Assetto corsa coming to PS4 and Xbox one

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Are those Fmod sound updates coming to consoles in next update along with Porsches?

I'm cautiously optimistic. Luca Sodano recently confirmed that the sound update is also coming to consoles. I think it's very likely it will be included with the Porsche update coming later this month, but no specifics have been announced so far.
 
Almost 3 hours with PS4 console version. Have I sampled each car each track? No. Have I done all gameplay modes? No. Have I been in any real race car? No. Do I watch broadcasted racing series? Yes. Do I have any reasonable knowledge of applicable racecraft and tailoring bespoke set up for a track? No, I tend to be way off pace. Am I easily impressed? Yes, a cheap date if you will. But once car is on track, all everything else becomes faint background noise.

I liken games like AC and PCars (can only vouch for what I've played) to art. Beautiful experiences to be had. Yet there is beauty in my personal frustrations. Chris Harris-ing, well almost getting to a clean hotlap, in F40, spinning out, being mindful of turbo. Even when I curse I smile (Vettel, when I play online it's mic off). Learning curves become learning cliffs, but I have time on my side, barring an unexpected sudden death... If I do die, then I'll need to be buried with wheel, pedals, monitor, seat and racing games like this to practice in the afterlife and be hopeful of a better reincarnation.
 
Hey man, don't dis the Hamster and his videos!!! :lol::lol: You're alright mate, i just posted it here to break up the more serious chat atm, and showing all my fans here how fun the drifting is! ;)

Lol thought I better add that disclaimer to the post, as I'm usually a very blunt person, and that often comes accross as rudeness online where tone can't be conveyed. I just don't want to start seeing a heap of unrelated videos in what is essentially a news thread. I know there's only a small audience in the video thread compared to here, but if people start posting videos here, they'll start posting them everywhere, and then we'll get people's unrelated photo albums crammed in here as well, and it'll become a mess for people genuinely looking for info.
 
Regarding the subject of "Automatic Blip", today I finally had the chance the fire up my PS4 and experiment with it turned OFF.

As I mentioned earlier in this thread, I didn't even know that blipping the throttle for rev matching would work without a clutch and using paddle shifters, but just as I was told here, it does - and quite well, I must add!

I'm still learning the ropes of rev matching, but this is such great fun that I don't think I'll ever go back to having auto-blip on. Besides, the more I try, the more certain I am that I'm having better control of the cars when braking hard (which was one of my problems in this game with older cars).

Whatever the case, it definitely adds another layer of immersion and control to driving in Assetto Corsa.

Videos of this first try are here. Tried with the Escort and the Alfa GTA.


As a final note, I'm still using my left foot for braking and blipping the throttle with my right foot. Although I can get my way around heel-and-toe shifting on a real car, I wasn't able to do so in the game - not with the standard pedals and definitely not with the vertical bar of my wheel stand between my legs.
 
DC has by far the best engine sounds. I'd love to see the old Evo team work on a proper sim, because DC, despite being an arcade racer, does simulate a lot of things extremely well.

Sound is an obvious one, all of the cars in DC sound spot on, even from different mic placements, like the difference in sound from behind the car to in front or inside.

But they also simulate weather really well too. Localised dynamic rain and snow fall are amazingly well done, to the point where you can sit at one part of a track and watch the clouds slowly roll in, seeing lightning off in distant dark clouds, and as the clouds get nearer, the spots of rain start, and get progressively heavier as the clouds get closer overhead, to the point where it'll be pouring down on you, with flashes and forks of lightning. It's amazing.

Then the way they handled volumetric clouds and the way the sunlight interacts with it. The way they modeled the backgrounds so not only is the draw distance enormous, but the way the clouds alter the sunlight in the distant backgrounds is realistic.

And that only scratches the surface of just how well done the attention to detail is in DC. Even the physics are really well done. It's obviously not a sim, but I love the way they approached the physics. By simply making the tyre grip and brakes unrealistically overpowered, they've made the handling nice and easy, as an arcade game should be, but at the same time they've given the cars a nice weighted feel, and with a wheel and in hardcore handling mode, I'd argue that the driving feels more realistic than some not so old sims from the PS3 era (I remember Darin Ganji saying it felt a lot like Forza 5).

