Assetto corsa coming to PS4 and Xbox one

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I still don't understand how the settings for brake balance in GT6 works. I just want 60% front-40% rear, Would that be 6-4? I never know what to do with that crap, good thing I raced in a spec no tuning league.
 
I still don't understand how the settings for brake balance in GT6 works. I just want 60% front-40% rear, Would that be 6-4? I never know what to do with that crap,

Pretty well yes. With *NO* ABS rooms I would often run 2-1.

good thing I raced in a spec no tuning league.

Even with *NO Tuning* rooms you could still alter brake balance. Oh and run cars with chassis stiffening and different diameter wheels ;-) NO Tuning had is very liberal interpretations as far as I am concerned in GT6 ;-) So I bet you are now having an "Ah ha" moment because you were often beaten by people playing with brake balance and chassis stiffening ;-)

Tip: know the rules and use them to your advantage ;-)
 
I still don't understand how the settings for brake balance in GT6 works. I just want 60% front-40% rear, Would that be 6-4? I never know what to do with that crap, good thing I raced in a spec no tuning league.

Pretty well yes. With *NO* ABS rooms I would often run 2-1.
GT5 yes, GT6 no.
GT6 has front biased brakes on stock 5/5, it's kinda safe to assume stock to be 55/45 or close to 60/40, so not big adjustments needed there. I ran 99% of my cars on GT6 with equal or even stock 5/5 brakes and I'm always noABS. GT5 6/4 would produce 60/40% bias, there braking forces seemed to be totally equal on equal values, so "big update" between those, GTS is continuing GT6 logic with already front biased brakes when brake values are equal.
 
When running with ABS, most cars were better with a more rear bias in GT... made trail braking significantly easier without risk of losing the rear on the brakes.

GT physics FTW ;)
 
Pretty well yes. With *NO* ABS rooms I would often run 2-1.



Even with *NO Tuning* rooms you could still alter brake balance. Oh and run cars with chassis stiffening and different diameter wheels ;-) NO Tuning had is very liberal interpretations as far as I am concerned in GT6 ;-) So I bet you are now having an "Ah ha" moment because you were often beaten by people playing with brake balance and chassis stiffening ;-)

Tip: know the rules and use them to your advantage ;-)
Or have an honor system and know that everyone in the league has sportsmanship. We never had an issue with those things.
 
Or have an honor system and know that everyone in the league has sportsmanship. We never had an issue with those things.

Yeah I have been there and raced with some very honourable gentlemen who sometimes made a *HUGE* error and forgot that their car had been modified. These oversights and genuine ;-) ;-) mistakes seemed to occur a lot.

I prefer total transparency where these oversights and genuine mistakes by honourable gentlemen just can't occur.

This is also why why we need full race replays so that these same honourable gentlemen don't exceed track limits all the time and to see how much overlap there really was when they dive bomb into corners, sorry, make an aggressive overtaking manoeuvre because you were off line and just happened to cut back in at the apex of the corner ;-)

So yes, honour systems work great for the cheats ;-)
 
This week, I've been playing Assetto Corsa for the first time in months. The last time I was playing this game was around when the first Porsche pack was released on the Xbox One.

With that said, I'm glad that I did decide to play this again. I haven't played the career mode though, I just have been doing either quick races or hot laps. I honestly have been enjoying myself with this title, it's actually very good on a controller. In which, I guess the reason why I put this game down months back was due to having trouble with driving some of the crazier cars like the Porsche 935 Race Car. Now though, I'll just try to stick with less crazy cars until I get better at driving.
 
Will do! Well, except for GT3 cars and the Aventador SV; I haven't had much trouble driving those.

Trouble basically starts when you need to correct oversteer. I haven't found controller settings which overcome the fact that several hundred degrees of rotation have been packed into a controller stick. It just feels off no matter how good you are.
 
Trouble basically starts when you need to correct oversteer. I haven't found controller settings which overcome the fact that several hundred degrees of rotation have been packed into a controller stick. It just feels off no matter how good you are.
I have noticed that with some cars as I'm driving, sometimes a car I'm driving would veer off in one direction and if I try to straigten it out; it just wants to spin out.

