Assetto corsa coming to PS4 and Xbox one

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Wiz
A lot of folks have been asking about this so I just wanted to highlight this fantastic news.

Yeah, his exact words, when asked what brand of wheels to expect to be supported (I'm paraphrasing, as the interviewer's english is a bit broken), were "We support Fanatec, Logitech, and all the Thrustmaster wheels available on PS4 and Xbox One".

He then went on to talk about the ffb options. A bit I didn't notice before, as I hadn't watched the video right to the end, is that he actually mentions the canned effects, saying the "kerbs" option is what he refers to a "fake effect" to give some rumble feel to flat painted kerbs, and that proper raised kerbs you feel through the physics. He also essentially says the same about "slip" and "understeer" effects, that they are canned, and only there as an aid if people want them, but that "road" is an amplifier for the feeling of the suspension movement, so that still comes from the physics, but that slider is an amplifier for it.

Interesting stuff, and great news for us Fanatec owners :gtpflag:
 
I haven't played Assetto Corsa (I dont play on PC) and passed on Pcars for PS4. From what I've read Assetto Corsa has some of the best physics out there. That being said I saw this video and it looks like in Assetto Corsa the car kind of floats along where as Pcars the car bounces and behaves more on the track surface. Its especially noticeable on the karussell. Like I said I've played neither it's just something I noticed right away.


That video would be off-putting to me as well. As would this one.....



Fortunately the failings that appear apparent have much more to do with camera options/choices. It was really quite unfair to have Assetto's Zandvoort displayed with a camera locked to the car, thus severely masking the car's actual behaviour, especially considering the backdrop of it being Assetto's much to be scrutinised "first" non-laser scanned track.

It feels not at all floaty, and I've always had a huge aversion to floaty.
 
That's probably because Jackie didn't grow up with computers lol. My dad thinks sending a Facebook message is much harder than writing a letter, but like Jakcie, I feel that has more to do with him being from a more analogue generation :lol:

OK so your saying in part then to someone who doesn't play computer games then it can be harder than real life.... THAT.WAS.MY.POINT.
 
Anyone who has gone from racing their whole lives, to having a go at sims, is going to have a hard time getting used to the sims. It works the other way around too. People grow up with computer games and playing racing sims, and find when they start driving real cars that it's much harder and a very different thing to get used to.

Very odd that having spent pages arguing against me saying the very same, your now agreeing with it?
 
OK so your saying in part then to someone who doesn't play computer games then it can be harder than real life.... THAT.WAS.MY.POINT.

You didn't say people who don't play computer games, you just said sims make driving seem harder than it is. I find sim driving significantly easier, so I disagreed.

Very odd that having spent pages arguing against me saying the very same, your now agreeing with it?

You said driving in sims makes real driving seem harder than it is, I disagreed with that, and you went off on multiple tangent unrelated to that. There's a difference between someone playing a sim for the first time finding it difficult until they learn it, and sims just making real driving seem harder than it is. So no, that statement wasn't agreeing with you. But believe whatever you like mate, I really don't care at this point.
 
In a sim, if you crash there are no consequences, you just press reset.

In real life, if you crash = hospital or graveyard.



Anyway April 22nd can’t come soon enough. I’m trying to complete the career in Project Cars and I fear my PS4 might die with the amount of crashing to the blue screen I’ve been having lately.
 
In a sim, if you crash there are no consequences, you just press reset.

In real life, if you crash = hospital or graveyard.



Anyway April 22nd can’t come soon enough. I’m trying to complete the career in Project Cars and I fear my PS4 might die with the amount of crashing to the blue screen I’ve been having lately.

Pretty sure I've seen F1 drivers crash and not go to hospital or die.....
 
Pretty sure I've seen F1 drivers crash and not go to hospital or die.....
There are still consequences. In real life there will always be the element of fear.

This thead is discussing Assetto Corsa. Maybe you should start a new thread and label it 'Sim vs Reality - which is harder?'
 
He then went on to talk about the ffb options. A bit I didn't notice before, as I hadn't watched the video right to the end, is that he actually mentions the canned effects, saying the "kerbs" option is what he refers to a "fake effect" to give some rumble feel to flat painted kerbs, and that proper raised kerbs you feel through the physics. He also essentially says the same about "slip" and "understeer" effects, that they are canned, and only there as an aid if people want them, but that "road" is an amplifier for the feeling of the suspension movement, so that still comes from the physics, but that slider is an amplifier for it.

