Assetto Corsa Competizione | Build 1.2 Now Live - And It's Massive!

Paul Jeffrey

Premium
A huge new build for Assetto Corsa Competizione has been deployed to the simulation - with a sizeable change log featuring plenty of new and interesting features - including a livery editor!

Holding the official licence to recreate the 2018 and 2019 Blancpain GT Series, many folks (myself included) never expected to see a day when gamers could edit liveries within the simulation - but that day has come today, with a first pass at an in-built livery editor headlining the many changes that have been included in the new build of ACC released this evening.

Too excited to continue reading? Fair play, but do check out the new trailer and update notes below before you go..


Assetto Corsa Competizione V1.2 Update Notes:

GENERAL:

- AI performance optimizations.
- Fix for track shown at nighttime for a split second when loading into any session.
- Fixed double saving of temporary replays with multithreading enabled.
- Fixed issues with shared memory status.

GAMEPLAY:
- Added car customization. Pick and customize the design of your personal car.
NOTE: custom cars can be used in Quick Race, Custom Race Weekend and Multiplayer game modes.
Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions.
We will continue to add customizeable livery templates in future updates.
- Added single-make option to Quick Race and Custom Race Weekend game modes.
Possibility to use official liveries and custom-liveried grids.
NOTE: single-make race with official liveries requires an official car to be selected.
- AI update to avoid divebombing in slow chicanes.
- Porsche AI tweaks to mitigate their tendency to dominate sessions.
- AI now use aggressive setup at high levels.
- AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session.
- Fixed AI aggression setting not producing expected behaviour.
- General AI behaviour and movement improvements.
NOTE: different aggro levels should result in a bigger difference now.
- Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure.
- Session days are now set up as in real life in championship events.
- Fixed replay time multiplier resetting on highlights switching.
- Automatic highlights now spread across the entire race duration more consistently.
- Fixed marshal flags during single player replay.
- Fixed potentially wrong car setup values in saved games.
- Increased maximum number of highlights (20->30).
- Penalty system changed back to pre-pitlane decision.
NOTE: serving a penalty must be checked in the MFD before entering the pitlane. Serving any pending penalty is always auto-selected by default.
- Driver stint does not reset when serving a penalty - if "serve penalty" is selected before entering the pitlane.
- End of race in Quick Race does not require the opponents to complete the race - race finish is declared when the player presses ESC to return to the garage after crossing the line.
NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line. Other game modes are unaffected.
- Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds).
- Fixed some bugs with penalty procedure and saved games.
- Fixed Racelogic=digital display time during replay (better with new replays).
- Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible).
- Fixed replay maximum time.
- Added 1 hour and 15 minutes to maximum time in replay options.
- Added auto highlights replay only for the player car and added its menu item, tweaked highlights length.
- Removed time-based replacement of highlights and added an overtake highlight replacement system based on position.
- Fixed saving/loading auto save replay options.
- Avoid camera spline movements during paused replay.
- Longer pre-action time for accident/overtake highlights.
- Fixed pit alarm sound during slow-mo/paused/sped-up replays.
- Kevin Siggy Rebernak, winner of the McLaren Shadow Grand Final, added as a selectable Mclaren Shadow driver.
- Added pit exit blue flag for all types of sessions.
- Driver stint max total time is no longer based on race event but on race length divided by driver count across relevant game modes.
- Added black-orange flag for the player car for heavy suspension damage.
NOTE: also shown for lights damage (during the night and sessions that are declared wet where lights are a requirement).
- Penalty system for black-orange flags (damage and lights off).
The player has 3 laps to pit for repair or turn on lights when the flag is shown, ignoring the flag will result in a DQ.
- Fixed incorrect FOV used by some TV Cams from the 2nd activation.
- Pitlane open is triggered when the leader completes sector 1 after a race start.

