Assetto corsa coming to PS4 and Xbox one

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I think consoles will only have 16 cars on track in single player so I doubt they'll lower it any more.

On the PC there's a slider to adjust how many AI cars you have on track. Not sure if this will make it to the console though.
 
On the PC there's a slider to adjust how many AI cars you have on track. Not sure if this will make it to the console though.
Just realised all these console videos have only had 8 or so AI so unless they've stuck on 8 and not the 16 that they originally said then there must be a slider like that.
 
If Kunos allowed the players to reduce the number of AI cars, that may help with the tearing ? I know for LFS, the AI cars really burden the CPU, I barely can hit 30fps with 3 AI cars, while alone can do close to 60fps :eek:
Large numbers of AI do put a huge burden on the CPU in AC. I had a meltdown with only 24 AI and settings on max even with an i7 4790k:eek:. It doesn't cause tearing though, you get a CPU occupancy warning and the game slows down or stops. The tearing is caused by the graphics card not able to output a consistent 60 fps I think. When it dips below 60 fps you get tearing. I think you can get it above too but I've never found that to be the case. I regularly get 150-200 fps and don't get any tearing. My guess is most games on console are GPU bound not CPU bound but it might be different with AC.
 
Had the CPU warning just yesterday. Never had that before, i believe it was 18 Lotus '49 at Spa. When i lowered it to 14 the warning disappeared (i5 here). Better keep that for max opponents during single races.
 
I think AC fits that niche. It's serious without being too serious. rF2 is too serious (IMO), there's so many things to be aware of when setting up the car and/or driving that I find it a bit overwhelming, and of course finding out all the stuff you need to know requires hours of trawling through internet forums which adds to the overwhelmingness. GT is not quite serious enough and over-simplifies some things. AC is right in the middle, if you like to tweak and adjust you can, or you can just hop in the car and go hooning (it is best to give your tires a lap or two to warm up though).

Yeah, rF2 sounds entirely too serious for my tastes, if only because I just don't have the patience for that sort of thing. When left to my own devices, I tend to hop into stock cars and just lap — I've done every single car in FM6 around Lime Rock already — so that part of AC appeals. It's the rest of the game that I'm concerned with in terms of longevity: from an outsider's perspective, it seems it's predominantly a hot-lapping game.

You'll find AC to be lacking in this area as there really isn't any way to customize your car other than choosing one of the provided liveries. I missed this at first, after a couple days it never crossed my mind again (other than missing parity racing). The car count isn't huge like GT or Forza, but it is quite varied and you get a bit of everything which makes you forget about not having 3,742 versions of Skylines to pick from (oh, and they all have modeled interiors!). :P Plenty of good road cars for you to play with, from little FWD Abarths, to lightweight Miatas and Lotussessss, to BMW saloon cars, and even psychopathic murder machines like the Shelby Cobra or Yellowbird.

Heh, I'm coming from a lot of FM6: nothing really has it beat in terms of variety of cars on offer. I realize AC sort of does on PC thanks to the mod community, but I did that a decade ago with the myriad F1 2002 mods, and to be honest, most unofficial mods always let me down. They just never felt as well-resolved as the real stuff.

That said, I'm pretty satisfied with the AC car list so far. More so than GT Sport in fact, given that title's reliance on Vision GT's. Plus, as a big fan of Porsche — and someone who was a little disappointed with the Porsche pack in FM6 — AC's got a big draw for me there.

I'm equally curious to see how you guys judge it, if the strengths will outweigh the weaknesses and if the quality of the cars/tracks outweighs the fact that there aren't hundreds to choose from. Some will love it, some will hate it, some will be in the middle. IMO if you're a petrolhead that enjoys driving virtual cars it should be a very worthy addition to your collection and you'll find plenty to enjoy (and criticize). And while the offline portion may not be as in-depth as some other games, it should be enjoyable and there's plenty there to keep you busy for a while. 👍

It's certainly going to be interesting in a few weeks. I'm cautiously optimistic, but I was utterly burnt on PCARS, so you can imagine I'm a little apprehensive with this situation, as there's quite a lot of similarities here (not least the rabidly-positive existing fanbase :P ).

