Assetto Corsa | News and General Discussion

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I have recently purchased "Project Cars" and like it very much. The physics seems a lot better than GT6 and the AIs difficulty can be adjusted from 0% to 100% and they race clean from standing start. I am also thinking of trying AS but I see a lots of negative reviews from Amazon which makes me hesitate to buy it. I would like to hear some honest opinions of the pros and cons of AS comparing to something like Project Cars, GT6 etc. Note that I prefer realism and drive without aids (except ABS) on Thurstmaster T300 Alcantara Edition Wheels. Thank you in advance.

Don't pay attention to Amazon reviews. If I did I wouldn't have had 3 months out of it.
I saw 1 reviewer on Amazon saying he sent AC back because the physics felt off, he said he plays Forza and GT and there's just something wrong with ACs physics lol.

Wow, I really appreciate so many inputs from you all. It looks like a buy for me. Could I also have your specific opinions on the following:
1. Physics: Seems like second to none on PS4?? How is the tire, brake and suspension model?

2. Force Feedback: Does it mimic real life car? Do they also factor speed into it? (slower speed with heavier FFB vs. lighter FFB on higher speed). Do they factor tire into account? (softer compounds has higher FFB while harder compounds gives you more feel, more warning and time to counter steer to recover from a spin)

3. Track: Are all tracks laser scanned? How accurate are they? I care a lot about Big Willow because I actually drive on this track in real life.

4. AIs: I thought Project Cars really nail it right with difficulty adjustment and clean driving and passing in general. They also nail the following aspects while GT6 fails all of them.
4a: Will AIs use you as brake assistance such as crashing into you from behind?
4b: Will they take alternative lines?
4c: Will they pass you cleanly?
4d: Will they cut corners?
4e: Will they have different physics and braking points? I notice that Project Cars have some cars on some tracks having impossible braking points meaning they can brake ridiculously late without crashing or spinning out and your human cars cannot replicate this.
4f: Will they adapt to your pace and driving style?

5. How good is the default FFB? I thought Project Cars does it wrong, default settings suck and I don't want to adjust millions of settings. I just want the FFB set similar to what a real car does and the game should have that as default.

6. Fast and simple: Pick a car, track, and condition to drive. Project Cars nails this! I don't care about career mode nor spending time grinding for gold/money to buy car (GT6 fails on this).

7. Do they have leader-board for hot lapping showing the best to worst time for many different combination of cars/tracks? Can you filter it by car/track/aids used? I use this a lot to monitor my own performance. Specifically I would like to see something like this http://pcars.13ms.de/#/times/697498609?vehicle=65306143

8. Tuning: How good is tuning? I generally spend little time on this but good to have.

9. Cars: Do they have Lexus LFA, Nissan GTR, Lambo, Ferrari and Porsche?

10. Sounds: Do they model the real sound or some generic vacuum cleaner sound like GT6?

11. Third party apps: Do we have apps that help you analyze your telemetry data?
It's worth pointing out that since the last update the tyres and many cars are much better and enjoyable to drive now. Also worth mentioning is that they are constantly working to improve and add features to the game such as custom championships and a free new track (in the next 6 weeks hopefully) and some other feature we will supposedly like according to one of the devs.
 
If you're buying it on PS4, you may want to wait a few days. It just recently was on sale on the North American PSN Store for a great deal (essentially you could get it for half price, or get the Season Pass for free), and I wouldn't be surprised if it gets discounted again at some point over the holidays. The base game is hard to recommend over something like PCARS GOTY — more cars, way more tracks, better racing in terms of rules and strategies — but with the Season Pass bundling Porsche in (whenever they actually arrive), it gets the nod IMO.

Worth mentioning the default FFB settings were way too high when I tried it with the CSL Elite on XB1, but it's pretty easy to trim to your preference.
 
Wow, I really appreciate so many inputs from you all. It looks like a buy for me. Could I also have your specific opinions on the following:
1. Physics: Seems like second to none on PS4?? How is the tire, brake and suspension model?

2. Force Feedback: Does it mimic real life car? Do they also factor speed into it? (slower speed with heavier FFB vs. lighter FFB on higher speed). Do they factor tire into account? (softer compounds has higher FFB while harder compounds gives you more feel, more warning and time to counter steer to recover from a spin)

3. Track: Are all tracks laser scanned? How accurate are they? I care a lot about Big Willow because I actually drive on this track in real life.

4. AIs: I thought Project Cars really nail it right with difficulty adjustment and clean driving and passing in general. They also nail the following aspects while GT6 fails all of them.
4a: Will AIs use you as brake assistance such as crashing into you from behind?
4b: Will they take alternative lines?
4c: Will they pass you cleanly?
4d: Will they cut corners?
4e: Will they have different physics and braking points? I notice that Project Cars have some cars on some tracks having impossible braking points meaning they can brake ridiculously late without crashing or spinning out and your human cars cannot replicate this.
4f: Will they adapt to your pace and driving style?

