Assetto Corsa | News and General Discussion

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Where would you say it needs improvement? What games would you say do those bits better?

Sorry I'm just curious to hear :D
Sound for one. I think RaceRoom takes the cake there. The recent update has been a big improvement to my ears but I think the low and mid-range sounds are too digitial sounding. I don't think the transmission whine is as prevalent on some race cars as it should be and how it's handled off throttle could be much better. A few other things.

I think the tire model still needs work. Some of the cars still don't retain heat in the tires like they should nor accumulate heat through added camber as they should either. At least that's how it appears to me.

I'd really like to see a concerted effort from Kunos at a driver rating system, if not an official one at least a sanctioned one run by a third party.
 
If you can do 3 consecutive hotlaps on the ring that are within 2 seconds of each other, I'll sport an Alain Prost avatar for a month. What you say i'm honestly curious to see if you can do it.

:cheers:

So this is 3 seconds apart but I had not done any prior laps on Assetto Corsa for at least a month. Jump in and ran these 3 laps right away. So that last lap was what I put together from the first 2 laps almost as practice. Replay is here
 
SVX
rFactor I guess? But that's far less accessible.

I would agree with you. What makes rFactor 2 "incredible" is also its downfall, I guess. Or so I've heard as I've never played it...but several people who's opinions I trust and respect have told me basically the same things about rF2.

I think Assetto Corsa might be one of those jack of all trades, but a master of none. Although, I take that back. I think most people would agree that Assetto Corsa has no equal with Street vehicles at the moment. AC isn't the best in sounds. It isn't the best in Graphics. Does it have the best physics? Eh...who I am to say? I came from Gran Turismo 6 where you jacked up the front to get oversteer and often had the best performance running 0 camber...things like that. So, I can't answer that question.

@Johnnypenso is right, I believe. TM10 needs work. I have a very hard time believing heat dissipates from rolling tires the way it does in AC.
 
AC might not have the best graphics, but for sure I think they're my favourite. High amounts of detail with an incredibly natural lighting and surrounds. Nothing looks synthetic or out of place. On the other hand, other games love to simulate one extreme to the next - either an insanely perfect day or a terrible rain storm. You never see an in-between outside of AC IMO.
 
SVX
AC might not have the best graphics, but for sure I think they're my favourite. High amounts of detail with an incredibly natural lighting and surrounds. Nothing looks synthetic or out of place. On the other hand, other games love to simulate one extreme to the next - either an insanely perfect day or a terrible rain storm. You never see an in-between outside of AC IMO.
Oh, you're absolutely right. I think AC looks very good. But is it the best? Maybe..Maybe not. And that's okay because as you said, there certainly is nothing wrong with the graphics.

In other news, you're all invited to the funeral of my friend Kip. He just died about 3 minutes ago. He rolled his Toyota AE86 on a run on the Akina Downhill. A terrible accident. Poor guy...Just got married. Here's to Kip! :cheers:
 
Oh, you're absolutely right. I think AC looks very good. But is it the best? Maybe..Maybe not. And that's okay because as you said, there certainly is nothing wrong with the graphics.

In other news, you're all invited to the funeral of my friend Kip. He just died about 3 minutes ago. He rolled his Toyota AE86 on a run on the Akina Downhill. A terrible accident. Poor guy...Just got married. Here's to Kip! :cheers:

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For my eyes PCars has the best graphics (when comparing only those two). The strange thing about AC is that it can look almost photo realistic in one moment and then in the next I see some graphics that for some reason reminds me of Half-Life, i.e. pre 2000 graphics. :)

I would say AC is at least master of uniqueness. The cars are so different. It's almost like a lot of mini-games within one bigger game.
 
I've often heard pCars is a very nice looking game. Oh, I almost forgot. No one can match AC when it comes to Career Mode! :D :lol:
Oh boy...I think I may have killed another driver. Lamborghini Super Trofeo + cement wall @ Blackwood = Not A Good Time. I think I french fried when I should have pizza'd. :boggled:
 
FS7
I used to play rFactor on a old crappy laptop with a X360 controller, imo accessibility isn't an issue with rFactor.

You're the only person I've actually ever heard of that played/plays rFactor with a controller - maybe it's just me that hasn't heard of it much.
 
A clarification (and teaser) from Aris:

I'd like to add a comment to put into perspective the struggle of the dev team in order to bring you the 911 Turbo S
The Porsche Pack trilogy has truly been the most stressful development period for our team by far. The amount of cars to be made, the very VERY tight schedule, the attention to detail from Porsche which expects perfection on every single polygon, texture... skin... everything. It is an honour for us to be the first to have done the Porsche license to such detail and quantity of cars, but also a non stop struggle to make it happen.

