In GT5/6 Performance Points (PP) helped to determine if two cars had similar performance. Admittedly this wasn't always accurate but it was a good starting point.
BHP and Weight are good methods of helping with car balance but they don't take handling into account.The PP system is/was completely pointless... it was always better to put rules in for bhp and weight, then use cars that were comparible (like in real life...)
I was going to answer the question, but blowfish has already done so
In GT6 we often race Subaru/Eva/Skyline and the PP restriction helps to balance out the field, where BHP and Weight give advantage to one car.
I think we are getting a little off topic, my question was simply what features does PCars offer in this regard.How can BHP and weight restrictions give advantage to one car if both cars are sticking to those limits?
I've run many an event on Gran Turismo, and we came to the conclusion a long time ago that if you want completely 'fair' racing... one-make events are the way to do that. Otherwise you are constantly chasing your tail and wasting huge amounts of time testing to make things 'fair'... and very rarely are they ever fair.
If you want to take handling into account too... then it's completely impossible to level the field out, as one car will be better than another on a different track, even at different temperatures.
I think we are getting a little off topic, my question was simply what features does PCars offer in this regard.
GT6 PP is not perfect, but is a good starting point and is only one example of measures other games have taken to allow players to race different cars fairly.
There is no PP type system in racing sims that I'm aware of. You can limit to a car class (GT3 eg.) or multiple car classes, individual cars, or multiple cars. It's assumed that the cars being from the same class are well balanced, and anything else is hit and miss. A supercar vs. supercar battle may or may not be balanced naturally, but there is no exterior balance adjustment like a PP system. If you want dead equal racing in street cars, one make is your best bet.I think we are getting a little off topic, my question was simply what features does PCars offer in this regard.
GT6 PP is not perfect, but is a good starting point and is only one example of measures other games have taken to allow players to race different cars fairly.
I think we are getting a little off topic, my question was simply what features does PCars offer in this regard.
GT6 PP is not perfect, but is a good starting point and is only one example of measures other games have taken to allow players to race different cars fairly.
Unless I missed it, you can't add ballast in Assetto Corsa.I'm sure you can add ballast to your car in the tuning sheets. (Every other sim does)
Whether you can set rules on success ballast in game for championships etc... you'll probably have to run with people you can trust to do so themselves.
Unless I missed it, you can't add ballast in Assetto Corsa.
Sim racing is about replicating real life as close as possible. Obviously you won't climb out of your rig smelling like racing fuel, but to the extent that one can replicate reality in the game, they will. If ballast isn't used in a racing series, it won't be available in the game. In a sim, the fastest guys are expected to win that's just how real racing works and sim racing as well. Your best equalizer is probably going to be a reverse grid second race in a series type event, something I'm sure will be an option since it's also a real life thing in some series.Maybe I should have said... "every other sim should!" It's a tuning and levelling tool for races. Really should be available tbh. Just my opinion.
Sim racing is about replicating real life as close as possible. Obviously you won't climb out of your rig smelling like racing fuel, but to the extent that one can replicate reality in the game, they will. If ballast isn't used in a racing series, it won't be available in the game. In a sim, the fastest guys are expected to win that's just how real racing works and sim racing as well. Your best equalizer is probably going to be a reverse grid second race in a series type event, something I'm sure will be an option since it's also a real life thing in some series.
Sim racing is about replicating real life as close as possible. Obviously you won't climb out of your rig smelling like racing fuel, but to the extent that one can replicate reality in the game, they will. If ballast isn't used in a racing series, it won't be available in the game. In a sim, the fastest guys are expected to win that's just how real racing works and sim racing as well. Your best equalizer is probably going to be a reverse grid second race in a series type event, something I'm sure will be an option since it's also a real life thing in some series.
Maybe, but I don't think you'll be seeing ballast in the game. It will only slow you down anyway so I'm not sure what the point would be. The cars already come with proper weight distribution, and without the ability to weight reduce the cars, ballast is kind of pointless.I can understand a reason to not allow it if a racing series does not allow it. That said you should be able to add it to any street car, though may be limited as to where it can be added. For example I add ballast to my Tbird in the winter time in the form of two 50lb bags of sand over the rear wheels for more traction so it is pretty easy to do this in the real world.