That said, I've long since dismissed the idea of being loyal to any particular franchise, so I'm excited to give AC an extended test drive. The more racing games the better as far as I'm concerned.
 
Large numbers of AI do put a huge burden on the CPU in AC. I had a meltdown with only 24 AI and settings on max even with an i7 4790k:eek:.

Wait, really? Is your CPU at stock clocks? Even my first gen i7 (@4GHZ) could run 36-40 AI before I would get the warning and small fps dips. That 52 car race at La Sarthe I put on Youtube was still running at about 40fps for me, it was still playable. I would have thought your moderately newer and improved CPU could handle it.

I've likely said it before, but I imagine the reduced AI count on console is due to their poor performing CPUs. People are discussing performance issues with large grids while they are using CPUs that are much, much, much faster than those little Jaguar cores.
 
Wait, really? Is your CPU at stock clocks? Even my first gen i7 (@4GHZ) could run 36-40 AI before I would get the warning and small fps dips. That 52 car race at La Sarthe I put on Youtube was still running at about 40fps for me, it was still playable. I would have thought your moderately newer and improved CPU could handle it.

I've likely said it before, but I imagine the reduced AI count on console is due to their poor performing CPUs. People are discussing performance issues with large grids while they are using CPUs that are much, much, much faster than those little Jaguar cores.
Everything is stock in my setup. The CPU is running at 4 GHZ. It's possible I had DSR running when I did that, can't remember really. Only happened once with 24 Escorts at Brands but I almost never race offline so I haven't tested any other combinations of settings or larger grids.
 
Oh yeah, only another 8 days until Amazon dispatches AC. Seems like ages since a good racer hit the streets. Looking forward to trying out the Lambogenie Aventador 750 dash m####### 4 Super Veloce and the Mazza Levante baby, oh yeeeeeeeaaaahhhhh. Not to mention the monsta that is the 917/30 Can-Am when it's released!
 
@Ridox2JZGTE thanks for tagging me. I'll try to reiterate what I've said in your thread simply for the people in this thread.

Basically people need to know that physics and FFB are separate things. You can have good physics and poor FFB, bad physics and good FFB, bad both or good both.

Physics is related to the car's modelling and the game's physics engine. You can have great physics engine, with if a mod car is modelled with rubbish data then it's still gonna be crap.

FFB again is related to the game's output and your wheel settings. If a game has great FFB but you setup your wheel poorly, it's gonna be crap.

Taking into account all of this variable, plus how different people perceive things differently, no wonder we always get into heated arguments about which game is most realistic. The best way to test physics is always to drive it yourself, after optimizing the game and wheel settings. Also inter-game comparisons are totally meaningless unless you have the same car on the same track under the same weather conditions.

Now, with the objective stuff out of the way, we can start delving into the world of "subjective" feelings.

If you don't have a wheel, you can't feel FFB (obviously). This helps isolate physics and physics only. Ridox is using a controller so I trust him on physics discussions (but seriously mate, you should get a wheel too ;)). Before you slag him off for only using a controller, go drive his replicas in GT6. This guy single handedly made GT more realistic with only tuning screens than PD managed in 15+ years. And yes, his tunes work with wheels too.

I use a wheel, so any physics comparison that I do is going to be mixed with FFB effects. So I'm not gonna discuss physics. In any case, what you feel at the end of the day is what's coming from your hands gripping the wheel, so for me, the end product (physics + FFB) is what matters anyway.

Sidenote: with physics, there is also the discussion of "fudging" physics numbers to give more realistic end result, vs using "fully accurate" numbers but gives slightly different end result. But that will fill up another topic entirely.

Now onto FFB discussion.

Generally I divide FFB into 4 main "feelings":
- Weight transfer
- Tyre grip
- Losing grip (over/understeer)
- Road surface

Now, from what I experienced there are 3 sims that have the best FFB right now: AC, AMS and LFS.

AC excels in weight transfer and road surface. You can feel a car's heft more than any other game. Road surface is laser scanned so no contest there. Tyre grip is a bit vague, but with tyre model V10 this has been improved. Still not as good as LFS however. Losing grip I feel is also quite vague in AC.

