7 Places In The Assetto Corsa EVO Open World We Can't Wait To Visit

Assetto-Corsa-EVO-Open-World-Nürburg-Paddock.jpg
Kunos Simulazioni has confirmed an enormous open world surrounding the Nürburgring for Assetto Corsa EVO. Here are seven places we cannot wait to visit in the sim!

With Assetto Corsa EVO, Kunos Simulazioni aims to change the game for sim racing, as the Italian studio has quite clearly set its sights to bringing something new to the table. While free-roaming had already been confirmed at SimRacing Expo 2024, a setting was not yet known - until the reveal of the open world made it clear that there would be a vast 1,600 square kilometers surrounding the Nürburgring waiting for players to explore eventually.

Possibly one of the biggest hubs for automotive culture in Europe, the Ring and its surrounding area are going to be recreated to scale, meaning there will be plenty of interesting locations to visit. Here are 7 spots that will (hopefully) feature on the AC EVO open world map that we cannot wait to check out in-game, sticking to spots close to the Nürburgring for no as we still have no idea how far the 1,600 km2 open world is actually going to stretch.

Assetto-Corsa-EVO-Open-World-Historic-Paddock-Photo.jpg

The Nürburgring's historic paddock during the 2011 Nürburgring Revival. Image: Cannoneer Photography, available for free distribution via the CC BY-SA 4.0 License

Historic Paddock (Historisches Fahrerlager)​

Starting off with a location that is certain to be in AC EVO, the Nürburgring's historic paddock is located just outside the main straight of the GP circuit. It is not used for most racing events anymore, but has a very nice throwback vibe ever since it was reopened after extensive renovations in 2011.

The vintage garages bear the names of some of the most legendary drivers in racing, and while a number of them are still used as actual garages, others are home to shops and even small restaurants. The original commentary booth of the Nürburgring's main grandstand, which no longer exists, is propped up there as well.

We could imagine the historic paddock to be a hub for activities based on classic cars, possibly of the racing variant as well. It could be a meeting point for vintage vehicles or a place to maintain and upgrade them. Plus, it makes for a cool starting point to get into the GP circuit proper, as a tunnel leads straight into the modern paddock.

Assetto-Corsa-EVO-Open-World-Historic-Paddock.jpg

Image: Google Maps

Where to find it​

The historic paddock should be one of the easiest spots to get to. It is located near the final turn and on the outside of the Grand Prix circuit - simply follow the road that passes by the track right behind the main grandstand, and you cannot miss it.

Assetto-Corsa-EVO-Open-World-Nuerburg.jpg


Nürburg Castle​

The namesake castle has to feature on our list of virtual Eifel tour destinations, of course. Visible from the GP circuit's paddock and, more prominently, when racing down the Döttinger Höhe straight towards the end of the Nordschleife lap, the ruins of the Nürburg sit atop a hill that was formed by volcanic activity. It was built in the 12th century and is a museum today.

While the Nürburg has featured in many panoramic shots taken from the race track in various sims and games, we would imagine that AC EVO will offer an opportunity for players to get even closer. There are a few paved roads leading up to the base of the hill the Nürburg sits on, and a bit further down, there is a big parking lot with a view of the castle.

As the village of Nürburg is going to feature prominently in the Assetto Corsa EVO open world map without a doubt, this will make for a great photo spot, especially at night when the castle is usually lit up, and the different seasons will certainly make for interesting backdrops.

Assetto-Corsa-EVO-Open-World-Nürburg-Map.jpg

Image: Google Maps

Where to find it​

Another relatively straight-forward spot to find, the Nürburg castle is easily visible from a distance. Once in the Nürburg village, simply follow the Hauptstraße (main road) up towards the castle, and you will get as close as Kunos' rendition of the Eifel region will allow you.

Assetto-Corsa-EVO-Open-World-ED-Tankstelle.jpg

Image: doettinger-hoehe.de

ED Gas Station Döttinger Höhe​

Switching to the outside of the Nordschleife, the ED Gas Station right by Bundesstraße 258 - and therefore directly at the Döttinger Höhe - is a meeting point for petrolheads that have come to the Ring for a tourist lap or two (or more). Chances are that if you stop here to get some gas, you will see an unusually high amount of exotic cars, track day toys or anything else that runs on the Nürburgring.

