Assetto corsa coming to PS4 and Xbox one

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@Orayani That video is older than the day one patch. It's not a fair comparison anymore.

On the subject of the Nordschleife, I weirdly love the Tourist version lol. I even drove around the car park a bit when I first tried that version out. Does it make me weird that I kind of liked the fact they allow you to drive around the car park areas in there? :lol:

I like how the tourist version starts but I don't like how it eliminates the long straight.
 
I like how the tourist version starts but I don't like how it eliminates the long straight.

Agree. But dont know why, the real track sometimes has that walls and other times doesnt.



And here is an old video of Mr Harris



Maybe thay put the walls recently?
 
That's very odd, you should post that on the official forum to make sure they're looking into it.

With all due respect, I didn't buy the game months after release to be a beta tester. I got really sick of that with Pcars. I'm not going to waste my time reporting stuff so basic it should have been fixed well before the game released, especially considering it had already been out for two years on PC before the console launch.


Generally they only give you tuning options that the specific car had/has in real-life which is why some cars can be tuned more than others. I'm not sure what options those cars have in real-life but my first guess would be that they don't have many setup options (could be totally wrong on that though).

Well while that may be true of some cars in the game, it doesn't explain why the "tuned" cars in the game, like the drift versions, have limited set up options. Surely the whole point of these cars is so the player can set the things up properly. The AE86 "drift" car doesn't even allow enough set up changes to actually set it up for drifting. Not being able to lock the diff, or even alter the preload at all for that matter, makes no sense.

To be fair, these aren't major concerns, and there are far bigger issues in the game than these things, but it just seems like considering just how little there is in the game, and how long it's been in development, you would expect at least the physics to be free of bugs.
 
Well while that may be true of some cars in the game, it doesn't explain why the "tuned" cars in the game, like the drift versions, have limited set up options. Surely the whole point of these cars is so the player can set the things up properly. The AE86 "drift" car doesn't even allow enough set up changes to actually set it up for drifting. Not being able to lock the diff, or even alter the preload at all for that matter, makes no sense.

To be fair, these aren't major concerns, and there are far bigger issues in the game than these things, but it just seems like considering just how little there is in the game, and how long it's been in development, you would expect at least the physics to be free of bugs.

Someone will correct me if I'm wrong but I believe the tuned AE86 is based on a real car and reflects the real setup of that car, "tuned" doesn't always mean that all tuning options are opened up to the player. Kunos are weird like that sometimes, I'm not trying to justify their decisions or claim they're the right decisions, was just trying to share some info as to why some things are the way they are.
 
Someone will correct me if I'm wrong but I believe the tuned AE86 is based on a real car and reflects the real setup of that car, "tuned" doesn't always mean that all tuning options are opened up to the player. Kunos are weird like that sometimes, I'm not trying to justify their decisions or claim they're the right decisions, was just trying to share some info as to why some things are the way they are.

Well it doesn't have any specific name like a name of a famous drifter or tuning house, it just says "drift", so I would assume it's like the other drift cars and tuned cars in the game, all of which are similarly restricted. I know it's weird, and it's Kunos' choice, but I don't see the point to them if all the set up options aren't opened up. They pretty much seem to just be there to boost the car count in most cases, because they could quite easily just have an option, like the livery choice, where you choose step 1, 2, or 3 of each road car, to choose what power level, and then with all non-standard cars have all the set up options adjustable. Makes a hell of a lot more sense than randomly choosing a handful of cars to make "tuned" versions of, list them as separate cars, and then still restrict the hell out of what the player can do with them. It's not the weirdest design decision Kunos have taken with this game though, there's a lot of oddities in the game lol.
 
They pretty much seem to just be there to boost the car count in most cases, because they could quite easily just have an option, like the livery choice, where you choose step 1, 2, or 3 of each road car, to choose what power level, and then with all non-standard cars have all the set up options adjustable. Makes a hell of a lot more sense than randomly choosing a handful of cars to make "tuned" versions of, list them as separate cars, and then still restrict the hell out of what the player can do with them.
Perhaps it has to do with licensing that they are their own models and not just them randomly choosing cars. That could also be the reason for the limited tuning options. Your probably correct though and Kunos are just trying to trick us all.
 
Well while that may be true of some cars in the game, it doesn't explain why the "tuned" cars in the game, like the drift versions, have limited set up options. Surely the whole point of these cars is so the player can set the things up properly. The AE86 "drift" car doesn't even allow enough set up changes to actually set it up for drifting. Not being able to lock the diff, or even alter the preload at all for that matter, makes no sense.