That's a relief that the pure FFB also contains those effects, and the "canned sliders" only amplify them. In ISImotor powered sims I've always modified the FFB to come from the steering rack 100%, and the only canned effect I use is kerbs (because unless you have a full motion rig you're not gonna get the vertical movements in a real car). I don't use the other effects but I'm glad it's there if people want it. In LFS on the other hand you get pure FFB without any canned effects. I know it's more realistic, but it's so off putting driving over kerbs and not feeling anything in that game.
 
You didn't say people who don't play computer games, you just said sims make driving seem harder than it is. I find sim driving significantly easier, so I disagreed.



You said driving in sims makes real driving seem harder than it is, I disagreed with that, and you went off on multiple tangent unrelated to that. There's a difference between someone playing a sim for the first time finding it difficult until they learn it, and sims just making real driving seem harder than it is. So no, that statement wasn't agreeing with you. But believe whatever you like mate, I really don't care at this point.


You also said that you agreed that iRacing can make it seem harder. So some 'sims' can make driving seem more difficult than it is clearly so as you even said iRacing which is a sim...

When i said 'some racing drivers' have said some sims make driving seem harder well i think its true that some have said that.

The bit in bold is the main point. Pick a racing driver who hasn't played say Forza or GT, get him to drive a race car, if he struggles its not cause he can't drive in real life its cause he hasn't played on a computer game before, so surely by this he would say "the game makes it harder"........ My brother did exactly this on Forza 6, he couldn't get a hatchback untuned around brands hatch without spinning (since Jan patch FM6 has sorted this issue) . The most natural game he said he ever played was that flawed gem RacePro, where he played it with MS wheel and felt at home right away and was turning consistent laps straight off the bat.
 
There are still consequences. In real life there will always be the element of fear.

This thead is discussing Assetto Corsa. Maybe you should start a new thread and label it 'Sim vs Reality - which is harder?'

Senna said "fear is exciting to me", other drivers don't do fear at all, i think realistically if you asked say Jason Plato before a BTCC race "Jason are you scared you might die today" he'd say no! People that fearful don't race really, I'd say drivers worry more about crashing and having the race end in the gravel trap, or destroying the car and having a big repair bill.

By no means is it comparable to crashing real car and ruining a race or the car, BUT in a sim/game say your on a 30 lap race and you get to the last few laps i find i can sweat on my palms and get nervous of crashing, ok i can press reset but the feeling of crashing and having to start again is making me want to focus, games can give that feeling, its why people moan about FORZA rewind function.

BTW Mario of AC started the discussion on his VT...its quite interesting, if you don't think it is don't reply to me.
 
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You also said that you agreed that iRacing can make it seem harder. So some 'sims' can make driving seem more difficult than it is clearly so as you even said iRacing which is a sim...

When i said 'some racing drivers' have said some sims make driving seem harder well i think its true that some have said that.

Oh god, this is just going around in circles. I know exactly what I said, and I know exactly what part of your post I disagreed with. You went off on random tangents about how you could drive a gt3 car if you wanted to and how you think F1 cars are easy to drive, and other unrelated things, and I reiterated that I disagree that sims are more difficulty than real driving.

I said iRacing was the only sim I've played that felt unrealistically difficult, in one of my first replies to you, and you're just now catching onto that. I also stated that iRacing was much less realistic when I last played it than it is now by all accounts, so that may no longer be the case.

Someone playing a sim for the first time, and finding it hard to adjust, doesn't make the sim harder than real life, it is perfectly normal, because it's the first damn time they've played a sim! Get one person who has spent equal time in the simulator and racing real cars, and they'll tell you the simulator is significantly easier than real driving.

I'm not continuing this roundabout with you any more, it's gone way off topic, and for god's sake his name is Marco not Mario.
 
Oh god, this is just going around in circles. I know exactly what I said, and I know exactly what part of your post I disagreed with. You went off on random tangents about how you could drive a gt3 car if you wanted to and how you think F1 cars are easy to drive, and other unrelated things, and I reiterated that I disagree that sims are more difficulty than real driving.

I said iRacing was the only sim I've played that felt unrealistically difficult, in one of my first replies to you, and you're just now catching onto that. I also stated that iRacing was much less realistic when I last played it than it is now by all accounts, so that may no longer be the case.

Someone playing a sim for the first time, and finding it hard to adjust, doesn't make the sim harder than real life, it is perfectly normal, because it's the first damn time they've played a sim! Get one person who has spent equal time in the simulator and racing real cars, and they'll tell you the simulator is significantly easier than real driving.

I'm not continuing this roundabout with you any more, it's gone way off topic, and for god's sake his name is Marco not Mario.

So yes we agree about iceRacing, that was one of the games i had in mind along with Forza 6 pre January patch. PCars is great for grip (apart from patch 7) and AC I've not played yet but am confident in it because of what MARCO says in that video... all good?
 