You can only immagine when around the end of November with still all the Porche Pack 3 cars open in development, it was clear to us that the RSR couldn't happen in time. With people waiting for it, having already paid for it (people with the Porsche season pass) etc... we were in a dead end. So a decision had to be made. A replacement, cool enough to substitute the 911 RSR, but realistically feasible in a very short amount of time. The 911 Turbo S, seemed a good solution, also requested by the community. Ask Porsche for permission, buy vitamins and energy supplies for the 3DArtists, the sound engineer, the 2D skin artists... (I talk in plural, but as you know, in the end it's the same 2-3 people...) It was a tour de force, one of those moments that you want to close your eyes and just hope for the best. All at the same time as the other cars are being optimized and finalized, while the developers keep pushing to make the console version better and better, while doing submissions to Sony and MS, and while improving PC version core code and new features (you'll see...)

The result you can see it on the screenshots and you'll soon be able to experience it on your screens too. So no, the car wasn't already made, nor there where plans for it... I think this time, more than ever, we can applause the effort of the GFX and sound guys to bring you the Turbo S.

Hope you'll like it.
 
A clarification (and teaser) from Aris:

and while improving PC version core code and new features (you'll see...)
I know the world doesn't revolve around me. (It should, but it doesn't :P) I'm all for new features, but to be honest, I would prefer if the new features stopped and the main focus was getting 1) All cars onto TM10 & 2) All cars set with brake temps/brake fade. Heck, there are mod cars featuring TM10 & Tire Temps...
 
I really want the Force Feedback clipping meter and private lobbies the most then customizable options to display what I want on the hud rather than all or nothing.
 
SVX
You're the only person I've actually ever heard of that played/plays rFactor with a controller - maybe it's just me that hasn't heard of it much.
I'd love to get a wheel but unfortunately I don't have money or space for one, so I play all my racing games with a X360 controller. For rFactor the only change I made to controller settings was to put a little bit of deadzone in the steering.
AC on the other hand required me to do a lot of tweaking on the controller settings to get it right.
 
I know the world doesn't revolve around me. (It should, but it doesn't :P) I'm all for new features, but to be honest, I would prefer if the new features stopped and the main focus was getting 1) All cars onto TM10 & 2) All cars set with brake temps/brake fade. Heck, there are mod cars featuring TM10 & Tire Temps...

Tires and brakes are important but this game desperately needs more racing features and I think the lack of features is holding it back more than the tire model or brake temps. We need something more than a cosmetic flag system, reverse grids, rolling starts (even if it's MP only), a better penalty system, a more flexible button mapping system, custom championships, just to name a few. Those things would transform the game and make it so much more useful, flexible, and enjoyable (at least for me). We also really need the AI fixed so that they don't get confused by slower cars and just form a Trulli Train, really limits the possibility for things like track days and multi-class racing. I really want to load up a race with the 919, the Oreca mod car, and the URD EGT cars at Le Mans and do a proper WEC-style race, but after a few laps the prototypes will just get log jammed behind the GT cars so it's pointless. :indiff: Just my opinion of course, but by this point I've kinda given up hope that most of those things will ever be added.
 
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We also really need the AI fixed so that they don't get confused by slower cars and just form a Trulli Train, really limits the possibility for things like track days and multi-class racing. I really want to load up a race with the 919, the Oreca mod car, and the URD EGT cars at Le Mans and do a proper WEC-style race, but after a few laps the prototypes will just get log jammed behind the GT cars so it's pointless. :indiff:
Yes, multi-class is high on my list too. Would be nice to do a WEC-race.
 
Yes, multi-class is high on my list too. Would be nice to do a WEC-race.

Unfortunately this is a problem that's affected the AI for a long time, so it must be a hard nut to crack. If they can get that fixed it will add a bit more flexibility to what we can do offline.
 
Tires and brakes are important but this game desperately needs more racing features and I think the lack of features is holding it back more than the tire model or brake temps. We need something more than a cosmetic flag system, reverse grids, rolling starts (even if it's MP only), a better penalty system, a more flexible button mapping system, custom championships, just to name a few. Those things would transform the game and make it so much more useful, flexible, and enjoyable (at least for me). We also really need the AI fixed so that they don't get confused by slower cars and just form a Trulli Train, really limits the possibility for things like track days and multi-class racing. I really want to load up a race with the 919, the Oreca mod car, and the URD EGT cars at Le Mans and do a proper WEC-style race, but after a few laps the prototypes will just get log jammed behind the GT cars so it's pointless. :indiff:
Oh, you are absolutely right - AC needs all of that stuff. I just hate seeing things get left unfinished. Then its this time next year and we're still talking about when will this car get blah blah blah. Maybe that's the obsessive side of me showing.

