Assetto corsa coming to PS4 and Xbox one

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I've been using the Coca-Cola skin almost exclusively. It looks great.

Someone did put together a package that adds new TAGS to all Kunos cars so you can accurately pick vehicles on power to weight ratio. I think it just modifies the .json files, if I'm not mistaken.

It's unfortunate the console version doesn't have something like that. Maybe it time - it shouldn't be hard to add.
 
Someone did put together a package that adds new TAGS to all Kunos cars so you can accurately pick vehicles on power to weight ratio. I think it just modifies the .json files, if I'm not mistaken.
Linkie please.
 
Linkie please.
I'm so sorry. I posted that comment and then went into the kitchen to eat.

Here it is...I found it on RD:

http://www.racedepartment.com/downloads/car-tags-power-to-weight-a0-a15.11147/

ui-1-3-jpg.157652
 
Not as insane as actually doing a race on the ring and seeing the RSR stuck behind the abarth.
I like when you slow down a lot, but they still won't pass you even if you're on the other side of the road :boggled:

I did a track day (30 min race weekend qualifying session) at Mugello, first time ever on the track so I decided to let a guy by me that I could follow to learn the course. Medium AI on PS4. I had to come almost to a complete stop for him to finally go ahead. It happened a few times to me, and as you mention slower AI cause big problems.
 
I like when you slow down a lot, but they still won't pass you even if you're on the other side of the road :boggled:

I did a track day (30 min race weekend qualifying session) at Mugello, first time ever on the track so I decided to let a guy by me that I could follow to learn the course. Medium AI on PS4. I had to come almost to a complete stop for him to finally go ahead. It happened a few times to me, and as you mention slower AI cause big problems.
They have a lot of work to do on the AI, no question. Unfortunately, the AI on a previous version (v1.8 on the PC) had the best AI so far...at least in my opinion & several other people's whom I speak to. It was aggressive. AI drivers could sense your speed if they were catching up to you and they would go wide to go around you just as smoothly as you would do the same to them.

Then v1.9 comes out and AI was back to being wonky. Well, I should say very wonky because I'm not saying v1.8 was perfect, but it was much, much less wonky than it is now. :lol: This stuff is getting confusing.

I have a suggestion for you...let's say you are in the same exact situation as you described in the post I quoted. If you want to let an AI driver get in front of you, so you can practice following a car on track or whatever, slow down so the AI driver can catch up to you, but before he gets on your rear pull yourself out of the racing line, giving a clear path on the racing line, and the AI driver should zoom right past you.

I know you shouldn't have to do that. I agree it's pretty lame and they really have to fix this pronto. If they had it working very well in v1.8 I do have faith they'll get it back there. I've learned that on PC if I put together a mixed class of cars (ranging from the LaFerrari down to the Lotus Exige) the AI drivers don't act quite as stupid nearly as often. Yes, you'll sometimes see a LaFerrari hit the brakes when catching up to a BMW 1M, but he'll usually hit the gas and go around after a couple of seconds of acting very stupid.

Unfortunately, this has led me to not race as much, but just run 24-36 vehicle track days instead...and to be honest, I am totally fine with that. I still have some great battles and I don't feel crappy for not winning when I'm finished. :lol:
 
Patch 1.10 submitted to Sony. Etc.


- Fixed broken rotation with G29, T300 wheels
- Fixed horn button on certain wheels
- Fixed "Real Racer" trophy
- Fixed force feedback setting in UI
- Fixed wrong ghost car timing
- Fixed sound problems on certain tracks caused by reverbs
- Fixed Monza 66 invisible wall
- Fixed track temperature
 
@35mm - Could this be the fix that solves the cutting engine sound affecting some cars in full interior view? I'm hesitant getting my hopes up, but I fail to see what else they might be referring to there.
It sure fits the description.

Fingers crossed. 👍
 
I have a suggestion for you...let's say you are in the same exact situation as you described in the post I quoted. If you want to let an AI driver get in front of you, so you can practice following a car on track or whatever, slow down so the AI driver can catch up to you, but before he gets on your rear pull yourself out of the racing line, giving a clear path on the racing line, and the AI driver should zoom right past you.
This is actually what I did, get completely out of the way, and they still stopped. I first noticed it happen at the pit exit toward the end of the main straight. I saw an AI driver that had entered the track before me on the far left side of the track slamming on the brakes. Seemed too early, but I assumed he was braking for T1 and followed suit (this was start of my 2nd ever lap on Mugello.) We still had like 600m to go to the turn... I realized he was stopping for some other guy who was still in pit lane entering the track. I sorta went around, decided a few turns later that I'd let them past to follow and that's when they clogged up "behind" me - they in the racing line, me practically on the opposite curb.