It's something I can deal with though, the oversteer issues are nothing compared to Project CARS' gamepad controls.
 
Trouble basically starts when you need to correct oversteer. I haven't found controller settings which overcome the fact that several hundred degrees of rotation have been packed into a controller stick. It just feels off no matter how good you are.

Yeah, I tried experimenting with all sorts of degrees of rotation on the controller. After an hour of frustration, just couldn't dial it in. Felt way too floaty and understeery no matter how I drove. And once it's gone off track, it's gone. It's as if the front tires had no tread! Returned the game with a really bad taste in my mouth.

I have noticed that with some cars as I'm driving, sometimes a car I'm driving would veer off in one direction and if I try to straigten it out; it just wants to spin out.

It's something I can deal with though, the oversteer issues are nothing compared to Project CARS' gamepad controls.

Yep, pretty ridiculous. Not to bash the game or anything, but it really does make me wonder what pro drivers think of AC's physics.

As for CARS, I have the control dialed in just right - I no longer have to fight for control when cars go into oversteer. Unfortunately, the more grippy cars will tend to want to go right off track instead of going into a tank slapper as you attempt to correct deep slides at high speeds. A quick tip though: keep speed sensitivity low and steering sensitivity between low and moderate to catch slides faster. If it feels twitchy, you can counter that by increasing controller filtering/dampening and increasing the inside deadzone from zero to 5 (no more).
 
Main differences aside, DiRT Rally is a sim much like AC

I know is not the main point of your post or that is not relevant for the thread; but I can't avoid to point what I think is extremely inaccurate. Dirt is not a sim, not by far. It has the worst tarmac feeling of the generation (the only surface where you can compare it) and its physics are bellow PCars or SLRE (and neither of those are considered sims) in terms of how the car reacts with its weight.

Sorry for the offtopic.
 
I have noticed that with some cars as I'm driving, sometimes a car I'm driving would veer off in one direction and if I try to straigten it out; it just wants to spin out.

It's something I can deal with though, the oversteer issues are nothing compared to Project CARS' gamepad controls.

What you describe there sounds like an input sensitivity issue. More specifically regarding my concerns surrounding default controllers, I find that car behavior is "off" when the directional stick jumps back to its default position. This tends to be a prominent issue when recovering from bigger slides requiring very quick input and higher degrees of rotation. After all, the limited range of movement on the controller stick makes it very hard to perform progressive input in situations where fast reflexes are essential for maintaining control of the car (like when recovering from considerable oversteer). So letting go of the directional stick in such situations, making it jump back to default position in an instant, does in my experience lead to some strange impacts on decisive things like weight transfer. It comes across as if the controller stick exploits a physics deficiency which wheels don't due to their progressive nature of rotation. Maybe it's intentional dampening for controller stick users?

I hope my description makes sense. I've tried a few different controller configurations but it always seems that improvements in one variable leads to problems in another. Maybe it's true when people say that wheels "unlock" the physics of AC.

Yeah, I tried experimenting with all sorts of degrees of rotation on the controller. After an hour of frustration, just couldn't dial it in. Felt way too floaty and understeery no matter how I drove. And once it's gone off track, it's gone. It's as if the front tires had no tread! Returned the game with a really bad taste in my mouth.

Too bad you didn't find settings which at least worked reasonably well for you. I personally wouldn't consider giving up on AC before trying it with a wheel, but each to his own. The controller gets the job done for now, and I find it rather excellent as long as the cars don't lose too much traction (see above).

I know is not the main point of your post or that is not relevant for the thread; but I can't avoid to point what I think is extremely inaccurate. Dirt is not a sim, not by far. It has the worst tarmac feeling of the generation (the only surface where you can compare it) and its physics are bellow PCars or SLRE (and neither of those are considered sims) in terms of how the car reacts with its weight.

Sorry for the offtopic.

As Stefano Casillo once said in one of his developer streams, the true sim argument is difficult to defend with so many different parameters having impact on realism. Going by that logic, even AC can be brought under scrutiny.