AMS excels in tyre grip and losing grip situations. Weight transfer is adequate but not as good as AC. Road surface is as best as they can with non laser scanned tracks. With their latest update they added Pneumatic Trail Effects to the FFB calculations and it is practically as good as LFS in terms of giving you that feeling of "rubberiness". The sensation of approaching understeer/oversteer is very crisp and you can really drive on the edge of the friction circle.

LFS excels in tyre grip. No other game gives you that feeling of rubber meeting tarmac like LFS. Period. Weight transfer is adequate, but not as good as AC. Losing grip is also ok. Road surface is kinda lacking in my opinion. Their tracks are all fictional though so it might be due to the surface mesh. They recently added a laser scanned Rockingham but I haven't bought the license yet.

Besides those 3, the main contenders that I haven't tried are: RRRE, iRacing and rFactor 2.

PCARS I've tried briefly with a wheel at a friends house. It's better than GT, but not quite the same level as the top 3 above (both physics and FFB). The FFB settings wasn't optimised though, so I'm not willing to commit 100% to this conclusion.

GT6 and recently I've tried GTS, is still below PCARS in both physics and FFB. Matter of fact, the older ISImotor (rFactor 1) and Simbin games (GTR2/GTL/Race07) when set up properly are still better than GT6. That's how embarassingly behind PD is. What GT is good at is convenience. Their FFB doesn't need much tinkering to be good, and there isn't much you can do to "break" it. Whereas with old ISImotor/Simbin you need a LOT of tinkering. Also GT/PD somehow managed to eliminate deadzone for my G25 (which always has some in other games, even the top 3 above). So, not entirely horrible.

Forza I have only ever played with a controller, so I cannot comment with any authority.

Below that, you have Codemasters simcade offerings like Grid, Dirt (pre Dirt Rally) and F1 games.

Below that further you have the arcade games like NFS, which I wouldn't suggest playing with a wheel. Unless it's NFS Shift maybe. Driveclub is quite interesting because I've heard it's quite ok with a wheel. I'm looking forward to trying it out when I finally get a PS4.

I hope this helps clearing up discussions on what games are most realistic and what not. As I said earlier there are just so many variables, you cannot take what people say on the internet as gospel. The only way to judge is just try it yourself. However, I am confident that if you enjoy driving sims, you will love AC (bugs/limited content issues aside). I'm not going to lie, AC is basically a barebones hotlapping simulator with a crude "career" mode thrown on top. You are not going to get PCARS style seasons and racing for contracts. But if you love driving, and you have a wheel, it is the best we can get right now without going to a real track 👍👍👍

PS @Ridox2JZGTE I did drove the RX7 in AC and compared it to your replica. I couldn't really feel any significant handling changes when releasing the throttle on hard cornering in AC. I tried really hard to get it to lose control, but most times it just understeers when roughed up. I dunno, maybe it's just my driving style. With your GT6 replica there is less understeer, but there's no sudden snap oversteer either when lifting mid corner. I think the effect of this dynamic rear toe is just so tiny tbh. There's no point worrying whether it's modelled or not :)
 
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It's the rest of the game that I'm concerned with in terms of longevity: from an outsider's perspective, it seems it's predominantly a hot-lapping game.
I don't want to alarm you but yes, I think you have reasons to be concerned. :) The two things I (and I believe many others) do in AC is hotlapping and racing against AI. For me all the fun in AC is in the driving on the track, and that's it. It sucks me in like no other racing game. But if you try it and think the driving is good but nothing special, then I fear there won't be much longevity in it. Unless you like to race online of course.

It's certainly going to be interesting in a few weeks. I'm cautiously optimistic, but I was utterly burnt on PCARS, so you can imagine I'm a little apprehensive with this situation, as there's quite a lot of similarities here (not least the rabidly-positive existing fanbase :P ).
Heheh, I know what you mean. It is a bit off-putting when people are over the top enthusiastic about a game, if at the same time they don't want to "admit" or talk about it's weaknesses. I do feel that AC's weaknesses have been pointed out many times in this and other threads lately. In that way I think these threads give a balanced view. And I guess the difference from the PCars situation is that the game has been out a long time on PC, so by now we know what AC is and what AC isn't.