To be fair, these aren't major concerns, and there are far bigger issues in the game than these things, but it just seems like considering just how little there is in the game, and how long it's been in development, you would expect at least the physics to be free of bugs.
Scratching my head trying to work out how on Earth you came the conclusion that this has something to do with physics.
 
Scratching my head trying to work out how on Earth you came the conclusion that this has something to do with physics.

If you read the first part of the post you quoted there, you would have seen what I was talking about when I later reference the physics not being bug free. Next time don't jump into the middle of a conversation and quote part of a post without reading the rest of the conversation, it'll prevent you misunderstanding what people are talking about :)

Perhaps it has to do with licensing that they are their own models and not just them randomly choosing cars. That could also be the reason for the limited tuning options. Your probably correct though and Kunos are just trying to trick us all.

Maybe it's a licencing thing, but that would be very strange considering all of those manufacturers seemingly have no problem with the amount of modification and tuning other games like Forza and GT allow. We'll probably never know though lol
 
If you read the first part of the post you quoted there, you would have seen what I was talking about when I later reference the physics not being bug free. Next time don't jump into the middle of a conversation and quote part of a post without reading the rest of the conversation, it'll prevent you misunderstanding what people are talking about :)
Still a tenuous link to physics. I'm seeing a greater chance of set up oddities than physics bugs.
 
If you read the first part of the post you quoted there, you would have seen what I was talking about when I later reference the physics not being bug free. Next time don't jump into the middle of a conversation and quote part of a post without reading the rest of the conversation, it'll prevent you misunderstanding what people are talking about :)



Maybe it's a licencing thing, but that would be very strange considering all of those manufacturers seemingly have no problem with the amount of modification and tuning other games like Forza and GT allow. We'll probably never know though lol
I'm tninking that gargantuan team at Kunos might have something to do with it. Afterall if tiny little teams at PD and T10 can fo this.....

Seriously, there's a lot of stuff the coders haven't got the time to do, but a lot of stuff for them to do.
 
Well it doesn't have any specific name like a name of a famous drifter or tuning house, it just says "drift",

Ok, I did some quick research and it's a recreation of the AE86 from the Initial D anime series. I don't know anything about that series but was able to find specs for and a synopsis of the car/series here. Seems like it was basically just a modified street car. Not sure how closely these match up to the specs of the version in AC but if anyone feels like digging and comparing, there's the info.

Screen Shot 2016-10-20 at 7.19.58 AM.png


28464_initiald_hachiroku_thumb-4b77aad042727-750x400.jpg


Edit: That's not to say I agree with the decision to have such limited tuning, since it's a fictional car they could have opened up some of the options.
 
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Also, in the setup menu, the camber and toe readings on the car constantly jump around, and I've noticed in some cars that toe value you select has no direct relationship with the toe reading on the actual car... Weird. Another thing is there seems to be very few cars that have the full range of setup options available, which, although not a bug, is still a bit annoying. Even the tuned models like the drift cars and such are extremely limited. The AE86 drift car doesn't even let you alter the diff preload or fully lock the diff under accel or decel, and the FXX-K has hardly any setup options available at all. It won't even let you change the brake bias...

Anyway, hopefully Kunos can clean up the bugs and oddities, and while they're at it, give us a better range of options on some of the more restricted cars. Other than that I'm having a lot of fun hot lapping.
That's not a bug. Hopefully @Johnnypenso or @brownninja97 comes along to explain it better than I can. But the left side of the screen where you can adjust values like toe & camber are like in the garage on a lift values and the numbers on the other side reflect the real life result from that setting, with load applied...the car isn't on perfectly flat land, etc. I often see the real life values jumping around a little bit, like from 0.2 to 0.1 back to 0.2 back to 0.1 - again the same philosophy applies. It's kind of like tire air pressure. You might set it to 25 lbs, but go run 3 laps and get those shoes warm...they're NOT going to measure 25 lbs pressure any longer.

I am probably doing a totally crap job at explaining the toe/camber thing and frankly it confuses me quite often as well. Just focusing on the settings you want, like if the car has a range of 3.0 degrees of camber, but you don't want maximum camber, set it to 2.5, for example and don't be too concerned about the real-time dynamic readout.