With upgrade shops for cars and many other types of businesses supposedly making their way to AC EVO, it should be a fairly safe assumption to say that gas stations will also play a prominent role - so one of the best-known ones around the Nordschleife should surely make an appearance. We are wondering, though, if the selection of Nürburgring merchandise inside will be as extensive as in real life.

Assetto-Corsa-EVO-Open-World-ED-Gas-Station-Map.jpg

Image: Google Maps

Where to find it​

When traveling on B258 heading in the direction of Döttingen, you will find the gas station to your right just as you pass Meuspath. Conveniently, you can turn off of B258 immediately afterwards to head to the tourist entry of the Nordschleife to start your lap right after fueling up for the drive.

Assetto-Corsa-EVO-Open-World-Gewerbepark-Manthey.jpeg

Manthey Racing have their HQ in Meuspath, right by the Döttinger Höhe. Image: Porsche Newsroom

Gewerbepark am Nürburgring/Meuspath​

Right next to the aforementioned gas station sits the Gewerbepark am Nürburgring in Meuspath. Clearly visible from the B258 road, automotive and racing enthusiasts will immediately spot the various racing-related brands that have a presence there.

A look around the area reveals a rather illustrious neighborhood, including Hyundai, Mercedes-AMG, several famous Ring-based teams Manthey Racing, Scherer Sport PHX or Haupt Racing Team, or tire manufacturer Goodyear.

With the prospects of car customization in mind, this could be an important focal point close to the ring in AC EVO - and not just to modify your track day toy. Imagine driving up to one of the teams' HQs because you secured a test drive, then heading over to the circuit with them to give their racing machines a go. Sounds like a seamless transition to us!

Assetto-Corsa-EVO-Open-World-Gewerbepark-Map.jpg

Image: Google Maps

Where to find it​

As mentioned, the Industriepark Nürburgring is right next to the ED gas station, but you will have to take a bit of a different route to get to it. There are exit ramps in both directions for you to get off the B258. If you are heading towards Döttingen, so with the GP circuit behind you, you will reach this exit right before you reach Meuspath.

Assetto-Corsa-EVO-Open-World-Brünnchen.jpg

Image: Misha Charoudin on YouTube

Brünnchen​

One of the most popular spectator spots around the Nordschleife, Brünnchen has risen to fame not at least due to the abundance of tourist drive crash videos shot from the spot. More specifically, the second part of the section is also known as YouTube Corner for this reason.

We have probably all seen the section from the driver's seat plenty of times, and it is possible to get there using the free camera of various sims that feature it. But driving there while track day or even racing action is happening on the track, with the site possibly acting as another hub to meet up with friends or even as just a photo spot sounds like it would be a cool thing to do to us.

Assetto-Corsa-EVO-Open-World-Brünnchen-Map.jpg

Image: Google Maps

Where to find it​

If you have driven on the Nordschleife before, you know where Brünnchen is, of course. The double right-hander is located in the final third of the lap, but how do you get there when not on the actual track?

Heading down the B258 in parallel to the Döttinger Höhe and towards Döttingen itself, you will have an opportunity to turn left onto B412 shortly after passing the ED gas station. Following this road will see you pass Pflanzgarten before you reach the Brünnchen parking lot.

Assetto-Corsa-EVO-Open-World-Adenau-Markt.jpg

Image: 24h-rennen.de

Marktplatz Adenau​

One of the bigger villages located inside the Nordschleife, Adenau likely rings a bell with anyone who has had any sort of touching point with the Green Hell - there is a whole section named after it (or rather a forest close to it), after all. But what does it look like at the place that lends its name to Adenauer Forst?

Quite picturesque, actually. Which is likely the reason why each year before the Nürburgring 24 Hours, there is a big celebration at Adenau's market square, including the cars and drivers that compete in the race. Considering that Adenau is almost certainly going to be in the AC EVO, this is a definite go-to spot on our list.

Assetto-Corsa-EVO-Open-World-Adenau-Market-Map.jpg

Image: Google Maps

Where to find it​

Adenau is located right by the Ex-Mühle section of the Nordschleife, which crosses the South end of the villagae on a bridge and essentially forms the border between Adenau and Breidscheid. Hence, you should be able to exit the Nordschleife at the Ausfahrt Breidscheid if its open. Otherwise, you can also join B257 just West of the GP circuit and follow the winding road through Quiddelbach and Breidscheid to get right to the heart of Adenau.

