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But with tracks you just have to be selective and you're right a lot are just poor conversions from rFactor. But there are some very impressive tracks. Here's a few I'd consider close or equal to Kunos quality.
Barbagallo
Baskerville Raceway
Blackwood (reloaded)
Donington park
Gentrack1
Luccaring
Lippo street circuit
Prato
Paul Richard 2 layouts
Singapore night
Red bull ring spelberg
Also the handling is changing a lot with every update http://pretendracecars.net/2015/08/13/interest-in-assetto-corsa-appears-to-be-declining/
Also fundamentally it uses an ad hoc tire model.[www.racedepartment.com]
Fudging physics has also been confirmed by Kunos here http://ravsim.com/2012/09/02/simulating-the-racing/comment-page-1/#comment-37
So that means that the only ones that know how to fake the physics to get the closest realism is Kunos? That means that any modder that goes by the numbers, ignoring the end result, would end with a completely wrong car simulation?
That really sucks.
If it takes Kunos three months to add one car then expect a modder to take much much longer, most cars are still a WIP.
There are lots of cars for example the Cobra that was so well made Kunos went into a partnership and the modder and Kunos made the Cobra you have in the sim today.
That's a VERY loose definition of 'confirmed', lol. Do you even read the posts you're linking to? Or did you just Google "Kunos fudging" and called it a day? (also note, this IS from 3 years ago)
"Kunos on September 4, 2012 at 09:32 said:
I think stating that current sims overly rewards mindless pattern repetitions over adaptations is way off the reality.
I will give you a simple example, Andre Botcher, incredibly fast iR “alien”. He came in at our booth at Gamescom and drove our F1 car in Assetto Corsa with no pratice time an unknown simulator, on a jumpy bumpy moving platform with wheels and pedals he never tried before.. he was incredibly fast from the first lap.. and I mean, CRAZY fast, I’ve never seen anybody driving like that… he did it on the F1, and then it did it again on a smaller single seater car… not a single mistake, on an unknown car this time.
That cannot be muscle memory, it is driving in a “reactive” way, adapting to the informations the simulator is giving constantly… and I think current gen sims are doing a very good job at that.
Of course practice time will make fast drivers faster, but that also apply to every other sport in the world, sim racing exposes a major difference wrt real racing because practice time is virtually free.
Another element to consider when talking about patterns and muscle memory is that sim racing allow a much finer and repeatable action on the controllers. I can open the throttle at exactly 72% exciting a medium slow corner on a sim, doing that while my car is pulling 2+ G laterally, bouncing and shaking all over the place for grip in a real car however, is a whole different story.. and I won’t even get started on the brakes side, where finding that “sweet spot” is made an art form in a car pulling 3,4,5 G during braking.
As for the “tyre modeling” thing… I think we’ve reached a point where, as developers, we’re hitting a huge bottleneck with real data availability; not because the data is secret or hard to find, but because what we need it’s mostly unmeasurable.. this is the reason why virtually all the new sims moved away from literature tyre model into custom tyre model… but without data to validate or unvalidate these approaches, it’s all speculation, marketing and fudging anyway.
10 years ago my forecast for the sim world was about a “convergence” in driving feel, back then, jumping from one sim to another was a patience exercise trying to rebuild the familar patterns and let’s not get started with more arcade games that featured ill custom physics.
Today we arrived to that convergence, you can jump from GT5, to Forza, to iR and your driving style remains pretty much the same.. there are very few examples of driving “games” that don’t expose a very natural driving style (yah.. codie, I’m looking at you :D) .
So right now, everybody and their pig can get a decent driving model, what’s next for driving sims? I think the match will be played in those areas where data are either unknown or unreliable.. it’s up the single devs to come up with a solution, and this solution can only come through experience.. driving, feel, drive again, tweak… this is why I just can’t believe my eyes when I see a sim engineer that cant drive on a race track.. it’s just wrong… and yes, there are many out there that can’t."
Some mods are good, some are plain bad. There's very talented people in the modders and then there's entirely opposite.
Some mods are in very early stages or anywhere between start and finish so there's in no single way to judge them either, they are mostly all in some stage of work-in-progress until modder gets hands on better data or help from other people and so on.
There is no single answer, it is all case-by-case which mods are good and finished.