That said, I've long since dismissed the idea of being loyal to any particular franchise, so I'm excited to give AC an extended test drive. The more racing games the better as far as I'm concerned.
Amen to that. I own R3E (or at least some of it), AC, AMS and PCars (and TrackMania :dopey:). Since I happen to like AC best, it gets most of my time naturally.
 
It's certainly going to be interesting in a few weeks. I'm cautiously optimistic, but I was utterly burnt on PCARS, so you can imagine I'm a little apprehensive with this situation, as there's quite a lot of similarities here (not least the rabidly-positive existing fanbase :P ).

The difference with AC and Pcars is the fan base for AC has no financial gain for their endorsement. In Pcars everyone had at least a small gain from sales. Many of the loudest Pcars advocates got paid WAY more money though than the average WMD members did. They where the loudest "salesman" who flat out ignored problems and tried quieting other members and shooting them down for any "negative press".
 
Heheh, I know what you mean. It is a bit off-putting when people are over the top enthusiastic about a game, if at the same time they don't want to "admit" or talk about it's weaknesses. I do feel that AC's weaknesses have been pointed out many times in this and other threads lately. In that way I think these threads give a balanced view. And I guess the difference from the PCars situation is that the game has been out a long time on PC, so by now we know what AC is and what AC isn't.
This is the thing that, to me, separates AC from most other games, the willingness of (most) of the fanbase and especially the most rabid fans, to discuss the game, warts and all, and never being afraid to point out the weaknesses of the game. Anyone that has browsed these forums should really have a good idea what the game is and isn't at this point.
 
(not least the rabidly-positive existing fanbase :P ).

I'll clarify my stance too. In the past I've been a vocal critic of some aspects of AC, and most of those criticisms still stand true but that never meant I had a negative opinion of the game. Knowing that they originally only intended AC to have a handful of cars/tracks and basic features it explains some of the things about AC that seem odd or lacking. There's lots of room for improvement but the foundation is solid and what it does it does well.

Now I'm sure I seem to be a vocal proponent. My motivation for that is purely because I'm excited for the console players to get another racing game in their library, that happens to be a pretty proper sim. I spent 15 years as a console racer and I always dreamed of a game like AC coming to the console so I'm excited for you guys to finally have it and I'm trying to extol its virtues and let you guys know what waits for you.

Sure, it doesn't have a lot of the things I dreamed about PC sims having like safety cars, formation laps, functional flag system, random mechanical/tire failures, but there's enough there to really enjoy yourself and it's always getting better. In my nearly two years with the game (got onboard during the last couple months of early access) I've had a lot of fun with the game and seen it come a long way. I still want it to be better but that doesn't prevent me from enjoying what it offers and I really hope when it lands on consoles it's in good shape and you guys will get some enjoyment from it. I expect some shock at first, "Why doesn't it do this or do that or have more of this" but I think most people will get past that stuff and realize there's still plenty to enjoy. 👍
 
The difference with AC and Pcars is the fan base for AC has no financial gain for their endorsement. In Pcars everyone had at least a small gain from sales. Many of the loudest Pcars advocates got paid WAY more money though than the average WMD members did. They where the loudest "salesman" who flat out ignored problems and tried quieting other members and shooting them down for any "negative press".
technically we have something to gain, the more money it gets the more licenses and the harder the licenses it can get.

Well actually considering the ever increasing number of manufactures that are coming to kunos instead of the other way around is increasing means we should be set pretty well. I believe it was Porsche, Maserati, SCG and Praga. Formula SAE is another one but they are with pro, no idea if they are coming as official content in the future but it would be epic.
 
This has the making of being to next gen what Race Pro was to the PS3 / X360..... and frankly I have no problem if it is.
Race Pros biggest problem was that it was dumped too early by the developers /atari.
Its not going to have the polish of Forza nor the racing immersion of PCars, but I'm confident it will have great physics and FFB.
If's its even close to being the road race version of DiRT then i'll be well happy I preordered it.
 
This has the making of being to next gen what Race Pro was to the PS3 / X360..... and frankly I have no problem if it is.
Race Pros biggest problem was that it was dumped too early by the developers /atari.
Its not going to have the polish of Forza nor the racing immersion of PCars, but I'm confident it will have great physics and FFB.
If's its even close to being the road race version of DiRT then i'll be well happy I preordered it.
It's even more impressive if it is, considering Codemasters wanted full RRP for DiRT and Kunos/505 have priced it around ~£30
 
If's its even close to being the road race version of DiRT then i'll be well happy I preordered it.

