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GRID: Autosport and League Play -- A Preview

Discussion in 'GRID Autosport' started by Rob, May 27, 2014.

  1. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    GRID: Autosport and League Play -- A Preview
    by Robert Wadddell
    www.racedepartment.com

    The GRID series has never really been about league play nor designed with that in mind, although I'm sure some have attempted to make GRID leagues work. Why is this you ask? My guess is that there are three main factors that contribute to this (and I admit up front that I have only fully explored the series since GRID2) -- 1. The "arcade" nature of the game, especially the handling model; 2. The inability to fully round out and customize long races (and not the GRID definition, but real league play standards here, which equal an hour or longer), especially considering pits are always closed and the damage model was visually oriented; and 3. The lack of car choices and track options that league racers want...and the ability to access them from the jump in multiplayer.

    I'll attempt to address each of these concerns in order, but please bear in mind that there is much we still don't know about GRID: Autosport. Most of this article will include what is already known, but some may include speculation based on the tone and tenor of Codemasters' releases regarding the direction of Autosport.

    First, while Codemasters admits that their aim is still not to create the best SIM racer out there (and their idea of SIM racing is sometimes a bit strange, as they refer to Forza and Grand Tourismo as benchmark SIM racers in some of their articles). However, the handling model of GRID2 (described as "drifty" or "unconnected" by some) is exactly why we have GRID: Autosport. Codemasters was so taken aback by the negative reaction of the players of GRID2 that they decided to swing the pendulum more toward the SIM side re: handling than they ever have before in a GID series. ("On release of GRID 2, I think it’s fair to say that through listening to you guys and a after a substantial amount of reflection, we hadn’t quite achieved everything we set out to do....and you’ll really notice the difference, we think, from GRID 2. For GRID Autosport we’ve gone back to a more authentic handling style. It’s definitely not a full simulation – we want it to be authentic, not clinical – but it’s more towards that end of the spectrum than before. If anything, we believe the handling is actually one or two steps further towards simulation than Race Driver: GRID, to give you an idea."). So, how do they propose to do this, you ask? I suspect that they will take a page out of F1 for the open wheel cars and apply their new handling model to the touring and endurance cars but with an interesting twist. For those of you who have played F1 2013, you may remember discussing "falloff under-steer" as a serious problem. Well, Codemasters recognized this ("We want to change the way then grip falls away as you approach the slip angle and as wheelspin occurs. We’ve traditionally had quite a ‘cliff’ here, with grip falling away very quickly. Based on some of the observations of our community playing the game, we decided that if there was a slightly more gradual falloff you’d have the chance to correct mistakes and more room to push to the limit with each car....[o]pen Wheel cars and some of the American Muscle cars, need a complete rethink with this new model.").

    This new handling philosophy, described as 60% SIM and 40% arcade by the Codies, is critical to league play, since real racing is defined by you ability to maintain grip and not your ability to lose it in the correct fashion. Note that the handling of the different classes of cars (Touring, Endurance, Open-Wheel, Tuner and Street) will vary, but all should be tilted back toward SIM, especially the first three). In addition, the race screen is cleaner, there is less drama and hype to start the races (and endurance races even incorporate a rolling start!) and, so far, the menus look cleaner. Also, and very importantly to some, cockpit view is back! There are even two cockpit views -- one sort of a dash cam and the other what amount to be a helmet cam. The beauty of the helmet cam is that you can adjust both the shake and the "look to apex" aspect of the cam with a slider in 10% increments. If you want to have a peek at how an open wheel car look on track, here you go (it's unclear as to whether the damage is turned off in this run, but it appear so):


