Opinion: 3 Absent Features That Hold ACC Back

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Assetto Corsa Competizione is a popular choice among sim racers. Our editor Luca has been competing in an ACC league and is critical of certain features that are lacking on the platform.

At the start of 2023, I decided to follow many of my heroes and finally get myself a sim racing PC. Being inspired by the VCO Esports Racing League, my aim was always to get as good as I could on a range of different platforms, those being iRacing, rFactor 2 and Assetto Corsa Competizione.

Despite starting with ACC as I had played the PlayStation port, I found myself racing and enjoying the other two a lot more. I always wanted to not get too comfortable on any game, which is why with the sim racing outfit I am a part of United Sim Team, we committed to an ACC league.


After a few false starts, we joined the SimZone Rags to Riches league which began in early September. It is the same league that the likes of Jardier and George Boothby are racing in to qualify for the SimGrid x VCO Grand Finals. We of course won't be joining them in that, since they are aliens and I am a mere mortal.

Despite the pace deficit, it is still a very fulfilling experience. But in my time getting up to speed on ACC and also endurance racing on the platform, there are a few things I've noticed about it. Details that make me wonder how on earth ACC-focused drivers have done without them for five years.

Fixed Setup​

On iRacing, rFactor 2 and now even F1 23, it's possible to lock setups for all drivers in an online race. For newer drivers, this is a collective sigh of relief since the difference between a good and bad setup can be huge. ACC has never had fixed setups, which is quite daunting for those newer drivers.

When I got my LowFuelMotorsport licence, it was when the Hungaroring was the track to take the test. I didn't change the setup at all, and all seven of my lap-times were above the time that LFM had set. But then when I started doing LFM races, the drivers who were more knowledgeable with setup were understandably much quicker.

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New players would be afraid to change just one of these incase it completely ruins the whole car. Image credit: Kunos Simulazioni


Of course, the argument for open setup races are that it does highlight the best drivers who can find the right setup. But for me? I resorted to bought setups from different providers, editing them slightly to suit me. Because starting from scratch is way too daunting.


Whilst not as detrimental to the enjoyment, there is always that voice in the back of your head saying "if you made this change, you could be leading". Fixed setups are not always the level playing field-setter everyone claims it to be. Someone's driving style may suit that fixed setup more than another.


But for new players starting out, it is almost impossible to catch up without getting paid setups. It would have been nice to have the option to lock the setups to the four presets for all drivers.

Lone Qualifying​

Despite every iRacing player insisting their sim is the most realistic, a lot do not seem to mind having lone qualifying. This is where each driver has the track all to themselves at the same time, without fear of being impeded or impeding someone else.

ACC does not have this either. So if you have ever done a league race on the platform, you have inevitably been part of the traffic jam before the last corner. The feeling of compromising someone else's lap is not a nice one, especially if you are improving yourself. It is a lottery!

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These traffic jams wouldn't happen if there was lone qualifying. Image credit: UKOG on Twitch

Like with open setups, you can make the case for the fact that ACC is merely not sacrificing immersion for the sake of convenience - which is a very good point! In the real world GT3 championships, they may be able to send drivers out on their own in qualifying. But the conditions will never be the same so there is always an advantage afforded to some.

But there is one element that is - quite frankly - inexcusable as to why it does not feature.

Teammates Cannot Alter Strategy​

Last but by no means least. Someone who played a big part in helping me understand ACC complexities was one of my teammates, Brandon. With his help, I came to learn how to get the most out of the car when it came to tyre pressures and executing pit strategies.

Brandon always said to keep the tyre pressures between 26 and 27 psi for their optimum operating window. But because of different driving styles, the starting pressures would have to be different between stints. So we had to have those pressures pre-selected in pitstop presets.

But with that comes the issue. Whoever is not driving cannot change the strategy.

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Jardier had very little to do whilst his teammate Barrier drove. Image credit: Jardier on YouTube

On iRacing during an endurance race, you can change the strategy when you are not driving, setting how much fuel goes into the car during the stop and whether the tyres are changed. Therefore it saves your teammate who is driving the trouble of having to do it themselves. Since, well you know, they should be concentrating fully on the track and what is happening ahead.

Why the Limitation?​

Why does ACC not have that? All that the driver who is not currently driving can do is call out gaps and lap-times to cars around them. They cannot even look at their car's tyre pressures or fuel number! Not being able to see this when spectating other cars is understandable since it would not be fair. But it is putting too much responsibility on the one driving at high speed.

With the new Assetto Corsa follow-up releasing next Spring, let us hope this is not something that is carried over. Endurance racing is a team effort, and any driver spectating on their team's car should be able to directly change the strategy.

What features absent from Assetto Corsa Competizione do you believe should have been in the game? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Luca [OT]
Biggest sim racing esports fan in the world.

Comments

I am just going to reply with this:

If modding was that lucrative for devs, Kunos would have made, or allowed mods in ACC. They don't, and won't, because the residual they would get from sales with heavy discounts would never offset what they can get with the DLC packages, and by keep selling the game as is now.
Debatable.
There are no individual sales figures released for Kunos titles to current date to back this up. Nor the terms of licenses involved made public.

The fact is… official modding support for unreal games will require the use of plugins in an environment that is not user friendly. There is also the EULA from the unreal engine to be considered.
 
