According to the aris' post on the forum someone from kunos apparently just saw the track thread on the forums (something along those lines) and they just decided to license the track and then buy the mod track and finish it and release as official ac content.
In the end kunos probably gets the track super cheaply. If kunos would have wanted to laser scan the track they would have needed to take the time to go there and scan it (or contract the job to someone else) and then build the track starting from scratch. This way they not only get the track done cheaper and sooner but also allow their track artist to work on some other track sooner.
Personally I'm kinda torn a bit with it. I like there being more tracks in ac but at the same time laser scanning is what makes modern sim tracks special. Gps data and photos can only capture so much and they miss the most important part altogether. The small road surface irregularities, cambers and slight round parts that aren't really quite round or the straight bits which aren't really straight.
Also most mod tracks seem to get the road surface wrong in two ways. Either way too few polygons making the tracks undrivable or focusing on getting the track surface silky smooth. Most of the time bumps need to be added manually and some modders then overshoot and exxaggerate the bumps. The pukekohe track for ac is good example of this.
Well a track editor can be a complex thing depending what kind of functionality you want to offer. Assetto corsa does this kinda well with their editor as you only adjust materials in that editor and all 3d-editing is done elsewhere. Just make it that the lfs editor understands the fbx format which is something that works kinda well with blender, 3dsmax and also racetrackbuilder (I'd imagine when that is eventually released). Fbx would also be a safe format in the sense that many tracks are already few clicks away as most of them are done in 3d modelling program that supports fbx exporting.
On the other hand doing something like a 3dsmax plugin would be just bad. Rf2 does tracks like that, assetto corsa uses fbx and there are probably 10x more tracks available for ac for that reason alone. I'm of course not really being neutral here as blender user but I'd definitely prefer fbx.
Personally I think it has been huge mistake to not have the 3d editor out by now. It would have kept lfs fresh, kept the online much more busier and allowed to sell more licenses due to new content being available and lfs being in the news with new 3rd party track announcements. It would have also kept lfs somewhat technologically up to date. The smooth and bumpless lfs tracks are more than couple of generations behind the curve when it comes to modelling the track surface or actually having one that is not flat plane.
Doing that would have also freed some resources for making new cars, improving the old ones (again graphically about 10 years behind the others) and coding new features. And in my personal opinion 3rd party tracks could increase the quality of the track content in lfs a lot. Overall the lfs tracks are kinda featureless, wide, flat and dull and 3rd party content would definitely help with that a lot.
There are (or were?) also many skilled 3d and texture artist here so not using their talents was probably the biggest mistake of them all.
Looks like a racing incident. Too many cars going into t1 at different speeds and not everybody fully aware how much room there is.
As for the track how did you like the slovakiaring? I did some laps on it r3e last weekend and it seemed like amazing fast and well flowing track. Something that I felt would be great fun to drive in almost any kind of car. Lots of fast corners, lots of corners that connect really well and no stupid chicanes or artificial tilke labyrinth corners.
The porsche 935 is kinda nice car for a porsche which has engine in the front and tires that peak at 45 degrees... Which is the way it drives in r3e... That of course makes it super easy to drive the cars when the cars rotate and yaw so freely. Getting the cars to rotate into corners takes no skill at all because you can not fail to not get enough yaw. It is also impossible to spin because of it because it is so difficult to overdo it.
There is also no skill to get back on power and accidentally "breaking that yaw" on corner exits. You know, you brake hard into turn, turn in and get the car rotated nicely and the rear steps out perfectly but then you don't add enough gas and the rear stops sliding and you get big understeer moment on corner exit. Well that simply doesn't happen in r3e. No matter how you feed the power in you can exit all corners sideways.
Anyways the 935 is still fun to drive if you don't mind it being arcade. Plus it completely blows away all the other group 5 cars in a straight line.
