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ACC: An Introduction to Blancpain GT Racing

I really like the idea of single or a few series replicated to the finest details. But here are things that are getting in the way:
* where is the safety car? Blancpain series have SC.
* are cars destructible? (serious question, have not tried game since EA).
* why there's no rich shared memory for tool developers and zero communication with devs? Without Crew Chief, game is of no use to me at least.
 

VernWozza

Staff
Premium
* are cars destructible? (serious question, have not tried game since EA).

There is damage yeah but you can't total your car or anyone elses. Find it such an immersion killer when you crash in to a wall at 180mph and all that's happened is a bit of bent suspension.
 
There is damage yeah but you can't total your car or anyone elses. Find it such an immersion killer when you crash in to a wall at 180mph and all that's happened is a bit of bent suspension.
Immersion killer, exactly. I don't need a Wreckfest, don't need visual damage even, but I really enjoy races where cars are fragile, and there are severe, realistic consequences. Disappointing to hear...
 

CC

Premium
Immersion killer, exactly. I don't need a Wreckfest, don't need visual damage even, but I really enjoy races where cars are fragile, and there are severe, realistic consequences. Disappointing to hear...
Even GTR2 15 years ago had a very decent damage engine within the game itself was impressive for its time, 2006
screenshot2.jpg

Forza Motorsport 3 from Turn 10 also had some decent visuals regarding the damage systems also,
2009
maxresdefault.jpg

Project cars 1 is probably one of the best systems with there SMS engine switching out the LOD for damaged LOD, 2015
ss_7fadba7f3ca7800a00e2028b2048fc37285b7f36.1920x1080.jpg

I believe currently in 2019 the most advanced simulator with some of the best physics, awesome track textures and environments with scanned tracks is iracing there damage system is by far the most advanced out there for simulation, expensive but you get what you pay for I suppose,
bang for your buck so to speak,
iRacing-New-Damage-Model.jpg


its not just a case of adding say a damage system, there is major worked involved with the 3D aspect depending on the techniques, vertex bending/shifting, deformations, or switching out of the LOD, which for me would be the way to go like SMS, Less performance impact than having live vertex damage,

but yes 100% all games with lack of realistic damage systems kill the immersion factor no doubts at all.
 

VernWozza

Staff
Premium
Even GTR2 15 years ago had a very decent damage engine within the game itself was impressive for its time, 2006
screenshot2.jpg

Forza Motorsport 3 from Turn 10 also had some decent visuals regarding the damage systems also,
2009
maxresdefault.jpg

Project cars 1 is probably one of the best systems with there SMS engine switching out the LOD for damaged LOD, 2015
ss_7fadba7f3ca7800a00e2028b2048fc37285b7f36.1920x1080.jpg

I believe currently in 2019 the most advanced simulator with some of the best physics, awesome track textures and environments with scanned tracks is iracing there damage system is by far the most advanced out there for simulation, expensive but you get what you pay for I suppose,
bang for your buck so to speak,
iRacing-New-Damage-Model.jpg


its not just a case of adding say a damage system, there is major worked involved with the 3D aspect depending on the techniques, vertex bending/shifting, deformations, or switching out of the LOD, which for me would be the way to go like SMS, Less performance impact than having live vertex damage,

but yes 100% all games with lack of realistic damage systems kill the immersion factor no doubts at all.
Great response. I agree it's no mean feat implementing a realistic damage model.

I would be ok with the current level of visual damage in ACC but what I can't stand is the lack of fear of making a mistake.
 

CC

Premium
Great response. I agree it's no mean feat implementing a realistic damage model.

I would be ok with the current level of visual damage in ACC but what I can't stand is the lack of fear of making a mistake.
I think when looking at AC and ACC the pricing reflects the products they are selling which is perfectly reasonable,
compare other games with similar content say iracing 1 single car costs 12$ on average,
so buy say 5 cars thats like 60$ compared to say AC dlc content which was all roughly 5-6$ for packs of cars so around 10% of the costs comparing just those 2 sims,
AC content is much higher geometry than iracing but lacks some visual features say damage systems,
but that is totally fine with me, but still damage is a must in racing games id rather pay that little extra and get the cars how they should be. :)

and yeah if you crash should be the end of the race.
 
Will there be more cutscenes? Like in the F1 games? I.e., podium videos, team members walking the pits, time with the car in the garage, etc? These touches def add to the immersion.
 
See Grand Prix Legends regarding damage. One bad shifting, race over
To be fair, modern vehicles are more reliable and take more abuse to break engine/gearbox - but collisions with unrealistic consequences are immersion breaking, and so is the lack of correct Safety Car phase and no support for the Crew Chief. I had hopes for ACC, and like some things about it. But it is not a presentation of Blancpain series I'd enjoy due to above issues.
 
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I would be ok with the current level of visual damage in ACC but what I can't stand is the lack of fear of making a mistake.
This is exactly my point, very well said. And, there are alternative games that produce that "fear of making a mistake", so it's not like there's nothing else to play.
 
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