Assetto corsa coming to PS4 and Xbox one

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Frankly speaking: If you make a dumb mistake, you deserve punishment. You cant hold your horses, you oughta have no shot at winning, just like in real life. Plus in a short race, it is even more important to have strict punishment for false starts or you re looking at a possible exploit from making a false deliberately and just running with it.

Right, I don't disagree. But with the current system it's not possible to make a dumb mistake at the start thus no race-ending punishment is needed. So all false starts will do is spread out the grid and possibly lead to more rage quitting, both of which I personally see as a negative (opinions may vary). I preferred GT's way of doing it, if you jumped the start your car was ghosted and you had no power for a period of time (depending on how severely you jumped the start) but since you were ghosted other cars could drive through you with no issue. You still got a penalty that compromised your race but your race wasn't automatically finished due to a small mistake. Obviously ghost cars probably won't fly in AC so that's not an option.

Like I said, for my needs (running short races in my club) I would not see false starts as a benefit because it would likely only spread out an already thin grid which is counterproductive to my particular desires for close racing. But certainly there would be people who would like to use it, so as long as it's an option that can be enabled/disabled by the race host then all is good and everyone is happy.
 
You can choose how many sessions you want (practice, qualifying, race) and how long each session lasts but once it starts it all goes automatically so you can't restart a session or skip a session (there's an app to skip/restart on PC but it's third-party so likely won't be included).

There are options once in AC's Online room to Restart Session and go to Next Session. If either are clicked a room vote is started and decided by the vote % set up in server config files.

They're over on the left side under voting, you can see them in this image.

tha8r5y.jpg
 
There are options once in AC's Online room to Restart Session and go to Next Session. If either are clicked a room vote is started and decided by the vote % set up in server config files.

They're over on the left side under voting, you can see them in this image.

tha8r5y.jpg

Ah, I forgot about those since I always use the Admin app. Seems odd that it has to be decided by a vote instead of the host being able to skip/restart as they please, but at least it's there.
 
Seems odd that it has to be decided by a vote instead of the host being able to skip/restart as they please

Hosts can restart a session any time once they login to the server. This is what the admin password is for.

In the chatbox, type

/admin "password"
/restart_session
/next_session
 
Will PS4 and XBONE have the options to set up an own server? If so would this mean we could actually connect XBONE and PS4 players over LAN?
 
Wiz
Hosts can restart a session any time once they login to the server. This is what the admin password is for.

In the chatbox, type

/admin "password"
/restart_session
/next_session

That makes more sense. I always forget about those commands because the app makes it so much easier.
 
Ah, I forgot about those since I always use the Admin app. Seems odd that it has to be decided by a vote instead of the host being able to skip/restart as they please, but at least it's there.

Aren't there admin options to force the next session or restart a session?

I rarely use the admin options so don't know. I'd be surprised if there wasn't.

Edit: ninja'd by the Wiz :)
 
Is there anything speaking for the June 3rd release date other than the date itself? I'd be expecting a little more promotion by now and where are the digital pre-orders?
 
Wiz
In the chatbox, type

/admin "password"
/restart_session
/next_session

Just to expand on this for those that don't know, this is also how you can add ballast to certain drivers in the room.

You need to know what the client number is of the person you want to add ballast to.

type /client_list In the chatbox and you'll get something that looks like this...

Sh66nLh.png


Let's say you wanted to add 50kg to Brindle. In the chatbox, type /ballast 10 50 Another example, let's add 100kg to Brandon /ballast 2 100
 
Wiz
Just to expand on this for those that don't know, this is also how you can add ballast to certain drivers in the room.

You need to know what the client number is of the person you want to add ballast to.

type /client_list In the chatbox and you'll get something that looks like this...

Sh66nLh.png


Let's say you wanted to add 50kg to Brindle. In the chatbox, type /ballast 10 50 Another example, let's add 100kg to Brandon /ballast 2 100

No, no, no, no! If anything Brindle should be getting +100kg and I should be getting -100kg! :odd: :lol:
 
Can we use negative ballast value?

Not that I know of, I was just being silly. The host can add up to 300kg (might be 350kg, I forget) to a particular driver. But it would be tricky to do true parity racing since most people wouldn't be able to practice with any ballast added so they'd have no idea if they were on the pace. If we stick to a set group of cars for a while we could figure out how much ballast to add to each driver, but if a new driver showed up we wouldn't have any idea how much to give them.

I haven't experimented with ballast so I'm not even sure if 300kg would be enough to bring the fast guys down to the slow guys pace. Some form of parity could be possible but it would take an awful lot of testing unfortunately and it probably wouldn't be as exact as what we did in GT.
 
There are options once in AC's Online room to Restart Session and go to Next Session. If either are clicked a room vote is started and decided by the vote % set up in server config files.

They're over on the left side under voting, you can see them in this image.

tha8r5y.jpg

Woah, that UI is fugly. They should get some of the GTP UI guys on that!

Has it always been so? And will the console versions look anything like this...?

(never played it, was thinking of getting it for PS4 Paliós)
 
Woah, that UI is fugly. They should get some of the GTP UI guys on that!

Has it always been so? And will the console versions look anything like this...?

(never played it, was thinking of getting it for PS4 Paliós)
UI is vastly superior on the consoles, sadly they cant port it across due to framework differences. It looks completely different.
 