Assetto-Corsa-EVO-Open-World-Südschleife.jpg

Image: Google Street View

Südschleife​

Every racing fan knows the Nürburgring-Nordschleife, but what about the Südschleife? Originally, the track featured this South Loop as well, although it was much shorter than the bigger, more famous variant. Going straight on in the Südkehre instead of making the full right to the back straight of the Betonschleife, racers would find themselves on another winding Eifel road.

When the Nürburgring was renovated extensively for the 1971 F1 return, the Südschleife was not included in the upgrades. As a result, it was used less frequently, and when the old Betonschleife was demolished to make way for today's GP circuit, the Südschleife was decomissioned from racing duty entirely.

It is still there today, at least most of it. The Südschleife is now the K72 and L93 roads for the most part, so a public road - and we would bet that it will be in AC EVO as well. Meanwhile, if you want to race the Südschleife as it was in 1971, Automobilista 2 actually features a first-party version - and, of course, there is an Assetto Corsa mod as well, for instance in the 1967 Nürburgring version released by @WilliamTRiker.

Fun bonus fact: @Michel Wolk once found a dog at the Südschleife. The dog had run away from a dog pension and was without any company, but was safely returned to its owners. Maybe a nice in-game challenge, Kunos?

Assetto-Corsa-EVO-Open-World-Südschleife-Map.jpg

Image: Google Maps

Where to find it​

The Südschleife encircles most of the Grand Prix track, so getting there should be easy enough. Turning off of B258 either west of the GP circuit or behind the main straight leads you to either the L93 or K72, which means you will be on the former Southern Loop and can trace history on what are relatively unassuming roads today.

What spots at and around the Nürburgring are on your must-visit list in the Assetto Corsa EVO open world map? Let us know in the comments below and join the discussion in our AC EVO forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

But it's not, you can still play the racing game ACC and you can still play AC (albeit with optional SUV's)
This game is not those, it's not compulsory to freeroam, just as it's not compulsory to go drifting or rallying, and if you don't like this game... as they say, "keep walking"
I probably will keep walking, at least until the content catches up.

When a game tries to do all things, then the special qualities will suffer. With an open driving game, there will be fewer race cars and individual series will not be fleshed out (except for modding and it will be 2026 before ACE shows us what that will include). Official AC never did flesh out a race series -- even when the cars were there, then there were missing tracks. Club tracks will be forgotten because only the favorites will be included.
 
Last edited:
The problem as I see it is that Playground games have had five versions of FH to get their formula right - Horizon is absolutely packed with stuff to keep you coming back every day / week / month / season, with a huge map and a team of people whose job it is just to keep players engaged. Can Kunos match this?
Kunos won't match the onslaught of content, Playground is like Rockstar Games of arcade racing

But FH is also packed with stupid things to do. I don't want to get a free Ferrari, for spinning out of control like a jackass. I don't want some voice actor talking to me like a child

I enjoyed the scenery in FH, especially FH4. At first I was blown away, until I noticed how bad the wheel feels in certain situations. Imagine that in VR (which is what EVO will have). But the FH driving with a wheel just wasn't fun or compelling.

There could be a massive market for this, signs are in the air. It could be what everyone has been missing. Nobody has done a sim like this before. Someone has to do it first, to see what happen. Maybe it will be a gateway sim that causes tons of people to buy a wheel. People who played FH with a gamepad, but want the real thing now. "Serious" circuit fans have their own portion

If it doesn't work out, Kunos can leave Eifel as one-off thing and focus on circuits. They are in this for the long haul anyway. If it's successful, keep expanding, perhaps later add another countries as DLC (personally I'd love to see coastal Italy)
 
Last edited:
Premium
I probably will keep walking, at least until the content catches up.