UI/HUD:
- New feature: added Customization interface in the car showroom.
- Completely reworked car selection interface.
- Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes.
Each livery variant is now selectable in these game modes without restriction.
- Team and driver nationality added to car selection page.
- Showroom now allows you to turn on the lights and open the doors.
- Team/competitor dual information shown in car selection when relevant.
- Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup.
- Fixed lack of interactivity in the career showroom.
- Added "Official" filter to the car selection page to show only official car entries.
- Various navigation-related fixes in the user interface.
- Added chat message popup visibility option in the HUD settings page.
- Added highlights info and support for the HUD.
- MFD hides pit stop strategy items when "serve penalty" is selected. See penalty-related changes in the GAMEPLAY section.
- Various fixes for highlights HUD info.
- Various fixes for realtime leaderboard.
- Class filters added to race results and time/points tables.
- Fixed realtime leaderboard positions in non-race sessions.
- Added support for highlights camera override toggle button.
- HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information.
- HUD: opponent ping indicator added to realtime/standings MFD.
- Team points table enabled in Championship mode.
As per real-life rules, only the highest-finishing team entry scores points for the team.
- Added pulse animation to the search bar in the lobby page for easy recognition.
- Fixed tyre sets button not clickable with the mouse.
- Added brake change options to the MFD. See PHYSICS section for more information.
- Added brake pad wear indicator inside the Tyre widget.
- Time delta is no longer shown during the first 2 laps of a race to avoid data flickering.
- Finished cars are now marked with a checkered flag in real-time on the timetables and standings widgets.
- Virtual mirror is forced to hide in replays.
- Video Options: ability to save and load different Custom Video Presets.
Save and load multiple custom video presets for different display setups and racing scenarios.
- Revised Setup load/save function with overwrite warning warning.
- Added HDR exposure and HDR contrast to ingame View Settings. When HDR is enabled, they replace the regular exposure and contrast settings in the Video Options in the UI.
The options in the View Settings are enabled in HDR mode only and vice versa:
HDR enabled: the settings in the ingame View Settings are used.
HDR disabled: the ones in Video Options are used (saveable with custom video presets).
- Added messages about replay saving operations and fixed replay saving for the first minute.
- Updated texts and localization.

VR:
- Added VR world scale slider to Video Options.
NOTE: lower values increase the world scale, higher values decrease it.
Correct 1:1 scale to real life depends on the headset type.
- Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150).
- Minimum resolution scale set to 50 (was 70).
- VR pixel density steps set to 5 (was 10).
- Added specific video presets for VR.

GRAPHICS:
- Added missing unique Spa 24H liveries for the 2019 Blancpain season.
- Ferrari secondary display now has multiple pages to show various stint timers.
- Adjusted stance of the Jaguar G3 in the showroom.
- Pit animation now only shows the lollypop man when serving a Stop&Go penalty.
- No pitcrew is shown when serving a Drive-Through penalty.
- Fixed wrong numberplate layout displayed in MP car selection.
- Fixed shift animations not working with keyboard controls.
- Numberplates and season outfits now work correctly and as intended both in showroom and on-track.
- Zandvoort checkered flag marshal added.
- Visual car dirt now (slowly) accumulates even when driving on on-track surfaces.
- Visual car dirt and dust now accumulates faster in wet conditions.
- Improved LOD switching of wheels, fixed LOD rims not being affected by customization.
- Enabled HDR output in the video settings.
New additions to the video options include:
- Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance.
- Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default - used in the previous releases).
The filmic tonemapper gives a cinematic look more similar to the one used for HDR output.
- HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturated).
- Added support for HDR screenshots (EXR file format) when HDR output is enabled.
NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility.
- Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting.
- Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session).
- Custom player teamwear is now showing up correctly in SP and MP sessions.
- Visual damage buildup adjustments.
- Added damage impact effect to the car's bodywork.

