Assetto corsa coming to PS4 and Xbox one

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Can someone tell me why it takes so long to get a patch approved? Bethesda got their Skyrim patches approved within 3 days after the problems were reported.

Is it simply because a "niche" title doesn't get the same threatment as a "large public" title? Should the same for all or am I mistaken?

Ho said that the next update is already sended to Sony and Microsoft for the approval process???
 
Can someone tell me why it takes so long to get a patch approved? Bethesda got their Skyrim patches approved within 3 days after the problems were reported.

Is it simply because a "niche" title doesn't get the same threatment as a "large public" title? Should the same for all or am I mistaken?

We don't know when Kunos send out their Update for approval. We don't know if this happened two weeks ago, one week ago or maybe not at all. It is possible that they are still working on it. Approval by Microsoft and Sony takes time, but not longer than a couple of days.

The big problem here is that Kunos has coupled the latest Update with the Porsche DLC. Not only we have to wait for the Porsche Pack, we also have to wait for the next update. This is the cause for the massive delay we are experiencing now. Personally i expected the Porsche Pack to come on consoles out one week after the PC release. Now, the whole thing is getting painful. Next week PC users will already have the second Pack.

We can only hope that the second and third pack can arrive on consoles without a big update, because these updates just take painfully long. I think the biggest problem here is that Kunos is such a small team and there isn't enough man-power to finish it sooner. At this rate, we will have to wait for Vol. 3 till January or even February. :grumpy:
 
Thanks for the answers guys. I know Kunos is behind and I just wondered where we were with the updates. Consoles seems a bit problematic for them. Hope it works out 👍
 
You know What's really killing this game for me and infuriating me? The absolutely ridiculous penalties! I just put one wheel beyond the curb on the last corner at Imola and got a 5 second penalty, i immediately rage quit as this is killing more than 50% of my races. I amassed a 30 second penalty at Barca gp on the last 3 corners of the first lap not because i was cutting corners but because i missed braking points. I gained no advantage but lost time and position.

This brings me to my age old question, do devs even play their own damn games? If it Isn't pitch black tracks It's stupid penalties ruining online. Note i am not cutting corners, I'm in many cases coming back on where i went off or simply grazing the grass.
That's your fault. The track is the bit between the white lines. I wish real races where that strict. Drivers would have to, shock/horror, stay on the actual track! Do they have the talent for that?
 
Just a quick question regarding AC vs. Pcars - are the car physics in AC based on actual real life whereas SMS guessed the physics for each car on Pcars? Or are they both based on real life testing? Just wondering how does AC get it apparently much more accurate....
That depends who you ask. The self-professed physics experts will tell you that they just make everything up. However, the actual developers have stated that they do everything in their power to get the cars as close to the actual vehicle.

Some manufacturers are more than willing to send engineers to Vallelunga (Kunos Simulazioni's offices are located at the race track) with vehicle specs and whatnot. Sometimes they just deliver the information, electronically or physical delivery I don't know. In many instances they are able to have the actual car at the race track to test performance and feel of the real cars. Because as much as we like to think these sims are "just like real life!", they aren't. Some may be closer than others, but real life has a gazillion real things going on at once that simulation physics engines just can't calculate, from what I understand. The core, main, most important 'things'? Yes...Most of them can do those calculations, again some games better than others. No game is absolutely perfect, unfortunately. Actually there is one. It's called put on a helmet, buckle up and hit the real race track! :P

Anyways, back to the topic. There must be some situations where getting 100 accurate data is probably a bit difficult. I'd probably guess the very old race cars, for example. But, maybe I'm wrong about that. Also, there is going to be a whole lot of proprietary 'stuff' that car manufacturers aren't going to hand over to anyone. Plus, this is just an assumption, but I don't think that a driver's aide like "ABS" is running different code from car to car. Same with Traction Control and Stability Control. These are just guesses though...so, don't go around quoting me on that! :D One thing I am positive on, is there are several cars that have something unique about them - The RX-7 or Supra, I can't remember which, has something going on with the rear wheels or something. For the Ferrari SF15-T they coded in additional hybrid system components that exist on the SF15-T and I'm sure they've done everything in their power to make those systems work realistically. There is a very good explanation on the official website. To this day, I still haven't read it because I don't really drive modern Formula/Indy style cars. Just too much car for me to handle.