When a game tries to do all things, then the special qualities will suffer. With an open driving game, there will be fewer race cars and individual series will not be fleshed out (except for modding and it will be 2026 before ACE shows us what that will include). Official AC never did flesh out a race series -- even when the cars were there, then there were missing tracks. Club tracks will be forgotten because only the favorites will be included.
Yes, I understand that but there are so many games and sims on the market that do those things now, if you lay the framework for adding branches later it can grow into a better and bigger game than just racing around a circuir.
Gran Turismo has fans crying with joy when they introduced the 917... it could race against a complete odball of other cars because there wasn't support with the Lola/Chevron/Matra/Liger/Mirage and the track was a much later one with the chicanes... only the real fans of motor racing would know... millions didn't care, so when you compete in a market that offers tha, it's best to offer what they don't and can't without a massive rethink.
I think that Kunos has made a mark in the sand and others will have to do more than they currently are... but if it fails, they can all laugh at Kunos for being fools!
 
I probably will keep walking, at least until the content catches up.

When a game tries to do all things, then the special qualities will suffer. With an open driving game, there will be fewer race cars and individual series will not be fleshed out (except for modding and it will be 2026 before ACE shows us what that will include). Official AC never did flesh out a race series -- even when the cars were there, then there were missing tracks. Club tracks will be forgotten because only the favorites will be included.

For mine rFactor 2 is the prime example of this.
When I think IF they had the backing to pay for ISIMotor3.0 instead ( 2 years fulltime ) , better modelling and license then it could have been oh so much different for the studio :(

Just a shame is all.


Yes, I understand that but there are so many games and sims on the market that do those things now.

Sorry but imho this is the issue .
We coming into a new age and after 3 decades we all deserve better then what we got.
Sims are not games and too many cooks spoil the broth.

Physics there can be only one, well there should be only one.
ISI was the closest and the only studio I know put any effort into it.

Honestly I don't think there is anyone out there left that even cares about this aspect simply because they have worked out it won't sell anymore units ( shrugs )

All these other engines are nothing but eye candy.
Ever since Shift ....it's all about the bling now.
 
Last edited:
I stand corrected, my bad. I read the post, I must've not read the part you quoted. I blame the morning before breakfast. In any case you're right. Sorry.
Wow, massive respect for admitting your mistake and being so gracious about it, very un internet like. I'm gob smacked purely because the internet never goes this way, or rarely.
Wow. Top bloke.
 
Premium
For mine rFactor 2 is the prime example of this.
When I think IF they had the backing to pay for ISIMotor3.0 instead ( 2 years fulltime ) , better modelling and license then it could have been oh so much different for the studio :(

Just a shame is all.




Sorry but imho this is the issue .
We coming into a new age and after 3 decades we all deserve better then what we got.
Sims are not games and too many cooks spoil the broth.

Physics there can be only one, well there should be only one.
ISI was the closest and the only studio I know put any effort into it.

Honestly I don't think there is anyone out there left that even cares about this aspect simply because they have worked out it won't sell anymore units ( shrugs )

All these other engines are nothing but eye candy.
Ever since Shift ....it's all about the bling now.
I just re-read my reply post to @Emery's post and it's not what I meant, I misread (or mis-saw) @Emery's post.

What I meant was there are so many games/sims that provide racing in categories,(GT3/LMh/F1 etc) there is a need to go wider to get some market, and not just put out a handful of iconic cars with no support form the lesser but still worthy opponents like GT does.

And if this turns the sim into a game, I'm OK with that, I'll either buy it on I won't, but the reason for not buying it won't be because it's not a race sim, it'll be because I don't want it... but that decision will be for later.
 
What would be magical would be to connect the Nurburgring in Germany to Spa Francorchamps in Belgium, there are only 100 km between the two and the roads and the region are splendid and it often snows in winter, I love driving on the snow! :) (We can dream, right?)

Maybe it is not unrealistic expectation to have for the future arc of ACE. I think it could also be an interesting quasi-fantasy race to be had, to have a lap that would join these two circuits. If Kunos has such power to produce this kind of content, perhaps it would even possible to have Mille Miglia sometime in (definitely not near) future, just need people to get interested in older cars somehow :D

And thats just about 300-330 kilometers. Easily doable. And would probably only take like two hours to lap with very fast car haha

LSOT8vp.png



By the way, interestingly. This chunk of land pretty much would fit into 1600km^2 area.
 
Last edited:
Physics there can be only one, well there should be only one.
ISI was the closest and the only studio I know put any effort into it.