    Second and Third, as any host knows, more options are better and the on0line experience need be as smooth as possible. First, let me simply quote Codemasters in their own words, from one of their articles that talks about THE tool a host would use to configure on-line races:
    ("Online Custom Cup is the game mode where you get to have your cake and eat it. Here, you can configure an Event to exactly the way you like it, and the rewards will fit the difficulty options you choose. In GRID Autosport, you can even make a Custom Cup pay out more than a Playlist event if you make it tough enough! Here’s a breakdown of the things you can configure in a Custom Cup:
    • Discipline – pick your favourite style of racing.
    • Vehicle Class – the type of vehicles you want to drive.
    • Race Type – the available Race Types will depend on what Discipline and Vehicles you’ve picked.
    • Number of Events – create a mini-championship up to five Events long.
    • AI – choose whether or not to add AI opponents to the session, which will fill any available slots on the grid. The difficulty of the AI can be changed as well.
    • Tracks – choose the track, route, lighting conditions and race length for each Event.
    • Upgrades, Tuning and Assists – can be disabled individually to level the playing field.
    • Manual Only – turn this on if you want everyone to use manual transmission.
    • Cockpit Cam Only – can be enabled for an ultra-hardcore experience.
    • Pre- and Post-race timers – can be made longer or shorter to suit your preferences.
    • Collisions – can be turned off if you don’t want vehicles to collide with each other.
    • Grid Order – provides a range of options for how you want the grid to be ordered at the start of each race.
    • Damage – can be set to Full or Visual Only. In Visual Only, your car will still crumple in a crash, but it won’t develop any mechanical defects.
    • Flashbacks – the number of Online Flashbacks that are allowed per race can be set here.
    Depending on the settings you pick, there is a difficulty modifier which increases or decreases. Therefore a race with Damage and Collisions enabled, for example, will pay out more than one with the same settings disabled. If you normally race with assists enabled, they will temporarily be overridden while you are in a session that restricts them, but you will be rewarded appropriately while you are in that session. When you leave the session, your preferences will be reinstated again.
    Online Custom Cup allows you to experiment and combine GRID Autosport’s content in new ways.
    Online Custom Cup allows you to experiment and combine GRID Autosport’s content in new ways. If you want to race cars from the Street Discipline on regular circuits, you can do that here. Likewise, if you want to drive Open-Wheel vehicles around city circuits for example, that is also possible in Custom Cup. As the host of a Custom Cup, it’s up to you to make a fun racing experience for your fellow racers
    .").

    What could potentially be very interesting and new for on-line racers is the ability to upgrade and repair their "baby" just like real racers do, depending on the amount of money they win in any given event. This is accomplished through a system whereby a player purchases a car (with in game cash) and has to maintain it due to damage it receives not only from on track incidents, but from normal wear and tear ("Careless drivers will find that their car doesn’t quite perform as well as it did in previous races if they keep smashing it up. Small fractions of damage will get carried over as Wear & Tear, which you’ll need to repair in order to keep your cars performing at peak condition.").

    GRID: Autosport has adopted a Forza-like approach to obtaining cars, but, unlike Forza, has also given players the option to drive any car he or she wants, although there are advantages to "owning" your own:
    ("Until your car collection is big enough, you’ll have to rely on Loan Cars to enter races where you don’t own an eligible vehicle. Cars are not XP-locked in GRID Autosport, all you need is the in-game Cash to buy them. In the mean time, you can loan any car you want. This means that if your friend has bought a very expensive Hypercar, you’ll still be able to race with them by borrowing a car from the same class....So why would I ever want to buy a car? I hear you ask; well, remember that only vehicles that you’ve bought can level-up and unlock Tuning Packs, Upgrades, repairs, cosmetic customisations and bonus rewards. You’ll be able to compete with a loaned car, but if you really want to stand out and have an edge over your opponents, you’ll need to buy one of your own.").

    On-line lobbies max out at 12 players and, as mentioned before, there is no ability to pit, but you can spin this in a positive way: the series' that GRID: Autosport focuses on (GP3, GT3, Touring Series Races, etc.) typically are pit-less sprint races anyway. And the game will discourage races from becoming a free-for-all ("To encourage clean racing, we’ve made improvements to the Impact Rating and Off Track Penalty systems based on feedback we gathered from GRID 2. Players that gain an advantage by running off-track (which includes both cutting the apex and deliberately running wide to exploit run-off areas) will be slowed down and turned into a ghost so that they can’t block the track.) My understanding from the forums is that your car will remain a ghost to other cars that do not have a reasonable chance to anticipate the corner cutting penalty and the penalty itself will NOT be given unless all four wheels are off track and vary the severity depending on the egregiousness of the cut. Also, the slowdown will be more gradual so as not to interrupt the race as much.

