Assetto corsa coming to PS4 and Xbox one

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At least with Assetto Corsa on PS4 I don't have any issues/bugs like I had with PROJECTS CARS.
No grinding steering wheel .
No crash to the main screen.
No freeze off the game .
No landmines .
No invisible wall's.
9 months patiently waiting while playing BIG BUG PROJECT CARS and not even one off those BB has been fixed .

So on this base I think Assetto Corsa have done a great job but there is still some work to do .
 
Really, so when you hit the AI car, they just stay planted ? how about your car ? did it get pushed away and lose control ? This makes me even more doubting if the AI runs the same physics as players car.

When you bump into an AI car with high speed, it will begin to wiggle / wobble / lurch (not sure about the right word in english) in a funny way. You can see that the AI struggles to stay in control, but in the end, they will always save their car. It will stay on track. But when an AI car bumps into the player at high speed, the players car will most certainly spin and it will be really hard / impossible to stay on track.

I think you're right. AI physics are diffrent from those the player experiences. And that is really lame and unfair.
 
Anyone else love the Alfa 4c transmission clicks/sound on gear change (interior). TC & SC turned off I could hotlap this round the ring all evening on the wheel. I know this game is getting very mixed feelings -love or hate! but just take a step back forget the lack of polish around the menus and enjoy the driving 👍

edit: Wasn't long ago we had no driving games/sims on ps4! It is just nice to have a good selection to chose now. I play all of them and they all have their own style/features and this fits in nice between pcars and dirt rally for me.
 
At least with Assetto Corsa on PS4 I don't have any issues/bugs like I had with PROJECTS CARS.
No grinding steering wheel .
No crash to the main screen.
No freeze off the game .
No landmines .
No invisible wall's.
9 months patiently waiting while playing BIG BUG PROJECT CARS and not even one off those BB has been fixed .

So on this base I think Assetto Corsa have done a great job but there is still some work to do .
So one game has little features and the other is a buggy mess. So instead of biting off too much they seemed to have not eaten at all. Quite a shame, the users have no choice but to wait and see.
Really, so when you hit the AI car, they just stay planted ? how about your car ? did it get pushed away and lose control ? This makes me even more doubting if the AI runs the same physics as players car.
Its not that they dont use the same physics its just that they know exactly how the recover the car, the exact amount to turn, the amount of throttle and they can process all of this a lot quicker then we can so they are still superior and so they have a massive advantage over us. With traction control not on AI anymore the collisions will cause ai to struggle in collisions now on pc but its not in sync with console yet.
 

Slider......you stink!

Really, so when you hit the AI car, they just stay planted ? how about your car ? did it get pushed away and lose control ? This makes me even more doubting if the AI runs the same physics as players car.

This changed on the PC side with 1.8, now if you hit them they break loose and lose control. Also coming soon, once Stefano works out a little bug, the AI will make random mistakes. Might be several months before that trickles down to consoles though.



1.8 Changelog
- New Ferrari FXXK (Tripl3 Pack DLC)
- New Ferrari 488 GTB (Tripl3 Pack DLC)
- New Praga R1 (Tripl3 Pack DLC)
- New Audi S1 (A1)
- New Monza 66 Full Course (sopraelevata)
- New Monza 66 Junior Course
- Improved reflection quality
- Improved shadow stability
- Improved graphics performance
- Fixed Tyre Model 10 not updating Dx and Dy value in telemetry app

- Added AI traction mistakes
- AI improvements on slower reaction after an impact, for more realistic collisions