Iracing has always been more difficult than driving a real car. That's been the case since Grand Prix Legends and every sim they made after that. It's a deliberate thing by the developer for reasons you'd have to ask them about as the interview I read about it back in the day, I can't find anymore.

Marco's point is that it is not difficult to drive a car so it is not difficult to drive in Assetto Corsa for the same reasons. It doesn't make it less sim. In fact it makes it more sim. Sim players frequently confuse "difficult" with "realistic".
 
Senna said "fear is exciting to me", other drivers don't do fear at all, i think realistically if you asked say Jason Plato before a BTCC race "Jason are you scared you might die today" he'd say no! People that fearful don't race really, I'd say drivers worry more about crashing and having the race end in the gravel trap, or destroying the car and having a big repair bill.

By no means is it comparable to crashing real car and ruining a race or the car, BUT in a sim/game say your on a 30 lap race and you get to the last few laps i find i can sweat on my palms and get nervous of crashing, ok i can press reset but the feeling of crashing and having to start again is making me want to focus, games can give that feeling, its why people moan about FORZA rewind function.

BTW Mario of AC started the discussion on his VT...its quite interesting, if you don't think it is don't reply to me.

What do you think of Stefan when he did the Ring driving the Yellowbird ?
Do you think it will be easier or harder in a sim like AC or Pcars, driving in similar style to Stefan Roser at the Ring using the CTR Yellowbird on similar spec car and tires ?
How difficult would it be for any sim racer to drive like Stefan with the CTR at the ring in real life ? Is it even possible ? or try something more common, do a midnight touge run down hill on Japan mountain roads like most young drivers who got into drifting there ?

I think people often make a big deal a bit too much about fear in driving IRL, IMO, it's more related to experience, strategic thinking and state of mind when driving on the limit, everything happens in split seconds, decision making, whether to lift or not, brake now or later etc.
 
What do you think of Stefan when he did the Ring driving the Yellowbird ?
Do you think it will be easier or harder in a sim like AC or Pcars, driving in similar style to Stefan Roser at the Ring using the CTR Yellowbird on similar spec car and tires ?
How difficult would it be for any sim racer to drive like Stefan with the CTR at the ring in real life ? Is it even possible ? or try something more common, do a midnight touge run down hill on Japan mountain roads like most young drivers who got into drifting there ?

I think people often make a big deal a bit too much about fear in driving IRL, IMO, it's more related to experience, strategic thinking and state of mind when driving on the limit, everything happens in split seconds, decision making, whether to lift or not, brake now or later etc.

Indeed, if you were that scared you'd turn the engine off and get out and get the bus.. bad things do happen, but the mind has an amazing way of zoning that out. You see when someone dies in motorsport these days as its quite rare and generally a freak accident, so suddenly for a bit the drivers/riders will think about it, but eventually you zone it out, they HAVE to.
If i watch those Russian car crash clips on youtube i don't feel like getting into my car for a bit, but by the time i'm driving to the shops I have removed that fear of having a crash.
Whenever i've done a track day i'm more worried about totaling my car and how will i get home rather than "OMG I'M GONNA DIE!!!!111"

Games are very good at getting across that feeling of 'fear' or a consiquence from the very first games like pong, you hit that ball you get a point, you miss you die, its always about gaining points or losing and having lives.."GAME OVER". Its in gaming DNA, so yes you can restart, but thats kinda not the point...
Anyway, back on topic, can't wait for AC.
 
He then went on to talk about the ffb options. A bit I didn't notice before, as I hadn't watched the video right to the end, is that he actually mentions the canned effects, saying the "kerbs" option is what he refers to a "fake effect" to give some rumble feel to flat painted kerbs, and that proper raised kerbs you feel through the physics. He also essentially says the same about "slip" and "understeer" effects, that they are canned, and only there as an aid if people want them, but that "road" is an amplifier for the feeling of the suspension movement, so that still comes from the physics, but that slider is an amplifier for it.

Interesting stuff, and great news for us Fanatec owners :gtpflag:
This, in a nutshell. There are boosts for kerb, road and oversteer, and now understeer, that magnify what the physics is giving you. I use them in small amounts because I like the additional information they provide. If someone doesn't want or need them, they can just leave them on zero.

That video would be off-putting to me as well. As would this one.....



Fortunately the failings that appear apparent have much more to do with camera options/choices. It was really quite unfair to have Assetto's Zandvoort displayed with a camera locked to the car, thus severely masking the car's actual behaviour, especially considering the backdrop of it being Assetto's much to be scrutinised "first" non-laser scanned track.