So, again, Kunos tries to get as much information as they can. Have they ever had to look over their shoulder and say "Ummm...I think we should do this or increase that value because of blah blah blah"? I don't know. I wouldn't be shocked if they have had to. For instance. We are on the 8th iteration of the Assetto Corsa Tire Model. They just changed the name to TM10 because it was a completely new re-write and they considered it such a huge improvement over Tire Model 7. Well, if you could make things 100% perfect there would only be 1 iteration of a Tire Model, right?

If you're on PC you'll notice that some cars are incorporating brake temperature. They've got a long way to go before every car in AC has that, but it shows that they're continuing to add more and more "realism" to the game. Oh, I forgot to mention, I'm pretty sure that when they get their hands on real life versions of cars in the game, or that are going to be in the game eventually, they record as much audio as they can.

I don't know anything about pCars, but I find it very hard to believe that they just make things up. GT6 on the other hand? I wouldn't be shocked if someone was doing a google search and writing down the first numbers they see for Car Weight, Springs, brakes, etc... I say that because so, so many of their cars are off by considerable amounts in these areas. :rolleyes: Actually, I'm sure PD has contact with the manufacturers too. I can't imagine any manufacturer would want a digital representation of their car to be a piece of crap, ya know?
 
That depends who you ask. The self-professed physics experts will tell you that they just make everything up. However, the actual developers have stated that they do everything in their power to get the cars as close to the actual vehicle.

Some manufacturers are more than willing to send engineers to Vallelunga (Kunos Simulazioni's offices are located at the race track) with vehicle specs and whatnot. Sometimes they just deliver the information, electronically or physical delivery I don't know. In many instances they are able to have the actual car at the race track to test performance and feel of the real cars. Because as much as we like to think these sims are "just like real life!", they aren't. Some may be closer than others, but real life has a gazillion real things going on at once that simulation physics engines just can't calculate, from what I understand. The core, main, most important 'things'? Yes...Most of them can do those calculations, again some games better than others. No game is absolutely perfect, unfortunately. Actually there is one. It's called put on a helmet, buckle up and hit the real race track! :P

Anyways, back to the topic. There must be some situations where getting 100 accurate data is probably a bit difficult. I'd probably guess the very old race cars, for example. But, maybe I'm wrong about that. Also, there is going to be a whole lot of proprietary 'stuff' that car manufacturers aren't going to hand over to anyone. Plus, this is just an assumption, but I don't think that a driver's aide like "ABS" is running different code from car to car. Same with Traction Control and Stability Control. These are just guesses though...so, don't go around quoting me on that! :D One thing I am positive on, is there are several cars that have something unique about them - The RX-7 or Supra, I can't remember which, has something going on with the rear wheels or something. For the Ferrari SF15-T they coded in additional hybrid system components that exist on the SF15-T and I'm sure they've done everything in their power to make those systems work realistically. There is a very good explanation on the official website. To this day, I still haven't read it because I don't really drive modern Formula/Indy style cars. Just too much car for me to handle.

So, again, Kunos tries to get as much information as they can. Have they ever had to look over their shoulder and say "Ummm...I think we should do this or increase that value because of blah blah blah"? I don't know. I wouldn't be shocked if they have had to. For instance. We are on the 8th iteration of the Assetto Corsa Tire Model. They just changed the name to TM10 because it was a completely new re-write and they considered it such a huge improvement over Tire Model 7. Well, if you could make things 100% perfect there would only be 1 iteration of a Tire Model, right?

If you're on PC you'll notice that some cars are incorporating brake temperature. They've got a long way to go before every car in AC has that, but it shows that they're continuing to add more and more "realism" to the game. Oh, I forgot to mention, I'm pretty sure that when they get their hands on real life versions of cars in the game, or that are going to be in the game eventually, they record as much audio as they can.

I don't know anything about pCars, but I find it very hard to believe that they just make things up. GT6 on the other hand? I wouldn't be shocked if someone was doing a google search and writing down the first numbers they see for Car Weight, Springs, brakes, etc... I say that because so, so many of their cars are off by considerable amounts in these areas. :rolleyes: Actually, I'm sure PD has contact with the manufacturers too. I can't imagine any manufacturer would want a digital representation of their car to be a piece of crap, ya know?


Ok thanks,but what im getting at is what makes AC have the 'apparently' more realistic and true to life physics than Pcars?
 
