals, used for acceleration and braking.

Audi TT RS (VLN)
Audi TT RS (VLN) has been developed in order to respond to the high demand by customers wishing to use the TT and other vehicles of the brand in motorsport.
It's based on a five-cylinder TFSI engine and features racing-specific new developments in the areas of the body, suspension and aerodynamics.

Lotus 3-Eleven
Designed as an uncompromised manifestation of the Lotus spirit, the new car is focused on providing an undiluted driving experience and underlines the company’s ability to deliver legendary handling and blistering speed.

Working on the concept of less is more, and keeping close to Lotus’ track roots, the dramatic new vehicle features an all-new lightweight body, with an open cockpit design and a revised V6 supercharged engine developing 460hp.

Two variations of the Lotus 3-Eleven are available: Road and Race; both delivering an impressive combination of high performance, agility and precision. Based on the Road version, the Race includes a much more aggressive aero kit, a sequential gearbox and an FIA approved driver’s seat with a six-point harness.

Assetto Corsa simulates the Race version. With a dry weight of below 900kg (Race version), the 3-Eleven offers an enviable power to weight ratio, in excess of 500hp per tonne, and is capable of sprinting from 0-60 mph in less than 3.0 seconds before reaching a maximum speed of 290km/h for the Race version and 280 km/h for the Road version.

Maserati MC12 GT1
The Maserati MC12 entered production in 2004 as base for the racing variant to compete in the GT Championship. In fact, one requirement for participation in the GT Championship was the production of at least 25 road cars; so 25 cars were produced in 2004 and another 25 in 2005.

The car was based on the Enzo Ferrari chassis and gearbox, mounting a variant of the Ferrari Dino V12 engine.

The racing results of the racing version were magnificent. The Maserati MC12 GT1 team managed to end second and third in the debut race, winning the next round's race. The second year Maserati won the Manufacturers' Cup with a great point gap, and continued to compete at great level during the next years. It participated in 94 races, winning 40 of them.

McLaren 570S
Like every McLaren, the performance of the 570S Coupé is breathtaking. It combines, as its name suggests, a power output of 562bhp with lightweight construction to give a class leading power-to-weight ratio of 434PS per ton. The 570S accelerates from 0 to 100km/h in 3.2 seconds, while 200km/h is reached in just 9.5 seconds with the pace not letting up till the car reaches a top speed of 328km/h.

The McLaren design team has created a shape of beauty highlighted by details such as the rear flying buttresses that increase downforce as well as adding grace, and complex door tendons that direct additional air to cool the mid-mounted V8 engine.

The Sports Series features an evolution of the 3.8-litre V8 twin turbo engine, named M838TE, with 30 percent of components bespoke to the new model. Engineered by McLaren, it produces 562bhp at 7,400 rpm, and 600Nm of torque at 5,000-6,500 rpm. Power is delivered through a seven-speed SSG transmission, and transferred to the road through the rear wheels. This power is brought under control with standard-fit carbon ceramic brakes.

The unique carbon fiber MonoCell II chassis has been newly designed with more of a focus on day-to-day usability, offering improved ingress and egress from the cabin. It is incredibly strong and stiff yet weighs less than 80kg, offering optimum levels of protection. This lightweight structure, and the use of aluminum body panels, contributes to a dry weight of as low as 1,313kg, almost 150kg lighter than its closest competitor.

McLaren P1 GTR
Based on the McLaren P1™ road car, the track-focused McLaren P1™ GTR design concept further optimizes the aerodynamically efficient \"shrink-wrapped\" body shape in order to offer maximum performance, superior handling characteristics and optimized driver engagement on track. A host of changes have been made, and the car has been thoroughly re-engineered from the ground up to ensure the McLaren P1™ GTR achieves its target of being the ultimate drivers' car on track.

The front track of the McLaren P1™ GTR design concept has been widened by 80mm over the McLaren P1™, and is coupled with a more aggressive GT-style front splitter. Reprofiled low-temperature radiator ducts seamlessly flow into the leading edge of the aggressively flared front wheel arches, while the bodywork is \"shrink-wrapped\" around the carbon fiber MonoCage chassis behind the front wheels, cleaning the flow of air along the car's flanks.

