Assetto Corsa | News and General Discussion

  • Thread starter mister dog
  • 10,320 comments
  • 865,172 views
Good call :D But seriously, I'm more excited for Porsches which haven't been seen before, such as the 917, Moby Dick, Panamera and the rest. We've ascertained that LaFerrari is better anyway :cheers:

I say the same all the time about tracks, we need tracks we havent seen in every other game
 
Anyone have a rough estimate as to how much the Porsche DLCs will cost? They did say they'll have a "season pass" for Porsche too right?
 
Anyone have a rough estimate as to how much the Porsche DLCs will cost? They did say they'll have a "Season Pass" for Porsche too right?
Seeing as though the Season Pass costs €30 / $30 I imagine each pack when purchased individually will be €12 / $12.

I love to see the new teasers but as a console player knowing you are currently 2 months behind PC will make the wait pretty tough going.
 
Seeing as though the Season Pass costs €30 / $30 I imagine each pack when purchased individually will be €12 / $12.

I love to see the new teasers but as a console player knowing you are currently 2 months behind PC will make the wait pretty tough going.

Apparently the Porsche DLC is being developed at the same time on both PC and consoles so there won't be a delay unlike the Japanese and Red packs.
 
Right, now I get it. Although the Holy Trinity has already been played out in Forza. I'm looking forward to James Donohue's 917/30 Can-Am Killer :D
What? Forza? :rolleyes:

And there's a pretty good version of Portimao out there to do it on. :sly:
I don't know how accurate it is, but it's definitely in my Top 5 favorite tracks. I do the majority of my AI racing on Portimao. I'm a sucker for elevation changes. :lol:

I was trying out the Portimao mod track yesterday and it's very decent indeed. Although to be honest any direct comparisons to the superb Chris Harris video will be about how close the virtual tyres are to the ones they fitted in real life.
Yeah. I agree. I'm a little suspect with these "Hypercar Road Tires" or whatever they're called. Perhaps a bit too grippy. And no way can you try to do a comparison with the Optimum track surface. Green would probably be more accurate, but that's just a guess on my part.
 
Yeah. I agree. I'm a little suspect with these "Hypercar Road Tires" or whatever they're called. Perhaps a bit too grippy. And no way can you try to do a comparison with the Optimum track surface. Green would probably be more accurate, but that's just a guess on my part.

We'll see about that, i can get the 488 to easily slide about.
Then again, i want to see how close i can get to the time done with the test Chris Harris did.
 
I don't know how accurate it is, but it's definitely in my Top 5 favorite tracks. I do the majority of my AI racing on Portimao. I'm a sucker for elevation changes. :lol:

The only other place I've driven it is in R3E which I presume is pretty accurate, and the mod version seems pretty close to it so I'd guess it's fairly accurate. But that's just a guess.
 
The only other place I've driven it is in R3E which I presume is pretty accurate, and the mod version seems pretty close to it so I'd guess it's fairly accurate. But that's just a guess.
Well that is very nice to hear. I haven't seen Portimao many times. I watched the Chris Harris video with the three cars a few times. It wasn't until I actually drove it in AC that I thought, "Whoa! This place is nice..."
 
FS7
I thought the Holy Trinity were the 3 LMP1 cars: 919, R18 etron, TS050.

Maybe, but I've never heard that. In modern street car terms it's the 918 Beetle, The Ferrari TheFerrari, and the Ron Dennis P1.

rsz_kx54sv5.jpg
 
Apparently the Porsche DLC is being developed at the same time on both PC and consoles so there won't be a delay unlike the Japanese and Red packs.
Its not a matter where its being developed, this type of code for the cars can be thrown in between builds without any issue, the problem is the certification process from MS and Sony. As time goes by that gap between pc and console should be reduced to about a month or two weeks or if the lovely two companies choose to get their act together then it can be equal. I dont get the point of this hurdle, its worse for the players and the devs.
 
Talking about physics, from what i know from AC, Kunos developed a great main physics engine, that allows that you input real life data from the car and it just works. Anyone has an idea if this is something general for the physics of racing sims and if games like GT or FM use the same principle or they just start each car from 0 which might cause a lot of the 'hits and misses' we see.

Honest question as i wouldn't know.
 
I recall Kaz or someone in GT Academy said that they had used the game to test set ups for the N24.
I remember running a TT with the Schulze N24 car and IIRC the best ride height setting to get rid of the massive understeer in the viritual car was +60/0. Don't recall seeing that on the real car:lol:
 
I keep looking at this mod video as I am so excited to be getting the 919 Hybrid eventually. Actually, Bahrain International Circuit would be great too but I won't get my hopes up for that.

 
Talking about physics, from what i know from AC, Kunos developed a great main physics engine, that allows that you input real life data from the car and it just works. Anyone has an idea if this is something general for the physics of racing sims and if games like GT or FM use the same principle or they just start each car from 0 which might cause a lot of the 'hits and misses' we see.