Debatable.
There are no individual sales figures released for Kunos titles to current date to back this up. Nor the terms of licenses involved made public.

The fact is… official modding support for unreal games will require the use of plugins in an environment that is not user friendly. There is also the EULA from the unreal engine to be considered.
No, you are missing the point, the FACT is that ACC is not moddable. This was done for a reason that they know better than you or me. The unreal engine has many many modding tools and tutorias out there. Difficulty of modding never stopped any studio from leaving files open. This is not the case with ACC.

Don't get me wrong, i want modding, i am a modder. But i still believe that the bigger the studio, the less interested they are in making moddable games, because they don't want competition inside their own game.
 
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No, you are missing the point, the FACT is that ACC is not moddable. This was done for a reason that they know better than you or me. The unreal engine has many many modding tools and tutorias out there. Difficulty of modding never stopped any studio from leaving files open. This is not the case with ACC.

Don't get me wrong, i want modding, i am a modder. But i still believe that the bigger the studio, the less interested they are in making moddable games, because they don't want competition inside their own game.
So which is it? Decision based on money or “a reason they know better than you and me”? Which was my argument to begin with.
 
Premium
Fixed setups can be very good in other sims, for example in sims that do support more cars it gives you the confidence to try another series without knowing you are going to be really disadvantaged because you don't know how to setup the car.

For sure - a setup will not fix bad driving issues but I am not a slow driver and I know that if I want to dabble in another class I will get the hang of the the car soon and that a fixed setup will not hold me back compared to others.

A bad setup can certainly hold a good racer back as well as a bad racer, the good racer will get the most from the bad setup.

It really isn't a case of just bad drivers thinking a default will make them faster, we know it won't but it will close the gap with better drivers. I know a a number of good drivers that dabble in fixed series because they know they can drive in a series that they may not normally and still do well because they have the skill and are not held back by a rubbish setup relative to others.

This is an aspect I think overlooked by many that don't like fixed and only drive one sim. It can make acc attractive to reasonable drivers outside of acc to have a go as well because we all know you even if you are good you are most likely not going to do well against people of similar skill if you don't know how to deal with a new sims setups and peculiarities.
 
So which is it? Decision based on money or “a reason they know better than you and me”? Which was my argument to begin with.
What other reason could be than money... i was implying that, after i rebutted the technical reasons you alluded to, you failed to read between the lines.
 
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I am just going to reply with this:

If modding was that lucrative for devs, Kunos would have made, or allowed mods in ACC. They don't, and won't, because the residual they would get from sales with heavy discounts would never offset what they can get with the DLC packages, and by keep selling the game as is now.

There are still plenty of games that allow or even encourage mods, but ACC is not one of them. They'll have their reason(s) and all we do here is speculate.

We'll have to see what they'll do with AC2.
 
The last thing beginner drivers want is to be locked into some batshit crazy setup that has absolutely no ground clearance and spins every time it bottoms out.
Every time I raced in AC with fixed setup; the organisers put on a completely bonkers knife edge setup.
Fixed setups are a hard no for me.
 
Premium
The last thing beginner drivers want is to be locked into some batshit crazy setup that has absolutely no ground clearance and spins every time it bottoms out.
Every time I raced in AC with fixed setup; the organisers put on a completely bonkers knife edge setup.
Fixed setups are a hard no for me.
It could be someone did that and it was great for them and terrible for others. That is generally not the intent of a fixed setup race. It gives a driveable car for most people. It may not be the fastest setup available for better drivers but neither does it leave some drivers with some batshit crazy default slow setup.
 
What other reason could be than money... i was implying that, after i rebutted the technical reasons you alluded to, you failed to read between the lines.
No lines to read between when it’s all speculation. Wasn’t AMS2 not supposed to be moddable as well?
 
Fixed setup is a bad idea. If you really want that, you have the Porsche Cup car and to an extent GT4 anyway. On GT3 the setup makes or beaks the car, it would not have the effect you would desire. It would not help anyone and just increase the gap between skilled drivers and the average Joe.
if you dont like it dont play it, there are people who want a fixed setup and there is nothing wrong in having that option if one chooses to do so.
 
1: Decent FFB
2: Graphics that don't pop like rice krispies
3. Player base that isn't like it is today.
 
Huh? That doesn’t make much sense… how are they going to sell something that’s already available as a mod.
you misunderstood. modders are making things they want from the developer. the dev needs to tune into that and sell a pro version. there is a whole entire untapped market that no dev is tuning into.
 
you misunderstood. modders are making things they want from the developer. the dev needs to tune into that and sell a pro version. there is a whole entire untapped market that no dev is tuning into.
Still not sure what you mean by this… sell a pro version of a mod?
 
No lines to read between when it’s all speculation. Wasn’t AMS2 not supposed to be moddable as well?
You love to be argumentative don't you... what does AMS2 have to do with any of this? Reiza wants people to mod at least cars for it, and some mods do indeed exist, so whats your point... Reiza is a very small studio, so they can't even hope to get all those licenses anyways, unlike a bigger studio.
 
Something I haven't seen in ANY simracing so far , ACC included, is the game to keep track what setup changes you made before a run in practice.

Sounds silly, but I generally forget what changes I made in the span of the few laps it takes to try them out, so having a way to see what the setup was before your latest changes, or an historic of your changes, would be a great feature in my opinion.
 
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