I would tend to agree here. I want to know why they (any dev for that matter) can'y use a real life example and give you 2 or 3 warnings followed by a drive through penalty. Surely it would be relatively simple to have some sort of black flag system in these cases.

Obviously a deliberate short cut or cheat would still need a DSQ. But then if you take recent events in F1 where Lewis Hamilton can cut a whole corner and get away with it it still makes one wonder ;-)
What makes it more annoying is that on spa i was wondering why cars in fron of me were much quicker in certain sections which i Couldn't work out why so i spectated them and saw they were massively cutting corners with no penalty.
Yup, some penalties are frustrating.. That's true.. but learns to no do the same thing /approach the next lap/race..

About your old question.. yep,in the case of Assetto devs, the play their game online quite often,even the big boss Stefano Casillo .



Easy to say learn not to do it next corner but It's not so easy to avoid putting a wheel beyond the curb or braking late when you have cars alongside you and You're trying to avoid contact. As for those videos i have seen them, but they dont tell me if they test if things like penalties work properly .

That's your fault. The track is the bit between the white lines. I wish real races where that strict. Drivers would have to, shock/horror, stay on the actual track! Do they have the talent for that?
And right on cue as i expected a smart ass post,forgive me if i missed it but were you in those races with me? No didn't think so! in case you didn't bother to read i will repeat it, i was NOT cutting corners, in some cases i only had on wheel beyond the curb, in othe cases like at barca gp in some parts of the track there is no advantage to be gained by missing the braking point but only time lost plus penalties. Penalties should be for cutting corners not going off track and losing time and position then a Penalty on top. I dont recall ever playing a game with such a flawed penalty implementation whilst lettering people blatantly cheat at Spa.
 
What makes it more annoying is that on spa i was wondering why cars in fron of me were much quicker in certain sections which i Couldn't work out why so i spectated them and saw they were massively cutting corners with no penalty.
Easy to say learn not to do it next corner but It's not so easy to avoid putting a wheel beyond the curb or braking late when you have cars alongside you and You're trying to avoid contact. As for those videos i have seen them, but they dont tell me if they test if things like penalties work properly .

And right on cue as i expected a smart ass post,forgive me if i missed it but were you in those races with me? No didn't think so! in case you didn't bother to read i will repeat it, i was NOT cutting corners, in some cases i only had on wheel beyond the curb, in othe cases like at barca gp in some parts of the track there is no advantage to be gained by missing the braking point but only time lost plus penalties. Penalties should be for cutting corners not going off track and losing time and position then a Penalty on top. I dont recall ever playing a game with such a flawed penalty implementation whilst lettering people blatantly cheat at Spa.
Going over the kerb is OFF THE TRACK. End of.
 
Rubbish. The TRACK is BETWEEN the WHITE lines. Put ONE wheel over it and you ARE off the TRACK.

I can't recall any series that I've seen that plays by those rules. Two off is pretty much the standard of what's allowed, but even then it's fairly rare to see penalties for abusing track boundaries (except in F1 where it varies from one turn/track to the next).
 
Rubbish. The TRACK is BETWEEN the WHITE lines. Put ONE wheel over it and you ARE off the TRACK.

I do think it is generally accepted that as long as two tyres are within the track boundaries it is OK. Just watch F1 qualifying. Obviously circuits with walls e.g Monaco does solve the problem ;-)

Australian Super Cars actually use sensors at some tracks where corner cutting is rife. The rule is in qualifying any cut is a null time and in a race 5 cuts and it triggers an automatic drive through penalty.

Here is an article from one one of our recent races where the drivers were getting very frustrated with it. So yes, it is a real life problem.

http://www.supercars.com/news/championship/gold-coast-chicanes-frustrate-drivers/

Of course *everyone* that wants to go fast will use every millimetre of track they can get away with in an attempt to be faster than the next guy. It all comes down to what the rules are, at that track, at that time and if you get caught or not.

The problems come in games like GT6 online time trials where at Monza you could cut the second chicane with all 4 wheels off the track. The aliens new exactly how far to push it and mere mortals like me always tried to keep two wheels on the track :-(

Finally, as far as rules go it comes down to "what can you get away with" and as long as it is the same for everyone and even handed then what is the problem. That then triggers the discussion about being a "gentleman racer", "in the spirit of fair play" and racing with people that don't "want to win at any cost".