The best way to get them to pass you is to drive normally/slow and on the racing line. As you mention, when they approach you under normal race speed and conditions and know they are just way faster, they will make a move, no problem. That's how I let them around me now, no drama. It still doesn't explain why they can't pass each other though.

Unfortunately, this has led me to not race as much, but just run 24-36 vehicle track days instead...and to be honest, I
Track day is where it's at for me, best way to learn a track and/or car. I hate hot-lapping completely by myself.
 
I like when you slow down a lot, but they still won't pass you even if you're on the other side of the road :boggled:

I did a track day (30 min race weekend qualifying session) at Mugello, first time ever on the track so I decided to let a guy by me that I could follow to learn the course. Medium AI on PS4. I had to come almost to a complete stop for him to finally go ahead. It happened a few times to me, and as you mention slower AI cause big problems.
They also have no reverse gear lol. If you dont move of the grid cars will pile up behind you and stay there if they can't squeeze passed you. Also uf they spin off track and go head first into a barrier they just stay there instead of reversing then teleport back to the pit.
They have a lot of work to do on the AI, no question. Unfortunately, the AI on a previous version (v1.8 on the PC) had the best AI so far...at least in my opinion & several other people's whom I speak to. It was aggressive. AI drivers could sense your speed if they were catching up to you and they would go wide to go around you just as smoothly as you would do the same to them.

Then v1.9 comes out and AI was back to being wonky. Well, I should say very wonky because I'm not saying v1.8 was perfect, but it was much, much less wonky than it is now. :lol: This stuff is getting confusing.

I have a suggestion for you...let's say you are in the same exact situation as you described in the post I quoted. If you want to let an AI driver get in front of you, so you can practice following a car on track or whatever, slow down so the AI driver can catch up to you, but before he gets on your rear pull yourself out of the racing line, giving a clear path on the racing line, and the AI driver should zoom right past you.

I know you shouldn't have to do that. I agree it's pretty lame and they really have to fix this pronto. If they had it working very well in v1.8 I do have faith they'll get it back there. I've learned that on PC if I put together a mixed class of cars (ranging from the LaFerrari down to the Lotus Exige) the AI drivers don't act quite as stupid nearly as often. Yes, you'll sometimes see a LaFerrari hit the brakes when catching up to a BMW 1M, but he'll usually hit the gas and go around after a couple of seconds of acting very stupid.

Unfortunately, this has led me to not race as much, but just run 24-36 vehicle track days instead...and to be honest, I am totally fine with that. I still have some great battles and I don't feel crappy for not winning when I'm finished. :lol:
The AI is actually quite good, I've had AI trying to and successfully overtake me, I've even been 3 wide with them. It's just in slow scenarios they go haywire.





Edit: Never thought about doing a track day when just practicing, good idea. That actually brings me on to an idea i had, on tourist online, I'd like to see a variety of cars such as the abarth and a Ferrari or Audi S1 in the same list. But my idea is why not have multi classes and increase the lobby size for tourist seeing as you're not on the grid all together and usually there are only 2-6 cars together meaning it Shouldn't cause performance problems. Viable idea or not?
 
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This is actually what I did, get completely out of the way, and they still stopped. I first noticed it happen at the pit exit toward the end of the main straight. I saw an AI driver that had entered the track before me on the far left side of the track slamming on the brakes. Seemed too early, but I assumed he was braking for T1 and followed suit (this was start of my 2nd ever lap on Mugello.) We still had like 600m to go to the turn... I realized he was stopping for some other guy who was still in pit lane entering the track. I sorta went around, decided a few turns later that I'd let them past to follow and that's when they clogged up "behind" me - they in the racing line, me practically on the opposite curb.

The best way to get them to pass you is to drive normally/slow and on the racing line. As you mention, when they approach you under normal race speed and conditions and know they are just way faster, they will make a move, no problem. That's how I let them around me now, no drama. It still doesn't explain why they can't pass each other though.


Track day is where it's at for me, best way to learn a track and/or car. I hate hot-lapping completely by myself.
Welp...I guess my idea wasn't such a good one! :lol: I'm not sure exactly what's going on with the AI passing each other. But, I have some theories. I believe that when you set the AI at 93%, every driver is 93% and somehow they "know" that they won't be able to get around the driver in front of them because the driver in front of him is exactly like him performance wise. I'm sure Stefano and Aris would say I'm completely wrong here and I probably am. How the heck would I know that?