5. How good is the default FFB? I thought Project Cars does it wrong, default settings suck and I don't want to adjust millions of settings. I just want the FFB set similar to what a real car does and the game should have that as default.

6. Fast and simple: Pick a car, track, and condition to drive. Project Cars nails this! I don't care about career mode nor spending time grinding for gold/money to buy car (GT6 fails on this).

7. Do they have leader-board for hot lapping showing the best to worst time for many different combination of cars/tracks? Can you filter it by car/track/aids used? I use this a lot to monitor my own performance. Specifically I would like to see something like this http://pcars.13ms.de/#/times/697498609?vehicle=65306143

8. Tuning: How good is tuning? I generally spend little time on this but good to have.

9. Cars: Do they have Lexus LFA, Nissan GTR, Lambo, Ferrari and Porsche?

10. Sounds: Do they model the real sound or some generic vacuum cleaner sound like GT6?

11. Third party apps: Do we have apps that help you analyze your telemetry data?

Just be aware that it has some issues on consoles and is missing some features from the PC version. On console you can't select custom button mappings, there are no private lobbies at the moment so you have to make due with pre-set rooms, I believe you still can't select specific cars you want on the grid but instead have to choose among classes that aren't necessarily well balanced, you can only adjust tuning parts that are already on the car and can't add parts like in GT5/6, no leaderboards or online competitions. The career mode is pretty underwhelming, especially compared to PCARS, for the most part it's a series of random races with random cars and not much of a progression model other than "beat this event to unlock that event". The AI, while greatly improved from what it was a year ago, still suffers from some issues like bad starts or getting stuck behind faster cars. AC excels in driving feeling and FFB (in most people's opinion) but it kinda suffers everywhere else. If you can appreciate a game for it' great driving model and be patient while issues are addressed and features are added then you'll be satisfied with your purchase. If you're looking for a complete, well fleshed out title with lots of options and features you may be a bit disappointed. Many people (on console and PC) refer to it as a hot lap simulator and that's somewhat accurate, but for some of us hot lapping in AC is more rewarding and enjoyable than racing in PCARS.
 
1.11.0 Changelog

- New Porsche 919 Hybrid 2016 LeMans configuration (Porsche Pack 3)
- New Porsche 908 Lang Heck (LongTail) (Porsche Pack 3)
- New Porsche 917K (Porsche Pack 3)
- New Porsche 911 R (991) (Porsche Pack 3)
- New Porsche 911 GT3 Cup 2017 (Porsche Pack 3)
- New Porsche 911 GT3 R 2016 (Porsche Pack 3)
- New Porsche 911 Turbo S (991) (Porsche Pack 3)
- New Porsche Macan Turbo (free bonus)
- New Championship gameplay. Create your own championship, select cars, tracks, laps, points, rules and compete against AI.
- Fixed wing damage model on Nissan GTR
- Shared Memory :
- Fixed kersCharge and kersInput for ERS system
- Added system/cfg/messages.ini to filter system messages out
- Added Print function in Time Table (export in Documents\Assetto Corsa\out)
- Fixed Setup Electronic tab issue on ABS level for cars featuring no TC
- Reviewed damage curve + repair times
- New formula for effective radius calculation
- PitStop is possible also in Practice session
- Fixed Confirm button in Pitstop screen to work without any requestes operation
- Fixed UI resetting AI level at start
- Corrected front wheels 3D placement for Lotus Evora S and step S2
- Pitstop animation disabled for VR users
- New V10 tyres and updated physics and inertias for all GT3 cars
- New V10 tyres and updated physics and inertias for all GT2 cars plus Glickenhaus P4/5C and Evora GX and GTC
- Updated V10 tyres and updated physics and inertias for Hypercars (LaFerrari, 599XX, FxxK, P1, Aventador SV, Huayra, Zonda R), more experimentation
- Corrected Porsche 917/30 inertia values
- Corrected Porsche 917/30 ackerman and front bump steer suspension
- Corrected aero downforce and drag values for Porsche 962 Short Tail
- Corrected drag values for Porsche 962 Long Tail
- Porsche 962C Long Tail now has passive wastegate pressure map that permits user controlled overboost as a % of a turbo boost map. 0-9 keys
- F4 key sets camera on the player car
- Added Delete function on Setup screen
- Added electronic controller cltr_wastegate[X].ini to control wastegate levels on turbos
- Fixed potential track cut on nordschleife endurance and cup layouts
 
So nothing really of interest besides championship mode and some more tire updates. Guess I really wasn't expecting more than that on such a short turn around but I always hold out hope that some goodies will get slipped in there. Championship mode should be nice though, would be awesome if we could also use that online to create championships that automatically keep track of points.
 