    So what about damage? Since you can't pit, this is a real concern. probably the biggest for the league racer. In an ideal world, you would be able to repair your car, but also in the real world, it's impossible to repair anything but bodywork damage on the fly. So how does the damage model work?
    After this ominous warning ("the impact of mechanical damage in the game is much more severe than in previous GRID titles and will change your strategy when it comes to racing.) the Codies go on to explain:

    ("Motorsport puts tremendous stresses on cars, so wear and tear is a new feature that we’ve introduced for GRID Autosport – as you race over time, various parts will gradually lose performance through general use. For instance, gearbox damage will build up every time you change gear, while over-revving and shifting at the wrong time, (primarily in manual gears), will cause the gearbox to accrue damage more quickly. Once the gearbox is damaged, shift times will start to increase and a failure to address your driving style will cause a damaged gearbox to eventually start to skip gears. Brakes will also be affected. Repetitive high speed, late braking will eventually cause your brakes to fade quicker than if you use a more gradual approach.)

    and

    ("Our collision based damage model only affects the areas of the car that are damaged through collisions with other cars and objects. By the very nature of these collisions, the results are also much more severe and will hamper the performance of the car significantly.
    Collision based damage can be broken down into three main areas.
    Wheels
    Damage to the wheels will cause the steering to become misaligned and as a result will make the car pull to the side. While you’ll be able to feel the car’s steering being affected, you’ll also be able to see the wheels buckle visually. Furthermore, with enough damage the tyres will eventually puncture, which will then lead to a tyre blowout.
    Engine
    There are 4 components to engine damage;

    • Radiator – This will cause the engine to overheat
    • Turbo – A damaged turbo will cause the engine to lose power
    • Exhaust – Damage to the exhaust will see a small amount of power loss, however if it falls off there is significant power loss
    • Engine – a damaged engine will have a big reduction in performance
    Engine damage is also linked to both your acceleration and top speed. Performance is linked to any damage made to the engine components. Damage to the engine will also change the sound it produces, and in some cases you’ll begin to notice smoke emanating from under the bonnet.
    Suspension
    As the player damages their suspension the car will become less precise and visually the car will exhibit a lot more roll. The damage towards suspension will also affect the car’s springs and damper values.
    Suspension damage is a brand new feature for GRID Autosport and we’re looking forward to seeing it in action once the game launches this summer
    .")

    Another unique feature that is related to damage is that, unlike other games, your pit engineer talks to you at your request, giving you information relative to your race: ("A key new feature we have added is the Team Radio system; at any point during a race you can now request information from your engineer at the touch of a button. This means you can pay full attention to the action on track but still have easy access to standings and car health updates as and when you want it.")

    One final comment about multiplayer. Tire wear is a factor in the endurance races. Your tires will wear at a rate that is equal for everyone, so players who are better able to manage their tires, either through their driving style or intentionally holding back, will be rewarded toward the end of the race.

    If you want a good overview on all of this and the articles from which I quote and refer go here: http://blog.codemasters.com/grid/05/grid-autosport-the-story-so-far/

    Confirmed cars:
    Touring Cars
    Cat C Touring Cars (WTCC)
    Chevrolet Cruze Touring Car
    BMW 320 Touring Car
    Focus ST Touring Car
    Honda Civic Touring Car
    Super Utes
    Ford Racing Ute
    Holden VE Commodore Ute
    Cat B (DTM)
    Audi RS 5 (Cat B Special)
    Mercedes-Benz C 63 AMG (Cat B Special)
    Super Tourers (V8 Supercars)
    Ford Falcon FG
    Holden VF Commodore
    Cat A Touring Cars (Brazil Touring Series)
    Peugeot 408 SCB
    ADC Presteza-14
    Classic Mini Cup
    Mini Miglia
    Mini Cup
    Mini John Cooper Works Challege
    Classic Touring Car Cup
    Ford Sierra RS 500 Cosworth Group A
    Nissan 1991 (R32) Skyline GT-R Group A
    Open Wheel
    Dallara F312 (GP3)
    Indycar
    Aerial Atom V8
    Endurance
    AUDI R8 LMS Ultra
    Mercedes-Benz SLS AMG GT3
    Aston Martin N24 V12 Zagato
    McLaren 12C GT3
    Nissan 2008 (R35) GT-R Nismo GT500
    Honda HSV-010 GT
    Lola B12/80
    Shelby Cobra “Daytona” Coupe
    Ford GT40 MK1
    Mazda 787B
    Street
    Audi RS5 Coupe
    Mercedes Benz C63 AMG
    BMW M3 E92
    Mini John Cooper Works
    Ford Focus
    Volkswagen Golf R
    Honda Integra
    Subaru BRZ
    BMW 1M Coupe
    Class Unconfirmed
    Super GT 500
    Nissan GTR
    Mazda RX7
    Pagani Zonda Revolución
    Audi RS5 GT
    Mercedes Benz SLS AMG Black
    Koenigsegg Agera R
    Jupiter Eagleray Mk5
    Mercedes C63 AMG V12 Biturbo
    Mercedes SL65 AMG Black
    Honda HSV-010 GT500