Hence I have different ethics between racing with AI or real people. Obviously with people I try to be gentleman and with AI whatever I can get away with ;-) Which can be interesting in PCARS online when you fill the grid with AI and you forget who the real people are or can't see them in a pack ;-)
 
Ok thanks,but what im getting at is what makes AC have the 'apparently' more realistic and true to life physics than Pcars?
Are they any more realistic than Project Cars? I don't have a clue. I've never played it, so it would be quite foolish for me to say one was any better than the other. If you say that Assetto Corsa's physics seem to be better than pCars I would say it probably comes down to A) better data and/or B) better physics engine. I know that Assetto Corsa wrote their own (in-house) physics engine. I'm not certain if pCars used their own in-house physics engine or if they licensed an existing one.

So, that's really all that can be said about it. You appear to classify Assetto Corsa's physics as 'better' than pCars and a lot of people in here do too, but there are also others who say the exact opposite. I'm sure there are some who think they're both about the same. It's a very subjective thing. Ask 10 people the same 3 or 4 questions and you'll get 10 different answers. That's about the only way I know how to answer your question. My only other experience is with GT6 and to me, AC blows it out of the water. To some people, GT6 is 'better'. It all depends on who you ask. I always say "Play whichever one you enjoy the most".

Technically, it shouldn't be a subjective thing because there is only 1 set of physics in this world. We should be able to look at telemetry and see who's is more accurate, but that would require being able to run both pCars & AC vehicles in pCars engine and then running both pCars & AC cars in the Assetto Corsa engine which isn't possible.
 
Is this like the thing where rFactor Pro is totally different to rFactor... Is the consumer really going to get realistic physics with a £30/$60 game on consumer peripherals?

I honestly do not know but if it was developed on gear worth many thousands if not tens of thousands I'd bank on that but for us peasants?
 
Rubbish. The TRACK is BETWEEN the WHITE lines. Put ONE wheel over it and you ARE off the TRACK.

Name one series where this is true. Any series, anywhere in the world. just one.

Fact is, some series allow two wheels outside the white lines, some include the kerbs as part of the track, so you can go all four outside of the white lines, as long as two are on the kerbs, and some, like F1, simply state that as long as one tyre is in contact with the white line, you are considered to still be on track.

F1, and many other series around the world, also have more relaxed track limit rules regarding specific parts of specific corners at certain circuits. Places where going beyond the track limits is not considered to give any competitive advantage. As @lancia delta hf said in their examples, you should not be penalised for running wide off track in a fashion that actually loses you considerable time, and you shouldn't be penalised for one wheel going beyond the track limits. However, I won't hold this against AC, because almost all racing games have poor implementation of penalties. Pcars is horribly inconsistent too. The F1 games are the best for me in that regard, but even those can give bogus penalties from time to time.

Are they any more realistic than Project Cars? I don't have a clue. I've never played it, so it would be quite foolish for me to say one was any better than the other. If you say that Assetto Corsa's physics seem to be better than pCars I would say it probably comes down to A) better data and/or B) better physics engine. I know that Assetto Corsa wrote their own (in-house) physics engine. I'm not certain if pCars used their own in-house physics engine or if they licensed an existing one.

Pcars uses the "Madness" engine, which is developed by SMS. Earlier versions of Madness powered the two Shift titles and Test Drive: Ferrari Racing Legends. The huge amount of bugs and rendering issues in Pcars is because of the in-built flaws in that engine that have been in all of those games. However, important physics components like the tyre model were completely re-done from scratch for Pcars, which is why it feels totally different, and much more realistic, than the other games powered by earlier versions of Madness.

As for which is better and why: It's totally subjective of course, but in my opinion, AC gives the player a much more natural feel for most of it's cars, particularly road cars, than Pcars does. This seems to be almost entirely because of how well the weight and inertia has been modeled in AC. Pcars does some things better than AC, and does many things AC doesn't do at all, and because of this, they are both great sims, for different reasons, and I'd suggest to anyone who owns one and not the other, to get the other.

Pcars has tons more cars and tracks, and a really fun and surprisingly deep career mode, and also has lots of awesome things like proper rules for different racing classes, dynamic weather and time of day, a very complex tyre model which, whilst flawed in some ways, is excellent in others, and includes period-correct tyres for every car. I saw someone here the other day sum it up by saying it's a "jack of all trades, master of none", and that's the perfect way to put it. It's not class leading in any aspect, but it does absolutely everything at least decently.