So nothing really of interest besides championship mode and some more tire updates.
Those Porsches are of no interest to you? :P Kidding.
Well, now that we have custom championships we really need the AI to know which class the car in front of them is.
 
Those Porsches are of no interest to you? :P Kidding.

Well, of course, but those were a given. Though I've not been nearly as excited about all these Beetles as some people have, I never knew how much people loved these things! They're great additions and I'm quite glad to have them, but I've not stained any trousers over them. :P That being said, the 911 Cup is the one I've probably been looking forward to the most from all three packs so I'm quite eager to check it out.

Well, now that we have custom championships we really need the AI to know which class the car in front of them is.

#TRUTH Custom championships would be sooooo much more useful if we could setup some multi-class racing.
 
Months and months of development to finally make custom championships possible and what do players do? Request more features. :lol:

I'm quite happy to see that added as it will inject some much needed life into offline play, which is why I listed it as the biggest improvement from this patch. Other than custom championships, being able to delete setups, and some tire tweaks, it's mainly just bug fixes though, which I think is what most of us expected. But I'm not much of an offline player so it doesn't add much value for me. Meanwhile, there have been no real improvements or additions to online features for a very long time. Well, I guess they added false starts but that seems to be cosmetic only and doesn't really add much to the online experience (IMO).

I have an other word in mind but your description of the situation is much nicer

Yes, it's the "online players continue to wait for much needed features that appear to never be coming while offline players get more toys syndrome". :sly: I've pretty much given up hope on any of the things I want for multiplayer being added at this point so I guess I should just be thrilled that we now have a slightly better way to play offline (which we could already do with a third-party app).
 
Can't wait for custom championships to hit consoles (perhaps in time for my birthday in June? lol). That's something SMS didn't bother trying to get working in their game, so a big win for Kunos. Interested to see if it'll be random AI winning each race or whether there'll be better AI drivers than others, therefore giving us a kind of rivals situation.
 
I'm very happy with AC of course.
It's just that multi-class racing would take the singleplayer experience to the next level - to use some marketing bs lingua. So, why wouldn't I want that? :)
 
Wiz
1.11.0 Changelog


- New Championship gameplay. Create your own championship, select cars, tracks, laps, points, rules and compete against AI.
Okay. This is cool for offline lamers like me. I like. I like. It's going to be interested to see what kind of "rules" can be set. Also, I don't see any mention of tweaking the AI at all, so running a single race is a crap shoot. Have fun when you're on Race 6 of a 7 Race Championship and the AI decides to drive like they're in the Nordschleife Tourist parking lot. :lol:

Seriously though...I wish there was some mention of AI adjustment. I really wish they had addressed the AI getting much better in v1.7 and then half of the AI drivers lost their minds in v1.8. I don't know anything at all about programming an artificial intelligence for a racing sim. But, I do know one thing. Computers follow instructions. If you don't change the instructions, you should get the same output over and over. If the AI code hasn't been touched, shouldn't it still be the same?

- Porsche 962C Long Tail now has passive wastegate pressure map that permits user controlled overboost as a % of a turbo boost map. 0-9 keys
Whatchu talkin' bout, Stefano? I know some of those words. The 962C already has an adjustable turbo, right? So what is this all about?
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FWIW I don't mind AC's AI that much. I've had less issues running in close proximity to them than pCars, which tend to be pretty unaware of your presence....
 
Added Delete function on Setup screen - Very cool. I took to putting dates on my setups a while ago and now I can delete all the older ones I no longer use.
 
FWIW I don't mind AC's AI that much. I've had less issues running in close proximity to them than pCars, which tend to be pretty unaware of your presence....
The AI can be awesome at times. Otherwise it's pretty good for the most part. The one big problem with the AI that most people have experienced is when a faster AI driver gets on the rear bumper of a slower AI driver and just won't pass. Then it turns into a freakin' train of cars.

I'm talking about a Pagani Huayra sitting behind a BMW 1M and refusing to pass the Beemer. That's insane. Now, you might be thinking "Why are those two cars on the same track?" Good question. Running Track Days, mostly. However, it will happen when you run a 24 car race with all E92 BMW M3s. There will be that one AI driver who had a better starting position yet he is off the pace and holding up traffic with 16 cars behind him.
 
FWIW I don't mind AC's AI that much. I've had less issues running in close proximity to them than pCars, which tend to be pretty unaware of your presence....