    Confirmed Tracks:

    Circuits:
    • Hockenheim
    • Sepang
    • Jarama
    • Yas Marina
    • Brands Hatch
    • Bathurst Mount Panorama
    • Circuit Mont-Tremblant
    • Circuit of the Americas
    • Autodromo Do Algarve
    • Indianapolis
    • Okutama
    • Red Bull Ring
    • Autosport Raceway
    • Spa Francorchamps
    • Intercity Istanbul Park
    Street Tracks:
    • Chicago
    • Dubai
    • San Francisco
    • Paris
    • Washington
    • Detroit Stadium
    • Barcelona

    Here's hoping that league play will truly reach an enjoyable state in GRID: Autosport -- the last last-gen console racer that potentially could be suitable for league and SIM oriented players.
     
    Last edited: Jun 3, 2014
    • Beer Beer x 1
  2. Thanks for getting this all started Robert, it's certainly looking to be an interesting game. You've given plenty of food for thought with all that info and i'll come back with more but i'm just wondering how the 'flashbacks' can be implemented in an onine game? Any ideas on that one? It seem a bit of an odd one to me and would usually only be incorporated into the offline mode of racing. Am I missing something here?
     
    Last edited: May 28, 2014
  3. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    No, I'm on the same page as you are, but I've tried them in GRID2 online and what they do is basically put you on track in a safe place (with some pre-screen warning) about as far behind as you would have been had you pitted. While it's artificial and I don't like it, it may be on option for people who just get totally smashed and can't go on but could if they could pit. Of course, if the damage model is not that strict (although it is deep) then maybe it will not be needed.
     
    • Beer Beer x 1
  4. Thanks Robert, so it's basically a fix for your car which places you back on track out of harms way of other drivers? How does that effect things like lap times though?
     
  5. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    It kills off about as much as a pit stop would for that lap, and you may lose spots depending.

    BTW, More cars and ALL tracks confirmed (SPA!!!!), including Redbull Ring, Istanbul, and Indianapolis Oval.
     
    • Beer Beer x 1
  6. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    Looks like we have another Oval....sorta.


    And the grip and handling, at least from the video, look fantastic.
     
    • Agree Agree x 1
  7. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    And this semi-oval will be there too:
     
    Last edited: May 30, 2014
    • Like Like x 1
  8. I've got a preview copy but it won't launch!

    The difficulty modifiers are very Forza so it's clear as to who they see their competition to be.
     
  9. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    I'm not sure pitting in Forza has any effect whatsoever on your car. So, maybe it's wise (if they see Forza as their competition) to use the resources elsewhere.

    For us non-PC people, what exactly is a difficulty modifier and to what part of the game does it relate?
     
  10. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    GRID Autosport Gameplay: GP3 @ Sepang
     
    Last edited: May 30, 2014
  11. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    Coming fast now.
    IndyCar @ San Francisco:
     
  12. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    Clearly the Aston handles better than the Mercedes in the same class (Endurance):
     
  13. What it is Rob, is that your XP and Cash you earn from each race is bumped up for every modifier you switch on. So if you turn the AI up to a harder level, take off your car-assists and so on, you'll earn more XP and cash per race... it's exactly what Forza does and it's quite a clever system, it rewards the player for pushing their comfort zone.
     
  14. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    Oh yea. Thank you. Well, I'm quite used to this for playing Forza for so long. I find in interesting that you can race "loaner cars" in GRID A/S in any race on any track on line in Custom Cup. This is different that Forza, and a great move to not limit folks who want to jump right in to open wheel for example. But the real brilliance, I think, is that the cars you "buy" with your game cash, you actually "own" in that they accrue damage through competition and wear and tear and you can also pay to upgrade them, this having a better car in the race.Incorporating this into league play would be fantastic.
     
  15. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    Focus on Tire Wear:
    As for the tire wear you mention, GRID Autosport has what looks to be perhaps the best tire modding that the console has ever seen.