- Overlay Leaderboard now shows correct positions on the grid at race start
- Fixed Laps app showing 0 as first lap
- Fixed Race Control UI for the low resolution screens
- Wrong direction penalty gets also time penalty
- Added float clutch to SPageFilePhysics
- Fixed turbolevel digital item showing a wrong value
- Fixed various problems/timing on ghost cars
- Fixed typo on sound distance attenuation for Lotus Evora GTC/GX
- Fixed sample attack for BMW M3 e30 GrA/DTM limiters
- Replay files will not reset anymore at session start (no need to rush out of the server anymore to save a replay)
- Fixed remote cars head movements in multiplayer and multiplayer replays
- Fixed typo on LaFerrari active differential lock in coast and small bumpstop stiffness changes
- General improvements on V10 tyres for rolling resistance, flex, pressures and more.
- Improved Maserati GranTurismo MC GT4 suspension, should improve braking without ABS
- V10 tyres for Hypercars LaFerrari, McLaren P1, Pagani Huayra
- V10 tyres for GT2 cars BMW M3 GT2, Ferrari 458 GT2, Corvette C7R
- V10 tyres for Racing Hypercars Ferrari 599XX, Ferrari FXXK, Pagani Zonda R
- Fixed ERS power output when battery is close to 0 and MGU-H is set to battery
- Removed ERS cockpit controls for MGU-H and Recovery in McLaren P1
- Improvement in performance for collision detection and physics solver
- Fixed clouds when switching sessions
- Returning to pit during a time penalty results in a greater time penalty
- Fixed possible drive through cheat
- Fixed blurred objects not working if speed was negative
- Fixed hotlap mode: now valid laps will be correctly registered
- Removed white flag: a new message will appear the moment the race leader starts his last lap
- Modding: extra animations now binded to three channels NUM 4, 5 and 6 (group animations to make them play simultaneously, otherwise each clip will be played separately)
- Modding: rotating object support, useful for cooling fans [ROTATING_OBJECT_0] in extra_animations (affects in-game)
- Modding: series scripts added for digital speed bars [SPEED_SERIE_0] in digital_instruments and invert option for KERS input items (add INVERT=1 line)
 
Its not that they dont use the same physics its just that they know exactly how the recover the car, the exact amount to turn, the amount of throttle and they can process all of this a lot quicker then we can so they are still superior and so they have a massive advantage over us. With traction control not on AI anymore the collisions will cause ai to struggle in collisions now on pc but its not in sync with console yet.

I'm sorry ,but I don't buy that, ever try hit another car in GTA V ? That game has simplified physics, but AI cars react realistically just like players car in a collision, AI are at the mercy of in game physics no matter how quick they react. Ever played advanced flight sim, tell me if AI can recover a spin perfectly every time because they know exactly what to do at any given time.

How do AI get to know everything from steering, throttle etc to recover ? When they got PIT maneuvered by player, say AI driving RR car like CTR, how did the AI programmer set the routines for countering the loss of grip ? Instantly apply the correct prevention action with 100% accuracy ? No matter how quick AI reaction, they will make mistake if the physics are indeed complex as players, there's a point where grip is irrecoverable even with perfect AI.
 
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I am really unhappy with Assetto Corsa too... the career mode and AI are awful, the online is poor so far and the weekend race (no custom championship so far too) is a mess... why i can't run a GT3 series race??? if i pick a GT3 car the AI cars will be a mix of GT3, GT2, super trofeo etc... really Kunos really??? what the hell??? but NO the "old" assetto corsa community here they'll answer me with "but the physics, the feel, the laser scan tracks,the bla bla bla, the cha cha cha, the la fess d sort"..... guys.... please don't be ridiculous......
sorry for the rant, but I expected a lot from this game :(
Your expectations for the game were out of line with what the majority of people who are familiar with the game on pc were saying, and quite clearly, before it was released. Perhaps it's another forum that set up these unrealistic expectations for you.
 
Perhaps it's another forum that set up these unrealistic expectations for you.
Nope.
Many players,here, claimed that the career mode was decent, the AI fairly good, and the online good... but it's not their fault if the port on the console is a big mess of course.
I was saying with these words """""but NO the "old" assetto corsa community here they'll answer me with "but the physics, the feel, the laser scan tracks,the bla bla bla, the cha cha cha, the la fess d sort""""" don't defend the indefensible (i don't know how to tell in correct english), because a lot of guys here defend this game no matter what, without a minimum semblance of objectivity and this is not fair, that's all.
 