The profile of the McLaren P1™ GTR design concept remains as dramatic as ever, hunkered down on to the race-prepared suspension with a fixed ride height, lower than the standard car. The snorkel air intake, inspired by the design of the original McLaren F1, is still present within the roof structure of the carbon fiber MonoCage chassis.

At the rear, a large, twin-element wing is mounted on dramatic carbon fiber pylons which extend around the rear of the bodywork. This fixed-height wing is fitted with a hydraulically operated Drag Reduction System (DRS) to boost acceleration performance, and has been honed to provide increased levels of downforce compared to the road car, working with the active aerodynamic flaps located ahead of the front wheels.

The road legal McLaren P1™ stows the rear wing within the bodywork, but with the fixed height wing, and therefore no pistons or moving mechanical parts, the bodywork of the McLaren P1™ GTR design concept behind the engine bay is now a smooth, flowing surface, feeding clean air below the wing and over the back of the car.

Below the rear wing sits the exposed, centrally mounted exhaust, which is an all new design, developed exclusively for the McLaren P1™ GTR. Made from inconel and titanium alloy, the system maximises the aural characteristic of the higher output 3.8-litre twin turbo V8 engine to maintain, and further emphasise, the McLaren sound. The design of the exhaust has also changed, with a straight cut twin-pipe setup now used in place of the single-exit exhaust.

Toyota Celica ST185 Turbo
The Toyota Celica ST185 is Toyota's most successful rally car, as it won the WRC Driver's Championship in 1992, and the WRC Manufacturer's and Driver's Championships in 1993 and 1994.

In order to meet the Group A competition's homologation requirements, 5,000 GT-Four RC production versions of the Celica were manufactured, starting from September 1989.

This car made its debut on the Monte Carlo Rally, the opening round of the 1992 World Rally Championship series, but it was not successful until half of the season.

Toyota TS040 Hybrid
Thanks to the 480hp exerted by electric motors on the four-wheel drive, in addition to the 520hp produced by its 3.7-liter petrol engine, the TS040 HYBRID expresses a maximum power of 1.000hp and represents the ultimate expression of Hybrid technology applied to the world racing.

The transition to a hybrid four-wheel drive Toyota sees the return to a philosophy that since 2007 has been part of the development of hybrid technology applied to racing, when the Supra HV-R-wheel drive was the first hybrid to win a competition endurance, the 24 Hours of Tokachi.

The new unit TOYOTA HYBRID Racing has been specifically developed according to the new technical regulations specified by the WEC, particularly frugal. It requires a 25% reduction in fuel consumption compared to 2013, with savings achieved through interventions on the engine, aerodynamic efficiency and driving dynamics.


The new pack is only currently available to PC users of the title, however a release to Xbox One and PlayStation 4 owners is expected during 2017.


Assetto Corsa is a racing simulation designed by Kunos Simulazioni and is available for Xbox One, PlayStation 4 and PC. Ready to Race DLC can be purchased for 7,99 Euros direct from the Steam store.

Assetto Corsa Ready to Race DLC 3.jpg
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Oh boy do we like mods! If you do too then we have you covered with our fantastic Assetto Corsa modding archive. From downloads to a place for mod discussion, we have it all for you to enjoy, check it out today! If you don't fancy trying out some of the awesome community created tracks and cars then drop in on our Assetto Corsa sub forum to chat about the game with your fellow fans. Interaction and threads make forums fun, so start one today!

We hold regular league and club racing events across a variety of content found within the game, however to celebrate this mega new inclusion to Assetto Corsa we are holding a very special on off GT1 specification race on Sunday 21st May. Sign up here and get yourself in on the action

Have you tried the new update yet? What do you think of the 'Ready to Race' DLC pack? Let us know in the comments section below!
 