AC, on the other hand, takes the completely opposite approach. It's physics omit things like brake wear, temp, and fade, and dynamic time and weather, but the things it focuses on it does really well. AC has a tiny car and track list, but every track is much more accurate than the versions found in Pcars (excluding the ones that both use the same laser scan data like Brands), and the cars are mostly very accurately represented. The driving feel in AC is superior to that of Pcars, but things like the very poor (putting it mildly) career mode, and brain dead AI, mean it's most enjoyable when you just grab a car, take it to a track, and lap endlessly, enjoying the fine details of the circuit's road surface and the vehicle dynamics. The best description of AC I've heard is "Chris Harris Hotlap Simulator".

So, sorry about the long post, but what I'm trying to say is both are better than each other in different areas, and both are definitely worthwhile sims. I'm glad I have them both, and glad they aren't trying to be the same game. They co-exist perfectly in my game library, because each scratches a different itch.
 
You appear to classify Assetto Corsa's physics as 'better' than pCars

Ive never played AC - but im considering getting it soon. Still so conflicted whether to just go back to Pcars though. Im trying to warrant enough reason to get AC hehe.
 
Ive never played AC - but im considering getting it soon. Still so conflicted whether to just go back to Pcars though. Im trying to warrant enough reason to get AC hehe.
At the end of the day, you get a race simulator for the complete experience: Track list, quality of track models, car list, quality of car models, AI quality, multiplayer quality/options, immersion (simulation of race weekend, weather, day/night, etc...), graphics, sound, performance, physics, FFB.

I think a majority of people would agree on the following two statements:
1. AC's driving (physics+FFB) feels more consistent and more "natural" than pCARS
2. pCARS as an experience has a lot more content and a lot more variety than AC

To me this just means that I use each sim for the good points: AC is great for hotlapping and enjoying how each car and track feels so unique. pCARS is great for the variety of experiences it offers (rain, fog, many tracks across all continents, many different racing classes).

AC is worth getting (especially at that price), but go into it knowing that you get the most out of it as a "track day" type of experience. Pick a car and a track, learn the nuances of the laser scan surface, learn the nuances of the specific vehicle. AC has depth rather than the huge breadth of pCARS, but that depth is impressive nonetheless.
 
Definitely agree with the above.


On topic and curiously, two days ago I actually fired up pCARS and drove the same car at the same track with roughly the same settings and at the same time of day.

Assetto Corsa:


Project Cars:


(replays, respectively, here and here)


I'd like to add two notes:

- even though I do prefer the FFB from AC, there were some small details that came out of pCARS that I thought were really nice, like the way the wheel gets heavier with loading (somehow this felt better than in AC) and the FFB feeling over rumble strips. Of course, this varies with each car, etc. and again, AC felt better overall - with the difference being even bigger with road cars;

- the other thing that I noticed straight away was how different the sun position was in each game, especially since I had set both games for 17:30. Well, after checking the layout of Imola at Google Earth, I came to the conclusion that AC is wrong and pCARS is right (or, at least, closer to reality). According to Kunos, the sun sets in the East. :lol:
 
Definitely agree with the above.


On topic and curiously, two days ago I actually fired up pCARS and drove the same car at the same track with roughly the same settings and at the same time of day.

Assetto Corsa:


Project Cars:


(replays, respectively, here and here)


I'd like to add two notes:

- even though I do prefer the FFB from AC, there were some small details that came out of pCARS that I thought were really nice, like the way the wheel gets heavier with loading (somehow this felt better than in AC) and the FFB feeling over rumble strips. Of course, this varies with each car, etc. and again, AC felt better overall - with the difference being even bigger with road cars;

- the other thing that I noticed straight away was how different the sun position was in each game, especially since I had set both games for 17:30. Well, after checking the layout of Imola at Google Earth, I came to the conclusion that AC is wrong and pCARS is right (or, at least, closer to reality). According to Kunos, the sun sets in the East. :lol:

It's strange because I always used the look to apex setting on pCARS but after not playing it for a couple of months it looks really weird to me now.
Also it's no surprise about the sun; I'm sure it's one of the things SMS were always talking about in terms of track accuracy etc.
 