Honest question as i wouldn't know.
Its no way near to just working but yes real data can be directly copied and pasted into the files and it will work for around 70ish% of things. Its still a big amount of data that can be shoved in though and the rest can still be manipulated to work in the way that their engine wants. I'd love to see Aris work on the physics himself so I can get an idea of how he does it compared to my way, as he puts way more time into it(full time job versus random kid in his room). AC is closest to getting the balance(at least with modern sims) right though as it stands hence its popularity with modders, learning curve is still crazy but not impossible for the average modder and as its a sim it generally leads to mutual benefits for a racing team and modders hence so many stories of them working together.

Rfactor 2 is still the best in terms of throwing stuff at it and making it work but its just too complex, they went way too far in their realism and now there just isnt any way to accurately portray them even with team support there is a lot of random guess work.
 
Maybe its a stupid question, but will the Season Pass still be available after the first DLC Pack is released?
 
B.K
Maybe its a stupid question, but will the Season Pass still be available after the first DLC Pack is released?
In my experience Season passes stay available as long as you can still buy the game.
 
Its no way near to just working but yes real data can be directly copied and pasted into the files and it will work for around 70ish% of things. Its still a big amount of data that can be shoved in though and the rest can still be manipulated to work in the way that their engine wants. I'd love to see Aris work on the physics himself so I can get an idea of how he does it compared to my way, as he puts way more time into it(full time job versus random kid in his room). AC is closest to getting the balance(at least with modern sims) right though as it stands hence its popularity with modders, learning curve is still crazy but not impossible for the average modder and as its a sim it generally leads to mutual benefits for a racing team and modders hence so many stories of them working together.

Rfactor 2 is still the best in terms of throwing stuff at it and making it work but its just too complex, they went way too far in their realism and now there just isnt any way to accurately portray them even with team support there is a lot of random guess work.
Cheers i knew my best bet for an answer would be with our house ninja :D
You know if this is something particular with the design of a physics engine for racing games in general, meaning this is a concept with is also utilized for games like FM or GT?
 
Cheers i knew my best bet for an answer would be with our house ninja :D
You know if this is something particular with the design of a physics engine for racing games in general, meaning this is a concept with is also utilized for games like FM or GT?
Well as you know maths is maths and formulas dont change, there is likely a lot of stuff that is shared between games but there are areas where those formulas cant be made, thats where you have to start coming up with things yourself bit like a PHD, go do something which no one has done before but sadly you arent called Dr Kunos at the end of it. Now that should help people to understand a bit as to why its hard to just throw data at a sim and expect it to just work.

Kunos went for the route of massively robust foundation so the higher layers which they add to is easier so things like additional assists or technology and then higher level stuff which us modders use etc etc. Apparently it supports flight as well.

As for those wondering why I know so much about it no im not an employee, i just ask questions. You will be surprised by how much you learn. We all love cars, we are on this forum a lot so there is chance we might like talking about them and those devs are same.
 
Yep, and hot air balloons. :lol:
But apparently he can't figure out how to make it not reset him to the pits after a few seconds.


That never fails to make me laugh... 👍

I think my time in the PS4/XBox thread has come to an end. I actually feel bad for a lot of those console players.

I haven't been around much in the last few days. Is the first Porsche pack pushed back to October?
 
I think my time in the PS4/XBox thread has come to an end. I actually feel bad for a lot of those console players.

Why do you feel bad for console players just before a promising update is set to arrive? I'm aware the patch won't bring consoles up to speed but it sounds like it leaves reason to be happy.
 
That never fails to make me laugh... 👍

I think my time in the PS4/XBox thread has come to an end. I actually feel bad for a lot of those console players.

I haven't been around much in the last few days. Is the first Porsche pack pushed back to October?

Don't feel bad for us the console players.

It's sure that we don't gonna have "our racing simulator" cause the policy of Microsoft and sony towards the mod support of a game.

But 3 guy's with aid of Stefano ported the "full physics engine in a stable state game" what for me is really impressive!

The kunos guys also said that the 1.0 console version is a basis like the 1.0 version of PC was in those days.. And will start to improve and build on this basis state.

If someone don't want to understand that.
Well,it's their problem.
From my part, it's sucks to not have private online lobbies, but appreciate that the servers are dedicated and not the typical P2P one's that most devs uses in consoles..

But most importantly is the physics, driving and FFB... Those are impressive and amazing! That with the most accurated tracks on a "game" .. Maked the perfect "virtual driving programme" for me.

I realy think that the global console users don't understand the philosophy of kunos, that don't want to be a "simple game" like GT's, Forzas or even project cars..

It's only about "driving".

So like i said, don't feel bad! It's just the beginning of a long road in consoles.
And sure there's more people like me that appreciate to have a "game" at least like assetto on consoles.

:cheers:

Let the Porsche's come:cheers:👍
 
Back