PHYSICS:
- Top TC level for storm conditions for all cars.
- Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3.
- Tweaks on the front splitter of the Porsche 991II GT3 R.
- Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo).
- Rain puddle tweaks.
- Fixed rear wing last value Porsche 991II GT3 R.
- New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations.
- Aerodynamics - vertical fin calculation improvements.
- Aerodynamics - slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind
- Chassis flex implementation:
Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn.
Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs.
- Altitude simulation for all tracks. Higher altitude means less air density resulting in lower engine performance, less downforce but also less drag. The heating model of tyres and brakes is also slightly influenced. Laptimes on some circuits might be a bit lower (i.e. Spa)
- Tyre model: tweaks and fine tuning offer more predictable grip over the limit for both slicks and more importantly wet tyres.
- Brake pads and discs wear implementation and different brake pads choice:
Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box.
Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races.
There are 3 different brake pads available to choose from, each with its own characteristics and different brake pads front and rear are permitted.
-- Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal.
-- Pad2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Can be used in hotlap and qualifying sessions as well as sprnt races as what it loses in performance, regains in braking modulation and predictability. Excellent choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints.
-- Pad3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad.
-- Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes.
- Fixed Aston Martin V8 Vantage GT3 excessive engine damage.
- Bentley Continental GT3 2018 performance tweaks
- Fixed FFB damper not stopping during game pause.
- Fixed an error that could cause wrong relative impact speeds for collisions.
- Reworked damage system with accumulative damage resulting from impacts of various intensity.
A significant improvement over the old system that always required a larger impact per damage zone to produce more damage.
Repetitive impacts now have a much more substantial effect on the car's condition and the car is much less tolerant versus repetitive hits.
All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour.
- Low-speed aero damage now produces less negative effect on drag.
- Reduced front-rear damage detection cone.

AUDIO:
- Fixed doppler fluctuation for external engine sound.
- Added tyre brake wear audio.
- Optimized audio channels used for wheel in external/opponent sounds.
- Fixed audio options not applied on start level.
- Reworked spotter damage messages (smarter and based on cumulative damage).

MULTIPLAYER:
- Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/index.php?threads/1-2-competition-server-changes.61085/
- The region assignment for CP servers is technically different now, potentially fixing the "No servers in your region" error.
- The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races.
- Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning.
- Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread.
- Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way.
- Fixed netcode warping for higher speeds (for certain server operating systems).
- Fixed volatile and too high ping measurement (for certain server operating systems).
- Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player's bandwidth upload (ie by livestreaming).
- Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors.
NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/...ultiplayer-rating-changes.61195/#post-1100520
- Session-over result screen in MP now correctly switches the table between current standing (like 2nd MFD panel) during overtime and the final race results (including disconnected drivers) after the session has ended for all cars.
- Fixed MP car despawn issue in the highlights (and in some cases in the normal replay).
- Fixed replay world time affecting real time in MP (animations).
- Fixed potentially wrong bodykit loaded in MP.
- Servers will now log their current configuration (as it is actually understood by the server) to the "cfg/current" folder; this is helpful for troubleshooting.
- Short formation laps will now always start in "Double file", indepentently of the actual trigger position.
- Fixed a client crash when the selected customized "carX.json" file was physically removed.
- Improved the lead car detection during the formation lap.
- Fixed pit limiter effectively turning off after a driver swap.
- Improved the message the player receives when trying to join a server with the wrong car model (both entry list with forced car model, and CP servers with unknown tracks).

RATINGS:
- SA rating will apply a Trust Bonus for finished races, dependent on the race length.
- SA rating will not assign points to certain situations where the other car is clearly at fault.
- Added more "outcome" scenarios for accidents, to be able to improve the understanding of "nothing happened" in SA considerations.
- Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2.
- Fixed a timing issue which could make the contact bag inefficient in some situations.
- Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again.
- (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time.
- (Significant) wall contacts are now considered a root contact like mass accidents, so a second car hit by a car bouncing off a wall would not receive SA penalties.
NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/...ultiplayer-rating-changes.61195/#post-1100520
- Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line).


Assetto Corsa Competizione is available exclusively on PC.

Online race? Setup advice? Latest news? All available on the Assetto Corsa Competizione sub forum here at RD! Head over, have a read or start a thread and let the fun begin!
 
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Wow! It seems Ryzen kicks Intel butt, and I've read that they're awesome for VR. Anybody has Ryzen 5 3600 or above and uses VR?

3900X and RTX 2080 here. It works very well in VR with Oculus CV1. Modified Med VR preset (view distance epic, 80 meters mirrors, epic textures, foliage lod to very low, Oculus debug tool at 1.4 ppd)

I can get 90 fps 90% of the time, even in rain. Still it's blurry in the distance, a lot more blurry than Pcars2 for example, but completely playable.

If you are fine running 45 fps ASW, crank up ppd and the image will be better.

