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It is out of early access because its core design-goals and -specifications which were originally shared with the community have been pretty much met 110%. The AI is "good enough" to give a newbie a heart-attack and the seasoned simmer a nice challenge when learning a new car/track. As of 1.15 it actually does no longer try to crash you on every second corner-entry.
Please get familiar with the idea that an actual simulation does not consist of ever-more polished pieces of "Lego"-bricks. It is a very different approach: as in computing power is actually used for real computing of complex physics in real-time. That means unlike most traditional games these guys have to "get real" and do proper research and development of a computable physics model that approximates as closely as possible what is going on beyond the boundaries of sure grip. This not only takes time and effort, but actual skill. And as like as every real research this includes set-backs and the large possibility to break other code (like the AI) when introducing reworked physics models.
Therefore the only way to develop and sustain development of such a title is by long-term commitment. It probably won't generate the same magnitude of profit like certain AAA-franchises do. And throwing more "developers" at the problem will not really make it advance faster beyond a certain point.
And precisely because the outlook of profit with such niche titles is usually not very large, there are so very few people to believe in such a project and going for it. Greenlight was meant to collect some funds for the project - in order for Kunos to bring this to "completion" - and not die trying. Seems like a lot of new buyers (including me) were reached through this move and for a short while Kunos actually has enough funds to continue further development. They said they planned for a 5 year "support period". Wich means nothing other than they aim to stay on this project and grow with it for the time being.
The number of real driving/racing simulators is still so small that you can basically count them with the fingers of one hand. And the most-respected -- strangely -- seems to be sporting the least consumer-friendly business model, and actually succeeding that way (iracing). Strange world this.
A constantly evolving game keeps me interested as to what they have for us in the future.
As far as your question, no it's not finished and never will be. No consoles here. :)
Apart from that its great.
Rome wasn't built in a day!
Semantics & platitudes yeah that will fix it.
There's an app for that :D :P
Because Kunos is a smaller team selling a cheaper product...
Feel free to mail them your bank details - I'm sure they'd love to upgrade their systems.
Despite this though, I spend waaay more time in Iracing, because of reasons mentioned by HDBanger above.
Seems therefore like there is one huge gap in the market for an Iracing type game with AC like physics. If AC went to the IR model I would drop IR in 2 seconds flat and give AC all my gaming $.
Pretty much this.
Whenever I reactivate my iR account, I do three races, and get bored of the physics (and the fact that most cars I enjoy driving aren't popular in iR, so the races I'd want to compete in are never at Australian-friendly times).
YES, lots of stuff is still not finished in A.C. The way multiplayer works right now, the interface, the fact that I have to chose a specific car before I join a server (and that my prefered car isn't available at all times) ....
...sorting through the servers is just silly, non-case-sensitive, spaces cannot be integrated into the search-term, ...
Yet the core simulation is already where it needs to be - as long as we disregard the lack of rain, snow and ice - which again: is a whole new set of things to research and develop. Just painting the air in stripes of grey and reducing grip sure is not rain. water has a mass of its own and thus needs to me modeled and simulated in addition to what is happening inside the sim-environment that already exists, interfering with the tyres, aero, etc... ...room for future development(s)
Assetto Corsa in a nutshell:
A guy with a liking of motor-sports gets into physics-modeling and build a basic simulator, developes that further into a working "game". Later on strikes a deal or two with a car-manufacturer, seeks help and co-operation with various automotive companies and inside the racing community. Sees opportunitiy for a better version of that game... ...develops a convincing core, calls it a project: Assetto Corsa, coincidentally finds the right time and place to put it "out there" in a semi-completed, very rough state (greenlight), finally gets some money out of it and here we are.
I-Racing on the other hand decided to go the "easy route". What I mean by easy is: Build something awesome that has nothing to do with driving-simulation first - but make it really solid (talking about the "racing as a service" around the acutal racing-part that grabbed the masses);
Go chase some contracts with local (north-American) tracks, let the user pay for what they (want) to use (==each track seperately) and then slowly but surely roll out the laser-scanners each track at a time. Mostly ovals in the beginning because the physics-guy that sits at the start of said simulator had a history in commercial Nascar-simulations (among others) beforehand.
Thus it became i-racing, the "bump-simulator" as it was called in the beginning. However over time they did roll out numerous revisions of the simulation-core and today are (as far as I have heard) very good at it). However: no AI.
The continuous service-fee pays for the development of everything, yet the purchases of each add-on car and track go straight into the licensing of content. Brilliant model when done right. As it seems, they really did something right - the userbase proves it.
Is I-Racing finished? Hell No!
It is not meant to be finished by a set dead-line. But over time it evolved into something unique and very competetive.
Assetto is way younger, did not embrace this aggressive sales-model and thus won't force you to buy all the cars and tracks just to be able to compete in an "official" event. Nor does it charge you a subscription-fee.
It did bundle a few cars and a track together in its first dlc, probably to broaden the number of people to pay for the creation of the included content: Certain types might not find the Sauber worth having or indeed the Nordschleife (cannot think of anyone who would despise that, really). But they did not make it a chunk too big for its own good so nobody interested in some of the content will feel ripped-off for stuff he/she does not use.
YOU have the right not to buy it - and the game still works. Not great at the moment, since you need to have licensed/paid for all the content that is used on a server you want to connect to, but I'm sure they will figure that one out eventually - hopefully soon. Their livelyhood depends on it since they will need us to purchase future DLCs in order to fund their company, put food on their table.
My money? It went to the more customer-friendly business-model, hence I now own a AC license, but no i-rental as of yet.