Assetto Corsa Competizione: Rating System Explained

Paul Jeffrey

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ACC Rating System.jpg

More ACC information? Yes please! Read on to learn all about the rating system coming to Assetto Corsa Competizione by Kunos Simulazioni.


Knowledge is power, that very much seems to be the motivation of the Kunos staff in the last few days as they continue to share insights into the upcoming new Assetto Corsa Competizione racing simulation soon to be released on Steam Early Access.

We have seen a number of very insightful blog postings from Kunos physics guru @Aristotelis as he explains how things such as tyres, aerodynamics and the general physics side of the car simulation will work, and now it is time for us to learn more about the highly requested ratings system in ACC, something that has been a hot topic amongst the Assetto Corsa community for several years.

First - thank you very much for joining our Early Access phase for ACC.

In terms of the gameplay elements around the Ratings, Event leaderboards and their game modes, I'd like to share our vision and the elements delivered in the first Early Access release, and open the discussion.


The vision:
On the long run, ACC will have quite a number of ratings and subratings. Some of them are focusing on your personal driving behavior, with the goal to be a good friend and help to improve. Some are purely competitive, and will connect you to other drivers. Then we have the multiplayer-related ratings, used to keep things clean and improve the multiplayer experience. Overall, we hope to improve the overall experience and fun, but also get rid of some typical simracing incentives. So this is going to be an invitation to develop from being a simracer to become more of a race driver.

6 of those ratings will be connected in a progression, where we try to detect the individual driver's capabilities and move the focus on the most important aspects. Those ratings are expressed in a 0-100% scale, and will unlock the next one once you achieved a value of 50%. While you are progressing through the ratings, you will either prove or practice driver-focused categories like Track Competence, Consistency, Car Control. After that, the rating will suggest to start becoming competitive and advance through the Pace, Racecraft and finally Competition rating.


Early Access Release 1
We will start with the first 4 ratings. At this point we will collect general feedback and feelings, analyse the data in terms of "how many drivers settle down where" and test the system. It will be also the first time where the backend servers have "real" load.

During the whole Early Access, the rating profiles may be reset for various technical reasons, so don't worry about your rating too much.

Let me go through the actual ratings and their expected effects:


TR - Track Competence
During this stage, every track has 3 "medals" to earn. We start out very easy: Do one clean lap without cut or spin.

For beginners, this of course requires to learn the track, which is the very basic requirement of anything that will follow. Go slow and easy, at this point nothing else is important. Blue feedback colors mean you are slow (which is much better than too fast), Green is perfect, yellow/orange/red indicates mistakes or overdriving you should avoid.

Also, your TR rating can't get worse at any time. Go out and drive, even testing something can't have any negative impact on TR.

The 2nd medal is similar: Do clean 2 laps in a row, that is without loss of control and with a (very low) minimal pace. Once you achieved this, the TR rating will be at 50% and unlock your next task: Consistency.

At this point, you always have the choice to focus on the next rating, or to improve the previous one(s).

There is one more track medal to earn: 4 clean laps in good conditions (adjusted lap requirement in wet/night conditions). Please note that your TR rating will not go to 100% during the Early Access.


CN - Consistency
The ability to consistently drive lap after lap is one of the key features in real racing, but for some reasons largely underrated in the simracing world.

Being consistent first means you are trained to find a pace you can do reliable lapping in - many laps without a spin or major problem. This will unlock many features (like being able to race others), and will help you to understand if different lines or setups have any actual impact.
But the most important: you just have more fun after all!

During the CN phase the Rating system will assist you with feedback for each corner, where green is very consistent to your latest laps, while yellow/orange/red indicates a very different way of driving. In case you noticed you got faster or slower in one corner, do NOT try to compensate in the next corner.

Cutting/losing the car will vastly reduce this lap's consistency, so make sure you find a good pace you are very comfortable with. The whole point is to be able to just drive without ruining the car, or messing up otherwise.

Similar to TR, the CN Rating can hardly drop once you have driven a bit. Usually the worst thing that can happen is that it just doesn't improve. Improvements/high ratings are possible when doing either very precise laps, or many consecutive laps - or both. So for example if you are doing well in lap 3 to 6, and then add one bad lap - this session's CN rating will be derived from 3-6, unless you add a streak that is even better. It is very important that the first 3 ratings are considered as friendly companions which are there to help you, and only you can see them. I'm looking forward to your feedback and impressions.