According to Kunos, the sun sets in the East. :lol:


It seems the sun sets in the east on this guy's head too....Maybe he's the PR man at Kunos regarding patch news........ (hush hush) ;)

c1f2eac58973a0176bac434246dd2e33f318ee90a25fe09f3da3086c43372c0b_1.jpg
 
It's strange because I always used the look to apex setting on pCARS but after not playing it for a couple of months it looks really weird to me now.
It did feel weird to me as well at the beginning, but after a couple of laps I was already missing the whole helmet feature on AC. :)

Also it's no surprise about the sun; I'm sure it's one of the things SMS were always talking about in terms of track accuracy etc.
About the sun, since they do have to place it somewhere (and also draw its trajectory, to differentiate morning from afternoon), why not place it correctly in the first place?
 
Name one series where this is true. Any series, anywhere in the world. just one.

Fact is, some series allow two wheels outside the white lines, some include the kerbs as part of the track, so you can go all four outside of the white lines, as long as two are on the kerbs, and some, like F1, simply state that as long as one tyre is in contact with the white line, you are considered to still be on track.

F1, and many other series around the world, also have more relaxed track limit rules regarding specific parts of specific corners at certain circuits. Places where going beyond the track limits is not considered to give any competitive advantage. As @lancia delta hf said in their examples, you should not be penalised for running wide off track in a fashion that actually loses you considerable time, and you shouldn't be penalised for one wheel going beyond the track limits. However, I won't hold this against AC, because almost all racing games have poor implementation of penalties. Pcars is horribly inconsistent too. The F1 games are the best for me in that regard, but even those can give bogus penalties from time to time.



Pcars uses the "Madness" engine, which is developed by SMS. Earlier versions of Madness powered the two Shift titles and Test Drive: Ferrari Racing Legends. The huge amount of bugs and rendering issues in Pcars is because of the in-built flaws in that engine that have been in all of those games. However, important physics components like the tyre model were completely re-done from scratch for Pcars, which is why it feels totally different, and much more realistic, than the other games powered by earlier versions of Madness.

As for which is better and why: It's totally subjective of course, but in my opinion, AC gives the player a much more natural feel for most of it's cars, particularly road cars, than Pcars does. This seems to be almost entirely because of how well the weight and inertia has been modeled in AC. Pcars does some things better than AC, and does many things AC doesn't do at all, and because of this, they are both great sims, for different reasons, and I'd suggest to anyone who owns one and not the other, to get the other.

Pcars has tons more cars and tracks, and a really fun and surprisingly deep career mode, and also has lots of awesome things like proper rules for different racing classes, dynamic weather and time of day, a very complex tyre model which, whilst flawed in some ways, is excellent in others, and includes period-correct tyres for every car. I saw someone here the other day sum it up by saying it's a "jack of all trades, master of none", and that's the perfect way to put it. It's not class leading in any aspect, but it does absolutely everything at least decently.

AC, on the other hand, takes the completely opposite approach. It's physics omit things like brake wear, temp, and fade, and dynamic time and weather, but the things it focuses on it does really well. AC has a tiny car and track list, but every track is much more accurate than the versions found in Pcars (excluding the ones that both use the same laser scan data like Brands), and the cars are mostly very accurately represented. The driving feel in AC is superior to that of Pcars, but things like the very poor (putting it mildly) career mode, and brain dead AI, mean it's most enjoyable when you just grab a car, take it to a track, and lap endlessly, enjoying the fine details of the circuit's road surface and the vehicle dynamics. The best description of AC I've heard is "Chris Harris Hotlap Simulator".

So, sorry about the long post, but what I'm trying to say is both are better than each other in different areas, and both are definitely worthwhile sims. I'm glad I have them both, and glad they aren't trying to be the same game. They co-exist perfectly in my game library, because each scratches a different itch.
Don't apologize about post length. Your posts are always well thought out, descriptive, unbiased - and you create good conversation.

I know this is the PS4/XBox1 AC Forum, so everything you said about AC is 100% valid. Unfortunately, I always come to the conversation from the perspective of the PC version, which honestly appears to be practically a different game. Anyway, the AI should get quite better for console players with the next update if the AI reflects what's on PC. It still needs a lot of work, in pretty much every PC player's opinion, but it is heading in the right direction and they're not saying "Well, just deal with that for now...we'll get back to it at some point." Each update includes some improvements. Some updates have more changes than others, of course.