I hope Codemasters has that team working on a sim, because with their skills and their attention to detail, I reckon they could pull off a killer sim.
I have heard positive things about Codemasters racing games. I remember a CodeMasters all the way back to my Commodore 64 days...but it's probably a different company. :D I've never had the chance to play Forza 5. How would DC compare to the driving/physics of Gran Turismo 6? That's my only other experience and since you mentioned PS3-Era, I thought I'd ask for your opinion. 👍
 
I have heard positive things about Codemasters racing games. I remember a CodeMasters all the way back to my Commodore 64 days...but it's probably a different company. :D I've never had the chance to play Forza 5. How would DC compare to the driving/physics of Gran Turismo 6? That's my only other experience and since you mentioned PS3-Era, I thought I'd ask for your opinion. 👍

Yeah it'd be the same one. Codemasters was founded in 1986 according to Wikipedia, so they've been around for a while now.

As for DC, I'd say it's physics compare very favourably to GT6. Of course in DC there's no customisation and no changing setups, so you've gotta compare it to stock untuned cars in GT6. GT6 has some more realistic things about it, and DC has some more realistic things about it, as far as physics goes.

DC's tyre model is very basic, being an arcade racer, so despite GT6s being basic, it's still more complex than DC's, but DC's weight transfer and feeling of inertia are well ahead of GT6's IMO.

Other than that, the visuals are way ahead in DC's favour obviously, and the sounds are better than any other racing game, sim or arcade, that I've ever seen. So obviously a long way ahead of GT6 there lol.

Edit: This is comparing the physics in DC when in "hardcore mode". With hardcore mode off, the tyre grip is even more overpowered, and the brakes are also unrealistically powerful. Hardcore mode removes the forced abs and tcs, and makes tyre grip and brakes less powerful. Braking distances are much longer, weight transfer affects the car's balance more, and throttle control is required to be quick.
 
DC has by far the best engine sounds. I'd love to see the old Evo team work on a proper sim, because DC, despite being an arcade racer, does simulate a lot of things extremely well.

Sound is an obvious one, all of the cars in DC sound spot on, even from different mic placements, like the difference in sound from behind the car to in front or inside.

But they also simulate weather really well too. Localised dynamic rain and snow fall are amazingly well done, to the point where you can sit at one part of a track and watch the clouds slowly roll in, seeing lightning off in distant dark clouds, and as the clouds get nearer, the spots of rain start, and get progressively heavier as the clouds get closer overhead, to the point where it'll be pouring down on you, with flashes and forks of lightning. It's amazing.

Then the way they handled volumetric clouds and the way the sunlight interacts with it. The way they modeled the backgrounds so not only is the draw distance enormous, but the way the clouds alter the sunlight in the distant backgrounds is realistic.

And that only scratches the surface of just how well done the attention to detail is in DC. Even the physics are really well done. It's obviously not a sim, but I love the way they approached the physics. By simply making the tyre grip and brakes unrealistically overpowered, they've made the handling nice and easy, as an arcade game should be, but at the same time they've given the cars a nice weighted feel, and with a wheel and in hardcore handling mode, I'd argue that the driving feels more realistic than some not so old sims from the PS3 era (I remember Darin Ganji saying it felt a lot like Forza 5).

I hope Codemasters has that team working on a sim, because with their skills and their attention to detail, I reckon they could pull off a killer sim.
Driveclub has so many positives but sadly 30fps gives me a headache so never got to play it properly. Shame how something so simple can outright void the rest the game, all that effort gone because of a single design choice. Because of the headaches and resulting sluggish feeling i cant really stand 30fps anymore, it just doesnt make sense to me personally especially in a racing game. Hearing that the Pro will not solve this is very disappointing(sorry morning rant).

I think we all hope for Codemasters to make a sim because every out right sim at the moment has some sort of problem(mainly revolving around project cars and assetto corsa having problems left and right) and codemasters might be the guys to make a sim with polish that being said a sim is way harder to make then an arcade game and there isnt a guarantee of more players as a result.
 
Driveclub has so many positives but sadly 30fps gives me a headache so never got to play it properly. Shame how something so simple can outright void the rest the game, all that effort gone because of a single design choice. Because of the headaches and resulting sluggish feeling i cant really stand 30fps anymore, it just doesnt make sense to me personally especially in a racing game. Hearing that the Pro will not solve this is very disappointing(sorry morning rant).

I think we all hope for Codemasters to make a sim because every out right sim at the moment has some sort of problem(mainly revolving around project cars and assetto corsa having problems left and right) and codemasters might be the guys to make a sim with polish that being said a sim is way harder to make then an arcade game and there isnt a guarantee of more players as a result.