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Damn, that #13 car put up some fight. Side by side for over half the race. How in the hell did the AI go from being a bunch of slowpokes to this feisty in one update. I cannot wait to try out this AI update the more I look at this stuff, if only my internet would sort itself out. <.<

I kept thinking I'd finally got past #13 only for him to appear again, you can see me looking for him in the mirrors. It's not just an improvement it's a transformation, what was a great hotlapping game in single player has suddenly become possibly the best or equal best single player racing (though AMS is also superb in this regards imo). It's exciting and a lot of fun which is all that really counts.

Lol at the second part of your post too ;)
 
Personally that seems a bit extreme. 15 is quite a lot for a car like that. I have no idea if that's how it's supposed to be in real life though.

This is what Audi say:

With the Push-to-pass option the drivers can change the engine setting for a shortterm power boost of 30 hp by depressing a button on the steering wheel.The intervals vary between race tracks. In qualifying the option is deactivated. In the classification races, the number of Push-to-pass events is adjusted to the rows on the grid:

Rows 1–3: Regulations depend on the track
Rows 4–6: + 1 Push-to-Pass deployment
Rows 7–9: + 2 Push-to-Pass deployments
Rows 10–12: + 3 Push-to-Pass deployments

So its track dependent, I guess it changed based on how effective it is to keep it balanced. In AC with unlimited mod tracks its just set at 15, which seems reasonable given you can't use it over and over (there is a 20s cooldown, plus each boost lasts 10s).
 
Ha, there it is again: the infamous, ultra realistic roadblock AI-test. They did the right thing to stop for this moron to kick his ass.

:roflmao::roflmao::roflmao::roflmao: this guy is funny :roflmao::roflmao::roflmao::roflmao:

Right... So you were waiting for the safety car to be deployed and for the steward to remove your car from the track so that the AI can finally race... Am i correct? Plus, since it's a game without a real career mode, i don't see the point in continuing a race when my car is destroyed, which means i will simply quit or restart. As i said, the situation you simulated is not realistic in terms of what the sim can simulate.

Any situation.

Whatever the situation, whatever. If on the track there is a car stopped by any circumstance...you stand behind him and start ramming?

No.

What you do is avoid it, no matter what happens to that car.

Lots of things can happen to stop a car on mid. Tire blow-out, mechanical failure, electrical failure, anything broken...

And I'm not going to look for real videos to show these problems on track and see how cars are avoided so as not to have accidents.

You can defend many things, I am the first to thank Kunos for everything he does, but this should be improved.
 
:roflmao::roflmao::roflmao::roflmao: this guy is funny :roflmao::roflmao::roflmao::roflmao:



Any situation.

Whatever the situation, whatever. If on the track there is a car stopped by any circumstance...you stand behind him and start ramming?

No.

What you do is avoid it, no matter what happens to that car.

Lots of things can happen to stop a car on mid. Tire blow-out, mechanical failure, electrical failure, anything broken...

And I'm not going to look for real videos to show these problems on track and see how cars are avoided so as not to have accidents.

You can defend many things, I am the first to thank Kunos for everything he does, but this should be improved.
There's no need to deal with that situation simply because a car will never stand there. That is not a common race situation and us, as players, will never do that. I raced at the nordschleife with the audi tt and the gt3s in 2 different sessions and i had no problem at all. I also tried silverstone. At turn 3 there was an accident. Cars slowed down, avoided the car that spun and the race continued. An AI can't be perfect, it's basically impossible with the current technology. You'll always find something wrong, especially if you don't test it in its environment.
 
@darkyjoe I see your point but, as a long time simracer (16 years this august), I must say that the problem with AI stopping and retiring when a car road block them goes as far as racing sims coping with smart AI.
Everyone knows already that I praise GPL's AI as the best still to this day, and I still do. Last Kunos' update is great but still lags behind as far as AI drivers personality and personalization. Plus, what Kunos AI now does (overtaking in corners, 3 wide overtakes, aggressive use of lines), Papy's did almost 20 years ago.
BUT
, even GPL's AI suffers the same problem with AI stopping and retiring behind a road blocking car. And NR2003 does the same if I remember correctly (another great example of brilliant AI back in the day and today still). I believe that it is difficult, if not impossible, for AI to maneuver and free themselves from a "dynamic" roadblock.
 