Once you have managed to achieve 50% CN rating, you will unlock the last driver-focused one: Car Control. Still keep an eye on your CN rating from now on, basically anybody should be able to at least have ~80% - you just need to consider this an important skill. Be assured, your practice investments will pay out big times.


CC – Car Control
You often hear that racing is about "the limit", and it's absolutely true. But we see a common misconception in simracing, while the real racing is the opposite: Most simracers are trying too hard. Riding on the limit really means on the very thin line of your tyre's grip, and going faster than that is actually slower and much, much more dangerous.

This rating will watch at various aspects and give you feedback where you lose time due to slow transitions etc, but much more important gives you feedback when you go too fast. First you should try to avoid any overdriving, that is find the correct steering angles and have the car under/at the limit any time (otherwise feedback is color yellow-red). Once you are able to avoid overdrive, you will notice everything is becoming easier while you won't be slower (or even pick up some pace). At this point you want to watch where you lose time because of being below the limit, usually this is about slow input transitions and careful corner entries.

Again, the CC Rating is meant to be your personal friend. The Rating is able to slowly decrease based on what and how you do it; but this is a very slow process and easy to catch up with some good practice sessions.

If you reached 50% CC - you are ready to get serious and enter the first competitive rating: Pace!


PC - Pace
Having proven you can handle your GT3 car, we are ready to enter the Competition - the title is not "Assetto Corsa Basics" after all.

Pace is the first rating that cares about laptimes and track performance. Those are measured in different Event Leaderboards, where you will challenge other drivers.

During the Early Access phase we will see a set of Special Events every new month. Those are connected to dedicated leaderboards, which directly influence your Pace rating: Your best Rank is your Pace rating. 50% means you are exactly in the midfield, 100% means you have a world record in one of the current event leaderboards.

Starting with Release 1, you can pick the "Hotlap" Event #1, which is basically what you expect: Dry, Daytime, perfect but fixed conditions, anything resets when you cross the start/finish line. Go for the best laptime possible.

The events #2 and #3 are (in my opinion) much more interesting: We introduce the "Hotstint" gameplay mode. The starting conditions are 100% comparable as well, but the goal is to drive as many laps as possible within a given time. Your leaderboard rank will be the result of the laps done (and time needed). While the Hotlap mode is a nice display of potential quickness, you will need to be a much more complete race driver to excel in the Hotstint category. Consistency, risk management and reliable pace are the key components.

This month's events will be a short stint in pretty good conditions (Event #2) and a medium (35 minutes) stint with a transition into the night (#3).


Recap
I would like to remind you again that the driver-oriented ratings' purpose is to help understanding how you drive, and give feedback on where you can improve - which has the ultimate goal to give you a better and more enjoyable time in simracing. This effect of course depends on your "entry" level, so skilled simracers (and actual race drivers) will have a very different experience compared to less experienced drivers. I'm looking forward to the feedback of everybody, so please don't hesitate to drop your feelings even if you feel you are on the entry level - maybe your feedback will be the most important in the end.



Assetto Corsa Competizione will be available to purchase on Steam Early Access from September 12th 2018.

Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting upcoming sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.

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Happy to hear about the rating system coming to ACC? Do you think this an important aspect of a new racing sim? Let us know your thoughts in the comments section below!
 
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Please NO :O_o:
Just look online and a lot of servers running fantasy-track-mods to drift on. Road cars only make sense in an open world environment with oncoming traffic, kind of realized already by modders, but just not good enough for the big public. Forza Horizon is such a great concept, it would be stupid to not copy it, just for grown-up people with sim-racing background. A title like this could make sim-racing so big, the third question to an unknown foreigner could be: what rig are you using?

And the "Competizione" stuff is just for race-cars and hopefully many more coming...
 
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A thorough rating-system sounds great. The system in iRacing is what has cleaned up my driving and made simming more lifelike. Without proper punishments for driving like an @$$, online ends up as a veritable $hit$torm of punters and wreckers. Constructive criticism is always welcomed.