While I can relate to concerns over the feeling of DiRT Rally's surface types, I'd still argue that the game navigates relatively deep in sim territory.
 
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I hope my description makes sense. I've tried a few different controller configurations but it always seems that improvements in one variable leads to problems in another. Maybe it's true when people say that wheels "unlock" the physics of AC.
I think it does, I tend to let go of the joystick sometimes when steering, so that could be the reason. I'll just have to be more careful and just deal with it the limiting factors of a controller. I've been okay with how it controls anyway for the most part.

With that said, I've been just trying out more cars. I really like the Porsche selection Kunos has given in their dlc packs, especially on the fact I can drive a normal 911 Carrera S and not just the highest trim model.
 
As Stefano Casillo once said in one of his developer streams, the true sim argument is difficult to defend with so many different parameters having impact on realism. Going by that logic, even AC can be brought under scrutiny.

While I can relate to concerns over the feeling of DiRT Rally's surface types, I'd still argue that the game navigates relatively deep in sim territory.

On tarmac, AC resemble a lot to the real cars. Dirt doesnt at all.





And the weight shifting is a lot more notorious on AC (and SLRE or PCars) than Dirt. That's the reason you see so many barrel rolls on Dirt. RX supercars can even overturn by braking hard on tarmac. In simulation terms, is clearly behind SLRE or PCars. And can't even be compared with AC.
 
On tarmac, AC resemble a lot to the real cars. Dirt doesnt at all.





And the weight shifting is a lot more notorious on AC (and SLRE or PCars) than Dirt. That's the reason you see so many barrel rolls on Dirt. RX supercars can even overturn by braking hard on tarmac. In simulation terms, is clearly behind SLRE or PCars. And can't even be compared with AC.


Non game is perfect and match real life car behaviour.

Said that... Dirt Rally did one big mistake!

Update 1.11 chancelog :

  • Game – We’ve updated the handling on the Hill Climb cars so that you can really attack the iconic Hill Climb course.
They increased tyre grip way a bit too much.
But hasn't really to see with physics engine.

You really need to balance and transfer good the weight of the cars to get the most out of them and achieve good times.

Second problem of dirt rally only on PS4 and with Thrustmaster wheels.

The tarmac "feeling"

1 physics is not FFB, said that, codemasters didn't achieve to find the problem with the Thrustmaster wheels on ps4, on PC and Xbox One the Thrustmaster wheels transmit more information and have more force.

The only "fix" by codemasters was this reply :

As for reports about the weak FFB on certain Thrustmaster wheels, Codemasters says they’re still looking at it, but “the difference between the T300 and other Thrustmaster wheels is that the FFB is perfectly linear, with the intention of providing more realistic vehicle handling.” For a potential workaround, they suggest looking at the settings Thrustmaster has recommended, while some people have found that reverting to PS3 mode, then re-enabling PS4 mode, will fix the problem.

Dirt rally simulate quite good the behaviour of rally car and difference between surfaces.
And goes with a solid 60fps framerate... The only driving game to achieve it on a PS4 standard.

SLRE has 30fps on PS4,really not acceptable for a "simracer" and Don't are even stable.
Did also got quite some input lag problems on the wheel.

They improve it on patch 2, but don't get full rid of the problems.

  • Problem solution of linearity of steering wheels in the menu options
  • Imput lag reduction using steering wheel
  • Improved framerate during race sessions
  • Problem solution of the disappearance of the screen pacenote during a online session, after the pause of the race
So between SLRE and DR i place my vote on the last one,really better on all aspects than the first one.

And like the other said above... Not even AC is perfect..

A real profesional driver said to Stefano that the weight transfer change is too slow, could be due tyre model. .. Stefano send the guy reading books...
But we have a professional driver in our team from the racing leagues, and say just the same, weight transfer in direction change is too slow.


They are all games that "try to simulate" the real world and car behaviours.
And each developer make there own studies and calculations of how something works in real life.
That's one of the points that makes we see so much difference between different sims.
Because they all use information of the cars constructor, they all received information about tyre makers, received FFB from drivers and some devs as the assetto's one's, dirt rally one's and even GT one's drive and compete in real life.

