Assetto corsa coming to PS4 and Xbox one

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So today after going for a less agressive driving style than usual i got the SFT15 around Imola in some fluid laps.

BUT then i thought i can not be that ****** by driving a 1:30, and then i stopped the time again by myself and it was 1:24. so the Game is completely broken on Xbox atleast as far as lap Times are concerned. I thought maybe its a bug on RBR only but it isnt.

I think its the same on PS4 as well.
 
Interesting.. I am seeing some people report that Soft Lock is working on ps4 and some say it is not. For me last time I drove an open wheel car I could tell it was not.

Someone with a G29 reported it is working for them. Is it just not working on the Trustmaster wheels?

I brought this up before but others just said it was not working at all since 1.09, maybe they were all TM users.
 
I have the same issue with the 962's, from 3rd to 2nd gear. Sometimes it is good as it helps rotate the car, but can be tricky in really heavy braking zones.

The 919 might be my favourite ever car in any racing game already... its just incredible.
I set up the 962 short tail for RBR last night, and it's really very good (shame the AI even on Alien are woefully slow in that car as they brake far too heavily at all times). I tweaked the gear ratios within the final drive so I'd only need 2nd for turns 1-3, and adjusted 3rd gear so I could go round the swooping bends towards the end of the lap with decent revs without needing to run the risk of changing down a gear and upsetting the rear end.

Before, with pCARS, I'd only ever tweak the final drive, as the options for individual gear changes was often very limited. AC has taught me it's a very good idea to adjust not only the final drive, but sometimes even just one single gear to help with a certain section of a track. Especially helpful for cars with wild rear ends.

Also I found slightly moving the brake bias in the 962 helps massively under heavy braking and keeps it nice and planted. I think mine's at 54 IIRC.
 
It seems to be on all Tracks. Just tested 2 more. Seriously this ruins hot lapping.

It makes trying to emulate real laptimes much harder as well. I was trying to match the 919's pole time from the 2015 Silverstone 6 Hours, and couldn't get anywhere near. I think my best time in that session was a 1.45.8XX, when the pole time was in the 1.39's. I'll happily admit my driving may not be of the highest quality, but if I was within a second or two I'd be happy, as I can achieve with other cars in other games.

I think my best in the SF15 (a much harder car to drive though) was a 1.41 or 42, again miles off the real times. This isn't a question of how the physics 'feel', this is a matter of 'we can do the same speeds on the straights and in the corners as the real car, and yet we are slower'. This is a timing issue.
 
I set up the 962 short tail for RBR last night, and it's really very good (shame the AI even on Alien are woefully slow in that car as they brake far too heavily at all times). I tweaked the gear ratios within the final drive so I'd only need 2nd for turns 1-3, and adjusted 3rd gear so I could go round the swooping bends towards the end of the lap with decent revs without needing to run the risk of changing down a gear and upsetting the rear end.

Before, with pCARS, I'd only ever tweak the final drive, as the options for individual gear changes was often very limited. AC has taught me it's a very good idea to adjust not only the final drive, but sometimes even just one single gear to help with a certain section of a track. Especially helpful for cars with wild rear ends.

Also I found slightly moving the brake bias in the 962 helps massively under heavy braking and keeps it nice and planted. I think mine's at 54 IIRC.

I haven't tried it on RBR yet, but at Silverstone (both historic and modern) and Mugello where I do a lot of my testing it's great. Just can't get on with its longtail brother though. The short tail has a good enough balance that you can get the nose into corners with good enough braking, but the rear stays planted enough to be able to fire it out of corners.

I think my brake balance is at 56, may try your 54 and see what happens!
 
I haven't tried it on RBR yet, but at Silverstone (both historic and modern) and Mugello where I do a lot of my testing it's great. Just can't get on with its longtail brother though. The short tail has a good enough balance that you can get the nose into corners with good enough braking, but the rear stays planted enough to be able to fire it out of corners.

I think my brake balance is at 56, may try your 54 and see what happens!

I love the 962C Longtail, great old beast around Old Silverstone! I love the way you have to downchange just at the right time, otherwise it's "kick the tail out time"........ Then blip the throttle mid corner, and then boot it with a touch of oversteer on the way out, great!! 👍

 
I love the 962C Longtail, great old beast around Old Silverstone! I love the way you have to downchange just at the right time, otherwise it's "kick the tail out time"........ Then blip the throttle mid corner, and then boot it with a touch of oversteer on the way out, great!! 👍



What kind of laptimes are you getting at Silverstone 67? I remember getting into the 1.21's in the short tail car...
 
Are the G25 pedals the same resolution as the G29?