30fps doesn't bother me in DC strangely. I expected it to be an issue, but it just isn't for me. I notice it, but because it's a consistent 30, and not a dramatically changing frame rate, it's not very noticeable once you're in "the zone" lol. I notice the frame drops in Pcars and AC more than the consistent 30 in DC, put it that way. I would way prefer a solid 60 always though.

Codies too have a track record of releasing buggy games, don't forget (though not on the level of Pcars). However, they also have a track record for delivering on consumer expectations with regards to features. However, with the Evo team on board, I'm hoping for their obsessive eye for detail to seep into Codemasters. With two great developers merging like that, I'm expecting great things from Codies in the next few years.
 
Codemasters went through a strange time a few years ago, trying to branch out far away from purely driving games and they clearly overreached. I get the impression they had management in place at that time which didn't have a clue and they lost key resources actually capable of major changes to their driving game engines, so they simply spewed out yearly content updates without major changes.

Thankfully a couple of years ago this changed, they stopped development outside of their racing games, let a lot of people go, hired some new guys in key roles (like EGO engine development, physics). The results have been DiRT Rally and F1 2016, which are very positive changes. Now they took over Evolution they have a team with a great track record (marred only slightly by difficulties fleshing out the PS4 engine to the quality now showing in Driveclub), it will be very interesting to see what happens next.
 
As a final note, I'm still using my left foot for braking and blipping the throttle with my right foot. Although I can get my way around heel-and-toe shifting on a real car, I wasn't able to do so in the game - not with the standard pedals and definitely not with the vertical bar of my wheel stand between my legs.

Glad it's working out for you. When I'm using this technique with my sequential shifter I still use my left foot for braking too. That's not unrealistic though, this is pretty much exactly how the NASCAR boys drive on the road courses. They use the clutch to exit the pits and that's about it, after that most of them just lift and blip.



Same with the Super V8s, except they don't have to lift when they upshift.

 
The thing I never realised until Assetto Corsa was how bad the Codemasters tracks are in their F1 games. There are so many dips, bumps and elevation changes missing in so many tracks. It is also shocking how bad Spa is in their game. Look at that last chicane.


Lots of subtle things in Assetto Corsa that makes all the difference.







Memories?
 
Yeah it'd be the same one. Codemasters was founded in 1986 according to Wikipedia, so they've been around for a while now.

As for DC, I'd say it's physics compare very favourably to GT6. Of course in DC there's no customisation and no changing setups, so you've gotta compare it to stock untuned cars in GT6. GT6 has some more realistic things about it, and DC has some more realistic things about it, as far as physics goes.

DC's tyre model is very basic, being an arcade racer, so despite GT6s being basic, it's still more complex than DC's, but DC's weight transfer and feeling of inertia are well ahead of GT6's IMO.

Other than that, the visuals are way ahead in DC's favour obviously, and the sounds are better than any other racing game, sim or arcade, that I've ever seen. So obviously a long way ahead of GT6 there lol.

Edit: This is comparing the physics in DC when in "hardcore mode". With hardcore mode off, the tyre grip is even more overpowered, and the brakes are also unrealistically powerful. Hardcore mode removes the forced abs and tcs, and makes tyre grip and brakes less powerful. Braking distances are much longer, weight transfer affects the car's balance more, and throttle control is required to be quick.
Thanks Mike! Since I have such little experience with using a lot of different games, I can only compare to the two games I know. AC or GT6. It will be interesting to see what people think of GTSport when it releases. I'm talking about physics/ffb/overall feel of the cars. Those three things are what matter most to me. I like nice graphics and sound, but I can live with them being a little lacking as long as my driving experience is satisfying. Even knowing that GT6 couldn't figure out what front or rear ride height did and they took so long to get camber even halfway working, I was always very pleased with how the driving experience was. It was only after moving to Assetto Corsa that I understood the deficiencies in GT6's driving.

Why don't we take the best of PCars, Assetto, DC and build the best racing game ever made?

:gtpflag:
I think you'd want to throw rFactor 2 & Automobilista into that racing sim blender! :D I haven't played either, but from what I understand rFactor 2 is like the geeks version of a sim and that makes it way too complex and unfriendly, but the simulation is supposed to be second to none. At least, that's what all 12 rFactor 2 players tell me. :lol: I hope that something good happens with the introduction of that new company (Studio 397) and whatever weird relationship they have with ISI moving forward. Oh, and I've been hearing that Automobilista blows AC away in certain areas. It doesn't really do me any good though as I need street cars and that isn't a strong area for Automobilista.

