Assetto Corsa Feature Wishlist

797
United States
USA
Hi all,

Since this is a new forum, it's on us to develop the best way we know how to maximize our enjoyment of this great sim, Assetto Corsa. Seeing as the sim is still in Beta, ideas for improving it must exist. Post them here!

I have a few so far. I'd like to see the following:

per car controllers and ffb settings

glance down view - instant look down (user with 3 screens see the value of this one)

analogue handbrake axis input
I'll post other ideas as I have them. Let's keep this limited to internal features not covered by mods such as tracks, cars, plugins, sounds or interface screens. These would be changes only KS could make (assuming they haven't baked a high level of modification permissions into the code).

d
 
Hi all,

Since this is a new forum, it's on us to develop the best way we know how to maximize our enjoyment of this great sim, Assetto Corsa. Seeing as the sim is still in Beta, ideas for improving it must exist. Post them here!

I have a few so far. I'd like to see the following:

per car controllers and ffb settings

glance down view - instant look down (user with 3 screens see the value of this one)

analogue handbrake axis input
I'll post other ideas as I have them. Let's keep this limited to internal features not covered by mods such as tracks, cars, plugins, sounds or interface screens. These would be changes only KS could make (assuming they haven't baked a high level of modification permissions into the code).

d

I would like to see Kunos develop a more detailed FFB, it is good the way it is but not enough details in bumps and rumble strips like rf2 has. rf2 has superior FFB at this stage but i'm sure that AC will rival rf2 in this department.
 
The Gmotor/ISI titles have loads of FFB flexibility. The *.PLR file has about 20 lines of settings to tune FFB just how anyone would like. FFB treatment in modern sims needs more than just a raw output value. Users have to have the ability of detailed tuning of the various types of forces.
 
The FFB in netKar Pro and Ferrari Virtual Academy (both made by Kunos) were sublime. I'm sure it'll be brought back up to snuff in no time. But if you want a preview of what's to come, download FVA, it's only 5 Euros/$6 USD at the moment, which gets you the complete pack with all cars and tracks, 2010 and 2011 Ferrari F1 cars, the 458 Challenge, Fiorano + Mugello + Nurburgring, and iirc all the tracks are laser scanned.
http://www.ferrarivirtualacademy.com/game/en/download.jsp

It's a steal, and should really convince anyone that's currently thinking AC can't live up to hype in all regards. 'cause the FFB in this 0.1 beta does leave a lot to be desired.
 
I would like to see Kunos develop a more detailed FFB, it is good the way it is but not enough details in bumps and rumble strips like rf2 has. rf2 has superior FFB at this stage but i'm sure that AC will rival rf2 in this department.

Kunos have stated that while in a real car you wouldn't actually get any feedback from the wheel on kerbs due to suspension, you would get feedback from the whole car body. They have recognised the need to have some way of transmitting this feedback through the wheel because it is the only way to do it in a racing sim.
In other words, they will add feedback on kerbs.
I'd like to quote this, but it was somewhere on their forums and if anyone wants a source I'll look for it.
 
Considering that the game will be supported and updated until 2018, there really isn't anything I can think of, regarding features, that won't be put in at some point.

I would, personally, like:

- Night racing
- Weather
- Mechanical and visual (Forza Level) damage
- Fully customizable races (Event Creator)
- Pit-Stops
 
Kunos have stated that while in a real car you wouldn't actually get any feedback from the wheel on kerbs due to suspension, you would get feedback from the whole car body. They have recognised the need to have some way of transmitting this feedback through the wheel because it is the only way to do it in a racing sim.
In other words, they will add feedback on kerbs.
I'd like to quote this, but it was somewhere on their forums and if anyone wants a source I'll look for it.

I could see not getting feedback from those sort of jagged rumble-strip type curbs through steering, but I think if you hit a sausage kerb with a wheel you'd definitely feel it. If you hit a kerb or a big pothole with a wheel in a road car, you sure feel it. Unless you somehow hit it dead square I suppose.

I might have to go back and try hitting some bumps. I think there's some biggish lumps on the inside of the corners on Imola, I'll go there.
 
There was an update today that's supposed to address some of the ffb issues. I think mainly so far is the clipping. Havent tried it today.

My suggestion for a feature is simvibe support. Right now the game doesn't output the right info for it to work. Bill Villers from simvibe has asked for the info at the AC fourm so heres hoping it comes.
 
There's room for improvement in the ffb but still feels nice to me. The default ffb is a bit too heavy for me personally.
 
I put in game settings to 30% gain, feels better than when it was on 100% but we deffinetly gotta figure out a good setup for the wheel.

I'm loving this sim right now though, someone mentioned it feels like LFS and i have to agree, the car physics, suspension and tyres are working really well in game. FFB could do with some updates to have more detail.

Guys you can really see and appreciate the physics of this game when watching a replay. I have recorded 2 laps around Imola in the M3 E30 and uploading it now to my youtube account for anyone that would like to view. I'll post a link once it has finished uploading.

*EDIT*

done, here it is.

enjoy ;)

 
Last edited:
Does anyone know if there will be engine on/off switch? I'd like to use this sim as a tool to teach my niece how to drive a stick shift and the basic of driving one. I really like that feature in Rfactor and LFS.
 
Does anyone know if there will be engine on/off switch? I'd like to use this sim as a tool to teach my niece how to drive a stick shift and the basic of driving one. I really like that feature in Rfactor and LFS.

Kunos used to be pioneers on this front. In their first sim racing title, netKar pro, everything in the cockpits was controllable and selectable. You had to turn everything on in racecars, bit by pit, and the road cars had ignition and everything. They realized it wasn't much fun I guess, so they scrapped those type of features for AC.
 
A basic feature i'm missing in AC is being able to map my G27 D-pad and other buttons for navigating the menu, because my normal setup is sitting on the couch with wheelstand pro and game (GT6 or AC) running on my 46" tv. I like it that way but without menu controls from my wheel I must push the stand forward so i have room to manouver to the edge of my couch, where I can reach my mouse and keyboard. If I was able to navigate the menus with my G27, it would make my AC life much easier.

That's the one thing i'd like to see for starters, after 2 days of playing AC. Otherwise the game is near perfection physics wise.
 
Back