Be on the lookout for brake temperatures, fade, wear...Again, these are areas where the PC version is slightly ahead of the console (actually more than slightly). Every car isn't setup with these features yet. I don't know if it's tied to the cars with version 10 Tires or not, but I know there are no cars on TM7 with those features yet. The problem is, unless they give you a real time Tire Temperature display, I'd be willing to bet the house that you won't have the brake temperature display. I use this great app called "Sidekick" and it shows me my Tire Temperatures until I hit the brakes. Then those numbers change to the brake temperature and the color indicates cold, good range or hot (blue, green or red, respectively).

I don't know if this will become capable on the console version in the future. I wouldn't hold my breath. On PC, we can run "Track Days" where we choose the number and type of cars to be controlled by AI drivers. But it's not a race. Cars enter and exit the pits and they start on the track at different times. I like it, because it's like hot-lapping, but with the added feel of an actual track day experience. Technically, I think it could be done on console. Just choose Race Weekend, set the Practice session to 90 minutes (or whatever the max Time is) and go have fun. Cars should behave the way I just described. However, I think the way I understand it, console users can't pick and choose the exact cars they want on the track. Car class mixing isn't allowed is it? Lame.

When I had lost all desire for GT6, I was deciding between pCars and AC. AC seemed to have more positive reviews than pCars even though the player base was considerably smaller - at least according to sales. Then I pretty much heard unanimously that Street Cars are much, much better in AC so that sealed the deal for me. I swear, I could probably play with only the Yellowbird, F40, Countach and maybe 1 or 2 more cars and be perfectly content. It is very nice not to have to make that choice, however. :D Again, I can't help but have the skewed viewpoint of the sheer number of quality mods available for AC. I might regret making this comment if I'm wrong, but I would be willing to bet that if you add the quality mods from both games, AC actually has many more high quality cars/tracks to choose from compared to pCars. But, this isn't the PC forum, it's the console forum so you guys sadly have to live with the limited content.

My only hope is that the console version gets on the level with the PC version in the areas that it can. The main areas. It won't be overnight, but I hope there are still console players left when it finally does happen. :lol:
 
Far and away my favorite thing to do has been start a race weekend, set practice to 30 minutes, AI to alien and effectively run a track day.

Mark me as someone else disgruntled by the penalty system though. Pretty soul-sucking to have a flat-out, perfectly clean lap of the Nordschleife in the Yellowbird scrapped in the last 1/10th of the track due to two wheels off in the grass on the outside where it in no way helps my time :indiff:

My only hope is that the console version gets on the level with the PC version in the areas that it can. The main areas. It won't be overnight, but I hope there are still console players left when it finally does happen. :lol:

Amen. I've never seen more than 10 total people online - not sure what that's about, but it sure won't improve after GT Sport finally gets here. They need to get more people on board somehow, hopefully Porsche will help.
 
Far and away my favorite thing to do has been start a race weekend, set practice to 30 minutes, AI to alien and effectively run a track day.

Mark me as someone else disgruntled by the penalty system though. Pretty soul-sucking to have a flat-out, perfectly clean lap of the Nordschleife in the Yellowbird scrapped in the last 1/10th of the track due to two wheels off in the grass on the outside where it in no way helps my time :indiff:

Amen. I've never seen more than 10 total people online - not sure what that's about, but it sure won't improve after GT Sport finally gets here. They need to get more people on board somehow, hopefully Porsche will help.

Ugh. I have ruined so many quality laps with a DQ, especially on Nordschleife. There are a few cars that I drive very often on the 'Ring, but if you look at my "Best Lap Time" for that car it will be empty as I've never gotten a clean lap with that car. Don't get me wrong, that's my fault. Others seem to manage just fine and I know the rules. But sometimes it's gotta be so freaking close...I'll be on the darkest part of the pavement because that's the "optimum racing line", but I just run wide by an inch. DQ'ed! F:censored:K ME! I want to throw my steering wheel against the wall when that happens. :lol: :banghead:

I thought Kunos had hit the jackpot when Polyphony announced the delay of GTS until 2017. And then all the horrible user reviews came in, like a plague of locusts moving through a crop field. :yuck: They had a golden opportunity in front of them. :banghead: If they don't have the online lobby issues straightened out by then, they're going to lose a crap load of users even those people who prefer AC for the driving experience. They'll be more concerned about playing with friends, I'm sure. I think GTSport looks pretty cool. The sounds are still a little :yuck: which surprised me.