Nope.
Many players,here, claimed that the career mode was decent, the AI fairly good, and the online good... but it's not their fault if the port on the console is a big mess of course.
I was saying with these words """""but NO the "old" assetto corsa community here they'll answer me with "but the physics, the feel, the laser scan tracks,the bla bla bla, the cha cha cha, the la fess d sort""""" don't defend the indefensible (i don't know how to tell in correct english), because a lot of guys here defend this game no matter what, without a minimum semblance of objectivity and this is not fair, that's all.
No one here, to my recollection, claimed the career mode was anything other than what it was - a series of races with no rewards other than trophies. Isn't that what it is? Similarly the AI was described numerous times as fairly good but not great and the flaws were noted. Both the AI and Career Mode were also described as is on pc, not console, since none of us had access to the console release. No one commented on the console online portion of the game because no one had played the online portion of the game on console before the game was released.

Perhaps it was another forum that led you to your unrealistic expectations.
 
No one here, to my recollection, claimed the career mode was anything other than what it was - a series of races with no rewards other than trophies. Isn't that what it is? Similarly the AI was described numerous times as fairly good but not great and the flaws were noted. Both the AI and Career Mode were also described as is on pc, not console, since none of us had access to the console release. No one commented on the console online portion of the game because no one had played the online portion of the game on console before the game was released.

Perhaps it was another forum that led you to your unrealistic expectations.

You didn't understand me, again, but maybe it's only bacause of my veeeery bad english.
 
I'm sorry ,but I don't buy that, ever try hit another car in GTA V ? That game has simplified physics, but AI cars react realistically just like players car in a collision, AI are at the mercy of in game physics no matter how quick they react. Ever played advanced flight sim, tell me if AI can recover a spin perfectly every time because they know exactly what to do at any given time.

How do AI get to know everything from steering, throttle etc to recover ? When they got PIT maneuvered by player, say AI driving RR car like CTR, how did the AI programmer set the routines for countering the loss of grip ? Instantly apply the correct prevention action with 100% accuracy ? No matter how quick AI reaction, they will make mistake if the physics are indeed complex as players, there's a point where grip is irrecoverable even with perfect AI.
Hence the the ai pendulums as it gets hit, of course there are times where you do the traditional gran turismo braking(hit the back of another car to brake) causing the ai to run off into the abyss of gravel. Its by no means perfect and i dont know the inner workings on how that ai functions. That was the explanation we were given, i can only hope it changes at some point.
 
You didn't understand me, again, but maybe it's only bacause of my veeeery bad english.
Looked to me like you two understood each other perfectly.
I hope you can return AC since you clearly are disappointed by what it has to offer. You are interested in the experience of racing more than driving, and as has been discussed many times before in the thread: Games like pCARS and F1 2016 handle that overall experience better than AC.

The lack of private lobbies in AC on console were something we couldn't anticipate from the PC version, because on PC you can set up your own server for your own use just fine.
 
Slider......you stink!



This changed on the PC side with 1.8, now if you hit them they break loose and lose control. Also coming soon, once Stefano works out a little bug, the AI will make random mistakes. Might be several months before that trickles down to consoles though.



1.8 Changelog
- New Ferrari FXXK (Tripl3 Pack DLC)
- New Ferrari 488 GTB (Tripl3 Pack DLC)
- New Praga R1 (Tripl3 Pack DLC)
- New Audi S1 (A1)
- New Monza 66 Full Course (sopraelevata)
- New Monza 66 Junior Course
- Improved reflection quality
- Improved shadow stability
- Improved graphics performance
- Fixed Tyre Model 10 not updating Dx and Dy value in telemetry app

- Added AI traction mistakes
- AI improvements on slower reaction after an impact, for more realistic collisions