It feels not at all floaty, and I've always had a huge aversion to floaty.
Very unfair. The Assetto version is one of the more bumpy and undulating tracks in the game. The car movement you see in iRacing is comparable to the movement of everything outside the car in AC, which is where the movement goes on the screen with that camera view. A cockpit view would have been much more enlightening.
 
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19TH APRIL in US?

Без име.png


http://www.console.assettocorsa.net/en-US
 
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One question for those with AC on PC: Is the ffb physics derived like in Pcars, or are things like kerb effects and such just canned effects? I don't mind either way, as canned effects can be very good sometimes, I'm just curious.

The developers at Kunos often state that the code making up force feedback in Assetto Corsa is just a "few lines of code". Now, I don't know exactly what "a few" means...but they are trying to convey that it isn't some enormous subroutine producing force feedback. They usually expand on that comment and state how the FFB sent to the wheel comes straight from the car's suspension/tires and the physics. I think that's why FFB feels so amazing in Assetto Corsa. It's pure. They aren't trying to dazzle players with contrived FFB.

I am a little confused on this pre-order bonus for console players. Correct me if I'm wrong, but isn't the current word that pre-orders will receive something called the "performance pack" as a pre-order bonus? The performance pack contains the Ferrari 488 GTB, the Audi R8 V10 Plus, and the Corvette C7 Stingray. So, am I to assume that if you don't pre-order Assetto Corsa for console that the only way to get those 3 cars would be to purchase separately as DLC? I can't imagine that Kunos would keep those 3 cars out of the reach of those who didn't/couldn't pre-order. Even though I have no intention of playing AC on console, I was kind of hoping that console players would just get ALL of the cars that Kunos has released thus far at the base price of the game. As a PC player, I don't care that I paid for 3 DLC packs - I just want the console release to be enormously successful and withholding 3 (at a minimum) very popular cars at release date when AC doesn't have an enormous car count to begin with isn't the best idea, in my opinion.
 
This, in a nutshell. There are boosts for kerb, road and oversteer, and now understeer, that magnify what the physics is giving you. I use them in small amounts because I like the additional information they provide. If someone doesn't want or need them, they can just leave them on zero.

What do the canned oversteer and understeer effects actually feel like? Do they just make the wheel go light?
 
What do the canned oversteer and understeer effects actually feel like? Do they just make the wheel go light?

This canned thing i'm not sure i'm getting it right, isn't all FFB canned by the very nature of it being a game? Its like when Ian Bell calls Forza 6 weather 'pre baked' like somehow PCars weather is actually real, its all sort of smoke and mirrors canned effects isn't it?
I need enlightening.:crazy:
 
This canned thing i'm not sure i'm getting it right, isn't all FFB canned by the very nature of it being a game? Its like when Ian Bell calls Forza 6 weather 'pre baked' like somehow PCars weather is actually real, its all sort of smoke and mirrors canned effects isn't it?
I need enlightening.:crazy:

A canned effect is a pre-made effect that is just triggered by a set of circumstances. A non-canned effect is created on the fly based on the physics model. Honestly, I generally can't tell the difference in most games.
 
The developers at Kunos often state that the code making up force feedback in Assetto Corsa is just a "few lines of code". Now, I don't know exactly what "a few" means...but they are trying to convey that it isn't some enormous subroutine producing force feedback. They usually expand on that comment and state how the FFB sent to the wheel comes straight from the car's suspension/tires and the physics. I think that's why FFB feels so amazing in Assetto Corsa. It's pure. They aren't trying to dazzle players with contrived FFB.

I am a little confused on this pre-order bonus for console players. Correct me if I'm wrong, but isn't the current word that pre-orders will receive something called the "performance pack" as a pre-order bonus? The performance pack contains the Ferrari 488 GTB, the Audi R8 V10 Plus, and the Corvette C7 Stingray. So, am I to assume that if you don't pre-order Assetto Corsa for console that the only way to get those 3 cars would be to purchase separately as DLC? I can't imagine that Kunos would keep those 3 cars out of the reach of those who didn't/couldn't pre-order. Even though I have no intention of playing AC on console, I was kind of hoping that console players would just get ALL of the cars that Kunos has released thus far at the base price of the game. As a PC player, I don't care that I paid for 3 DLC packs - I just want the console release to be enormously successful and withholding 3 (at a minimum) very popular cars at release date when AC doesn't have an enormous car count to begin with isn't the best idea, in my opinion.
Great post. I will not be preordering, after PCars experience it is no longer an option for any game so I would be most unhappy if those vehicles are not available as paid dlc later on. When I have preordered other racing titles in the past which had these "exclusive" bonuses they have always been available later on as paid dlc.
 