    Tire wear is only available in the endurance class, but in Custom Cup (online) you can set these races for day or night, with a wide range of cars to choose from, and, if I'm reading between the lines correctly, you MAY be able to have tire wear a factor cross-discipline, but, in any case, if you stay within the endurance class and cars, you can put them virtually in any setting and have the added realism of tire wear:

    Here’s a breakdown of the things you can configure in a Custom Cup:
    • Discipline – pick your favourite style of racing.
    • Vehicle Class – the type of vehicles you want to drive.
    • Race Type – the available Race Types will depend on what Discipline and Vehicles you’ve picked.
    • Number of Events – create a mini-championship up to five Events long.
    • Tracks – choose the track, route, lighting conditions and race length for each Event.
    The tire wear was described by one of the Chief Handling designers at Codemasters as thus:

    “Whether you’re racing a classic GT40 or a modern Prototype, expect a lot of mechanical grip at low speeds and a car that likes a smooth turn in and requires a careful application of the throttle. The GT cars are relatively heavy but have good downforce, so drivers will find more grip and confidence at higher speeds.

    Be careful not to overstep the boundaries though, as tyres wear over the course of a race. Expect to start under steering if you wear the fronts by locking your brakes, or a tail happy machine if you spin up the rears.

    Endurance cars tone down the urgency of a car built for a sprint to the finish, but these are thinking drivers’ machines built for a world where patience and planning is just as important as raw pace.”

    But I prefer to illustrate with a video. This guy is driving an Aston Martin, which will be a pretty grippy car. He runs an eight minute race, but I get the feeling tire wear is designed to wear depending on your driving style, not setup or a universally applied formula. In addition, the wear rate is slower or faster depending on the length of race you choose, sort of like F1. (Also notice the damage indicators on right, left column. From top to bottom, Wheels, Engine, and Suspension respectively -- explained as such: Damage to the wheels will cause the steering to become misaligned and as a result will make the car pull to the side (he took some damage here in the video);Engine damage --Radiator, Turbo, Exhaust, and Engine itself):
     
  16. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    One reviewers perspective of the handling:
    A week with Grid Autosport.​
    16 hours played and tested as I write this.
    1st off. The big one... The handling, Is it any good? Did they listen to all the whining we did?
    Ooooohhh yes it's good VERY good, and yes again, they did listen to us fans of old and acted on it (or most of it so far?).
    FINALLY! After years of waiting, we get a true-blooded, direct descendant of Grids epic gameplay.
    Grippy cars on tarmac that you need to DRIVE to succeed. Slide any race car about like you had to in Grid 2 and you'll fail at the first corner.
    Driving Autosport right on the limits of speed vs grip round Istanbul Park intermediate and the old grey matter started fizzing again, those Grid ingrained responses to what I was seeing on screen and feeling through the wheel took over and the Grin was back.
    http://forums.codemasters.com/discussion/628/grid-autosport-review#latest
     
    • Like Like x 1
  17. I shall be interested in joining this :) Has a lovely of my favorite places to race that F1 doesn't go to. Like the Algarve/Istanbul/Indy :)
     
  18. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    Oh you are so right there. Bathurst is in my top three in the world. And running, say, the V8 Supercars at the indianapolis Oval would be fantastic. And I think Algarve may be available at night.
     
    • Like Like x 1
  19. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    So, as another thread mentioned, the track list is up and here is is:


    GRID Autosport Track List
    By Ben Walke @BenWalke · On June 2, 2014
    When we first announced GRID Autosport we confirmed that it would be home to 22 locations with a combined route list that totals over 100. Of these 22 locations the vast majority would be circuits, including the likes of Hockenheim, Sepang, Jarama and Yas Marina.

    Today we’re really excited to be confirming the full track list for you all. We’ve got some old friends making an appearance alongside a couple of fresh faces that we think will offer some great racing action, but enough talk, here’s the full list.