- Overlay Leaderboard now shows correct positions on the grid at race start
- Fixed Laps app showing 0 as first lap
- Fixed Race Control UI for the low resolution screens
- Wrong direction penalty gets also time penalty
- Added float clutch to SPageFilePhysics
- Fixed turbolevel digital item showing a wrong value
- Fixed various problems/timing on ghost cars
- Fixed typo on sound distance attenuation for Lotus Evora GTC/GX
- Fixed sample attack for BMW M3 e30 GrA/DTM limiters
- Replay files will not reset anymore at session start (no need to rush out of the server anymore to save a replay)
- Fixed remote cars head movements in multiplayer and multiplayer replays
- Fixed typo on LaFerrari active differential lock in coast and small bumpstop stiffness changes
- General improvements on V10 tyres for rolling resistance, flex, pressures and more.
- Improved Maserati GranTurismo MC GT4 suspension, should improve braking without ABS
- V10 tyres for Hypercars LaFerrari, McLaren P1, Pagani Huayra
- V10 tyres for GT2 cars BMW M3 GT2, Ferrari 458 GT2, Corvette C7R
- V10 tyres for Racing Hypercars Ferrari 599XX, Ferrari FXXK, Pagani Zonda R
- Fixed ERS power output when battery is close to 0 and MGU-H is set to battery
- Removed ERS cockpit controls for MGU-H and Recovery in McLaren P1
- Improvement in performance for collision detection and physics solver
- Fixed clouds when switching sessions
- Returning to pit during a time penalty results in a greater time penalty
- Fixed possible drive through cheat
- Fixed blurred objects not working if speed was negative
- Fixed hotlap mode: now valid laps will be correctly registered
- Removed white flag: a new message will appear the moment the race leader starts his last lap
- Modding: extra animations now binded to three channels NUM 4, 5 and 6 (group animations to make them play simultaneously, otherwise each clip will be played separately)
- Modding: rotating object support, useful for cooling fans [ROTATING_OBJECT_0] in extra_animations (affects in-game)
- Modding: series scripts added for digital speed bars [SPEED_SERIE_0] in digital_instruments and invert option for KERS input items (add INVERT=1 line)

Could you point me to videos of 1.8 AC on PC with player car intentionally hit the AI car ? I would love to see what happens on AWD and RR AI car being PIT maneuvered at high speed or T boned/dive bombed on corner entry. Random mistakes or slower reaction do not mean same physics, I'm interested on how the car react to loss of grip, big G forces, AI counter action and how the car respond to AI counter action input ( recovery ) :)

Hence the the ai pendulums as it gets hit, of course there are times where you do the traditional gran turismo braking(hit the back of another car to brake) causing the ai to run off into the abyss of gravel. Its by no means perfect and i dont know the inner workings on how that ai functions. That was the explanation we were given, i can only hope it changes at some point.

Gran turismo braking ? Is that a new one ? :P That's real life braking too :lol:, dive bombers :) Sorry if I sound skeptical about AI running same physics as players after seeing some PS4 videos and other written experiences on PS4, maybe the collision physics are a factor too.
 
When you bump into an AI car with high speed, it will begin to wiggle / wobble / lurch (not sure about the right word in english) in a funny way. You can see that the AI struggles to stay in control, but in the end, they will always save their car. It will stay on track. But when an AI car bumps into the player at high speed, the players car will most certainly spin and it will be really hard / impossible to stay on track.

I think you're right. AI physics are diffrent from those the player experiences. And that is really lame and unfair.

AI use the exact same physic as us, the only difference is they have a much faster reaction time and they use stability control.
 
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At least with Assetto Corsa on PS4 I don't have any issues/bugs like I had with PROJECTS CARS.
No grinding steering wheel .
No crash to the main screen.
No freeze off the game .
No landmines .
No invisible wall's.
9 months patiently waiting while playing BIG BUG PROJECT CARS and not even one off those BB has been fixed .

So on this base I think Assetto Corsa have done a great job but there is still some work to do .

In defense of PCars its still my go to game and is sublime at times, at the start it was a hot mess but now some stupid bugs still exist but in my personal opinion i prefer PCars and lets face it my personal opinion is the most important opinion to me, obviously.
Just look at what PCars is doing graphically in these shots (below), yes they over reached and didn't achieve all and they could of cut a lot of the fancy stuff out and got better finesse, but set up right PCars is head and shoulders above AC on consoles, at the present time IMO.
Frankly IMO i don't see how all that power is based on AI having same physics as the AI is better IMO on PCars. What is even the point in AI having same tyre physics? If they beat me i don't cry about it and call them cheats?