What do the canned oversteer and understeer effects actually feel like? Do they just make the wheel go light?
A canned effect is a pre-made effect that is just triggered by a set of circumstances. A non-canned effect is created on the fly based on the physics model. Honestly, I generally can't tell the difference in most games.
IMO almost all the FFB in sims is "canned" to some degree if we want to get technical about it. When I am driving my car or truck hard and run over some surface imperfections it doesn't jerk my steering wheel around, it's all felt through the seat of my pants or heard or seen. All games as far as I know, attempt to put some of this seat of the pants feeling into the wheel and so you get little tugs and pulls on the wheel based on the road surface texture, camber of road, steering inputs, curbs etc, braking etc.

What I think most sim racers refer to as "canned" effects is the multiplier effects from the sliders. There is the base FFB or the natural FFB engine of the game, and then using the sliders mulitplies that and IMO I think that's what most people think of as canned, when, in reality, most of the base effects are effectively canned anyway.

Ultimately for me, it boils down to this question. Does the FFB of the game give me the information I need to know what is happening with the car, in particular, the transition between slip and grip, understeer and oversteer? Assetto Corsa does that better than any other game I've tried so far. If it's canned I really don't care because it works:sly:

This canned thing i'm not sure i'm getting it right, isn't all FFB canned by the very nature of it being a game? Its like when Ian Bell calls Forza 6 weather 'pre baked' like somehow PCars weather is actually real, its all sort of smoke and mirrors canned effects isn't it?
I need enlightening.:crazy:
It's a murky area but I think you're on the right track.
 
IMO almost all the FFB in sims is "canned" to some degree if we want to get technical about it. When I am driving my car or truck hard and run over some surface imperfections it doesn't jerk my steering wheel around, it's all felt through the seat of my pants or heard or seen.

Well that depends on the car you're driving irl. I've driven cars, like the BMW X5, that have steering that is unresponsive to the surface, because the suspension soaks everything up. However, my old track car had very direct and quite stiff steering and suspension, and bumps in the road certainly did pull a the wheel in that car. Same with my current daily, the Group A, you feel everything the front end is doing through the wheel. As the old saying goes: You'd feel it if you drove over a 20c piece.

I hate the seat of pants ffb in games. I don't like it when it can't be turned off especially, and this is one area Pcars has made me very happy. I tried mixing the SoP in for a while, and it just muddied up the feeling. Things you don't feel through the wheel in a real car shouldn't be mixed into the wheel feedback in a sim, as far as I'm concerned. I like the pure front end feedback with no body or SoP in Pcars, feels much more natural.

As far as canned effects go, canned effects are pre-made, and don't change depending on circumstances, they are simply triggered by one single event. So oversteer, understeer, or kerbs (even flat painted kerbs) in AC. You can turn them all off, and you'll still get the physics-derived feedback from actual raised and bumpy kerbs, as that feedback is generated by the physics engine, like the feedback in Pcars. The non-canned ffb is situation dependent, making it possible to feel different feedback every time you hit a kerb, depending on how you hit it.

It's good news that AC's ffb isn't all just canned effects, and the canned effects they do have can be turned off in the menu. :)
 
I hate the seat of pants ffb in games. I don't like it when it can't be turned off especially, and this is one area Pcars has made me very happy. I tried mixing the SoP in for a while, and it just muddied up the feeling. Things you don't feel through the wheel in a real car shouldn't be mixed into the wheel feedback in a sim, as far as I'm concerned. I like the pure front end feedback with no body or SoP in Pcars, feels much more natural.

I feel exactly the same way about SoP settings. Everybody raves about the Jack Spade settings in PCARS, so I gave them a try and I didn't like it. To me, while it didn't make the FFB terrible, it made it worse than when there were no SoP settings. To me, all the SoP settings do is create a small delay in the FFB, and also creates a bit of extra damping in the FFB making it more vague. I find that with SoP settings off, the FFB is more immediate and have a more crisp feeling. Though that being said, to me the difference while noticeable when comparing back to back (SoP on and off), is not big enough for me to notice the difference if there was no option to turn it off.
 
Great post. I will not be preordering, after PCars experience it is no longer an option for any game so I would be most unhappy if those vehicles are not available as paid dlc later on. When I have preordered other racing titles in the past which had these "exclusive" bonuses they have always been available later on as paid dlc.

I know nothing for fact, but it does say "exclusive access"... like you, I'm hoping that means there will be a DLC later on. Not really worth worrying about until much closer to release though :)
 
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