I'm fairly certain Stefano hinted at Custom Championships coming very soon. I do agree that they gotta get this AI thing figured out. I don't know why it was working so freakin' great (was it 1.7.x or 1.8.x...??) and then it took a step backward. Now, don't get me wrong. I still have issues here and there - no question...but I don't think I experience them nearly as much as some people do.

The next time you want to do a track day, in Content Manager make sure you're using 2 different percentages for AI strength. That seems to help me a lot. With my track days every driver has a unique vehicle. I don't know the percentage assigned to every vehicle which would be a nice feature. I wonder if x4fab could implement that. Have their Strength % float above the cars like their names do, if you turn that feature on.

The way I understand it, If I set Top Strength to 93% and bottom Strength to 89%, I should get the entire range applied to cars. 89, 90, 91, 92 & 93% AI Strength. My uneducated theory is that when the field is all the same AI% they get confused. So, even though AI Driver 1 is in a Gallardo and AI Driver 2 is in a Lotus Exige, when Driver 1 gets behind Driver 2 he thinks he can't overtake him or something completely stupid. I don't know. That's probably absolutely nothing close to what's happening... :dunce: :banghead:

What do you mean by "more flexible button mapping"? Are you talking about for console players? If so, I agree 100%! That is so stupid the way it currently is.
 
I'm fairly certain Stefano hinted at Custom Championships coming very soon.

Yes, he said he was hoping for the next update with PP3. I'm not holding my breath though. Even if it does come it's going to be hampered by the AI Trulli Train issue to some extent.

The next time you want to do a track day, in Content Manager make sure you're using 2 different percentages for AI strength. That seems to help me a lot. With my track days every driver has a unique vehicle. I don't know the percentage assigned to every vehicle which would be a nice feature. I wonder if x4fab could implement that. Have their Strength % float above the cars like their names do, if you turn that feature on.

The way I understand it, If I set Top Strength to 93% and bottom Strength to 89%, I should get the entire range applied to cars. 89, 90, 91, 92 & 93% AI Strength. My uneducated theory is that when the field is all the same AI% they get confused. So, even though AI Driver 1 is in a Gallardo and AI Driver 2 is in a Lotus Exige, when Driver 1 gets behind Driver 2 he thinks he can't overtake him or something completely stupid. I don't know. That's probably absolutely nothing close to what's happening... :dunce: :banghead:

That's what I've used, think it was 85%-95% AI or around there. But both times I've tried a track day it's the same issue, watching a 488 put around behind a GT86 because it doesn't realize it can pass the slower car. I gave up once I saw that, kinda ruins the whole purpose of doing a track day.

What do you mean by "more flexible button mapping"? Are you talking about for console players? If so, I agree 100%! That is so stupid the way it currently is.

There's lots of commands in AC that can only be done with the keyboard, like adjusting turbo, adjusting FFB, turning driver names on/off, turning the virtual mirror on/off, turning the leaderboard on/off, and more. I'd really like to get a button box but none of that stuff can be mapped to other buttons (without using a third party workaround) so it really limits how useful a button box would be with AC. In most other sims you can pretty much map any command you want to any button or key you want, but in AC there's only a few things you can change the mapping for.
 
That's what I've used, think it was 85%-95% AI or around there. But both times I've tried a track day it's the same issue, watching a 488 put around behind a GT86 because it doesn't realize it can pass the slower car. I gave up once I saw that, kinda ruins the whole purpose of doing a track day.

Yeah...That is the worst. I must just have some really good luck. While I do encounter that from time to time, it's never been as bad as some cases I've seen. Heck, I saw someone post a video where there were like 10 cars in a train.

I wonder if it has anything to do with the tracks I tend to select. I often use Riverside (all variations) & Old Monza full layout. Those are wide tracks. Hmmm. Again...I don't want anyone to think I'm saying I don't encounter it because I sure do. On several occasions I've resorted to pushing the slow poke out of the way so the rest of the cars can get on with their business. :lol:

