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ACC Blog The ACC Rating system. We want to help you improve

Discussion in 'ACC General Discussions' started by Minolin, Sep 7, 2018.

  1. Minolin

    Minolin Staff Member KS Dev Team

    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!
    (clarification edit: "unlock features" doesn't mean ingame features or even multiplayer access, it just means you need consistency to race others cars in a practical way, both in SP and MP).

    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.
     
    Last edited: Sep 10, 2018

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  3. MathMilitary

    MathMilitary Rookie

  4. bgil66

    bgil66 Hardcore Simmer

    Looking forward and thanks. And congrats again on joining the KS team, a very welcomed addition :D
     
    Salad Fingers likes this.
  5. D.Jankovic

    D.Jankovic Hardcore Simmer

    Man every read gets better and better. Can not wait to try it out and see how i do with new rating system :)
     
  6. How many points do you get for stuka divebombing moves :D
    On a serious note minolin how harsh will the track cutting/track limits time disqualification be compared too AC. As i feel in some places compared to real life qualification it was a bit too extreme as some lines where longer and possibly slower but where penalised?
     
    Last edited: Sep 7, 2018
    mESCx likes this.
  7. Radfahrer

    Radfahrer Hardcore Simmer

    This sounds very impressive, @Minolin, thanks for the introduction of these ratingsystems !
    I´m more and more looking forward to drive the everyliving hankypank out of ACC :)
     
    Ace Pumpkin likes this.
  8. CKraegel

    CKraegel Simracer

    Wow, just wow!

    :)
     
  9. cpcdem

    cpcdem Rookie

    This sounds extremely promising, especially the Events thing! Very much looking forward to trying it in practice next week!
     
  10. BrunUK

    BrunUK Hardcore Simmer

    Like the sound of the hot stints, actually quite similar to what I predicted the other day. Will there be AI to make things more interesting?
     
  11. Turk

    Turk Alien

    I love that 35 minutes is medium in ACC. Those 10 lap races that have been typical of modern sims have developed a lot of bad habits in sim racers. They encourage people to go all in on every corner and we all know the mayhem that results.

    I'd always felt like I should have picked one GT car and stick to it in AC, but I couldn't resist hopping from car to car. It looks like ACC will have ways of encouraging that kind of dedication in a rewarding way.
     
    GoBo, JohnWicking, ACorsa1 and 8 others like this.
  12. Akbalder

    Akbalder Rookie

    In which modes do we have to play for the 3 first ratings? The special events are only for the levels after 3?

    The hotstint mode seems nice.
     
  13. V8_KB

    V8_KB Alien

    Damn you Kunos, I have about zero interest in driving GT3 cars... but those tyres and rating posts, then we have rain and night, then nice pricing. It's hard to keep refusing this, potato PC is my last hope to keep me from joining the dark side. Aris mentioned more posts incoming, I might have to stop reading the forum if I want to stay away from those GT cars. :p
     
    dajdosta, Hagen, TDS and 6 others like this.
  14. BrainsBush

    BrainsBush Hardcore Simmer

    Great read @Minolin . These are going to be five long days.

    5.jpg
     
  15. Just a question about track limits and cuts.
    In the official BlancPain GT Series Regulations, the white lines defines the track limits. Every car must remain with 2 wheels on the asphalt, maximum on the white line, and kerbs are not considered part of the track.
    I suppose ACC will be different from the actual Assetto Corsa, respecting as much as possible the official regulations.
    But my question is what happens if I race in the medium (35 minutes) event going off track (for example 1 lap being in the white line, 1 not)
     
  16. LeiF

    LeiF Alien

    Incredible! Thanks for the write up Mino, so looking forward to getting in on EA :)

    Kunos you are all f****** legends
     
    Stepy, Ace Pumpkin, gandlers and 5 others like this.
  17. Jack Taylor

    Jack Taylor Rookie

    Wow 35 minute stint, what a fresh idea, this will really help me with my consistency, and its prototypical of a Blancpain sprint stint before a driver change. Keep these articals coming!
     
  18. GRFOCO

    GRFOCO Hardcore Simmer

    Looks very very promising and deep system.

    Nothing to say other than another brilliant post/blog.

    This time i'm really loving the way kunos is presenting their new baby with this blogs.
    Very smart, very professional, i like it.
     
  19. Minolin

    Minolin Staff Member KS Dev Team

    Thanks for the kind words!

    Yes, we call it "Single Player Race".
    Fun aside, if you mean leaderboard active events with AI - no. Especially the Hotstint is a great practice for race driving where you can focus in practice while not being distracted - and still you can compete with other drivers.
    It's also a fundamental aspect that leaderboard events are fair in a way of comparable conditions (both start and progression); I wouldn't want to say this is impossible with AI, but I think we would prefer implementing one of the other ideas before thinking of some kind of "Hot Pursuit".

    Good question! Any of them. However, if you are interested in the journey of the rating system, I strongly recommend to use a non-race one. Hotlap is good because you can go on forever and also try different things; Hotstint is better because it's the better game mode :D (and is a *very* good consistency playground). Practice and Qualifyng also will work well and may be most immersive.

    Nope, sadly it's more complicated (while I would be quite happy about a consistent white-line limits). Don't want to get too deep into this discussion now, but the Blancpain races have had quite different interpretations, and they tend to change to a more stricter one during this year.

    Straight to the point ;) Hotlap will strictly invalidate your lap, like some of you have experienced in our Spa event.
    This would be very frustrating in Hotstint, so it will be a different solution - I won't spoil you too much now :D
     
    Last edited: Sep 7, 2018
  20. WAIN

    WAIN Rookie

    A system that would help people with less time/skill could benefit them greatly, but it's how they can get them from point A to point B that really counts. There has to be knowledge supplied to help them understand what is required. A great way to help lap times, is using sufficient track width, and the lines used for the different corner types. So this information also needs putting in the hands of the drivers' that these systems are meant to help the most. Obviously there is much more to it than I've typed here.

    5 days until launch...

    Anyone know how to induce a 5-day coma?

    :D
     
    Jack Taylor likes this.
  21. cpcdem

    cpcdem Rookie

    Quick question, in (single lap) hotlap mode, will we be able to download and use ghost cars of other people in the leaderboard? IMO this is a fantastic way to learn from faster drivers and improve. Also ideally it would be nice if we could download other poeple's setups as well.
     
    Jack Taylor and Naer like this.

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