    Here is the order of information:

    Circuits
    Name
    Day?
    Night?
    Routes

    ______________________________

    [​IMG]
    Autódromo do Algarve
    Yes
    Yes
    Sport Circuit
    GP Circuit
    National Circuit
    Club Circuit

    [​IMG]
    Circuit of the Americas
    Yes
    Yes
    GP Circuit
    GP Circuit Reversed
    National Circuit
    National Circuit Reversed
    Club Circuit
    Club Circuit Reversed

    [​IMG]
    Mount Panorama
    Yes
    No
    Motor Racing Circuit
    Motor Racing Circuit Reversed

    [​IMG]
    Brands Hatch
    Yes
    Yes
    GP Circuit
    GP Circuit Reversed
    Indy Circuit
    Indy Circuit Reversed
    Drift Circuit
    Drift Circuit Reversed

    [​IMG]
    Autsport Speedway
    Yes
    No
    GP Circuit
    Infield Circuit
    Oval Circuit
    Club Circuit
    National Circuit
    Drift Circuit
    Drift Circuit Reversed

    [​IMG]
    Hockenheimring
    Yes
    Yes
    Grand Prix Course
    Motodrom Course
    Short Course
    Short Course B
    Drift Course
    Drift Course Reversed

    [​IMG]
    Indianapolis
    Yes
    No
    Sport Circuit
    GP Circuit
    Oval Circuit
    Infield Circuit
    North Circuit

    [​IMG]
    Intercity Istanbul Park
    Yes
    No
    Grand Prix Circuit
    Intermediate Circuit
    Grand Prix Circuit B
    Intermedia Circuit B

    [​IMG]
    Circuito Del Jarama
    Yes
    No
    GP Jarama Circuit
    GP Jamara Circuit Reversed

    [​IMG]
    Circuit Mont Tremblant
    Yes
    Yes
    Grand Prix Circuit
    Grand Prix Circuit Reversed
    North Loop
    North Loop Reversed
    South Loop
    South Loop Reversed


    [​IMG]
    Okutama
    Yes
    Yes
    Grand Circuit
    Sprint Circuit
    Drift Circuit
    Grand Circuit B
    Sprint Circuit B
    Drift Circuit B


    [​IMG]
    Red Bull Ring
    Yes
    No
    GP Circuit
    GP Circuit Reversed
    South Circuit
    South Circuit Reversed
    North Circuit
    North Circuit Reversed

    [​IMG]
    Sepang International Circuit
    Yes
    Yes
    GP Circuit
    GP Circuit Reversed
    North Circuit
    North Circuit Reversed
    South Circuit
    South Circuit Reversed

    [​IMG]
    Spa-Francorchamps
    Yes
    Yes
    GP Circuit
    Sportscar
    GP Circuit Reversed
    Sportscar Reversed

    [​IMG]
    Yas Marina Circuit
    Yes
    Yes
    GP Circuit
    Championship Circuit
    International Circuit
    South CircuitPaddock Circuit
    Drift Circuit
    Drift Circuit B

    [​IMG]
    Barcelona
    Yes
    No
    Memorial Run
    Marine Gate
    Columbus Bay
    Cathedral Pass
    Fountain Loop
    High Street

    [​IMG]
    Chicago
    Yes
    No
    The Loop
    Underpass Ring
    Wabash Run
    Riverside
    Marina City
    Lake Shore Point

    [​IMG]
    Detroit
    Yes
    No
    Stadium Long
    Stadium Short

    [​IMG]
    Dubai
    Yes
    No
    Al Sufouh Strip
    Jumeirah Beach
    Nakheel Vista
    Hattan Way
    Orra Quay Loop
    Gulf Approach

    [​IMG]
    Paris
    Yes
    No
    Arc de Triomphe
    Avenue de New-York
    Circuit de la Seine
    Champs Élysées
    Pont de L’alma
    Le Trocadero


    San Francisco
    Yes
    No
    Grand Prix Circuit
    Grand Prix Circuit B
    Sprint Circuit
    Short Circuit
    Sprint Circuit B
    Short Circuit B


    Washington
    Yes
    No
    Grand Prix Circuit
    Park Circuit
    Street Circuit
    Sprint Circuit
    Hill Circuit
    Spring Circuit B
     
    Last edited: Jun 3, 2014
  20. Rob

    Rob
    XBO: OctoberDusk06 Premium Member

    What excites me about the track list, besides the obvious concentration on real tracks and dropping of live route nonsense, is the presence of two confirmed ovals --

    The Indianapolis 2.5 mile oval:


    The Autosport Raceway Oval (not shown, but similar):


    and 2-3 more that could be used as an oval course, such as the Circuit Mont Tremblant South Loop Reversed --
    [​IMG]


    The Red Bull Ring North Circuit Reversed --
    [​IMG]
    And the Okutama Sprint Circuit:


    This will create a true atmosphere for IndyCar racing and possibly a series down the line, but I think the World Touring Car Championship is coming into focus first.
     
    Last edited: Jun 3, 2014