If you want really to "simulate" real life, best thing is taking you car and go to track days or participate in sportive driving lessons or go to a rally school days.

AT the end, a real professional driver use a sim game to "learn" better a track, and in that case they prefer the laser scanned because they are the most accurate ones.

Just have fun with what you play

Have a nice day
 
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offtopic

Donnced
although you discuss with reasonable (it doesnt mean they are true) arguments, with this topic you proved that can not be discussed with you and the conversation will get to dead point, as you deny such a clear evidence.

You can't do donuts on Dirt (in all the game always <before or after any patch> and not only hillclimb). End of the discussion.
 
offtopic

Donnced
although you discuss with reasonable (it doesnt mean they are true) arguments, with this topic you proved that can not be discussed with you and the conversation will get to dead point, as you deny such a clear evidence.

You can't do donuts on Dirt (in all the game always <before or after any patch> and not only hillclimb). End of the discussion.

Same goes for you mate, perfection doesn't exist.
Open more your mind, I've just showed you valid points in my opinion as you also tried to show valid points in your point of view.

But keep one thing in mind for sure..
You are always talking about "sensation".

Sensation = FFB.

But

FFB is not = physics.

Bad FFB can give the "sensation" of whorse physics than they really are.

And as you are on a deaf point and can't understand or discuss different points of view, yes, the discussion is closed :cheers:
 
Non game is perfect and match real life car behaviour.

Said that... Dirt Rally did one big mistake!

Update 1.11 chancelog :

  • Game – We’ve updated the handling on the Hill Climb cars so that you can really attack the iconic Hill Climb course.
They increased tyre grip way a bit too much.
But hasn't really to see with physics engine.

You really need to balance and transfer good the weight of the cars to get the most out of them and achieve good times.

Second problem of dirt rally only on PS4 and with Thrustmaster wheels.

The tarmac "feeling"

1 physics is not FFB, said that, codemasters didn't achieve to find the problem with the Thrustmaster wheels on ps4, on PC and Xbox One the Thrustmaster wheels transmit more information and have more force.

The only "fix" by codemasters was this reply :

As for reports about the weak FFB on certain Thrustmaster wheels, Codemasters says they’re still looking at it, but “the difference between the T300 and other Thrustmaster wheels is that the FFB is perfectly linear, with the intention of providing more realistic vehicle handling.” For a potential workaround, they suggest looking at the settings Thrustmaster has recommended, while some people have found that reverting to PS3 mode, then re-enabling PS4 mode, will fix the problem.

Dirt rally simulate quite good the behaviour of rally car and difference between surfaces.
And goes with a solid 60fps framerate... The only driving game to achieve it on a PS4 standard.

SLRE has 30fps on PS4,really not acceptable for a "simracer" and Don't are even stable.
Did also got quite some input lag problems on the wheel.

They improve it on patch 2, but don't get full rid of the problems.

  • Problem solution of linearity of steering wheels in the menu options
  • Imput lag reduction using steering wheel
  • Improved framerate during race sessions
  • Problem solution of the disappearance of the screen pacenote during a online session, after the pause of the race
So between SLRE and DR i place my vote on the last one,really better on all aspects than the first one.

And like the other said above... Not even AC is perfect..

A real profesional driver said to Stefano that the weight transfer change is too slow, could be due tyre model. .. Stefano send the guy reading books...
But we have a professional driver in our team from the racing leagues, and say just the same, weight transfer in direction change is too slow.


They are all games that "try to simulate" the real world and car behaviours.
And each developer make there own studies and calculations of how something works in real life.
That's one of the points that makes we see so much difference between different sims.
Because they all use information of the cars constructor, they all received information about tyre makers, received FFB from drivers and some devs as the assetto's one's, dirt rally one's and even GT one's drive and compete in real life.

If you want really to "simulate" real life, best thing is taking you car and go to track days or participate in sportive driving lessons or go to a rally school days.

AT the end, a real professional driver use a sim game to "learn" better a track, and in that case they prefer the laser scanned because they are the most accurate ones.