IMO it should be far better than that in most ways. Like, far better. The career mode of DiRT is a bit more engaging but that's probably the only important area where it's better than AC.
 
Stuff like RX7 FD3S DGCS that being marketed in AC as rear wheel steering also one of the concern, so far I haven't got detailed feedback on how the system perform in AC ( rear wheel steering ) If you read the conversation in page 151 that I multi quoted, I talked about how the system is a suspension design feature that deals with toe in under load on all 4 wheels, not rear wheel steering at all. The system also have been used extensively by Mazda on a range of models like MX5 Miata and RX8. I'm guessing the ND MX5 should also have it. It may be little things that won't matter to some, but I have been waiting for a good game that simulate JDM cars like RX7 and R34 GTR very well in all areas, something that even GT6 have failed ( why I have replica garage ).

BTW, anyone managed to drift the MX5 ND Cup Car ? I wonder how Kunos set the springs :)
I think it needs to be made clear that Kunos did not advertise, market, or claim the RX7 had rear wheel steering. If I'm remembering correctly, after the Japanese Pack was released and the forums were alive with talk of the new cars somebody made a comment along the lines of "Does the RX7 have rear-wheel steering?" That led to a short discussion between users on whether it did or didn't, blah blah blah.

Finally, Aristotelis jumped into the thread to explain what was going on with the RX7. I believe I posted it in Ridox's forum, but here it is again:

It's not an active rear steering. Simply put, there are bushings in the suspension that depending on the load, bend in one way or another, slightly steering the wheels about 0.3° against the front steering wheel angle if the g's are less than 0.5g, or at the same front steering wheel angle if the g forcers are superior to 0.5g
There is no way to simulate this with bump steer, you need the have both rear wheels steering to the same direction and the opposite depending on the load. We can now simulate this.

EDIT: since the effect is cool but not so precise (and passive) it is usually eliminated from tuned cars with harder bushings. As a matter of fact our tuned RX7 car doesn't have it. We did some homework ;)

On the contrary, R34 system is active. It turns the rear wheels differently depending on the front steer, g forces, yaw angles etc.

His comment "We did some homework ;)" and a comment from another thread on the same subject "we obviously have access to THE source" implies that Kunos was in direct contact with Mazda. I don't know who or what their position in the company is, but Kunos gets all of their data from the manufacturers - they don't pull it from magazines or marketing brochures.

Assetto Corsa has flaws. Many flaws, in fact. Assetto Corsa is also missing a lot of 'things' that many people want in a sim racer. In fairness, Assetto Corsa is a rather young sim compared to sims like LFS or RF (1 or 2). For example, Live For Speed was released in 2003. Assetto Corsa had early access available in 2013. A TEN year difference. If LFS didn't simulate more 'things' than Assetto Corsa with a 10 year head start in development I would say something is wrong with the people at LFS. They also don't have to worry about securing licensing deals for cars & tracks. Then laser scan tracks, etc... rFactor 2 was released in 2013, however, it was constructed mostly code from rFactor Pro - a version released years earlier. Again, they damn well better offer more features than Assetto Corsa based on the severe head start they had as well. Although, there are certainly some things that rFactor 2 simulates that Kunos has no intention of including in Assetto Corsa.

Still, Assetto Corsa is with flaws that can't be blamed on longevity. The company is learning as it grows. I think, and it seems many others do too, that what Kunos has achieved with ONE guy writing code has been pretty impressive. We can applaud them for their efforts, but at the end of the day people are looking for something more than licenses & whether seat belts are simulated or not.

They want to put their hands on their steering wheel and jump into a fantasy world where they're driving a Ferrari F138 around the Nurburgring Gran Prix course, feeling the braking power as they come into Turn 1. They want to attack the Nordschleife in a Nissan GT-R NISMO. They want to clench their butt cheeks while they go through Eau Rouge flat-out, side by side with an AUDI Ultra LMS, in a Lamborghini Huracan GT-3 race car. Based on the popularity of the sim, I'd say that Assetto Corsa does a damn fine job of giving people what they want. Otherwise they would play something else.

