Assetto corsa coming to PS4 and Xbox one

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considering the amount of free stuff kunos have given us pc players i doubtly doubt one of them though, hey we are achieving our dream of having our game on console so as for our first attempt lets take the free stuff and lock it behind a pay wall, its highly uncharacteristic for kunos. I hope there is some way of getting those cars or have it be a timed exclusive because its a real shame, some of those cars are fantastic to drive apart from gtr which seems to understeer when you are going in a straight line.
 
I'd rather race room come to consoles but they already knocked that back. Might grab a PC set up next year..

U won't regret that decsision. The sound and FFB in R3E are one the best out there tbh. Assetto corsa is still a great game because u can mod anything you can think of but raceroom is in a different league. Assetto corsa is needed on consoles because 2 racing games are better than just one, right? :cheers:
Hope it is ok to share this :nervous:
 
I have a question for the PC users. Are the sounds for the AI cars as detailed and loud as for the player's car?
If so, was it the same on Project CARS?
I'm wondering if AC will have a similar limitation on consoles, if at all. (I'm on PS4)

Thanks!
 
I have a question for the PC users. Are the sounds for the AI cars as detailed and loud as for the player's car?
If so, was it the same on Project CARS?
I'm wondering if AC will have a similar limitation on consoles, if at all. (I'm on PS4)

Thanks!
80% are better or more accurate then pcars massively, some arent. AC correctly uses doppler because they have fmod audio so 3d sounds are pretty nice
 
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I have a question for the PC users. Are the sounds for the AI cars as detailed and loud as for the player's car?
If so, was it the same on Project CARS?
I'm wondering if AC will have a similar limitation on consoles, if at all. (I'm on PS4)

Thanks!

From the audio settings, the AI cars can be set to be as loud as the player's car.
Have Pcars on PS4 so i let someone else answers that.

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There should be some wheels instead of DS4s :D
 
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From the audio settings, the AI cars can be set to be as loud as the player's car.
Have Pcars on PS4 so i let someone else answers that.

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There should be some wheels instead of DS4s :D[/QUOTE]They have. If you look on Marcos fb he has posted pics of an event they're hosting. Also a truck full of cars on the trailor
 
I've cancelled my pre order on the psn because it still indicates an early June release. Don't they ever update the site when there's a changed release date?
I will still be buying it of course.
 
Can someone tell me how the FFB settings work in AC compared to PCars and DiRT. I had a play with PCars FFB yet again and found that removing all SoP definitely sorts out the sometimes odd feeling of the wheel.
Does AC have a SoP by another name?
 
Can someone tell me how the FFB settings work in AC compared to PCars and DiRT. I had a play with PCars FFB yet again and found that removing all SoP definitely sorts out the sometimes odd feeling of the wheel.
Does AC have a SoP by another name?
AC doesn't have any of that. It just has min force and then a few sliders for canned effects (kerbs, road surface and understeer). It feels fantastic straight out of the box.
 
Can someone tell me how the FFB settings work in AC compared to PCars and DiRT. I had a play with PCars FFB yet again and found that removing all SoP definitely sorts out the sometimes odd feeling of the wheel.
Does AC have a SoP by another name?

The funny thing about force feedback is that it works in relation to the physic, the better the physic, the easier it is to get good and relevant force feedback, hence no need to overcomplicated multi adjustment to get it right.
At the same time no amount of tweaking the FFB will ever make up for ordinary physic.
At the beginning some posters were writing their is a good SIM buried deep in PCars, I guess they have now realized it was deeper than they thought, as they are most likely either still looking or have abandoned the search.
Too bad it has been delayed again for the console, I am so waiting for console user, more interested in a SIM than a nice racing game, which PCars and Dirt definitely are, to be amazed at how much fun SIM racing can be and report how great AC is.
 
AC doesn't have any of that. It just has min force and then a few sliders for canned effects (kerbs, road surface and understeer). It feels fantastic straight out of the box.
nothing in AC is canned apart from the little tick box at the bottem cant remember what it was.

Its just a pre amp , canned implies its baked effects added in.
 
@dopedog Have a look at the settings below. In general the FFB in AC works great out of the box. If you want the purest feeling just set everything to zero except Gain to 100%. Then each car also has its own Gain FFB setting that you can change to reduce clipping. Don't know how this will be mapped to console controllers though.

@brownninja97 Actually I believe some settings are canned (kerb/road/slip effects + enhance understeer tickbox). The Gain control is the main FFB and purely physics derived. Minimum force is just making forces closer to deadzone stronger (useful for Logitech wheels). You are in contact with the dev team though so you might know more than me.