In other news, I can't wait to find out what's in v1.10 that we're getting for PC version on Tuesday. :eek: The only hint I've heard is Stefano saying there is something with "Fins" during a discussion about the shark fins on top of LMP & F1 cars. I can't imagine it will be a huge update, but ya never know.
 
I do think it is generally accepted that as long as two tyres are within the track boundaries it is OK. Just watch F1 qualifying. Obviously circuits with walls e.g Monaco does solve the problem ;-)

Australian Super Cars actually use sensors at some tracks where corner cutting is rife. The rule is in qualifying any cut is a null time and in a race 5 cuts and it triggers an automatic drive through penalty.

Here is an article from one one of our recent races where the drivers were getting very frustrated with it. So yes, it is a real life problem.

http://www.supercars.com/news/championship/gold-coast-chicanes-frustrate-drivers/

Of course *everyone* that wants to go fast will use every millimetre of track they can get away with in an attempt to be faster than the next guy. It all comes down to what the rules are, at that track, at that time and if you get caught or not.

The problems come in games like GT6 online time trials where at Monza you could cut the second chicane with all 4 wheels off the track. The aliens new exactly how far to push it and mere mortals like me always tried to keep two wheels on the track :-(

Finally, as far as rules go it comes down to "what can you get away with" and as long as it is the same for everyone and even handed then what is the problem. That then triggers the discussion about being a "gentleman racer", "in the spirit of fair play" and racing with people that don't "want to win at any cost".

Hence I have different ethics between racing with AI or real people. Obviously with people I try to be gentleman and with AI whatever I can get away with ;-) Which can be interesting in PCARS online when you fill the grid with AI and you forget who the real people are or can't see them in a pack ;-)
Please tell me you didn't say PCARS, online and AI in the same sentence ! I thought you put the game back in the case and we're done with it!
 
Ok thanks,but what im getting at is what makes AC have the 'apparently' more realistic and true to life physics than Pcars?
A majority of people, who have both SIM, including me, will agree to this statement.
what needs to be remembered is that both are an interpretation of what simulating driving on a computer can be, so anyone can prefer one or the other and still be right.
A lot of efforts have been made in both SIM to make it as true to life as (presently) possible, using different approach. We are privileged to be able to experience both for very little money and it would be a shame not to.
 
If they don't have the online lobby issues straightened out by then, they're going to lose a crap load of users even those people who prefer AC for the driving experience. They'll be more concerned about playing with friends, I'm sure. I think GTSport looks pretty cool. The sounds are still a little :yuck: which surprised me.
For me it's not even friends, any other people will do. I know the total number of players into online racing on either AC or GT is tiny compared to the number playing by themselves, but man, look at the online presence GT6 still has.

Honestly the sound is more of an issue for me than physics comparing GT vs. AC. I came to peace with GT's physics after 10 or so hours online in AC. I had a few interesting races, but out of the few people I encountered online I'm either miles ahead of them or they're miles ahead of me. Too few and far in between for fun racing. Meanwhile, how realistically was the car driving? It didn't matter that much. Maybe if my brakes wouldn't keep locking up at 1/4 brake pedal stroke I could have caught up to the guys out front and had more fun :lol: chalk up "pedal calibration" as one more thing to look forward to in an AC patch!

I'll say GT's driving experience is vanilla compared to AC. But the close and usually clean online racing that is essentially on demand through quick match in GT more than makes up for that. (I say usually clean - most races start off as a disaster, but once the quick guys shake out to the front it's good times.) I am not someone who goes out of their way to make the online experience work - I'm really not that hardcore at all. Which is why I'm excited for GT Sport and simultaneously worried for AC. I don't like to talk optimistically about PD, but if GTS improves on GT6 quick match even slightly you'll find me nowhere else. I think the ranking/matchmaking system will do much more than slightly improve the experience, and I think they will draw a lot of unlikely folks like me online. Then if Porsche straightens up like all other auto makers re: allowing the use of their name and cars in basically all racing games.. it won't be long before they're in GT and I'll really have no reason to fire up AC at all :guilty:
 
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