Assetto Corsa is only going to get better and better. At least that's what I've experienced since my first installation on October 2, 2016. The developers actually care about the community. They provide us with live videos of Stefano coding new features into the game while discussing what he's doing, and where Assetto Corsa is headed to in the very near future...and then he sticks around and takes questions. To me, I feel like Kunos wants to improve Assetto Corsa every day of the week. They aren't sitting on their laurels - which is something that I thought happened with GT6 - They aren't announcing Assetto Corsa 2. They're continuing to make Assetto Corsa 1 better. If you love driving virtual racing or street cars you owe it to yourself to see what all the fuss is about.
 
I think it needs to be made clear that Kunos did not advertise, market, or claim the RX7 had rear wheel steering. If I'm remembering correctly, after the Japanese Pack was released and the forums were alive with talk of the new cars somebody made a comment along the lines of "Does the RX7 have rear-wheel steering?" That led to a short discussion between users on whether it did or didn't, blah blah blah.

Finally, Aristotelis jumped into the thread to explain what was going on with the RX7. I believe I posted it in Ridox's forum, but here it is again:

It's not an active rear steering. Simply put, there are bushings in the suspension that depending on the load, bend in one way or another, slightly steering the wheels about 0.3° against the front steering wheel angle if the g's are less than 0.5g, or at the same front steering wheel angle if the g forcers are superior to 0.5g
There is no way to simulate this with bump steer, you need the have both rear wheels steering to the same direction and the opposite depending on the load. We can now simulate this.

EDIT: since the effect is cool but not so precise (and passive) it is usually eliminated from tuned cars with harder bushings. As a matter of fact our tuned RX7 car doesn't have it. We did some homework ;)

On the contrary, R34 system is active. It turns the rear wheels differently depending on the front steer, g forces, yaw angles etc.

His comment "We did some homework ;)" and a comment from another thread on the same subject "we obviously have access to THE source" implies that Kunos was in direct contact with Mazda. I don't know who or what their position in the company is, but Kunos gets all of their data from the manufacturers - they don't pull it from magazines or marketing brochures.

Assetto Corsa has flaws. Many flaws, in fact. Assetto Corsa is also missing a lot of 'things' that many people want in a sim racer. In fairness, Assetto Corsa is a rather young sim compared to sims like LFS or RF (1 or 2). For example, Live For Speed was released in 2003. Assetto Corsa had early access available in 2013. A TEN year difference. If LFS didn't simulate more 'things' than Assetto Corsa with a 10 year head start in development I would say something is wrong with the people at LFS. They also don't have to worry about securing licensing deals for cars & tracks. Then laser scan tracks, etc... rFactor 2 was released in 2013, however, it was constructed mostly code from rFactor Pro - a version released years earlier. Again, they damn well better offer more features than Assetto Corsa based on the severe head start they had as well. Although, there are certainly some things that rFactor 2 simulates that Kunos has no intention of including in Assetto Corsa.

Still, Assetto Corsa is with flaws that can't be blamed on longevity. The company is learning as it grows. I think, and it seems many others do too, that what Kunos has achieved with ONE guy writing code has been pretty impressive. We can applaud them for their efforts, but at the end of the day people are looking for something more than licenses & whether seat belts are simulated or not.

They want to put their hands on their steering wheel and jump into a fantasy world where they're driving a Ferrari F138 around the Nurburgring Gran Prix course, feeling the braking power as they come into Turn 1. They want to attack the Nordschleife in a Nissan GT-R NISMO. They want to clench their butt cheeks while they go through Eau Rouge flat-out, side by side with an AUDI Ultra LMS, in a Lamborghini Huracan GT-3 race car. Based on the popularity of the sim, I'd say that Assetto Corsa does a damn fine job of giving people what they want. Otherwise they would play something else.

Assetto Corsa is only going to get better and better. At least that's what I've experienced since my first installation on October 2, 2016. The developers actually care about the community. They provide us with live videos of Stefano coding new features into the game while discussing what he's doing, and where Assetto Corsa is headed to in the very near future...and then he sticks around and takes questions. To me, I feel like Kunos wants to improve Assetto Corsa every day of the week. They aren't sitting on their laurels - which is something that I thought happened with GT6 - They aren't announcing Assetto Corsa 2. They're continuing to make Assetto Corsa 1 better. If you love driving virtual racing or street cars you owe it to yourself to see what all the fuss is about.