Basically now it is possible to make rallycross tracks, tires and cars I think. Wonder how kunos will implement rally tires. Currently there is no line in the tires.ini for thread height for example so if kunos plans to go with highest grip values=best grip on dirt surfaces then with some cars slick tires will be the best ones. For rallycross tracks which have both dirt and tarmac surfaces this would be kinda problematic...
I think I finally had some fun with the F40. Until now it has been kinda love/hate relationship. Such so unpredictable and just plain difficult car to drive. Get the corner entry little bit wrong and you die every time from the catch fencing decapitating you from behind.
But decided to join a server online which had the yellow bird and the f40 s3. Both cars were really nice but the s3 was just beautiful on that track. It's like either the track was made for the car or the car was made for that track. Every corner was balanced crazy fun sim awesomeness instead of typical awkward spinning around and around. Even the last corner which I thought was the type of corner the f40 was especially programmed to not go around was just amazing. Brake late, turn in with holding the car on the right trajectory and once you are near the mid point give it all the power and the car just drives out from the corner like an *insert animal" on pcb.
Monza is deffo not a track for the ruf though. And it being monza t1 is like getting into elevator that can hold only 5 people with 20 other people and hope everybody survives the 20 story freefall...
Anyways, fingers crossed that all of the reiza stuff is in huge discounts. Must get the stock car extreme and the formula truck 2013. Maybe even derp rally even though I'm not a rally person. Maybe even spintires too.
The problem with ac on consoles is that there is no game in ac. It is all about driving the cars. Racing is mostly just an afterthought. Even pcars has some kind of career mode and at least for gran turismos and forzas the career is the main selling point. And ac on consoles without mods...
My main negative is that this will slow down the development of the pc version.
In this day and age almost all the driving games already have good physics. If you simply want good physics then you already have lots of choises. Rf2, ac, some rf1 mods (historix mod is still amazing), iracing and the reiza stuf. I'd even go and say that the simcade stuff (I just hate that word) is pretty decent nowadays. But then when you look at what other games offer in addition to just physics the gap is huge.
Of course it is also a bit unfair comparison as ac is relatively new game with not so much development time behind it (basically netkarnamie, nkpro and then ac). Rf2 is based on over decade of commercially sold versions of the game so they have had the time to add all those features ac is missing.
I think the ai in rf2 can be pretty fun. At least they overtake you and fight for position. In ac the ai is just wasted effort and time tbh. The poor career mode is just the icing on top of the cake. Effortlessly dull and so conservative and old that it almost harms ac more than helps to have it.
I mean in rf2 I can race against 20+ cars in the wet with decently shiny graphics (it's not ac level but who cares about eyecandy!). I can do false starts, rolling starts with warmup lap, have penalties, my fps stays excellent all the time, the ffb is way superior (even kunos has admitted they have issues with the self aligning torques) and the ai doesn't just give me 15 free overtakes into t1. Tbh the more I've played rf2 recently the more I feel ac needs this or that.
With rf2 I can feel the passion towards the game. They are really trying to make something new and revolutionary. With ac the main feeling I'm getting is "this is passable, let's move to the next 15 minute job". And it shows. Everything is in various stages of incompleteness or most of the time completely missing.
Tried the corvette z06. Wet 7 lap race against the ai. Amazing fun to drive. The rain, the sideways sliding and how predictably fun the car is to drive. The ai felt kinda slow although I had the ai at 99% with 66% aggression. The rain did look kinda bad though although it could be that my new pc master race gpu could handle more eyecandy that I had setup. The corvette sounds like crap but drives great!
Probably need to try the new cobra next. There is still littel lack of feel for me. At times I don't really feel if I'm going too fast or slow. Maybe that is just lack of practise though.
Definitely more fun than the endless gt3 races on nordschleife in ac...
Maybe make the cars more road relevant by making them all fwd and mandate that each driver needs to drive the quali with a bucket of water in his lap... Any spilled litre=10 seconds added to lap time.