There's lots of commands in AC that can only be done with the keyboard, like adjusting turbo, adjusting FFB, turning driver names on/off, turning the virtual mirror on/off, turning the leaderboard on/off, and more. I'd really like to get a button box but none of that stuff can be mapped to other buttons (without using a third party workaround) so it really limits how useful a button box would be with AC. In most other sims you can pretty much map any command you want to any button or key you want, but in AC there's only a few things you can change the mapping for.
Ahhh yes! I see what you're saying. When I finally stop using my ghetto-fabulous rig I'd really like to get a Derek Spear Design button box. He has several different boxes...and they all look pretty great! He even sells CSW specific panel mounts so it becomes connected to the side(s) of your CSW base...almost like a real dashboard, in a way. Even if you prefer to mount a box in a different way he has so many options available and the prices aren't really bad. His pedals and shifters look great too, but they're too pricey for me. :grumpy:
 
Just for the record, I race AI at around 93%, recently I have race cars with different performance to study eligible cars for parity racing. The slowest car was the Miura and the F40 and other faster cars have no issues passing the Miura or even the Countach. All this happening at Mugello.
I not saying the AI being troubled by slower human driver or slower AI is not an issue, but wanted to mention that depending of speed difference it may or may not be an issue.
 
Just for the record, I race AI at around 93%, recently I have race cars with different performance to study eligible cars for parity racing. The slowest car was the Miura and the F40 and other faster cars have no issues passing the Miura or even the Countach. All this happening at Mugello.
I not saying the AI being troubled by slower human driver or slower AI is not an issue, but wanted to mention that depending of speed difference it may or may not be an issue.

Yes, I think if the cars are fairly close in speed it probably works better. But when I've tried to do a track day I had cars ranging from the 918 down to the Abarth 500 and it just did not work, saw several trains of fast cars tied up behind slow cars.
 
I've had a bunch of cars including the FXX K all training the MX5 when I tried to a track day.
Isn't it freakin' bonkers? It's funny. I have had good success with cars ranging from BMW 1M up to La Ferrari. But, it's not like I can honestly say that I run track days every day of the week. Heck, I don't even play the game all that much these days. I'm going to give it a try at Mugello today. I need a lot of practice there anyway.

In other news. I popped open the Aventador SV data file to check something out this morning. I was shocked. 43%/57% weight distribution. Maybe it's just me...That car feels way heavier in the back.
 
Yes, I think if the cars are fairly close in speed it probably works better. But when I've tried to do a track day I had cars ranging from the 918 down to the Abarth 500 and it just did not work, saw several trains of fast cars tied up behind slow cars.

Putting Abarth 500 and 918 on the same track is a little extreme, I know it would not happen on the track I go to IRL. We do not even mix driver of different ability level driving similar cars!
 
Putting Abarth 500 and 918 on the same track is a little extreme, I know it would not happen on the track I go to IRL. We do not even mix driver of different ability level driving similar cars!

I was just picking a range of street cars from slow to fast and putting them around the Nords, I wanted to have some cars I would overtake and other cars that would overtake me, kinda like a real Nords track day. I've seen plenty of Nords track day videos, not out of the norm to see a wide range of performance in the cars on the track so that's what I was trying to replicate but the game seems to not like that wide of a range very much.

Oh, I also tried this at the Touristfarfegnugen layout and it was quite hilarious to watch the AI cars try to drive through the fence to get out of the car park (not really hilarious though, as most of them never got on the track). :indiff:
 
I know the world doesn't revolve around me. (It should, but it doesn't :P) I'm all for new features, but to be honest, I would prefer if the new features stopped and the main focus was getting 1) All cars onto TM10 & 2) All cars set with brake temps/brake fade. Heck, there are mod cars featuring TM10 & Tire Temps...
Woah woah woah lets see what it is first, I'm really curious. I dont like secrets.
 
I was just picking a range of street cars from slow to fast and putting them around the Nords, I wanted to have some cars I would overtake and other cars that would overtake me, kinda like a real Nords track day. I've seen plenty of Nords track day videos, not out of the norm to see a wide range of performance in the cars on the track so that's what I was trying to replicate but the game seems to not like that wide of a range very much.

Oh, I also tried this at the Touristfarfegnugen layout and it was quite hilarious to watch the AI cars try to drive through the fence to get out of the car park (not really hilarious though, as most of them never got on the track). :indiff:

True, the Nords as a wide range of cars and even motorcycles traveling a different velocity on Tourist track days, it might not be unique but if you go for track days on your local track you will see it is different and regulations will prevent those kind of scenario for very good reasons. To add salt to the injury the Nords is also a difficult track to pass.
All that to say that given a more conventional track day scenario, the AI in AC although with room for improvement, no doubt, might not be as bad as some extreme situation could lead to believe.
In addition if someone wants absolutely have a track day on the Nords with widely different car selection, there is always a wide choice of servers offering a closer to life multiplayer experience.
 
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