Animera, what do the T3PA pedals not do for you that the Logitech delivers? Hmm, don't like the sound of that. Logitech 8 bit, 256 steps. Thrustmaster 10 bit, 1024 steps.

I prefer the resistance of the G29 pedals over the default and T3PA pedals.
Also, the Ricmotech adapter turns Logitech Pedals to 10-bit Resolution when used on 10-bit Wheels.
 
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Did some more car testing - whats the deal with the Praga? Seems to be the most grippiest car ever hehe! And the tyres make a different squeel to all the rest..

Ive got to say the Scuderia P4/5 is one of my favourite cars - probably will be my pick of the GTs if i do a custom championship.
 
That was my 2nd of 2 laps, i did a 1:20 on a stock setup! :)

Impressed. I know there's more time in the short tail with getting the gearing right etc, but there is one track where the understeer of the long tail isn't as bad with the long corners, so its probably a faster package with the higher boost and more slippy shape...
 
Well, I've got quite some fun driving around the tourist green hell with the 911 GT3 RS :drool:

Assetto Corsa_154.png

Assetto Corsa_153.png
 
Maybe Custom Championships will be added. They came after PP3 on PC.

I guess we will see it early February and the free Scotland Track plus the announced british Pack end of February
1st quarter for ghe Scottish track so im just gonna expect it to not come before March 31st.

Did some more car testing - whats the deal with the Praga? Seems to be the most grippiest car ever hehe! And the tyres make a different squeel to all the rest..

Ive got to say the Scuderia P4/5 is one of my favourite cars - probably will be my pick of the GTs if i do a custom championship.
Did you notice the buggy tyres? Like a dark strip that looks like a flat spot? Do a single make race with the Praga and you'll see what i mean. I forgot about this untill last night.
 
Hmmmm....

Got home from work last night, took the rubber stop out of the brake pedal and went to run some laps. Back to running FF at 100%, everything else off.

Started in the 917/30 at Silverstone '67 Event. Steering felt same as most of the other I've driven - very little feel for front end grip (almost feels like a delay in the car turning in when the wheel is turned), light FF, massive FF deadzone... got tier 1 and quit. Car really understeery.

Switched to the 918 at Nurb... WOW, steering is super heavy, loads of feedback, no deadzone... only ran a few attempts as this combo is still a bit quick for me (will need to build up to this combo as I play more).

Switched to the Pagani at Nurb GP... and had an epiphany!

Car feel lovey - steering weight is good, deadzone is minimal, I can feel where the front end grip is, I can feel the weight transferring, car actually wants to rotate in to the corners (a bit too much) & tightens it's line off throttle. Add a bit of extra camber to cure the snappy rear and it feels really, really nice. Tier 1 by 2 s with plenty left. I could have lapped that combo all night.

Not sure what to make of this - the variance in quantity and quality of FF between the 918 and 917 was ridiculous.

Brakes without the rubber stop are fine - G29 brake spring is much stiffer than the original G27.
 
How detailed is the damage in this? Can you damage the car by hitting kurbs a lot? And does the 'yellow' damage actually effect the car,i havnt noticed anything?
 
How detailed is the damage in this? Can you damage the car by hitting kurbs a lot? And does the 'yellow' damage actually effect the car,i havnt noticed anything?
In my opinion, this is another area where Assetto Corsa is very weak. They need to implement a much better damage system if they ever decide to do a followup to Assetto Corsa. On Kunos cars you'll see some dented components like the hood and quarter panels and the cars will get dirty from crashes and even if they go off track a lot. I think. They might only get dirty from crashes...not 100% certain what the criteria is.

This is one area where AC could learn from pCars. I've never seen it in live action as I have no experience with the game, but the videos I've seen are pretty impressive to me.

There are parameters in the data files that determine the damage and then we have the ability to turn off damage ourselves, of course. On PC, damage can be set from OFF to 100% (Full damage) in 10% increments. I don't know how PS4 implements it.

Here is an example of a snippet of engine damage related data:
Code:
[DAMAGE]
TURBO_BOOST_THRESHOLD=1.2  ; level of TOTAL boost before the engine starts to take damage
TURBO_DAMAGE_K=5                 ; amount of damage per second per (boost - threshold)
RPM_THRESHOLD=8800               ; RPM at which the engine starts to take damage
RPM_DAMAGE_K=1

EDIT: Oops. I never really answered your question. :lol: I don't know exactly what Yellow means, but it's obviously an indication of some damage. I just blew my engine this morning and it stays red on the damage indicator when you make it go boom-boom. :D Have you noticed when you pull into the Pits there are options to do repair on your engine, body, etc? Well, there is another section of a data file that has detailed information on how long those repairs take (each car can be different...most cars are exactly the same within the same class. A BMW GT3 car is not going to get a Pit Service Repair advantage over the McLaren GT3 car)....

