![]() ![]() ![]() The exaggerated bumps are enough to get the car off the ground, which means that the car gets horribly upset going over them, sometimes even immediately spinning out or lifting the front wheels off the ground. This 1998 rendition of the track as huge design problems that make it unsuitable for Assetto Corsa. The last game to use this wide rendition of Grand Valley is GT3, after which it was completely remade for GT4. The scenery of the GT1 version is designed to optimize performance, letting you see as little track as possible at all times (was released for the PlayStation 1 after all), the kerbs are ridiculously huge and the track, on average, is at least 150% as wide as it is in GT4, 5 and 6. It has huge sudden bumps and rapid elevation changes that don’t exist on later versions of Grand Valley, let alone on real racetracks. Gaming has moved a long way since then and the upgrades made to the track during that time make the GT1 version completely obsolete and inaccurate. The latest version of Grand Valley is in Gran Turismo 6, 2013. 15 of a version, so we’re halfway through to v1.0? Turns out, that huge update isn’t really that big and doesn’t fix the many basic issues I first saw in the v0.5 track.įirstly, this track, converted from the old rFactor version, is based on the version of Grand Valley that appeared in Gran Turismo 1, in 1998. After a few days, I see that it’s been updated, by. I checked out the 0.5 version of this when this track first launched and it was the worst working track I had ever seen in AC. ![]()
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