Just have fun with what you play

Have a nice day

Probably best reply in this thread so far. 👍
 
I think it does, I tend to let go of the joystick sometimes when steering, so that could be the reason. I'll just have to be more careful and just deal with it the limiting factors of a controller. I've been okay with how it controls anyway for the most part.

The reason for cars spinning out? Maybe, but my point is mostly about how the default controller makes the physics feel slightly numb under specific circumstances, like the situation I described in my previous post.
 
I have noticed that with some cars as I'm driving, sometimes a car I'm driving would veer off in one direction and if I try to straigten it out; it just wants to spin out.

It's something I can deal with though, the oversteer issues are nothing compared to Project CARS' gamepad controls.

I find that cars spin out far too easily at higher speeds compared to reality. Also, the effect of losing downforce when following other cars is too exaggerated & exacerbates this problem. Another problem is that it doesn't seem to affect the AI, only the player. I think the oversteer problems in AC are far worse than in P CARS; in that game I could correct most times but in AC at higher speeds I find it impossible. AC is fun to do a hot lap in, but as a game to play the physics still need work. Just because a sim is hard doesn't automatically make it more realistic. I drove 2 race cars at a trackday once, without speed or rev limits, & an instructor screaming in my ear to push harder! They were easy to drive compared to AC, & felt more like P CARS in general. No sim is spot on.
 
Same goes for you mate, perfection doesn't exist.
Open more your mind, I've just showed you valid points in my opinion as you also tried to show valid points in your point of view.

But keep one thing in mind for sure..
You are always talking about "sensation".

Sensation = FFB.

But

FFB is not = physics.

Bad FFB can give the "sensation" of whorse physics than they really are.

And as you are on a deaf point and can't understand or discuss different points of view, yes, the discussion is closed :cheers:

From my point of view the Earth is flat, 2+2 equals 7, the sky is green and Dirt Rally is a great sim on tarmac:

wV5TbOmQ6kpzaEYFl_zRMs_4m0cW3zWeC0UtLe3qdi0jxqiZ96EvbBCGDmh-JicoyQ=w300

fact.jpg

c4800fc2f543bb218cb4d256f95558be_cloudscape-with-blue-sky-stock-sky_554-312.jpeg

giphy.gif


giphy-downsized-large.gif


You didn't even read my post or click on the videos and deny the evidence and say I dont accept other people point of view LOL

PD: This is the proper place to discuss it. Ive never refused to discuss this, but what's the point when you negate something that's clearly true.

edit: I almost forget it. Paul Coleman himself said they didn't do a good job on tarmac for Dirt Rally.
 
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From my point of view the Earth is flat, 2+2 equals 7, the sky is green and Dirt Rally is a great sim on tarmac:

wV5TbOmQ6kpzaEYFl_zRMs_4m0cW3zWeC0UtLe3qdi0jxqiZ96EvbBCGDmh-JicoyQ=w300

fact.jpg

c4800fc2f543bb218cb4d256f95558be_cloudscape-with-blue-sky-stock-sky_554-312.jpeg

giphy.gif


giphy-downsized-large.gif


You didn't even read my post or click on the videos and deny the evidence and say I dont accept other people point of view LOL

PD: This is the proper place to discuss it. Ive never refused to discuss this, but what's the point when you negate something that's clearly true.
Mmm, normally i shouldn't bother to reply you after this kiddy behaviour replying "earth is flat and bla bla bla"

You really didn't read my reply either, I've said before that codemasters did a mistake in making the tyre model more grippy.
It affects lateral grip, but hasn't really to see with physics.

Road/tarmac feeling / sensation is FFB.
FFB isn't physics.

Everyone that played DR and SLRE says yes, sensation on tarmac is better in SLRE, but on the other surfaces DR is better...

Once again, that is FFB, and FFB aren't physics.

Then there's other problem,SLRE has input lag problems with the wheel, improved in last update, but there's still a bit, then the framework, it's improved but still not stable 30fps....and 30fps makes driving already less precise than 60 fps.

On controller you feel what you see in the replays of SLRE....lack of weight... Just "floaty" .
At least playing with a wheel you have more weight sensation... And that is FFB again.