However, I am fortunate to be playing on PC and using a 3rd Party launcher called "Content Manager" and I'm able to set a range of AI skill. For example, if I wanted to race AI at 92%, I would probably set my high and low AI percentages to 94% and 90% or 93% & 90%. I don't tend to have nearly the problems that I hear from others with the AI. It's like a 94% guy is coming up on a 92% guy and he "knows" he can overtake the guy who is 2% below him, skill wise.

For all I know, maybe that's exactly how the Kunos AI works even using their base launcher which only allows us to select a single percentage difficulty. I know my anecdotal evidence doesn't mean crap...and I'm not saying that I don't experience any issues at all because that's not true. It just seems like I experience a lot less than others do. It might have a lot to do with how I've switched to Track Days exclusively and every AI driver is in a different vehicle.


They also have no reverse gear lol. If you dont move of the grid cars will pile up behind you and stay there if they can't squeeze passed you. Also uf they spin off track and go head first into a barrier they just stay there instead of reversing then teleport back to the pit.
The AI is actually quite good, I've had AI trying to and successfully overtake me, I've even been 3 wide with them. It's just in slow scenarios they go haywire.

Edit: Never thought about doing a track day when just practicing, good idea. That actually brings me on to an idea i had, on tourist online, I'd like to see a variety of cars such as the abarth and a Ferrari or Audi S1 in the same list. But my idea is why not have multi classes and increase the lobby size for tourist seeing as you're not on the grid all together and usually there are only 2-6 cars together meaning it Shouldn't cause performance problems. Viable idea or not?

You're right. The vast majority of the AI's crazy behavior is in slower situations. At least, that's what I've experienced. I've also been three wide with AI drivers too. The best move I saw them do was on Monza 66: Two really fast super/hyper cars were hauling toward one of those big banked turns and there was a slower car, maybe like BMW M3 or something, driving right in the middle of the track as it was approaching the big banked turn. The two trailing super cars made split decisions to pass the slower car, one going high and the other going low, passing the slower car perfectly, just the way you would want them to behave.

I was impressed because I was afraid they might slow down because of the big banked turn, but they didn't and they also followed their own plan, one going high the other low, rather than both of them going low or high together without any hesitation. That particular Track Day session had some pretty awesome AI driving and I freakin' didn't save the replay file...I wanted to make a little video showing the perfect AI behavior in many different scenarios. There were a few stupid things that I saw that session, but I did a ton of laps and was overall very impressed.

Addressing your edit...I'm not sure I fully understand your question. Are you saying you would like to have multi class driving online against real people? If that's what you meant, I believe it should be easily available. I don't know squat about console version online stuff. On PC we run our own servers and the server host picks and chooses which cars he wants available, I believe. Maybe once Private Lobbies come you'll be able to do that? if that's what you meant. :boggled:
 
Patch 1.10 submitted to Sony. Etc.


- Fixed broken rotation with G29, T300 wheels
- Fixed horn button on certain wheels
- Fixed "Real Racer" trophy
- Fixed force feedback setting in UI
- Fixed wrong ghost car timing
- Fixed sound problems on certain tracks caused by reverbs
- Fixed Monza 66 invisible wall
- Fixed track temperature

What is force feedback setting in the UI? A certain value sets to 0?
 
Edit: Never thought about doing a track day when just practicing, good idea.

Me neither. Having now done a few practice sessions in race weekend mode, it actually works fine in the absence of proper track days. It's even a nice surprise how sessions never seem scripted in terms of how AI cars leave the pits.
 
Welp...I guess my idea wasn't such a good one! :lol: I'm not sure exactly what's going on with the AI passing each other. But, I have some theories. I believe that when you set the AI at 93%, every driver is 93% and somehow they "know" that they won't be able to get around the driver in front of them because the driver in front of him is exactly like him performance wise. I'm sure Stefano and Aris would say I'm completely wrong here and I probably am. How the heck would I know that?

However, I am fortunate to be playing on PC and using a 3rd Party launcher called "Content Manager" and I'm able to set a range of AI skill. For example, if I wanted to race AI at 92%, I would probably set my high and low AI percentages to 94% and 90% or 93% & 90%. I don't tend to have nearly the problems that I hear from others with the AI. It's like a 94% guy is coming up on a 92% guy and he "knows" he can overtake the guy who is 2% below him, skill wise.

For all I know, maybe that's exactly how the Kunos AI works even using their base launcher which only allows us to select a single percentage difficulty. I know my anecdotal evidence doesn't mean crap...and I'm not saying that I don't experience any issues at all because that's not true. It just seems like I experience a lot less than others do. It might have a lot to do with how I've switched to Track Days exclusively and every AI driver is in a different vehicle.