EDIT: Added a screenshot for the heck of it. Found it via Google Images...
uL6jN5J.jpg
 
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That's not a bug. Hopefully @Johnnypenso or @brownninja97 comes along to explain it better than I can. But the left side of the screen where you can adjust values like toe & camber are like in the garage on a lift values and the numbers on the other side reflect the real life result from that setting, with load applied...the car isn't on perfectly flat land, etc. I often see the real life values jumping around a little bit, like from 0.2 to 0.1 back to 0.2 back to 0.1 - again the same philosophy applies. It's kind of like tire air pressure. You might set it to 25 lbs, but go run 3 laps and get those shoes warm...they're NOT going to measure 25 lbs pressure any longer.

I am probably doing a totally crap job at explaining the toe/camber thing and frankly it confuses me quite often as well. Just focusing on the settings you want, like if the car has a range of 3.0 degrees of camber, but you don't want maximum camber, set it to 2.5, for example and don't be too concerned about the real-time dynamic readout.

EDIT: Added a screenshot for the heck of it. Found it via Google Images...
uL6jN5J.jpg
I think you hit the nail on the head. The values on the right are the values under load in the pits. The values on the left are static, without load. If the pit stalls are uneven you can get different values left and right, front and back.
 
Ok, I did some quick research and it's a recreation of the AE86 from the Initial D anime series. I don't know anything about that series but was able to find specs for and a synopsis of the car/series here. Seems like it was basically just a modified street car. Not sure how closely these match up to the specs of the version in AC but if anyone feels like digging and comparing, there's the info.

View attachment 599070

View attachment 599071

Edit: That's not to say I agree with the decision to have such limited tuning, since it's a fictional car they could have opened up some of the options.

The car may be fictional as it's based on anime, but the specs ( like tuning parts are available in real life ). The 2 way TRD LSD for example which often used in circuit racing or drifting, the LSD has several configuration that can be set, from preload / initial torque / breakaway torque ( adjustable with shims and can be set pretty high for drifting - from 5kgm to 16+kgm when new ), cam angle ( 2 way has 2 options : 58 degree and 65 degree for higher lock rate ).

That's not a bug. Hopefully @Johnnypenso or @brownninja97 comes along to explain it better than I can. But the left side of the screen where you can adjust values like toe & camber are like in the garage on a lift values and the numbers on the other side reflect the real life result from that setting, with load applied...the car isn't on perfectly flat land, etc. I often see the real life values jumping around a little bit, like from 0.2 to 0.1 back to 0.2 back to 0.1 - again the same philosophy applies. It's kind of like tire air pressure. You might set it to 25 lbs, but go run 3 laps and get those shoes warm...they're NOT going to measure 25 lbs pressure any longer.

I am probably doing a totally crap job at explaining the toe/camber thing and frankly it confuses me quite often as well. Just focusing on the settings you want, like if the car has a range of 3.0 degrees of camber, but you don't want maximum camber, set it to 2.5, for example and don't be too concerned about the real-time dynamic readout.

EDIT: Added a screenshot for the heck of it. Found it via Google Images...
uL6jN5J.jpg

Similar to LFS, live real time reading, but in real life I don't think you would see camber or toe alignment value jumps around when measured in stationary condition :/ I think that's what @Mike_grpA getting at.
 
Similar to LFS, live real time reading, but in real life I don't think you would see camber or toe alignment value jumps around when measured in stationary condition :/ I think that's what @Mike_grpA getting at.
Oh, I agree it's annoying. I don't know how precise the real time calculation is behind the scenes, but I'm assuming that number dancing is when a value probably lands right on the cusp of being rounded up or not. The example I gave, going from 0.1 to 0.2 and back to 0.1 was actually wrong. It's more like 0.01 to 0.02 back to 0.01 which is much smaller...a miniscule difference. However, Mike_grpA has a valid point. Kunos should have figured a way to not let the numbers dance on the screen like that. It gives the impression something is wrong...its distracting...annoying...etc. I completely agree.
 
Oh, I agree it's annoying. I don't know how precise the real time calculation is behind the scenes, but I'm assuming that number dancing is when a value probably lands right on the cusp of being rounded up or not. The example I gave, going from 0.1 to 0.2 and back to 0.1 was actually wrong. It's more like 0.01 to 0.02 back to 0.01 which is much smaller...a miniscule difference. However, Mike_grpA has a valid point. Kunos should have figured a way to not let the numbers dance on the screen like that. It gives the impression something is wrong...its distracting...annoying...etc. I completely agree.
That's what I assumed too, that it was on the cusp of rounding. Saw it once, didn't pay attention after that, minor issue that's completely meaningless to me.
 
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