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31-08-2016_13-26-13.png
31-08-2016_13-26-20.png
 
Could you point me to videos of 1.8 AC on PC with player car intentionally hit the AI car ? I would love to see what happens on AWD and RR AI car being PIT maneuvered at high speed or T boned/dive bombed on corner entry. Random mistakes or slower reaction do not mean same physics, I'm interested on how the car react to loss of grip, big G forces, AI counter action and how the car respond to AI counter action input ( recovery ) :)

You can search for them as easy as I can, but seeing as it's been out less than a week I doubt you'll find many videos of your specifically requested scenario. I also doubt they would do anything to convince you that the AI uses the same physics as the player. Kunos have said from day one that the AI uses the same physics, in my two years with the game I've never seen any reason to doubt them or seen anyone suggest this isn't the case (until this thread).

View attachment 581386 View attachment 581387

In defense of PCars its still my go to game and is sublime at times, at the start it was a hot mess but now some stupid bugs still exist but in my personal opinion i prefer PCars and lets face it my personal opinion is the most important opinion to me, obviously.
Just look at what PCars is doing graphically in these shots (below), yes they over reached and didn't achieve all and they could of cut a lot of the fancy stuff out and got better finesse, but set up right PCars is head and shoulders above AC on consoles, at the present time IMO.
Frankly IMO i don't see how all that power is based on AI having same physics as the AI is better IMO on PCars. What is even the point in AI having same tyre physics? If they beat me i don't cry about it and call them cheats?

View attachment 581391 View attachment 581392 View attachment 581393

And this perfectly illustrates one of the big differences between PC players and console players and why AC will likely never be a huge hit on consoles. For the most part PC players will say over and over that graphics are far down their lists of important things, physics and FFB are at the top. Console players tend to want shiny graphics and objectives to work through or things to collect. I'm pretty sure Kunos knew this going into it and don't expect it to be a wildly popular game for that very fact. (Not picking on you mate, just using this as an example to illustrate a point, your opinion/preference is just as valid as mine or anyone else's).
 
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You can search for them as easy as I can, but seeing as it's been out less than a week I doubt you'll find many videos of your specifically requested scenario. I also doubt they would do anything to convince you that the AI uses the same physics as the player. Kunos have said from day one that the AI uses the same physics, in my two years with the game I've never seen any reason to doubt them or seen anyone suggest this isn't the case (until this thread).

Brandon could you explain why its so important for the AI to have the same physics as us players? I can see why online you all need to have same physics, but the AI is AI they aren't real people, so long as they look realistic in movements and things they can do then its fine surely? Or am i missing something?
 
Could you point me to videos of 1.8 AC on PC with player car intentionally hit the AI car ? I would love to see what happens on AWD and RR AI car being PIT maneuvered at high speed or T boned/dive bombed on corner entry. Random mistakes or slower reaction do not mean same physics, I'm interested on how the car react to loss of grip, big G forces, AI counter action and how the car respond to AI counter action input ( recovery ) :)



Gran turismo braking ? Is that a new one ? :P That's real life braking too :lol:, dive bombers :) Sorry if I sound skeptical about AI running same physics as players after seeing some PS4 videos and other written experiences on PS4, maybe the collision physics are a factor too.
Actually now thinking about it the ultragrip that the ai uses in a last ditch attempt might be the factor here. If the AI detects it will make an unrecoverable mistake such as committing the suicide then it uses ultragrip to prevent it doing that crazy action, would make a lot of sense(not in a good way) if that impacted in the crashes and why they can brute force their control back on the car.
 
Hi everyone!!!! Just picked up my AC copy for xbox one yesterday as I live in Canada. Really happy with it, I just have a question, sorry if this has been asked before, but anybody has a g920 ffb setting?? Just left everything stock but force feedback level at 50. Overall it feels awesome, I just want to know if there are better set ups!! Thank you :cheers:
 
Hi everyone!!!! Just picked up my AC copy for xbox one yesterday as I live in Canada. Really happy with it, I just have a question, sorry if this has been asked before, but anybody has a g920 ffb setting?? Just left everything stock but force feedback level at 50. Overall it feels awesome, I just want to
know if there are better set ups!! Thank you :cheers:
Im using the same 50 FFB on my G29 and it feels good. The rest of the settings I left at the stock values.
 