Honestly I don't think there is anyone out there left that even cares about this aspect simply because they have worked out it won't sell anymore units ( shrugs )

All these other engines are nothing but eye candy.
Ever since Shift ....it's all about the bling now.
No sim engine is perfect. ISI's included. Unrealistic meta setups were also in rF2 just as one example.

"Only studio I know put any effort into it". I mean... come on. Sooo much disrespect for other devs. Preferring something is one thing, acceptable, understandable. But these statements are... wow.
 
Replicating a real world area (especially this big) in a proper racing simulator is unprecedented so obviously it's going to be the most discussed topic. Does that mean it will be the only thing you'll be able to do in the game?? Obviously not so most people's frustrations before the game has even launched are completely unfounded imo.

And if they're thinking it's taking away from ACE being a dedicated racing game they would've always been disappointed anyways because it was never gonna be that.
 
No sim engine is perfect. ISI's included. Unrealistic meta setups were also in rF2 just as one example.

"Only studio I know put any effort into it". I mean... come on. Sooo much disrespect for other devs. Preferring something is one thing, acceptable, understandable. But these statements are... wow.

The ISI era there was no such thing as the metta hack of flat camber or incredibly unrealistic toe angles or lack there of, the tyres were coded properly...

You're thinking of the MSGS/S397 era there where they went after the SMS and Kunos "easy to drive" marketing... It took them years to reign in that grip profile after years of the ISI fans hating on them and shame of the metta set ups being exposed for breaking the physics of the code...

Replicating a real world area (especially this big) in a proper racing simulator is unprecedented so obviously it's going to be the most discussed topic.

And if they're thinking it's taking away from ACE being a dedicated racing game they would've always been disappointed anyways because it was never gonna be that.

Those 2 statements contradict each other...

Either it's going to be like Forza Horizon or it's going to be a proper racing simulator... But all the marketing suggests for the former so I'll agree with the second statement...
 
The ISI era there was no such thing as the metta hack of flat camber or incredibly unrealistic toe angles or lack there of, the tyres were coded properly...

You're thinking of the MSGS/S397 era there where they went after the SMS and Kunos "easy to drive" marketing... It took them years to reign in that grip profile after years of the ISI fans hating on them and shame of the metta set ups being exposed for breaking the physics of the code...



Those 2 statements contradict each other...

Either it's going to be like Forza Horizon or it's going to be a proper racing simulator... But all the marketing suggests for the former so I'll agree with the second statement...
Does Forza Horizon have laser scanned circuits or race cars? I don't think so. Does it have at least comparable physics to AC or ACC? Don't think so either. So no, don't kid yourself. Just because they announced an open world map will be included in the game, it doesn't automatically make it Forza Horizon.
 
Does Forza Horizon have laser scanned circuits or race cars?

Laser scanned is overrated when the developers all do their own flavours of it anyway...

But yes there are race cars...

Does it have at least comparable physics to AC or ACC?

Given I don't rate either physics set that highly due to the hacks in the set ups, Forza Motorsports isn't too far off with it's physics... Especially now they have more nodes in their tyres than either Kunos product has...

It's just going to be a fun car game... Nothing special, just fun touring around random open world streets... Not the next ground breaking simulation...

Because Kunos haven't done that with physics to date...

They have not done it with AI either...

They've made solid games that work out of the box... But never led the sim racing world in physics or AI... And AC failed on many fronts at the race track...
 
Laser scanned is overrated when the developers all do their own flavours of it anyway...

But yes there are race cars...



Given I don't rate either physics set that highly due to the hacks in the set ups, Forza Motorsports isn't too far off with it's physics... Especially now they have more nodes in their tyres than either Kunos product has...

It's just going to be a fun car game... Nothing special, just fun touring around random open world streets... Not the next ground breaking simulation...

Because Kunos haven't done that with physics to date...

They have not done it with AI either...

They've made solid games that work out of the box... But never led the sim racing world in physics or AI... And AC failed on many fronts at the race track...

I never used the words ground breaking simulation, but as long as it's marginally better than AC/ACC, (which would still fall under the simulation category) I'm sold.
However given you also seem to dislike S397's physics and dis laser scan technology you sound like a half empty glass kinda person. Hopefully some other developer satisfies your high standards some time this century.
 
