Assetto Corsa | News and General Discussion

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Someone asked about the differences in the Porsche 919's (2015 & 2016) and if the 2016 was slower than the 2015.

Aristotelis answered:

Yes, the 919 2016 has restrictions in the fuel economy that make the ICE engine less powerful and more importantly, restrictions to the electric motor that can't go over 300KW (around 400bhp) on the LeMans version we are simulating.
For the same reasons the electric energy deployment is different, they try to deploy as much as possible from low speed and cap it from above 260kmh or so... The aero package is more efficient too, with less drag for more or less the same downforce. Some extra differences in the suspension geometry make so that the car can use the front engine sooner and with more aggressive deployment.

Interesting, this answers some questions I guess.....I've been driving the 2015 one a lot around Mugello and when the deployment set to "High Aggressive" I can use the manual boosting down half the front straight, let the car do its own thing around the track and still have enough juice(the limit per lap) to round up the lap to the line. In the 2016 version Using High Aggressive without using any manual deployment I will run out of juice way before the lap is out. It does feel like the car is pulling more at low speed, and it stops accelerating with electric half way down the straight.

Have to experiment with hybrid strategy to see what is the optimum for a fast lap.

IIRC both are in the 8MJ subclass for LMP1?
 
Okay...I was wondering what the heck this is all about. This is taken from the official forums.

Some guy named Stefano explains:
It's a small difference but important. Turbo controllers work on the "max boost" value while cockpit adjustment work on the wastegate valve. The two don't really mix well together as a low user setting would "cut" the boost at a certain point. By moving the controller to work on the wastegate as well the cockpit adjustment.. the latter becomes like a multiplier so the behavior is still fully dynamic.
It was basically done for that single car.

1.11.0 Changelog

- 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

From my understanding on how boost % adjustment while driving with 0-9 keys and from Stefano explanation, I think this is what Stefano meant :

Basically what Stefano said is for this particular car, 962C, both the turbo controller "max boost" value ( my guess this should be under electronic setup tab ) and cockpit adjustment works/applies on the simulated wastegate.

The cockpit adjustment wastegate pressure map is passive ( my guess it uses the added wastegate controller electronic setup ini for this function to work ), in a sense that it's combined with turbo controller "max boost", which will allow the driver to overboost the car with cockpit adjustment by using the boost % keys ( the boost % key from my understanding, normally changed the wastegate pressure map/setting - actively, 10% is 10% of max wastegate spring pressure, and 80% is default/stock boost AFAIK - so practically you can "overboost" / raise the boost from stock )

In other words, for this specific car, the boost % key now adds "overboost" value, while the wastegate pressure map stays passive ( derived from the new electronic wastegate controller ini ). If the stock wastegate pressure is 1.4 Bar for 962C ( originally 80% on 8 key ), now with the 1.11 update, you may be able to adjust wastegate pressure map under electronic setup tab, and when you press 1 to 9 while in cockpit/driving, it adds higher max boost value to allow the 962C to overboost beyond 1.4 Bar ( as sort of multiplier ), so key 1 for example, may add 10% and so on, up to 9 which may yield over 2.6 Bar, the 0 key should reset to 1.4 Bar.

I think this arrangement is meant to allow simulating the qualifying overboost pressure with ease by using cockpit adjustment which the real car may have while still offering adjustment to the wastegate pressure map and "max boost" value. This should give more flexible range of boost pressure changes, eg with low "max boost", the driver can now dynamically increase max boost by using the 1-9 keys.

Also, originally the max boost value can never be exceeded), maybe this is what Stefano meant by the two don't mix well when a user sets low setting ( lower than default wastegate pressure - "cut" the boost )

I could be wrong though as it's based from my own observation :) Maybe someone can correct me if I'm wrong ?
 
1.11.0 Changelog

- 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

From my understanding on how boost % adjustment while driving with 0-9 keys and from Stefano explanation, I think this is what Stefano meant :

Basically what Stefano said is for this particular car, 962C, both the turbo controller "max boost" value ( my guess this should be under electronic setup tab ) and cockpit adjustment works/applies on the simulated wastegate.

The cockpit adjustment wastegate pressure map is passive ( my guess it uses the added wastegate controller electronic setup ini for this function to work ), in a sense that it's combined with turbo controller "max boost", which will allow the driver to overboost the car with cockpit adjustment by using the boost % keys ( the boost % key from my understanding, normally changed the wastegate pressure map/setting - actively, 10% is 10% of max wastegate spring pressure, and 80% is default/stock boost AFAIK - so practically you can "overboost" / raise the boost from stock )

In other words, for this specific car, the boost % key now adds "overboost" value, while the wastegate pressure map stays passive ( derived from the new electronic wastegate controller ini ). If the stock wastegate pressure is 1.4 Bar for 962C ( originally 80% on 8 key ), now with the 1.11 update, you may be able to adjust wastegate pressure map under electronic setup tab, and when you press 1 to 9 while in cockpit/driving, it adds higher max boost value to allow the 962C to overboost beyond 1.4 Bar ( as sort of multiplier ), so key 1 for example, may add 10% and so on, up to 9 which may yield over 2.6 Bar, the 0 key should reset to 1.4 Bar.