Brandon could you explain why its so important for the AI to have the same physics as us players? I can see why online you all need to have same physics, but the AI is AI they aren't real people, so long as they look realistic in movements and things they can do then its fine surely? Or am i missing something?

I don't know, it's the first time I've encountered such a thing in a game that I'm aware of. AC prides themselves on doing things the most realistically way they can (sometimes to their detriment) and having the AI use the same physics as the player is the most realistic way to do AI. I think that brings compromises as well as benefits and I'm not saying it's the best way to go, it's just one of Kunos' quirks. I can say that I've never had an AI driver in AC cut through the grass to pass me, so at least that's one good thing of doing it this way. :)
 
I don't know, it's the first time I've encountered such a thing in a game that I'm aware of. AC prides themselves on doing things the most realistically way they can (sometimes to their detriment) and having the AI use the same physics as the player is the most realistic way to do AI. I think that brings compromises as well as benefits and I'm not saying it's the best way to go, it's just one of Kunos' quirks. I can say that I've never had an AI driver in AC cut through the grass to pass me, so at least that's one good thing of doing it this way. :)
In the end, I think it's just a design choice. Where to spend the CPU cycles on? Spend them on physics for the AI? Put them towards extra AI cars on track? Dynamic weather? Etc. etc. I don't think there's a wrong or right here. Of course you would want all of the above, but current sims are pushing the console hardware to its absolute maximum in terms of resource utilization, so choices must be made.
 
Maybe unpopular but for me personally they could reduce the AI cars to 9 or 11 and use the extra resources to tweak the AI and upgrade the visual effects. If the AI is good you really don't need more cars to have a proper and exciting race. If you are hot for endurance or multiclass racing that could be different though.

I find it pointless to battle for 15th or 23th position the whole race, because during the whole race you see the same 5 or 6 cars.
 
Anyone else love the Alfa 4c transmission clicks/sound on gear change (interior). TC & SC turned off I could hotlap this round the ring all evening on the wheel.
I only have 4 hours of sleep on me today because of the 4C. Hotlapped the hell out of it at Zandvoort until 3am.

And by the way, did you change to road tyres? It's even better that way. 👍
 
Kunos started building AI from scratch for AC, and just like their FFB design it's clear that they hate fudging things. They want to model cleanly and for their model to generate an appropriate experience without "cheating".

I respect that choice, even though it's the "hard" way to do things. :)
 
I don't know, it's the first time I've encountered such a thing in a game that I'm aware of. AC prides themselves on doing things the most realistically way they can (sometimes to their detriment) and having the AI use the same physics as the player is the most realistic way to do AI. I think that brings compromises as well as benefits and I'm not saying it's the best way to go, it's just one of Kunos' quirks. I can say that I've never had an AI driver in AC cut through the grass to pass me, so at least that's one good thing of doing it this way. :)

Yeah its pretty crazy, i mean PCars has had some odd AI behavior but i've had some epic battles with the AI, Race Pro on xbox 360 had ace AI at times. I will use AC mainly as a hot lapping game for sure anyway. I guess i expected a big leap with AC having the tag line "AI uses same physics as players"
But yeah i love to race agaisnt AI i'm trying to think of a game with terrible AI and i can't, most important is a wide range of choices for difficulty and AI that senses your there bar the odd mistake like happens in real life.
Fair play to Kunos though.
 
In the end, I think it's just a design choice. Where to spend the CPU cycles on? Spend them on physics for the AI? Put them towards extra AI cars on track? Dynamic weather? Etc. etc. I don't think there's a wrong or right here. Of course you would want all of the above, but current sims are pushing the console hardware to its absolute maximum in terms of resource utilization, so choices must be made.

On old games like LFS that I have, running 2 or 3 AI cars can sink FPS easily to 5-10fps avg, this is on old Laptop that runs 40-50fps when I'm alone. AI can be very heavy on CPU if they run same physics. In AC, does AI cars hog CPU substantially on lower end of system requirement on PC ? I think games like PCars would be less hogging in CPU for AI cars.
 

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