Assetto corsa coming to PS4 and Xbox one

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I wouldn't be so quick to compare physics using videos without first hand experience, and besides PCars' Nurburgring is wildly off and weird.
That's why I stated I haven't played either, and I understand Assetto Corsa has great physics from what I've read. I wasn't coming to a conclusion just from the video as you can't determine physics without feeling them, I was just wanting feedback that's all.
 
I saw this quote and am confused as usually it's the opposite. Typo? "Car count has dipped slightly to 16 for offline races, with 24 in multiplayer - though both those figures could change in the run-up to release."

I believe online play is a bit less taxing because the console doesn't have to process AI, so that could allow more people in an online race than in an offline race. Just guessing, I don't know for sure.

Also, good god, that sound.

It's miles better than GT, for sure, but as far as PC sims go AC is mid-pack in the sound department. R3E and rF2 are both ear porn. :eek: :drool: :eek:
 
Looks damn good as of right now, judging by those videos. UI and graphics look good. Also love the fact that you can change the FoV, which isn't that surprising really, but didn't take it for granted that they'd include it.

This and DiRT Rally in April is going to be ace.
 
Also love the fact that you can change the FoV,

If it's anything like the PC version you can adjust it up, down, left, right, forward, backwards, and even the pitch angle.

Gotta say I am excited to hear it is being released in just a few months! I love this day and age when I can play multiple racing sims on my ps4

Careful what you wish for, I have so many racing sims on my PC (over a dozen) that when I sit down to play I have a hard time deciding which one to fire up! :lol:
 
If it's anything like the PC version you can adjust it up, down, left, right, forward, backwards, and even the pitch angle.
Not entirely in parity with the PC version - at this point anyway. Still glad they didn't leave it out.

yTugaTZ.png
 
Not entirely in parity with the PC version - at this point anyway. Still glad they didn't leave it out.

If it's like the PC you'll do the adjustments I listed while in the car from an on-screen app, it's separate from the FOV setting in the settings menu. 👍

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I don't think the console version will have that option. It would be too cumbersome without a mouse.
 
I don't think the console version will have that option. It would be too cumbersome without a mouse.
Change the layout, make it more of an up and down menu that's usable with the pad and buttons... simples.
 
I was initially a wee bit disappointed to hear of the offline grid size being 16, but if AC is really good I will be ok with it.
I'll be waiting for a week after release to see what the beta testers (early buyers) think of it before deciding on buying it or not.
I learned my lesson after preordering PCars, never again!
 
Must have alot of cars if 3 of them are pre-order exclusive :indiff:
Don't think they've announced a specific number but I'm guessing it'll be under 100. over 100. Before I got AC last year I used to wonder how I'd be happy with less than 50 cars which is what they had at the time. Coming from 1200 cars it was quite a drop:ouch::ouch:. Turns out the driving experience was so engrossing and each car so unique and enjoyable, that I still haven't driven all the original cars in the game yet after more than 14 months:crazy::crazy:
 
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Just a few things I noticed in one of the videos from the UI. Console players familiar with Project Cars and perhaps Forza 6 will be familiar with some of these, but there are some new things here that aren't on pc as well

4 elements of FFB are tunable as well as the overall level of FFB:
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Sound is very tunable. I don't think we have a brake sound tuning option at the moment.
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There is more than one HUD available and various colour filters.
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Tire blankets are a great option for hot lappers so you don't have to warm your tires up for a couple of laps to get up to speed. Autoclutch and autoblip come in handy for those that want to manual shift but don't want to heel and toe. Damage and stability control are scalable.
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If you've only played GT you may not be familiar with the lap time delta. For me it is hands down the greatest aid to improving your driving. It gives you instantaneous feedback in thousands of a second every time you exit a corner to help you figure out if that new line, new entry speed, new exit strategy was better or worse than your best lap so far. It's really helped me to become a better, faster, more consistent driver and I can't see playing a game without it now.
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The visual design of the menus still needs work, at the moment it heavily reminds me of all those Flash games I used to play on Newgrounds a decade ago. The HUD is pretty slick though.
 
I completely missed those options when watching the video. The tyre noise had me going insane after a while.

:embarrassed:

I hope we'll see more of these in other titles as well, amirite PD?
I'm one of those guys that really likes to hear his tires:ouch::ouch:. When my friends try out my rig the first thing they usually ask is, "can you turn the tire noise down?":sly:
 
I may have missed it or may be asking an unanswered question but any word of Last Gen Fanatec wheel users being able to use on PS4 like PCars?
 
I may have missed it or may be asking an unanswered question but any word of Last Gen Fanatec wheel users being able to use on PS4 like PCars?

I asked this question over at the official forums today but have not received a response yet.
 
If it works on other games I don't see why it won't work on AC, but we'll have to wait for official confirmation of course.
 
For more than 100 cars (if unique) they are likely counting their full 2016 roadmap, unless they've made some more third party mod deals. They say 20 track configurations which is about what they already have.

16 car grid makes sense at current AI state, even more so that it must be some work for a small team to optimize the game for two other platforms.
These next months will be interesting though, as an early adopter the development progress has been slow outside of paid car expansions that amount to full price already.
I just hope they sell well enough to travel and scan more tracks, I can live with the game being a hotlap box.
 
This virtually puts the GT series in its grave. This makes me happy seeing how bad zippy kaz has treated a once loyal fan base
 
For more than 100 cars (if unique) they are likely counting their full 2016 roadmap, unless they've made some more third party mod deals. They say 20 track configurations which is about what they already have.

16 car grid makes sense at current AI state, even more so that it must be some work for a small team to optimize the game for two other platforms.
These next months will be interesting though, as an early adopter the development progress has been slow outside of paid car expansions that amount to full price already.
I just hope they sell well enough to travel and scan more tracks, I can live with the game being a hotlap box.
The guys doing the console port are a completely separate team from the Kunos development team. Given the size of their team I think the progress has been very good. Lots of DLC, new laser scanned tracks, consistent updates to the coding. The patch notes are huge. Online is stable for me, the AI is substantially improved, in both cases better than GT ever was. Still lots of work to do with online, pitstops etc. but it's a team about 1/6th the size of PD with a development budget that pales by comparison.

This virtually puts the GT series in its grave. This makes me happy seeing how bad zippy kaz has treated a once loyal fan base
Not a chance. It's a niche game for a niche market. Like Project Cars, if it sells a million copies it's a raging success.
 

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