Also, it would be great if ACC "shared" time trial ghosts, so, for instance, you could practice against anyone's ghost on the leaderboard. It's always nice to drive behind someone who knows how.
 
my dream forever is Driver with sim physics & terrain
Online 4 man teams for gangs, 2 for cops and BFG's p
You could hire best wheel men from server , all rated p
Road courses, speedways, dragstrips , hillclimbs throughout map
when you not stealing or stripping p
Everything real-time, dynamic weather etc
Opening trunks so you can put a body p
 
my dream forever is Driver with sim physics & terrain
Online 4 man teams for gangs, 2 for cops and BFG's p
You could hire best wheel men from server , all rated p
Road courses, speedways, dragstrips , hillclimbs throughout map
when you not stealing or stripping p
Everything real-time, dynamic weather etc
Opening trunks so you can put a body p
Driving would be enough for me, no need to simulate being a psychopath here...
 
I like the ides of the game letting you know how and where you can improve your lap times, however it usually involves a pop up message or somethin equally distracting that throws off your concentration making you slower,
I would like to see a system that can be turned off while driving, but used as a learning tool in replays
 
Just look online and a lot of servers running fantasy-track-mods to drift on. Road cars only make sense in an open world environment with oncoming traffic, kind of realized already by modders, but just not good enough for the big public. Forza Horizon is such a great concept, it would be stupid to not copy it, just for grown-up people with sim-racing background. A title like this could make sim-racing so big, the third question to an unknown foreigner could be: what rig are you using?

And the "Competizione" stuff is just for race-cars and hopefully many more coming...
Maybe you're right on this if you're looking from this side at the game. And of course there mamy different opinions how a game should look.
But I'm looking just for the racing part :ninja:
 
Why is everyone concerning themselves about a fictional AC2 when there's a perfectly amazing game (on paper at least) coming out from Kunos in 3 days/6 months?

I think people are setting themselves up for disappointment when they realize Competizione is in fact AC2...they'll probably add more series and types of cars in later installments...or not, who knows? Let's just sit back and enjoy the ride...AC1 is still there if you really need that all-in-one environment.
 
Sounds all awesome so far and i'm hyped:)

I hope that "AC 2.0", that many people are looking for, will have a completely other concept, thinking of a fantasy open world environment like in Forza Horizon maybe mixed with the laserscanned tracks as locations on the map and some fantasy on- and offroad challenges on the way.

my dream forever is Driver with sim physics & terrain
Online 4 man teams for gangs, 2 for cops and BFG's p
You could hire best wheel men from server , all rated p
Road courses, speedways, dragstrips , hillclimbs throughout map
when you not stealing or stripping p
Everything real-time, dynamic weather etc
Opening trunks so you can put a body p

Grand Theft Auto: Vallelunga. Cause when I'm heatin' my tires on the streets, I've got no competizione.

Somewhere on the box art, a Miata and Marco with sunglasses.

That sounds about right.
 
1 - TR - Track Competence
What if someone spins out in front of you and you have no choice but to leave the track. Shininigans at any online race always means this will be the case.

2 - where is the rating considering contact ?

I dont think one time you go off the track it will ruin your TR results..ofc if you are doing ton of laps properlly and than go out (because of some guy spining out) that should not affect your TR massivelly. But still we can wait and see.
 
1 - TR - Track Competence
What if someone spins out in front of you and you have no choice but to leave the track. Shininigans at any online race always means this will be the case.

This is assuming the TR rating is assessed when online, or offline in a full grid. From what I gathered from the description: it's a simple test of whether you can complete a lap by yourself without incident. For this to be a fair assessment of your skill, you will most likely be offline and alone on the track. I'm also guessing you won't be able to race online without completing this test offline first.

Sounds WAY better to me than iRacing's "let's throw all the rookies in a race together and see who makes it to D licence" system...and this is coming from someone who got fast-tracked to D class in the first day of playing.
 
Minolin said

"My guess is that your first reaction will be "unlocking the ratings is waaaay to easy for an experienced driver" - but you won't see a value above 95% rating in any category, regardless how hard you try. So strictness for CN and CC will be up to your interpretation."

Even if these are not multiplayer ratings yet, seems they are more than just easily passable tutorials. (CN = consistency, CC = car control)
 
This is assuming the TR rating is assessed when online, or offline in a full grid. From what I gathered from the description: it's a simple test of whether you can complete a lap by yourself without incident. For this to be a fair assessment of your skill, you will most likely be offline and alone on the track.

You are cheating, you actually have read the text.
Fun aside, this is a very precise summary and you fully understood the purpose of TR (at least from the perspective of an experienced simracer).

@Minolin I'm wrong in this? :O_o:

I don't even understand the question. There is a ton official communication about Blancpain, and zero about anything else.
 

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