Last edited:
You're thinking of the MSGS/S397 era there where they went after the SMS and Kunos "easy to drive" marketing... It took them years to reign in that grip profile after years of the ISI fans hating on them and shame of the metta set ups being exposed for breaking the physics of the code...
Cars are not particularly hard to drive IRL. Not one simracer turned IRL racer said it's pretty much easier than the sim. And not one simracer turned IRL racer has said that one particular sim is the best, more like each have some property that excels and some properties that are inferior.

And why is it a shame that it was exposed? It's a natural thing.

Physical laws we know are an approximation of reality. Newton's laws are not universal either, they break at the extremes of speed, size, etc.

Game physics are an approximation of an approximation that can be used in real time with a high number of calculations per second. Of course they break. ISI's engine including, as well as other engines.

What you said here means that it's not just the physics engine that matters, but also the data you feed into it. How do you know other engines are not capable of "more realistic" then? How do you know the initial ISI cars were the most realistic?
 
Last edited:
What you said here means that it's not just the physics engine that matters, but also the data you feed into it. How do you know other engines are not capable of "more realistic" then? How do you know the initial ISI cars were the most realistic?

My research has been from the opposite end of the spectrum... Mainly asking former drivers who now sim race what they think and feel...

The seat of the pants feeling is the big difference in sim racing, and before the multipoint tyres the zeroing out of the sims tyre code made them a lot harder than what they are today... The old single point tyres, like in AC, are what most real life drivers will say got wrong... The physics just don't behave that way, and to mask that there's been excesses of grip added over the top... The advancement of FFB and sim racing gear has largely mitigated that seat of the pants "hardness" the real drivers will talk about...

The data that you feed into a sim makes a huge difference... AC was much better in the BETA when it had more raw data fed into it and less feedback from the casual fanbase who don't care about the set up hacks that come with extra grip in the tyres or aero...

The track side is the big difference... Whilst it is missing a few rain effects, the rF2 track physics aren't as predefined as the competition, Kunos' engine, the Unreal engine, the F1 series, iRacings, RaceRooms and the Madness engine are all more predefined in their track states, that merely evolve a multiplier over time with graphical assets for the lines that already set ahead of time...

The relationship between rubber and road is very meaningful in dry conditions and it's one of the reasons that even though the SETA tyre model is technically more advanced than the AC and ACC tyre models it feels weird to drive compared to the others... It needs more track side advancement...
 
Last edited:
My research has been from the opposite end of the spectrum... Mainly asking former drivers who now sim race what they think and feel...

The seat of the pants feeling is the big difference in sim racing, and before the multipoint tyres the zeroing out of the sims tyre code made them a lot harder than what they are today... The old single point tyres, like in AC, are what most real life drivers will say got wrong... The physics just don't behave that way, and to mask that there's been excesses of grip added over the top... The advancement of FFB and sim racing gear has largely mitigated that seat of the pants "hardness" the real drivers will talk about...

The data that you feed into a sim makes a huge difference... AC was much better in the BETA when it had more raw data fed into it and less feedback from the casual fanbase who don't care about the set up hacks that come with extra grip in the tyres or aero...

The track side is the big difference... Whilst it is missing a few rain effects, the rF2 track physics aren't as predefined as the competition, Kunos' engine, the Unreal engine, the F1 series, iRacings, RaceRooms and the Madness engine are all more predefined in their track states, that merely evolve a multiplier over time with graphical assets for the lines that already set ahead of time...

The relationship between rubber and road is very meaningful in dry conditions and it's one of the reasons that even though the SETA tyre model is technically more advanced than the AC and ACC tyre models it feels weird to drive compared to the others... It needs more track side advancement...
Single point tyres in AC are a big minus, I agree. Especially on kerbs, so easy to lose grip. However I feel like in AC with sports cars and performance tyres I have less grip at low speeds than my Opel Astra with budget winter tyres IRL, even though there should be some excess grip according to what you wrote. I also remember the ISI AC Cobra, if that car handles that way in real life I don't know how do people survive sitting into it.

Seat of pants feeling simulated through the steering wheel is something that can feel incredible in LMU (haven't tried rF2 with a DD). However that is also... unrealistic. I am saying that even though that is my current favourite FFB. Sometimes I feel like FFB and physics get confused with gMotor2, with the greatness of the former masking potential problems of the latter.