E974728EAD4AA58637DF5AC61AB220DC51E4C8A0
 
The devs have repeatedly stated that FFB in Assetto Corsa is literally only a few lines of code. There is no fancy smoke & mirrors going on behind the scenes. If the physics report something, it comes through as FFB. If it doesn't, it doesn't. You can amplify how curbs feel and how the road effects feel, but it's still only using the same FFB - it's just like having an individual volume dial on a particular instrument in a rock band. Just to reiterate what others have already said, if you're new to Assetto Corsa you're much better off spending the first day or two driving with default settings. Then check out the official forums to see what people are setting their FFB to based on which steering wheel you have. Compare to default and make minor adjustments from there. You will love FFB in AC.

People need to understand that Kunos has been severely hurt by the delay of console release. Hurt financially. A super small percentage of people are going to get so pizzed off that they just cancel altogether. The Japanese Pack Dream Pack is coming out tomorrow. If the console version of AC was released in April, like it was originally planned, you have an entire new audience who can spend money on that DLC. Because in my mind, Kunos has to include the Japanese Pack for free in August for console users - as a makeup gift for the delays. It's all about perception. If they aren't given the Japanese Pack for free, I'm sure many people will lose their minds over having to pay for DLC on day one of running Assetto Corsa. Whether their issues are legitimate or not, you have to expect that many customers are going to act unreasonable and illogical.

I don't know, but I think Kunos should have hired a consultant or two who has "porting AAA PC games to console" on their resume. I know that Kunos has explained many times that too many cooks in the kitchen wouldn't be good for Assetto Corsa right now (speaking of the PC version). But, at some point you freeze the code and port over from that point. Kunos then had to worry about two vastly different systems (Xbox One & PS4). I just think that expert developers who've specialized in porting might have been worth the cost for a 6 month contract... We're not talking about developing new features - so the too many cooks problem shouldn't really exist. Of course, it's very easy for me to Monday Morning Quarterback the scenario after the fact. Even with the signing of NDA's, maybe they don't want their source code being examined by anyone outside of Kunos.

I pray that Kunos gets this done in August. No more delays, please!! If AC was released in April, it would have such a substantial jump on Gran Turismo Sport. Kunos/505 must get this game released before people are marking their calendars for GTS.
 
@dopedog Have a look at the settings below. In general the FFB in AC works great out of the box. If you want the purest feeling just set everything to zero except Gain to 100%. Then each car also has its own Gain FFB setting that you can change to reduce clipping. Don't know how this will be mapped to console controllers though.

@brownninja97 Actually I believe some settings are canned (kerb/road/slip effects + enhance understeer tickbox). The Gain control is the main FFB and purely physics derived. Minimum force is just making forces closer to deadzone stronger (useful for Logitech wheels). You are in contact with the dev team though so you might know more than me.

E974728EAD4AA58637DF5AC61AB220DC51E4C8A0
What @ALB123 said is true I believe. The effects sliders aren't "canned" perse, they are just magnifying the FFB that is naturally derived from the physics to begin with.
 
FS7
I hope all PC DLC released up to August will be included in the base console game, that would be a great way to make up for the delays imo.
I realise that it's not really possible to embody the same spirit for those that haven't actually experienced Assetto in person, but I've loved the general vibe of PC players wanting to reward Kunos for providing something so special. When the first dream pack was released, a lot of "outsiders" seemed to be scratching their heads.... "How could the developer charge that much for such a small amount of content, and still have the consumers bending over backwards to thank them for it?". If the experience translates as hoped, any vaguely pragmatic driving sim enthusiast will then understand. As I've stated in the past, Assetto is more than the sum of it's parts, and I'm more than willing to keep paying more for dream packs to further enhance the beautiful dream state.

We've had free content, but that's almost disappointing in that I don't get to so overtly show my appreciation.

...... am I in a cult now?
 
@LeMansAid no it is not a cult, it is win win business. Kunos is providing a service we enjoy and we enjoy showing our gratitude.
I just passed 2000 hours last week end, the new addition of SRS is a blast. I will be glad to acquire the new DLC and drive that MX5.
Also looking forward to hear from all the new happy user when it will finally be released on console.
 
I will be a PS4 player when Assetto Corsa is released and I am still very much looking forward to it. The most recent delay was disappointing but the additional 3 months development time which will only improve the experience and reduce the frustration of having a bug-ridden game is fine with me.

The only letdown in content terms is not having Circuit de la Sarthe which is the foundation of my sportscar religion. The planned addition of the Toyota TS040-HYBRID and Audi R18 e-tron quattro will be huge for me though!
 