This is the part that I was responding originally :

It's not an active rear steering. Simply put, there are bushings in the suspension that depending on the load, bend in one way or another, slightly steering the wheels about 0.3° against the front steering wheel angle if the g's are less than 0.5g, or at the same front steering wheel angle if the g forcers are superior to 0.5g
There is no way to simulate this with bump steer, you need the have both rear wheels steering to the same direction and the opposite depending on the load. We can now simulate this.

Misunderstanding here, I only wanted to say that the words used is not really appropriate ( the bolded ) to describe how the DGCS suspension design feature works in the real car. It's a simple toe in under cornering load, there's no steering involved :) Anyway @LeGeNd-1 has given his feedback, seems the effect on the RX7 is very small to be an issue.

I know how passionate Kunos are :) I commend them that for their hard work, but having direct contact with manufacturer is just the basics in making the cars, it's a lot more work than that ( knowing the official manufacturer power vs real car are not always the same for example )

If you don't mind, could you try the stock road FD3S Spirit R at the drag strip, fit road tires, and do 0-400m run, what times did it get and do the same with road stock Supra RZ and R34 GTR :) I'm just curious of the result looking at the power rating in the game that I have been told.

Also, do you use clutch on cars like RX7 ?
 
I can't do anything right now, unfortunately, as I accidentally ripped the wire that sticks out the back of my DFGT, right off the other day. :banghead: :mad: I tripped over the slew of wires that lay about when I'm "driving". I had gotten up to leave the room so I had to step over these wires that requires stepping over about 1 foot from the floor wires. I've done it a million times since I started playing GT6 in December 2013. :banghead: 🤬 So, no driving for me for a while... Hopefully it can be fixed.

I don't know what power figures you've been told, but I can tell you that Aristotelis also said this in one of the threads about the Japanese Pack:

Officially and in the tech specs the Supra has 276-280hp as you said. That doesn't mean that the actual power figures in the physics engine are the same... ;)
About 320 for the Supra and 330 for the Skyline
;)
 
I can't do anything right now, unfortunately, as I accidentally ripped the wire that sticks out the back of my DFGT, right off the other day. :banghead: :mad: I tripped over the slew of wires that lay about when I'm "driving". I had gotten up to leave the room so I had to step over these wires that requires stepping over about 1 foot from the floor wires. I've done it a million times since I started playing GT6 in December 2013. :banghead: 🤬 So, no driving for me for a while... Hopefully it can be fixed.

I don't know what power figures you've been told, but I can tell you that Aristotelis also said this in one of the threads about the Japanese Pack:

Officially and in the tech specs the Supra has 276-280hp as you said. That doesn't mean that the actual power figures in the physics engine are the same... ;)
About 320 for the Supra and 330 for the Skyline
;)

That's too bad, hope you can get it fixed soon :(, for power, can you see it as well when driving in real time ? some sort of telemetry view ?

Supra 320HP is still too low, 1994 Supra already push out 330+HP and that's without the VVTI update on later model update and the 330HP for Skyline is R33 numbers. At least now I know Aris do not just use official power :) Are these Japanese pack cars made my modders ? Sorry if I seem direct in asking.
 
AC excels in weight transfer and road surface. You can feel a car's heft more than any other game. Road surface is laser scanned so no contest there. Tyre grip is a bit vague, but with tyre model V10 this has been improved. Still not as good as LFS however. Losing grip I feel is also quite vague in AC.

AMS excels in tyre grip and losing grip situations. Weight transfer is adequate but not as good as AC. Road surface is as best as they can with non laser scanned tracks. With their latest update they added Pneumatic Trail Effects to the FFB calculations and it is practically as good as LFS in terms of giving you that feeling of "rubberiness". The sensation of approaching understeer/oversteer is very crisp and you can really drive on the edge of the friction circle.
You are absolutely right about FFB being a subjective thing based on your settings, and your hardware (wheel). For me for example on a Fanatec CSR; AMS gives me the better road feel on default settings. Your comments made me want to test the road/ slip effect enhancement slider in AC again though :)

Now that i know that those 2 aren't canned but just enhance the FFB signals, i should give it a shot.
 