About Intel vs AMD, you can overclock easily the i9 9900K at 5+ Ghz. These sims love high clocks, so I think the i9 will outperform any Ryzen on any racing/flight sim. That said, you can get very good performance with Ryzens tough.
 
I have found the option to make a race against AI with the same class +different skins.

So for 19€, in ACC I have :
- 24 cars to make Cup car races
- 11 tracks (+4 DLCs)
- Rain + night
- Awesome graphics/sound/FFB


for +100 € in iRacing I have :
-1 car (GT3 cup car)
-7 tracks
- No rain
- Outdated graphics/sound
- Subscription per month

I don't regret my Early Access purchase at all ! There is no comparaison today for the AI races.

Alex, you seem to be forgetting the fundamental point. The ACC AI logic is not very good at all, in fact, it needs a lot of work. Meanwhile if you look at the AI at iRacing, it is almost seemless; comes with large amount of customisable options (such as defining traits for pit skill, stat strategy) and is actually enjoyable to race against. The whole point about AI racing is ensuring that the Ai battle with one and other, which is something that rarely happens in ACC.

You have to look at the bigger picture. Just watch an ACC track of AI racing each other, it is so utterly broken and robotic. Don't even get me started on the constant weaving as well, it kills the immersion. The game is based on endurance racing yet faster cars cannot overtake slower cars... LOL
 
the fundamental point
despite that iRacing AI seems pretty good, it still would be really stupid (not insulting anybody) starting with iRacing just for AI, since the price/content/quality ratio is not really good for single player, for multiplayer it kinda makes sense due to no competition. ( and its simply the best MP game out there since like forever)

So the fundamental point is: it´s really unimportant how good iRacing´s AI really is if you have to pay so much for less gain, if however AI gets shuffled into a semi standalone thing, aka pay for content not for subscription, it would be alot better, although regarding price/quality there needs to be some updates to quite a few tracks/cars to be worth it, but with amazing AI it would be alright, as it stands now, waste of money for single player only
 
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Hmm reading all the comments re: bad AI. Not sure on which difficulty level you are racing the AI or what you are expecting in general.

I have loads of fun. I have it set to 90%/75%, sometimes a bit higher and can have some really nice battles with the AI. Sometimes the battle last for 2-3 corners doorhandle to doorhandle. I wouldn't call that shabby at all!
Since V1.2 I didn't experience any AI divebombing at chicanes anymore, too.
Easy exploits are not as easy at, e.g. last corner at Paul Ricard, since AI has picked up speed in these areas as well.
Surely any AI today will not replace a real human racer.

Cheers Kunos for all the improvements! Love it so far!
 
Also done a first little test after update at Zandvoort. What joy to finally see your own name in the list of drivers, just a pity "our" cars lack sponsoring on the bodywork. Is there a way to get one's image / smiling face into the car selection screen? Or to edit the names of the co drivers? Handling has become way more sensitive and difficult but also more rewarding on my t500. After the update the game picked the default settings so I had to go back and load my personal settings again. Will have to do a bit of finetuning on those in the next couple of days, but the feel of the road and the feel of where exactly the outer limits of grip are, are way way better now. A great game just got a lot better!
Just still a bit disappointed of the SA not moving at all even after 35 mins of following the AI very closely (0.3-0.6) at Zandvoort with only one small touch at start and another light bump halfway into my stint. Stuck at SA67 like glue.
 
Just still a bit disappointed of the SA not moving at all even after 35 mins of following the AI very closely (0.3-0.6) at Zandvoort with only one small touch at start and another light bump halfway into my stint. Stuck at SA67 like glue.

I had the same experience. 30 min race against the AI, very close racing. One very minor bump (and no-one came off) and my SA didn't move, up or down.
 
Alex, you seem to be forgetting the fundamental point. The ACC AI logic is not very good at all, in fact, it needs a lot of work. Meanwhile if you look at the AI at iRacing, it is almost seemless; comes with large amount of customisable options (such as defining traits for pit skill, stat strategy) and is actually enjoyable to race against. The whole point about AI racing is ensuring that the Ai battle with one and other, which is something that rarely happens in ACC.