Changelog:

1.6.0
- Oculus Rift SDK 1.3 (WIP Pre Alpha)
- Fixed self shadowing on tyres
- Fixed wrong log output
- Dynamic controllers for turbo boost
- Added RPMS input to dynamic controllers
- Implementation of Scalable Apps
- Fixed replay Interface
- Fixed setup info screen
- Added filtered speed
- Fixed race non progression when player is not moving
- Improved MP collision system
- Improved AI fuel handling
- Shared Memory: return type from bool to int
- Fixed Hotlap Mode unlocking achievement through not valid laps
- Fixed deltaT for renderAudio
- Bodywork and horn volumes uses engineVolume
- Bodywork's smoothvalue use a different alpha
- Added analogic placeholder for car modellers
- Added option to draw driver's label on focused car (system\cfg\name_displayer.ini -> DRAW_FOCUSEDCAR)
- Fixed CameraCar bad nearplane when forcing camera mode change (see exiting from replay)
- Implementation of Chat App (system\cfg\chat_app.ini)
- SharedMemory: Moved AirTemp/RoadTemp from Static to Physics, old values in static are deprecated
- Timing use also the hour/minutes format
- Fixed GoToPits Cheat to start from the pits.
- Added 4 Wheel Steer systems (Nissan Skyline , Mazda RX7)
- acServerManager : storing Driver data also save the current model/skin, so through drag&drop the saved skin can be used on a new slot)
- Added flags indications for completed session in leaderboards
- F9 overlay leaderboard is now avoiding red colours for better differentiation of opponent proximity indicators
- Added new [ASSETTO_CORSA] SIMULATION_VALUE parameter. Increase the number to increase simulation value. Defaults to 0 for obvious reasons
- Engine performance is now dependent on air density/temperature
- New AWD transmission code, still WIP (Nissan Skyline & Alfa 155)
- Fixed pitstop window not appearing when AI retired some car
- Experimental heating corrections on semislick tyres for Lotus 2-11, Exige Scura, Exige 240 and S3, Lotus Elise SC, KTM X-Bow, Mazda MX5 ND, Toyota AE86 Tuned and Drift
- BOP for GT3 cars
- Improved Mercedes AMG GT3 data
 
It kills me when some people will spend $500+ on a steering wheel, $300-$1000 on brakes, put together a 3 monitor setup and then have the nerve to whine about $9.99 DLC.

*For those of you who haven't joined the Assetto Corsa family yet because you're waiting for the console version, on the main forums most people list their equipment setup in their signature to make it easier to identify any issues they are having, or just plain bragging in some cases. :sly: So, you'll know approximately what some people have spent on their rigs.
 
I realise that it's not really possible to embody the same spirit for those that haven't actually experienced Assetto in person, but I've loved the general vibe of PC players wanting to reward Kunos for providing something so special. When the first dream pack was released, a lot of "outsiders" seemed to be scratching their heads.... "How could the developer charge that much for such a small amount of content, and still have the consumers bending over backwards to thank them for it?". If the experience translates as hoped, any vaguely pragmatic driving sim enthusiast will then understand. As I've stated in the past, Assetto is more than the sum of it's parts, and I'm more than willing to keep paying more for dream packs to further enhance the beautiful dream state.

We've had free content, but that's almost disappointing in that I don't get to so overtly show my appreciation.

...... am I in a cult now?
Agreed, I love this attitude among AC enthusiasts, such a great thing to see in this increasingly cynical world. I really hope some of it translates to console:lol:
 
I don't know, but I think Kunos should have hired a consultant or two who has "porting AAA PC games to console" on their resume. I know that Kunos has explained many times that too many cooks in the kitchen wouldn't be good for Assetto Corsa right now (speaking of the PC version). But, at some point you freeze the code and port over from that point. Kunos then had to worry about two vastly different systems (Xbox One & PS4). I just think that expert developers who've specialized in porting might have been worth the cost for a 6 month contract... We're not talking about developing new features - so the too many cooks problem shouldn't really exist. Of course, it's very easy for me to Monday Morning Quarterback the scenario after the fact. Even with the signing of NDA's, maybe they don't want their source code being examined by anyone outside of Kunos.

I pray that Kunos gets this done in August. No more delays, please!! If AC was released in April, it would have such a substantial jump on Gran Turismo Sport. Kunos/505 must get this game released before people are marking their calendars for GTS.

I thought 505 games were those porting experts they hired to get the port done?
 
I thought 505 games were those porting experts they hired to get the port done?
No they are just publishers. Kunos took on a couple of staff with console experience to carry out the ports so it wouldn't effect normal development on the PC.
 
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