Are these Japanese pack cars made my modders ? Sorry if I seem direct in asking.

Don't think so (one or two might have started their life as a mod). Some cars started as mods and are then purchased and incorporated into the game but I believe they only use the 3D model, all physics and important bits are completely re-done by Kunos.
 
Don't think so (one or two might have started their life as a mod). Some cars started as mods and are then purchased and incorporated into the game but I believe they only use the 3D model, all physics and important bits are completely re-done by Kunos.


Good to know, so 3D models outsourcing :) That will allow Kunos to release cars faster :P Does AC cars get stalled like in LFS ?
 
Good to know, so 3D models outsourcing :) That will allow Kunos to release cars faster :P

I believe they have around 20 outside contractors they hire just to do 3D modeling.

Does AC cars get stalled like in LFS ?

Not really. In order to do that you'd need to be able to restart the car and due to Kunos extreme dedication to realism that would require recording the start-up sounds of every car and apparently that's not an easy task. I think it might be possible to stall under certain circumstance because IIRC it is possible to bump start the cars, but I'm not sure exactly how and I don't think I've ever stalled a car (I rarely play with the h-gate/clutch though).
 
I believe they have around 20 outside contractors they hire just to do 3D modeling.



Not really. In order to do that you'd need to be able to restart the car and due to Kunos extreme dedication to realism that would require recording the start-up sounds of every car and apparently that's not an easy task. I think it might be possible to stall under certain circumstance because IIRC it is possible to bump start the cars, but I'm not sure exactly how and I don't think I've ever stalled a car (I rarely play with the h-gate/clutch though).

:) That's fine about clutch, it would be cool to have it like in LFS with ignition key :P Do you ever drift in AC ? I always wondered about clutch kick technique, if possible to do in AC and how well it's simulated/driveline shock ? I have been waiting for another console game that allows clutch kick in the car. The last game I have was D1GP PS2, that was ancient though, 2005 :lol:
 
:) That's fine about clutch, it would be cool to have it like in LFS with ignition key :P Do you ever drift in AC ? I always wondered about clutch kick technique, if possible to do in AC and how well it's simulated/driveline shock ? I have been waiting for another console game that allows clutch kick in the car. The last game I have was D1GP PS2, that was ancient though, 2005 :lol:

Not really, even though I can drift in a real car (in the wet, dirt, snow) I've never been able to get a handle on it in sim racing. I can do it better in AC than in some other games but I almost always end up in a tank slapper. Others say that AC is great for drifting though and I believe I've seen people mention doing clutch kicks (whether they function 100% accurately I don't know).

Here's a fun AC drifting video, I'm not sure if it answers any questions but it's hella cool!

 
Preview of the PS4 version from TeamVVV, looking good, and as stated in the video, footage is without the DOP applied! Enjoy!!



Nice preview. By the way, am I the only one who recognized Fiorano at 0:14-0:15? It could just be a new showroom/garage but I wouldn't be surprised to see it added in the future. Their partnership with Ferrari seems pretty strong.
 
Not really, even though I can drift in a real car (in the wet, dirt, snow) I've never been able to get a handle on it in sim racing. I can do it better in AC than in some other games but I almost always end up in a tank slapper. Others say that AC is great for drifting though and I believe I've seen people mention doing clutch kicks (whether they function 100% accurately I don't know).

Here's a fun AC drifting video, I'm not sure if it answers any questions but it's hella cool!



Cool video :) drifting is difficult in games, limitation on feedback from the seat, G's and steering wheel reaction like self centering. From what I can see, AC still looks unnatural for drifting, that's just me looking at the AE86 video, from the driver countersteering ( steering play ) and how the other cars react when transitioning ( too smooth ? or was it due to online smoothing ? ), reminds of the old Battle Gear arcades with full rotation wheel, though in Battle Gear, the steering wheel needs to be really worked on like real drifting and self centering was prominent. Does the AE86 like in the video ( Japanese pack ) allows caster and steering ratio adjustment ?
 
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