Wow that seems to help.

Thank you very much, will do a double and triple check to be sure. How to post screenshots to show difference ?
Press "print" on your Keyboard, go to paint: Ctrl + v, Image should be there then. Save as jpg and drag+drop it in the reply window.
After that you can choose thumbnail or full Mode :)
 
Lots of things can happen to stop a car on mid. Tire blow-out, mechanical failure, electrical failure, anything broken...

In the real-world, yes. In the AC world you're not really going to encounter any of these situations, therefore the AI is very unlikely to encounter a car sitting stationary on the track for an extended period of time, so the situation presented in the video is not something that would naturally occur.
 
"Careful, you are going to bust the myth. At least Conrad was quick to state the second half of the myth:D"
Michael Hornbuckle - I looked u up on Iracing! Jeez! Your road racing Irating is only 1703 ????????? U are at the bottom split dude! And your safety rating is only 2.86 ??? You are probably the main reason why u get wrecked all the time! Instead of being arrogantly ignorant please look in the mirror.[/Q.

He is lucky there is no rating on AC cause, the few times i saw him on track, Jesus christ...
 
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In the real-world, yes. In the AC world you're not really going to encounter any of these situations, therefore the AI is very unlikely to encounter a car sitting stationary on the track for an extended period of time, so the situation presented in the video is not something that would naturally occur.
And that's the sad thing about every simracing game in the market right now. They aren't seeking real life experience beyond the driving part at all. 10 years ago I'd say we'd have this by now, maybe in the next 10 we'll see something :D
 
Reading the AI conversation here and despite the MASSIVE improvements and amount of fun it brings to offline races now there are still people who will state the AI is pants because of some weird scenario they produced to prove AI wrong.

AI in AC is not perfect and I doubt it ever will be. It can be improved and probably will. But it's good enough I think as it is now, and there's no need to pick all the tiny holes in it because it'll be a never ending task. Peace!
 
Cars are a real treat. Did some laps at Monza (gasp!) with the MC12 GT1 and it brought back a lot of memories. Not as fast as I remember it being but I wasn't anywhere near the limits, what surprised me was the braking performance and that V12 glory.

RD AC Club racing idea GT1s from 3 diff eras:
McLaren F1 GTR
Porsche 911 GT1
Maserati MC12 GT1

Pack is worth it, lot of value to be had from all the additions. With the way @kunos is going about development the AC experience seems to be getting better and better. Job well done.
 
And that's the sad thing about every simracing game in the market right now. They aren't seeking real life experience beyond the driving part at all. 10 years ago I'd say we'd have this by now, maybe in the next 10 we'll see something :D
Simulating every single part of the real life is probably impossible, at least with this "way of coding". An AI of this kind is quite passive since it doesn't learn through experience, it simply does what the coder tells it to do. Maybe in the future we'll see a different kind of AI but even then, since simgames are usually low budget, you won't see a sim close to reality.
 
With the way @kunos is going about development the AC experience seems to be getting better and better. Job well done.
Absolutely agreed! Bought ac in early access and without a wheel the experience wasn't that good for me. Project cars came around a few weeks later and so ac took a long nap in my steam library.
Wanted more multiplayer so I reinstalled it and booooy it was like a fresh born butterfly in comparison to the early access!
The way kunos treats us customers is awesome and I am full of respect for these guys!
Ah and: racedepartment is awesome :inlove:
 
Simulating every single part of the real life is probably impossible, at least with this "way of coding". An AI of this kind is quite passive since it doesn't learn through experience, it simply does what the coder tells it to do. Maybe in the future we'll see a different kind of AI but even then, since simgames are usually low budget, you won't see a sim close to reality.

That's the point he was making though, 10 years ago these kinds of things existed in sims and one would think that with 10 years of huge advancements in technology these features would have grown and improved instead of disappearing altogether.
 

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