You have to look at the bigger picture. Just watch an ACC track of AI racing each other, it is so utterly broken and robotic. Don't even get me started on the constant weaving as well, it kills the immersion. The game is based on endurance racing yet faster cars cannot overtake slower cars... LOL
you are righ, and I have to admit the ACC AI overtake is not very dynamic, like Raceroom, but rF2 is very often claimed to be the best AI, even if they can't slipstream (Le Mans and Nordschleife are awfull if you look an AI race).....it's disgusting in rF2 and Lemans / Nordschleife to see an AI braking and being blocked behind the front car instead of overtaking in a straight line.
 
Think the improvements are welcome making this sim better. The editor is a nice edition although don’t care much for it. Still some strange ai behaviour especially silverstone where they crawl bump into each for 10 seconds then 6 cars go into the pits . Maybe the damage model could do with improving crashing into a wall I get light damage don’t seem realistic in that regard. But overall a good sim which can only get better.
 
I had the same experience. 30 min race against the AI, very close racing. One very minor bump (and no-one came off) and my SA didn't move, up or down.

That’s what happens when you have a lot of crashes on your profile boys (your fault or not). They stay on your permanent criminal record until you race long enough for them to fall off (and not be replaced). It’s not 1:1, but your SA is some function of ‘trust’ (gained by close racing without incident) minus warning points (gained by crashing into others).

Trust accumulates quickly but doesn’t contribute to SA as much the higher it gets. Warning points CAN accumulate quickly.

I started farming trust almost immediately after experiencing the public online servers around SA 30. I only had around 17 warning points and something like 60-80 trust? 6 hours later I was over 70 SA because I stopped the warning points early. I’m now at trust 330 and have 40 ish warning points, SA 88. Just to give an idea of the numbers.

If you’re stuck at 67 SA there are a lot of crashes in your history somewhere while your trust has gotten high enough for diminishing returns. Just keep doing races without smashing and the warning points will eventually fall off. But it might take a while...
 
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I started farming trust almost immediately after experiencing the public online servers around SA 30. I only had around 17 warning points and something like 60-80 trust? 6 hours later I was over 70 SA because I stopped the warning points early. I’m now at trust 330 and have 40 ish warning points, SA 88. Just to give an idea of the numbers.
How do you see your "trust" and "warning" points?
 
I thought trust and warning points were basically reset with every session? I don’t think they carry over do they? At the need of the race, your ratio of trust to warning points dictates the change to your SA rating, or at least that was my understanding.
 
Great update for my fav sim.
It's just getting better and better.
AI does - let's say - interesting things sometimes but otherwise the sim is fantastic. FFB and optimization even got better.

One note: Please, make races and tracks more lively!
This could differentiate the title from other sims even more. I'd like to see marshalls walking or riding mopeds behind the fences. Random movements.
Ambulance passing by in the background.
FCY. Random things like in 1 of 100 races FCY because of some pots running to the track.
I mean no need to see that, only the spotter would tell us that information.
More AI driver errors. I know I know that we, the gamers want better AI, so it is not that easy.
 
How do you see your "trust" and "warning" points?

From the main game page, go to your driver profile. In the top left click rating. There you can see all your ratings - click on each one to see a graph over time.

To see SA in a race (like CC or CN, etc), you have to modify the hud.json config file. I can’t remember the exact name of the setting to change but it’s above or below “ratingWidgetVisible" and should be easy to spot. I believe it should be 5.
 
Awesome update Kunos, finally we can create our own liveries, adding that personnel touch to your car, making it your own, brilliant.

One thing that baffled me though,
- Visual car dirt and dust now accumulates faster in wet conditions.

I understand from my daily drive, which is yellow, there's a build up of grime on the tail of the car in wet conditions from the spray and water vapor that lifts off the road and tyre tread which is loaded with road grime. But in wet conditions wouldn't the bulk of the dust be washed off both car and track, instead of accumulating faster, which to me implies there's more dirt & dust in the wet. Not that it's a game changer, far from it, I'm just curious. Sorry if I'm nit picking.
That was my thoughts too, but maybe wet mud and dirt sticks to cars more than dry? I have no idea haha
 

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