Glad it's working out for you. When I'm using this technique with my sequential shifter I still use my left foot for braking too. That's not unrealistic though, this is pretty much exactly how the NASCAR boys drive on the road courses. They use the clutch to exit the pits and that's about it, after that most of them just lift and blip.



Same with the Super V8s, except they don't have to lift when they upshift.


That would be awesome if they installed a foot & pedal cam without telling him and he was wearing high heels. :D :lol:

The thing I never realised until Assetto Corsa was how bad the Codemasters tracks are in their F1 games. There are so many dips, bumps and elevation changes missing in so many tracks. It is also shocking how bad Spa is in their game. Look at that last chicane.


Lots of subtle things in Assetto Corsa that makes all the difference.







Memories?

AC really has some very excellent tracks. Is Simone still lead track creator? He's one talented dude. I know AC takes a lot of grief for having fairly bland environments. People jeer the phony looking trees and people trackside on in the stands. I think they have a point, but personally I don't give a crap about that. I can't tell you how many times I'm on a track and I'll say "Wow...I never noticed that before" while watching a replay or maybe even driving. That's because I focus on the track when I'm driving! I don't care what the trees 300 meters from track edge look like. A lot of people do, though...and other sims are starting to put a lot of effort into the overall environment. That Assetto Corsa sound is much better, in my opinion, in that video of the two Ferrari's...
 
DC has by far the best engine sounds. I'd love to see the old Evo team work on a proper sim, because DC, despite being an arcade racer, does simulate a lot of things extremely well.

Sound is an obvious one, all of the cars in DC sound spot on, even from different mic placements, like the difference in sound from behind the car to in front or inside.

But they also simulate weather really well too. Localised dynamic rain and snow fall are amazingly well done, to the point where you can sit at one part of a track and watch the clouds slowly roll in, seeing lightning off in distant dark clouds, and as the clouds get nearer, the spots of rain start, and get progressively heavier as the clouds get closer overhead, to the point where it'll be pouring down on you, with flashes and forks of lightning. It's amazing.

Then the way they handled volumetric clouds and the way the sunlight interacts with it. The way they modeled the backgrounds so not only is the draw distance enormous, but the way the clouds alter the sunlight in the distant backgrounds is realistic.

And that only scratches the surface of just how well done the attention to detail is in DC. Even the physics are really well done. It's obviously not a sim, but I love the way they approached the physics. By simply making the tyre grip and brakes unrealistically overpowered, they've made the handling nice and easy, as an arcade game should be, but at the same time they've given the cars a nice weighted feel, and with a wheel and in hardcore handling mode, I'd argue that the driving feels more realistic than some not so old sims from the PS3 era (I remember Darin Ganji saying it felt a lot like Forza 5).

I hope Codemasters has that team working on a sim, because with their skills and their attention to detail, I reckon they could pull off a killer sim.
I really have to disagree with DC having the best engine sounds let alone by far, they sound lkke they're coming through a filter or something, kinda subdued sounds. Another thing I disagree with is the physics and weight of cars. I feel zero weight to the cars, I think its a great game but the lack of weight fails to call me back to the game. I only load it up every couple months for a visual treat, which is amazing. Played the new tracks last night. My biggest issue regarding weight of cars is during contact, its like 2 cardboard cars colliding. Edit: all of the other sounds in game are brilliant though such as the rain, wipers, thunder and driving on a wet road etc.
 
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Update

Been testing for 3 hours straight the settings posted here and i'm getting closer to a good feeling with the car... I have some weird occurrence of the FFB getting harder or softer while going on for a bit; not sure if it has a relation to tire damage or such (yup i'm flattening a good few lol)...

Of if it is something in the cars i was driving that where getting some kind of "hydraulically assisted steering" or how it is called in english i'm clueless that would make the wheel soft, hard, soft and so... It's currently bothering me a bit as is the brakes that seems to have a super short course.

Might just be me needing to get used to it. So far i feel the FFB is still not perfect for me, but i've finally started enjoying the game better.

Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet :D


One thing that shocked me is; is AI always so freaking insane and suicidal at start? I had 14 (fourteen) restarts at imola with gt3s to get a cleanish start were i was just rear rammed and not crashed out completely :D

Bad luck? Also there's a few cars on grid that i'm pretty sure are not gt3 when selecting it; a few GT2 and a weird kind of prototype that were lapping 3-4 seconds faster than the group?

For setting up the ffb i used some of the resources posted here and i'm currently going at 22% power, 40 curbs and 30 road.

I followed a guide for curbs strenght that suggested to go on Magione and go on the saw curbs to set it and at 40 is perfect, you can count how many "curb's hills" you are passing through :D

At the moment my main issue is just with different FFB strenghts in various cars and with the brake pedal course. Beside that all is way way better even tought i always been running on stock setups.


In short my impressions are way more favorable now, still not confortable with those few things, but i'm sure i can get the last drop of help i need for you guys to be able to feel "at home" with the game and FFB.

PS: i ventured online and, OMG it's a dead zone! O_O Hope the private lobbies come soon, there was only 20 people Online yesterday, and that was shocking!

BTW there was a GTP guy too i took a stroll at Silverstone and had been demolished :D I guess for getting online i better fix my Wheel and tune in some proper setup :D
 
Update

Been testing for 3 hours straight the settings posted here and i'm getting closer to a good feeling with the car... I have some weird occurrence of the FFB getting harder or softer while going on for a bit; not sure if it has a relation to tire damage or such (yup i'm flattening a good few lol)...

Of if it is something in the cars i was driving that where getting some kind of "hydraulically assisted steering" or how it is called in english i'm clueless that would make the wheel soft, hard, soft and so... It's currently bothering me a bit as is the brakes that seems to have a super short course.

Might just be me needing to get used to it. So far i feel the FFB is still not perfect for me, but i've finally started enjoying the game better.

Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet :D


One thing that shocked me is; is AI always so freaking insane and suicidal at start? I had 14 (fourteen) restarts at imola with gt3s to get a cleanish start were i was just rear rammed and not crashed out completely :D

Bad luck? Also there's a few cars on grid that i'm pretty sure are not gt3 when selecting it; a few GT2 and a weird kind of prototype that were lapping 3-4 seconds faster than the group?

For setting up the ffb i used some of the resources posted here and i'm currently going at 22% power, 40 curbs and 30 road.

I followed a guide for curbs strenght that suggested to go on Magione and go on the saw curbs to set it and at 40 is perfect, you can count how many "curb's hills" you are passing through :D

At the moment my main issue is just with different FFB strenghts in various cars and with the brake pedal course. Beside that all is way way better even tought i always been running on stock setups.


In short my impressions are way more favorable now, still not confortable with those few things, but i'm sure i can get the last drop of help i need for you guys to be able to feel "at home" with the game and FFB.

PS: i ventured online and, OMG it's a dead zone! O_O Hope the private lobbies come soon, there was only 20 people Online yesterday, and that was shocking!

BTW there was a GTP guy too i took a stroll at Silverstone and had been demolished :D I guess for getting online i better fix my Wheel and tune in some proper setup :D
That Ferrari 458 GT2 is such a perfect car, easily my favourite to drive in the game so far, but yeah, there's generally a class balancing problem with seemingly random cars popping up on the grid just to make up the numbers.

As for the restarts... Better get used to it, it happens a lot!
 
as is the brakes that seems to have a super short course.
Give this a try:
- As discussed in other threads, depressing the pedals at the beginning of the game works as calibration and does make a difference. It makes them work in a more progressive way, using more of the travel and giving you more feel. I depress each pedal three times in the static screen with the Ferrari FXX-K (after the intro, but before entering the menus).
 
Update

Been testing for 3 hours straight the settings posted here and i'm getting closer to a good feeling with the car... I have some weird occurrence of the FFB getting harder or softer while going on for a bit; not sure if it has a relation to tire damage or such (yup i'm flattening a good few lol)...

Of if it is something in the cars i was driving that where getting some kind of "hydraulically assisted steering" or how it is called in english i'm clueless that would make the wheel soft, hard, soft and so... It's currently bothering me a bit as is the brakes that seems to have a super short course.

Might just be me needing to get used to it. So far i feel the FFB is still not perfect for me, but i've finally started enjoying the game better.

Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet :D


One thing that shocked me is; is AI always so freaking insane and suicidal at start? I had 14 (fourteen) restarts at imola with gt3s to get a cleanish start were i was just rear rammed and not crashed out completely :D

Bad luck? Also there's a few cars on grid that i'm pretty sure are not gt3 when selecting it; a few GT2 and a weird kind of prototype that were lapping 3-4 seconds faster than the group?

For setting up the ffb i used some of the resources posted here and i'm currently going at 22% power, 40 curbs and 30 road.

I followed a guide for curbs strenght that suggested to go on Magione and go on the saw curbs to set it and at 40 is perfect, you can count how many "curb's hills" you are passing through :D

At the moment my main issue is just with different FFB strenghts in various cars and with the brake pedal course. Beside that all is way way better even tought i always been running on stock setups.


In short my impressions are way more favorable now, still not confortable with those few things, but i'm sure i can get the last drop of help i need for you guys to be able to feel "at home" with the game and FFB.

PS: i ventured online and, OMG it's a dead zone! O_O Hope the private lobbies come soon, there was only 20 people Online yesterday, and that was shocking!

BTW there was a GTP guy too i took a stroll at Silverstone and had been demolished :D I guess for getting online i better fix my Wheel and tune in some proper setup :D

Is the heavy/hard FFB momentary, happening at the same place on the track? If so, that's your suspension compressing. For example, going down the first hill at Brands, when you get to the bottom and the suspension loads up the wheel can get very heavy for a second or too but once it unloads it will go back to normal. If it's happening for more than a couple seconds and not always at the same place on the track then it might be something else (not sure what though). I think it might vary from car to car as well, cars with stiff suspension will feel a bit heavier/harder than cars with soft suspension.

About the weird cars on the GT3 grid (specifically the Praga prototype), have you updated to the newest patch? I thought they fixed this issue, but I could be wrong (never played console version so I don't know for sure but thought I remembered it being fixed).

As for the starts, they can be an issue. Even on PC it's often best to just kinda hold station through the first few corners until they get themselves sorted (presuming you can get that far before getting taken out). The crashing into you problem is much better on the current PC AI so hopefully that will trickle down to you guys sooner than later. Still not perfect but a lot of the major issues have been much improved.

Glad to hear you're having a better time with it now! :cheers:
 
Update


Some cars FFB and behaviour seems better or great ( the GT2 ferrari is a joy, ffb is top notch and sound too), while others feel underwhelming. So i guess the effort to find the right setting is not finished yet :D
Another car that I like regards sound and driving (even on default) is the Ferrari 599XX EVO .
Something to mention are the traction control nr , on PS4 you can change that through the square button 1 is the strongest traction control
2 3 4 and so on makes the traction control less present/force .
Here are also two site if you want to compare your laptimes .

First one is from fore PC :
http://www.radiators-champ.com/RSRL...controller_type=all&community=all&friends=all

Second one is from Guillaume C special made for PS4 and XBOX 1.
http://assetto-leaderboard.mygamesonline.org/index.php
 
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Give this a try:

Is the heavy/hard FFB momentary, happening at the same place on the track? If so, that's your suspension compressing. For example, going down the first hill at Brands, when you get to the bottom and the suspension loads up the wheel can get very heavy for a second or too but once it unloads it will go back to normal. If it's happening for more than a couple seconds and not always at the same place on the track then it might be something else (not sure what though). I think it might vary from car to car as well, cars with stiff suspension will feel a bit heavier/harder than cars with soft suspension.

About the weird cars on the GT3 grid (specifically the Praga prototype), have you updated to the newest patch? I thought they fixed this issue, but I could be wrong (never played console version so I don't know for sure but thought I remembered it being fixed).

As for the starts, they can be an issue. Even on PC it's often best to just kinda hold station through the first few corners until they get themselves sorted (presuming you can get that far before getting taken out). The crashing into you problem is much better on the current PC AI so hopefully that will trickle down to you guys sooner than later. Still not perfect but a lot of the major issues have been much improved.

Glad to hear you're having a better time with it now! :cheers:

I'm on the latest update. I'll try that calibration trick for sure!

concerning the stiffening of ffb seems to happen a lot while at high speed or while braking...

not going to play too much sadly... I have to close my current serie. And to get healed up lol

driving when I'm sick is dreadful for me
 
concerning the stiffening of ffb seems to happen a lot while at high speed or while braking...

That may just be your suspension loading up then. Next time you get a chance to drive try to see if it's happening at the same places on the track and if there's elevation change or camber when it happens.

Get well soon!
 
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