Code:
[PIT_STOP]
TYRE_CHANGE_TIME_SEC=10            ; time spent to change each tyre
FUEL_LITER_TIME_SEC=0.6               ; time spent to put 1 lt of fuel inside the car
BODY_REPAIR_TIME_SEC=20             ; time spent to repair 10% of body damage
ENGINE_REPAIR_TIME_SEC=2            ; time spent to repair 10% of engine damage
SUSP_REPAIR_TIME_SEC=30             ; time spent to repair 10% of suspension damage
 
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yeah id like to see more detailed damage - also like wing mirrors flying off and staying on the track,and also bumpers hanging off - or are Kunos restricted in what they can do here? Pcars doesnt really have this either. The TOCA games on PS1 had more realistic looking damage even.
 
Things like that will really hammer the consoles processor? I would rather see the body work effect the car when you've taken too much kerb. Make you fear some kerbs that it effects performance of the car.

A lot of people have no fear of the kerbs no matter how they're shaped or big stumps in between them that bounces the car and still maintain speec.


Remember F1 at Barcelona several years ago when they took too much kerb it wrecked parts of the diffuser?

Even Silverstone.




The Red Bull Ring on the very last corner as it dips should be wrecking the front body work?
 
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Hmmmm....

Got home from work last night, took the rubber stop out of the brake pedal and went to run some laps. Back to running FF at 100%, everything else off.

Started in the 917/30 at Silverstone '67 Event. Steering felt same as most of the other I've driven - very little feel for front end grip (almost feels like a delay in the car turning in when the wheel is turned), light FF, massive FF deadzone... got tier 1 and quit. Car really understeery.

Switched to the 918 at Nurb... WOW, steering is super heavy, loads of feedback, no deadzone... only ran a few attempts as this combo is still a bit quick for me (will need to build up to this combo as I play more).

Switched to the Pagani at Nurb GP... and had an epiphany!

Car feel lovey - steering weight is good, deadzone is minimal, I can feel where the front end grip is, I can feel the weight transferring, car actually wants to rotate in to the corners (a bit too much) & tightens it's line off throttle. Add a bit of extra camber to cure the snappy rear and it feels really, really nice. Tier 1 by 2 s with plenty left. I could have lapped that combo all night.

Not sure what to make of this - the variance in quantity and quality of FF between the 918 and 917 was ridiculous.

Brakes without the rubber stop are fine - G29 brake spring is much stiffer than the original G27.
Hmm strange, i saw on AC fb a G29 user had the same problem as you.

How detailed is the damage in this? Can you damage the car by hitting kurbs a lot? And does the 'yellow' damage actually effect the car,i havnt noticed anything?
Yes it does damage the car. Take the Escort out at Zandvoort, cut the first corner on the grass and you should see your rear suspension completey give out.
yeah id like to see more detailed damage - also like wing mirrors flying off and staying on the track,and also bumpers hanging off - or are Kunos restricted in what they can do here? Pcars doesnt really have this either. The TOCA games on PS1 had more realistic looking damage even.
That would be great .

Things like that will really hammer the consoles processor? I would rather see the body work effect the car when you've taken too much kerb. Make you fear some kerbs that it effects performance of the car.

A lot of people have no fear of the kerbs no matter how they're shaped or big stumps in between them that bounces the car and still maintain speec.


Remember F1 at Barcelona several years ago when they took too much kerb it wrecked parts of the diffuser?

Even Silverstone.




The Red Bull Ring on the very last corner as it dips should be wrecking the front body work?
Try what i said with the Escort, i will try to post a pic or vid later.
 
About fuel - are you just supposed to estimate how many litres a lap and adjust the load before a race? Do the AI run on the optimum fuel?
 
Did v1.11 give the 911 Carrera S another TC level? I'm pretty sure there was just on / off settings for the car before the update. Now it has 1/2, 2/2 and off.

Speaking of car settings, I sincerely hope that custom button mapping will enable players to map all settings for the Ferrari SF15-T. TC and ABS adjustments on hybrid cars too...
 
So today after going for a less agressive driving style than usual i got the SFT15 around Imola in some fluid laps.

BUT then i thought i can not be that ****** by driving a 1:30, and then i stopped the time again by myself and it was 1:24. so the Game is completely broken on Xbox atleast as far as lap Times are concerned. I thought maybe its a bug on RBR only but it isnt.
Wow, that explains while I feel so slow driving and then seem so much faster in my replays.

If you match up the times here, My replay lap was 1:53 and my onboard lap was 2:00... for the same lap. :indiff:

 
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