So for me,dirt rally is a better sim in global terms, solid framework at 60fps,good physics,good sensations,good online features and enough offline to enjoy quite some hours.

Last for all, none single game match real life car behaviours,tyre behaviour etc.
Every dev try to simulate on theories and calculations and personal feeling.

And if you compare a gif, at least look that the car from RL is an hillclimb audi, because it has other specs than the normal audi rally car.
In the game you have E-brake... But the real car don't have.

See...nothing is perfect, and nobody is perfect.

SLRE fitted more what you expect from RL rally? Good for you, seriously, enjoy it!
For the rest, discussion closed, because every game has flaws in his physics.

If i want real simulation,i take my car and go to my local race track, or i go to a go-kart track with some friends and have a "real racing simulation" :cheers:

Hopefully now you've seen my opinion and what I'm trying to explain you and respect it:)
 
VBR
I find that cars spin out far too easily at higher speeds compared to reality. Also, the effect of losing downforce when following other cars is too exaggerated & exacerbates this problem. Another problem is that it doesn't seem to affect the AI, only the player. I think the oversteer problems in AC are far worse than in P CARS; in that game I could correct most times but in AC at higher speeds I find it impossible. AC is fun to do a hot lap in, but as a game to play the physics still need work.
and you may have a point there. I have issues correcting myself in Assetto Corsa in high speeds with my controller. However, I still had more problems in Project CARS than Assetto Corsa when it came to controls. Even when I had the sensitivity down on my steering and acceleration inputs, it felt like cars were more likely to spin out in corners when tilting the joystick just a bit whenever I did a hotlap. AC hasn't given me as much trouble in that department.

VBR
Just because a sim is hard doesn't automatically make it more realistic. I drove 2 race cars at a trackday once, without speed or rev limits, & an instructor screaming in my ear to push harder! They were easy to drive compared to AC, & felt more like P CARS in general. No sim is spot on.
I never mentioned anything about what sim is more realistic, but okay. I was just talking about the controls.
 
Mmm, normally i shouldn't bother to reply you after this kiddy behaviour replying "earth is flat and bla bla bla"

You really didn't read my reply either, I've said before that codemasters did a mistake in making the tyre model more grippy.
It affects lateral grip, but hasn't really to see with physics.

Road/tarmac feeling / sensation is FFB.
FFB isn't physics.

Everyone that played DR and SLRE says yes, sensation on tarmac is better in SLRE, but on the other surfaces DR is better...

Once again, that is FFB, and FFB aren't physics.

Then there's other problem,SLRE has input lag problems with the wheel, improved in last update, but there's still a bit, then the framework, it's improved but still not stable 30fps....and 30fps makes driving already less precise than 60 fps.

On controller you feel what you see in the replays of SLRE....lack of weight... Just "floaty" .
At least playing with a wheel you have more weight sensation... And that is FFB again.

So for me,dirt rally is a better sim in global terms, solid framework at 60fps,good physics,good sensations,good online features and enough offline to enjoy quite some hours.

Last for all, none single game match real life car behaviours,tyre behaviour etc.
Every dev try to simulate on theories and calculations and personal feeling.

And if you compare a gif, at least look that the car from RL is an hillclimb audi, because it has other specs than the normal audi rally car.
In the game you have E-brake... But the real car don't have.

See...nothing is perfect, and nobody is perfect.

SLRE fitted more what you expect from RL rally? Good for you, seriously, enjoy it!
For the rest, discussion closed, because every game has flaws in his physics.

If i want real simulation,i take my car and go to my local race track, or i go to a go-kart track with some friends and have a "real racing simulation" :cheers:

Hopefully now you've seen my opinion and what I'm trying to explain you and respect it:)

I will follow the conversation in here, if anyone is interested.
 
If you're talking about the Audi rally car, I'm pretty sure it does not have a working handbrake in AC (because the real car did not have one).
Yup, true, that is a point i like from assetto, the attention to detail, and indeed, in Assetto the audi quattro don't have a E-brake as the real life car, but other games yes do put an E-brake in those cars.

That corroborate what i said before and that is none sim game is perfect really. :cheers:
 
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