Most of the time I think they're pretty decent and can provide pretty good racing. My big gripe with them is that they can sometimes get confused by slower traffic and will just end up tagging along behind the slow car. Or, when an AI car pulls into the pits and the AI car on track hits the brakes because he thinks he needs to slow down for the car pulling into the pits. Luckily I don't encounter these situations very often because I usually do cars of the same pace and have never done an offline race long enough to need a pitstop. But track days would be a lot better if they didn't get confused by slower traffic.
 
I've become Yarno Trulli in the Audi LMS Ultra with the AI on hard. :(

Even as a test went with a race with the whole grid as the same car and they blitz me on the straights. Yet I can out brake them and keep to the apex but they have so much grip exiting the corners and hounding my rear on the straights.

Even hooked the T300/T3PA to the laptop to check the Thrustmaster controls and all pedals are performing normally. I do not get it... Same car and they fly by me on every lap. Every lap the gaps grow bigger and bigger on the straights even with zero downforce or stock downforce.
 
Can't wait for custom championships to hit consoles (perhaps in time for my birthday in June? lol). That's something SMS didn't bother trying to get working in their game, so a big win for Kunos. Interested to see if it'll be random AI winning each race or whether there'll be better AI drivers than others, therefore giving us a kind of rivals situation.
A while back Stefano said the AI drivers had different skill levels. So im gonna assume that will be the case.
 
yeah the slowing down for the pitting car thing is annoying, because of that I've been running short sprint races. So far I haven't tried too much multi-class thing though so I don't know how much of a problem that can be though.
 
I've become Yarno Trulli in the Audi LMS Ultra with the AI on hard. :(

Even as a test went with a race with the whole grid as the same car and they blitz me on the straights. Yet I can out brake them and keep to the apex but they have so much grip exiting the corners and hounding my rear on the straights.

Even hooked the T300/T3PA to the laptop to check the Thrustmaster controls and all pedals are performing normally. I do not get it... Same car and they fly by me on every lap. Every lap the gaps grow bigger and bigger on the straights even with zero downforce or stock downforce.
This is the thing I find most frustrating with the AI. Corner exit speed seems too high IMO. I've often gone into a corner behind the AI, thought I'd taken a good line, yet they pull away down the following straight. It's even more frustrating when racing road cars as there's not a lot you can do in the tuning to get more speed out of the car, and I find in the open wheelers I'm having to run very low downforce at the detriment of my ideal grip levels just to have a chance of staying with them out of corners. Medium is too easy in race cars, can be tougher in road cars, but the exit speed makes Hard pretty challenging at times.
 
They also chatter their brakes. It is insane. Their brake lights really flicker when braking. On hard after a full lap most of the grid is half a track ahead of me.
 
I asked Stefano about multi-class racing on the official forums – if it's being worked on and if so, what its priority is. Here is the answer:
"priority one.. but I don't have a solution in my head for that. It's one of those things that you don't solve buying a book and copying code. It literally keeps me awake at night sometimes, hopefully one day inspiration will strike."

Looks like it's a tough nut to crack.
 
They also chatter their brakes. It is insane. Their brake lights really flicker when braking. On hard after a full lap most of the grid is half a track ahead of me.
I noticed after patch 1.09 that brake flickering had gone, at least on the cars I was racing against, but just today I noticed it on some of the road cars, like the 12C. So I'm not sure if it was ever fixed for all cars or whether it's back again.
 
They also chatter their brakes. It is insane. Their brake lights really flicker when braking. On hard after a full lap most of the grid is half a track ahead of me.
Really? Hmmm...We used to see the brake lights flicker like crazy too, but they got rid of that a LONG time ago. Can someone on the PC version back me up on this?

I asked Stefano about multi-class racing on the official forums – if it's being worked on and if so, what its priority is. Here is the answer:
"priority one.. but I don't have a solution in my head for that. It's one of those things that you don't solve buying a book and copying code. It literally keeps me awake at night sometimes, hopefully one day inspiration will strike."

Looks like it's a tough nut to crack.
It's pretty crazy to think that he's gotta figure this crap out all by himself. I mean, I'm sure Aristotelis, other employees & even bits and pieces of forum conversations probably give him hints on how to sketch a very general algorithm. You know, a crude overview of what needs to happen. Coding it is a whole different can of worms.
 
This was on console PS4, saw the brakes flickering on the AI cars in the GT3 class. Humans don't flicker when they brake.
I understand what you mean. We used to see the AI driver's brake lights flicker like crazy. It drove one person insane and he lives in a padded room now. Thankfully, Stefano got rid of that. So, I'm surprised that it's now showing up in the console code. I would have thought that the 'fixed' code would be on your PS4. That is, unless I'm somehow mistaken about something and if so, I was hoping another PC player could come and set the record straight.
 
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