UI is vastly superior on the consoles, sadly they cant port it across due to framework differences. It looks completely different.

Ah that's good news. I know I could Google this, but do you have any screenshots of the new UI? :)
 
I don't suppose we're getting a demo on the console versions prior to release? Just curious so as to how AC handles on a pad.

Yeah, that is a bit of a deal breaker.
Been said a lot, but pcars was shocking for that.
 
I don't suppose we're getting a demo on the console versions prior to release? Just curious so as to how AC handles on a pad.
Yeah, that is a bit of a deal breaker.
Been said a lot, but pcars was shocking for that.

See my post here: https://www.gtplanet.net/forum/thre...ps4-and-xbox-one.329736/page-24#post-11234853

Only been online in AC once before, but did two endurance races where I managed to qualify 3rd and fight for 2nd with a PS3 controller, using no aids, ABS or assists whatsoever against a field of fast, experienced wheel users.
 
Gooooood , just done a pre order for Assetto Corsa on ps4 ps store .
Now I only hope that ..... when Assetto Corsa comes out on ps4 it doesn't have the same
BIG ISSUES/BUGS like PROJECT CARS had , grinding of steering wheel , landmines/invisibly walls crash to the main screen .
41 days to go .
 
Gooooood , just done a pre order for Assetto Corsa on ps4 ps store .
Now I only hope that ..... when Assetto Corsa comes out on ps4 it doesn't have the same
BIG ISSUES/BUGS like PROJECT CARS had , grinding of steering wheel , landmines/invisibly walls crash to the main screen .
41 days to go .
Yes, fingers crossed that it releases in a state closer to that of Dirt Rally rather than PCars. I'll be looking forward to opinions of AC on PS4 from all the early adopters.
 
I would keep expectations low as it's their first console effort and they usually need a few hotfixes/patches after every release to sort out the issues. Which is not a problem per sé, but you can expect a few issues on release day. They'll also fix it (though at slower pace than on PC because of approval process) so just relax and sit back.
 
I've checked out at least a dozen AC videos by now, including the Oculus Rift ones. Very cool stuff indeed. However, I'm not sold on how the cars sound. Maybe they will not be Forza level but still good. They seem to sound okay in replays, but not too impressive from the cockpit perspective.

I don't know if I played AC with a pad yet. Will see how the GT40 drives and then post a video of my bad driving. :lol:

Edit: So gave it a quick go with Xbox 360 pad, chose Brands Hatch Indy circuit as haven't tried out any of the Dream Pack 3 content and because I drove that track last on pCARS. Video is of my second complete lap, you can see me running out of talent at the start of next lap. :lol:

Impressed by how controllable it was and I assume they are trying to make it even better for 1.5 version and console release. 👍



My word...is this how the game looks and handles on a pad? Looks dreadful!
 
Sounds are rather odd in AC, im not sure what they use to record the sounds, you get cars like the Mclaren P1, M4, Yellowbird etc that sounds literally exactly the same as they do in reality(p1 from youtube, other two from actually sitting in them). IMO Forza has a similar problem, some of its sounds are pretty good, others are just flat out horrid. There are rumors that sounds are being re-recorded for all cars that came out before 2015 as they had a different recording method back then which just isnt as good as the current one. In terms of replays AC should be the best out there because fmod supports the doppler effect and wave warping, nothing else supports that, of course the tech can be good but if the recordings such then well its gonna sound bad anyways.

Im glad they didnt go the pcars route and preamp the hell out of it so the sampling sounds like a mess and the low bitrate coming pretty easy to notice.

In terms of controllers ive heard very good feedback though i have no clue as i have a wheel so ive not used it before. I was pretty decent with keyboard in 2013 though :P. Also driver model changed in 1.5 so that video is inaccurate
 
I would keep expectations low as it's their first console effort and they usually need a few hotfixes/patches after every release to sort out the issues. Which is not a problem per sé, but you can expect a few issues on release day. They'll also fix it (though at slower pace than on PC because of approval process) so just relax and sit back.
Hotfixes are down to multi PC combinations usually. It shouldn't affect consoles, especially with the updates must be passed by Sony/Microsoft before they can be released.

Anyway pre ordered this morning. :cheers:
 
Sounds are rather odd in AC, im not sure what they use to record the sounds, you get cars like the Mclaren P1, M4, Yellowbird etc that sounds literally exactly the same as they do in reality(p1 from youtube, other two from actually sitting in them). IMO Forza has a similar problem, some of its sounds are pretty good, others are just flat out horrid. There are rumors that sounds are being re-recorded for all cars that came out before 2015 as they had a different recording method back then which just isnt as good as the current one. In terms of replays AC should be the best out there because fmod supports the doppler effect and wave warping, nothing else supports that, of course the tech can be good but if the recordings such then well its gonna sound bad anyways.

Im glad they didnt go the pcars route and preamp the hell out of it so the sampling sounds like a mess and the low bitrate coming pretty easy to notice.

In terms of controllers ive heard very good feedback though i have no clue as i have a wheel so ive not used it before. I was pretty decent with keyboard in 2013 though :P. Also driver model changed in 1.5 so that video is inaccurate

Makes sense. In this modern day and age with all the game development tech, I expect developers to take sound seriously. That's half the package right there and plays a pivotal role in a product's shelf life.
 
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