You're right. The vast majority of the AI's crazy behavior is in slower situations. At least, that's what I've experienced. I've also been three wide with AI drivers too. The best move I saw them do was on Monza 66: Two really fast super/hyper cars were hauling toward one of those big banked turns and there was a slower car, maybe like BMW M3 or something, driving right in the middle of the track as it was approaching the big banked turn. The two trailing super cars made split decisions to pass the slower car, one going high and the other going low, passing the slower car perfectly, just the way you would want them to behave.

I was impressed because I was afraid they might slow down because of the big banked turn, but they didn't and they also followed their own plan, one going high the other low, rather than both of them going low or high together without any hesitation. That particular Track Day session had some pretty awesome AI driving and I freakin' didn't save the replay file...I wanted to make a little video showing the perfect AI behavior in many different scenarios. There were a few stupid things that I saw that session, but I did a ton of laps and was overall very impressed.

Addressing your edit...I'm not sure I fully understand your question. Are you saying you would like to have multi class driving online against real people? If that's what you meant, I believe it should be easily available. I don't know squat about console version online stuff. On PC we run our own servers and the server host picks and chooses which cars he wants available, I believe. Maybe once Private Lobbies come you'll be able to do that? if that's what you meant. :boggled:
yea i meant online when you go on tourist there hypercar, super car and track day, Would be nice to have a mixed bag with 30 odd human players as they're not all bunched together .
 
yea i meant online when you go on tourist there hypercar, super car and track day, Would be nice to have a mixed bag with 30 odd human players as they're not all bunched together .
Yes...That would be awesome if they give that capability to the console players. It really is a lot of fun. I guess it will all depend on how much effort Kunos wants to put into the Private Lobbies. I'm hoping a lot of effort, for console players sake. I know on GT6 you could open a private room and people could come in and drive with any vehicle they wanted (as long as the host didn't put restrictions on it), so I don't see why it can't be done with Assetto Corsa. However, I'm not a game developer...I don't know if there are limitations because Kunos wasn't expecting the game to need that type of support. It was designed for people hosting servers or playing solo. I don't know the ins and outs that go on behind the scenes to get a Gran Turismo style lobby synched up. I'm talking about from a technical, coding point of view. I shall keep my fingers crossed.
 
The 1.09 patch for Xbox One is available for download. Porsche Pack 1 is as well, however if you have the season pass it doesn't seem to show up as "free" in the store like it should yet.
 
The 1.09 patch for Xbox One is available for download. Porsche Pack 1 is as well, however if you have the season pass it doesn't seem to show up as "free" in the store like it should yet.
rushed home from work to download :embarrassed: hope they fix the season pass quickly
 
The 1.09 patch for Xbox One is available for download. Porsche Pack 1 is as well, however if you have the season pass it doesn't seem to show up as "free" in the store like it should yet.

Not again! :lol:

Kunos Simulazioni: Shafting season pass holders since 2016

...This better not happen with every pack that comes out now...
 
You think they would have learned from the PC issues a couple weeks before. :lol: The same thing happened on Steam. I thought some people were going to die waiting an extra hour or so for Season Pass purchasers being able to get their 'free' download. :rolleyes:
 
Yes...That would be awesome if they give that capability to the console players. It really is a lot of fun. I guess it will all depend on how much effort Kunos wants to put into the Private Lobbies. I'm hoping a lot of effort, for console players sake. I know on GT6 you could open a private room and people could come in and drive with any vehicle they wanted (as long as the host didn't put restrictions on it), so I don't see why it can't be done with Assetto Corsa. However, I'm not a game developer...I don't know if there are limitations because Kunos wasn't expecting the game to need that type of support. It was designed for people hosting servers or playing solo. I don't know the ins and outs that go on behind the scenes to get a Gran Turismo style lobby synched up. I'm talking about from a technical, coding point of view. I shall keep my fingers crossed.
They seamed to have been sleeping (or naive ) on what console players needed\wanted and expected
 
Yes...That would be awesome if they give that capability to the console players. It really is a lot of fun. I guess it will all depend on how much effort Kunos wants to put into the Private Lobbies. I'm hoping a lot of effort, for console players sake. I know on GT6 you could open a private room and people could come in and drive with any vehicle they wanted (as long as the host didn't put restrictions on it), so I don't see why it can't be done with Assetto Corsa. However, I'm not a game developer...I don't know if there are limitations because Kunos wasn't expecting the game to need that type of support. It was designed for people hosting servers or playing solo. I don't know the ins and outs that go on behind the scenes to get a Gran Turismo style lobby synched up. I'm talking about from a technical, coding point of view. I shall keep my fingers crossed.

Anyone expecting GT style lobbies is bound to a severe dissapointment.
 
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