Regarding the weather, track evolution, yes, rF2 is more dynamic. However IIRC for very long rF2 didn't even consider the effect of track temps on tyre temps/pressure, well into the post ISI era. So there are also pros and cons. I remember the ISI demo where they parked a car on the racing line and other cars were going around it and created the rubbered line around it. It's cool and all, but is it useful in a "real world" scenario?

I remember in the early days of AMS2 I was comparing it to ACC with GT3s obviously, along with real life onboard footage. I felt like in ACC was very realistic compared to real life footage, but there was an optimal point where the car grips, and turning the steering wheel further I got slight understeer, as expected. In AMS2 turning the steering wheel further lead to even more turning with slight oversteer. I always felt that rF2 from that aspect was always more similar to the AMS2 behaviour, and I never clicked with it to be honest.

Also we do have to note that the tyre itself can have a big difference on performance and handling. Do we know what tyres are simulated in which sim? Is it the tyre the real car uses?

Even IRL, this year, F1 teams get confused as in certain conditions their car under or overperforms, with an army of engineers and a plethora of data. How do we, mere mortals, come to conclusions that one is absolutely in all aspects more realistic than the other. The differences between established sims are quite exaggerated in my opinion.

At this point I am like give me AC, ACC, AMS2, rF2, LMU, iR, R3E, whatever physics. Just make a proper AI for a good gameplay experience. In that sense, they all fail. AC was never good, ACC has been ruined after the suspension update, AMS2... big disappointment in 1.6, LMU has the most potential to be honest. rF2 was incapable of multi class until a late update, but it just doesn't have the content, iR is expensive lol, R3E has some weird AI behaviour.
 
Last edited:
Someone mentioned laser scanned, lazer scanning tracks i always find is great blurb, but in practise a load of garbage. Why?
Well you scan the track of bumps and elevations etc, so if you made it life size and drove a car on it it should feel about the same....
But taking a car made of pixels and figures on a spread sheet? Pointless unless the car has physics that relate to the surface in question.... take any lazer scan track that's been modded into AC for a glaring example of this...

It is just benail to assume that lazer scan means total reality, if the physics don't match the lazer scan then it pointless.
 
Someone mentioned laser scanned, lazer scanning tracks i always find is great blurb, but in practise a load of garbage. Why?
Well you scan the track of bumps and elevations etc, so if you made it life size and drove a car on it it should feel about the same....
But taking a car made of pixels and figures on a spread sheet? Pointless unless the car has physics that relate to the surface in question.... take any lazer scan track that's been modded into AC for a glaring example of this...

It is just benail to assume that lazer scan means total reality, if the physics don't match the lazer scan then it pointless.
The specific term was LIDAR which is not as accurate as a ground scanned process. But to cover large amounts of acreage, LIDAR is the only game in town. What the devs DO with the data will determine the success of the project. I would suspect they have some handle on communicating the bits & bobs of the ground to the tires/car.
and, while laser scanning of any type does not guarantee an accurate representation, the fact they spent the money for the data indicates this isn't some term they are throwing out to catch eyeballs.
 
So much hate in this comment section considering the game isn't even out yet.. if it turns out Evo is just a Nürburgring sim then fine hate on it if you absolutely have to, but so far nothing indicates there won't be actual race tracks and actual racing. Being against more realistic and more expansive maps just seems silly just because you only want racetracks and nothing else.

Considering that with the exception of one of two AC mods, there really has never been an open world driving game set in the real world that is actually decent to drive, I'm reasonably hopeful.

For actual racing, outside of maybe private organized league racing I've yet to see anything come close to iRacing anyway. Maybe this will change that, seems unlikely but who knows.
 
@kamov22 Do you have a better way to make more realistic surfaces? Or are you saying that because a sim is not 100% 1:1 realistic, why even bother doing anything?
I'm fine with tracks not being laser scanned if it's just for driving for fun, but many mods just use a completely smooth surface that ruins any immersion or feeling of realism. Feels like driving on glass, unless you enable canned road effects which then ruins proper tracks.
There's a few tracks I've driven both IRL and in a sim with the same car, and it's pretty close.
 
Back
Top