Endurance Motorsport Series Revealed at Nacon Connect, Launches 2025 on PC & Gen 9 Consoles

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Milan was a fantastic track in the original grid so was Okutama, racing online in the touring cars was always amazing & deadly at the same time, real heart pounding racing exactly like bannochbrae in PC2
 
Milan was a fantastic track in the original grid so was Okutama, racing online in the touring cars was always amazing & deadly at the same time, real heart pounding racing exactly like bannochbrae in PC2
Milan was great, Okutama is still brilliant and the combined circuit mountain road was amazing.

Strada Alpina was my favourite in Grid Legends.

If KT can do some stuff like that I'll be pretty happy.
 
Milan was great, Okutama is still brilliant and the combined circuit mountain road was amazing.

Strada Alpina was my favourite in Grid Legends.

If KT can do some stuff like that I'll be pretty happy.
I created both of them tracks in gt6 with the modded tpe, such a shame they shut that down. Didn't get any replay files either so the guys still using it can't access them anymore, sad times.
 
Dunno but it appears as if this game is going to have 4 cars at launch?? If it is coming out this year, surely more content would have been revealed by now??
 
Dunno but it appears as if this game is going to have 4 cars at launch?? If it is coming out this year, surely more content would have been revealed by now??

Yeah. It went awkwardly quiet about this game recently.

I think they will get new release date.
 
Possibly too much going on at KT Racing? This video suggests something going on with one of their titles, maybe getting WRC could have affected things too?

 


Corvette Z06 GT3.R sighting!

Futurama Buy GIF


Also a livery editor - I know some were annoyed that there won't be one in Project Motor Racing - and some more details on the career / team mode. Those bits look a lot like Motorsport/F1 Manager.

Paul Ricard, Spa, Fuji, Monza, Le Mans & Nurburgring to go with the 4 fantasy tracks. They also mentioned Indianapolis. Still feels a bit light for a full release.

Looked like the WEC hypercar lineup (minus the Ferrari).
 
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The physics are aimed at players looking for a sim‑lite experience: something clearly more realistic and demanding than an arcade racer, but not as punishing and demanding as a pure hardcore simulator. Wheel users who enjoy cockpit view and endurance strategy will find enough depth, while gamepad players with driving aids enabled can fully enjoy the driving experience of endurance racing.
Sim-lite is the the new simcade :lol:

Lamborghini confirmed as well (of course the cars will be retired before the game even launches)

image_2026-02-12_231820760-png.901972
 


Sim-lite is the the new simcade :lol:

Lamborghini confirmed as well (of course the cars will be retired before the game even launches)

image_2026-02-12_231820760-png.901972

I much prefer the term sim-lite than simcade, which I have an irrational hatred of.

I think it needed to go that way, they aren't breaking into the sim niche so do it differently and draw different players, plus sim players looking for something different.
 
I much prefer the term sim-lite than simcade, which I have an irrational hatred of.

I think it needed to go that way, they aren't breaking into the sim niche so do it differently and draw different players, plus sim players looking for something different.
Agreed on both counts. Simcade has always been used as a backhanded term that doesn't really describe what the game experience is like, and there's nothing wrong at all with making a more niche racing discipline accessible to a wider audience.
 
It doesn’t make any sense to make a game that isn’t a simulation because they all can be made easier with TC or SC.
 
It doesn’t make any sense to make a game that isn’t a simulation because they all can be made easier with TC or SC.

I don't think that's true at all. Easier yes, fun? Not always, being easier doesn't always equate to being more accessible in the way things like EMS, Grid, Forza Horizon and even Gran Turismo to a degree, manage to be, especially on controllers rather than wheels.

iRacing with assists is still very difficult to play, AC, ACC, LMU, likewise. Particularly on gamepads.
 


It's looking quite good and the race engineer stuff at least gives it a point of difference over all the other sims. Still think it's a bit light on cars and tracks, much like Rennsport.
 
For me, sim, simcade, whatever, the aspect that got 'simmed' was the wrong one! What tiny minuscule percentage of us has EVER sat in a full bore race car and truly given it the beans?

Damn few..! Why are we focused on simming something not one of us has ever experienced..?

What should (imho) be the thing that is 'simulated' are the CONSEQUENCES of racing... damage, repair costs, tires getting cut from rubbing or hitting curbs with sub optimal tire pressures, blown engines, flat spots, etc.. We all KNOW of these because they happen to the racers we watch irl. The most accurate handling and tire models are useless without a realistic 'consequences' simulation!

Then contact stewarding. This is woeful at ALL levels of 'simming'. AI is primarily being leveraged to generate more 'human' opponents in single player, but the first race contact you get, no matter how 'realistic' your single player opponents are, the entire realism of the race evaporates as some driver wipes up you out like you're not there, or you make an egregious dive bomb at T1, take out half the field, and drive away with probably no penalty! What the hell is THAT 'simulating'?!

Quite honestly, when stewarding is fair, when damage consequences are realistic, it DOESN'T MATTER how 'accurate' the handling or tire models are. Everybody's on an even playing field... Even with the 'hardcore' widely played sims, there's a WORLD of difference between iRacing's tire and physics model, ACC's tire and physics model, rF2's, AMS2's, the list goes on and on. If they were 'realistic' there'd be some sort of consensus. There isn't.

But we ALL know the consequences of real world racing. Fix THOSE...

PMR has taken a good step in the right direction, repair costs. Who's next? Surely AI can be leveraged to produce better stewarding?
 
All I care about is that the cars physics behave like a real car/motorcycle would. The point is that I don’t have the money to do it irl. I don’t need the drama of drama either. I also don’t agree that an easier arcade physics will make a game funner. That will make a game less realistic, challenging and less fun. Arcade games can be fun but they are missing the real world experience (virtual) part. Motorcycle games being made as a hard core sim would be tough to keep off the ground. Being able to turn to much would understandably would be a difficult balancing act but it I wish Ride would give us a bit more of that challenge.
 
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All I care about is that the cars physics behave like a real car/motorcycle would. The point is that I don’t have the money to do it irl. I don’t need the drama of drama either. I also don’t agree that an easier arcade physics will make a game funner. That will make a game less realistic, challenging and less fun. Arcade games can be fun but they are missing the real world experience (virtual) part.
The good thing with this is there are plenty of games that do offer a more realistic experience, so if that's what you're after then you have a lot of choice.

I'm of the opinion that not every game needs to be chasing realism, and a game like this doing it would only harm itself as there are options out there that are more established, with more content and with the aforementioned more realistic car physics. There's also a fine line between easy, fun and arcade. You're absolutely right that more arcade/sim lite physics aren't always more fun, but more arcade/sim lite physics does not always equate to a game being easier.

If a good balance can be struck then there could be a good foundation here for the future.
 
I think it very much depends on whether you love the SPORT, or love playing games. The sport of motor racing depends COMPLETELY on the consequences of screwing up (either your fault or others'!) whereas games like to skip the realism to ramp up the fun.

So I find it weird that so many want ULTIMATE realism in handling and physics (yet few have any real life experience to compare the game to) but basically no realism at all in any other aspect of the sport despite every last one of us knowing those all too well!

You don't need to have driven a GT3 car to know that just RUBBING together can sometimes cut a tire down and you're limping back to the pits hoping you don't destroy the car in the process...

But you do have to have driven one to know if the handling or ABS/TCS or tire slip is realistic...
 
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