I think this arrangement is meant to allow simulating the qualifying overboost pressure with ease by using cockpit adjustment which the real car may have while still offering adjustment to the wastegate pressure map and "max boost" value. This should give more flexible range of boost pressure changes, eg with low "max boost", the driver can now dynamically increase max boost by using the 1-9 keys.

Also, originally the max boost value can never be exceeded), maybe this is what Stefano meant by the two don't mix well when a user sets low setting ( lower than default wastegate pressure - "cut" the boost )

I could be wrong though as it's based from my own observation :) Maybe someone can correct me if I'm wrong ?
Is this your own observation from actual game play? Have you tried the new pack on your PC?
 
Is this your own observation from actual game play? Have you tried the new pack on your PC?

As I said in the post, from my understanding of the boost % adjustment in AC and Stefano explanation, hence I said that I could be wrong and if anyone here knows how it works on the car ( 962C LT back in previous version and the current updated change ) could correct me. I'm just offering my observation.

I knew you would quote me and said those :P, so predictable.
 
As I said in the post, from my understanding of the boost % adjustment in AC and Stefano explanation, hence I said that I could be wrong and if anyone here knows how it works on the car ( 962C LT back in previous version and the current updated change ) could correct me. I'm just offering my observation.

I knew you would quote me and said those :P, so predictable.
Yes your correct,as I have not tried it on console. I don't have PC version,that's why I have not responded! Perhaps assumptions or actual game play of the game would carry more weight. Can I ask a question? What is your actual time playing AC? Give us your thoughts on the changes and updates so far.
 
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Yes your correct,as I have not tried it on console. I don't have PC version,that's why I have not responded! Perhaps assumptions or actual game play of the game would carry more weight.

You are free to dismiss/ignore my observation if you feel that way, but you just had to do it, because you see my name. I even said in my post that I could be wrong and people are free to correct me.
 
I have come to the conclusion that the new "inertia" update has made it quite difficult to drive with a controller. It wasn't because I was bad (although I'm still really bad), it was the new way cars reacted. It'll take some getting use to. It's times like these where I wish I had a wheel.
 
I have come to the conclusion that the new "inertia" update has made it quite difficult to drive with a controller. It wasn't because I was bad (although I'm still really bad), it was the new way cars reacted. It'll take some getting use to. It's times like these where I wish I had a wheel.

What change are you referring to, something only affecting PC players? Using the DS4 controller on PS4, I have had a harder timer than usual lately. I have no idea what's going on with the game or my handle on it, so I'm seriously contemplating getting a wheel.
 
I have come to the conclusion that the new "inertia" update has made it quite difficult to drive with a controller. It wasn't because I was bad (although I'm still really bad), it was the new way cars reacted. It'll take some getting use to. It's times like these where I wish I had a wheel.
Difficult in which way(s)? I don't play with a controller, so I can't over an opinion if there is a difference in my mind. I'm just curious as to what you feel is different now when using the controller. I know they made those slight changes to TM10, so perhaps your muscle memory is sensing a difference? Again, I'm just grasping at straws here.

Opinions are funny. The GT40 received TM10 tires in this v1.11.0 update. So, I took it out onto Silverstone GP to see if it was any easier for me to handle. I think I spun on the very first corner - before even crossing the line starting my lap. :lol: I think one of my problems with the GT40 has always been me over driving the car. After that first lap which probably had 3 or 4 spins, my next 3 laps were all spin-free, however, I feel like I am crawling along in the car. I will say that I've always thought the GT40 is deceptive. I feel like I'm puttering along and then I look down at my speedo and I'm doing 100mph as I'm turning into a corner! :eek: So, maybe I just need to spend an afternoon with the car because I still think on the whole it is a spin happy vehicle.

Now, I started off by saying "Opinions are funny" because I just finished reading some new posts on the Official Forum and someone wrote "I think I'm 2sec faster with GT40 now, and rather consistent. I don't know if moving to external bigger monitor helped a lot, but I'm more confident in the car now. Can people confirm that GT is faster now ?"

Here I am thinking the car is still a nightmare but someone else finds it to be great. :lol: I'm not saying his feelings are invalid. Obviously he truly does enjoy the car much more now. It's just funny how two people can look at the same thing and see something completely different from each other.
 
What change are you referring to, something only affecting PC players? Using the DS4 controller on PS4, I have had a harder timer than usual lately. I have no idea what's going on with the game or my handle on it, so I'm seriously contemplating getting a wheel.
It was just released to PC today so it'll get to you guys at some point lol


Difficult in which way(s)?
I'm not sure I feel like it's much easier to lose it without doing anything different. It'll just snap into oversteer. Maybe it's just the 911 with its weird rear engine, I haven't tried any of the other cars today. I'll definitely try to do some testing tomorrow.
 
I'm not sure I feel like it's much easier to lose it without doing anything different. It'll just snap into oversteer. Maybe it's just the 911 with its weird rear engine, I haven't tried any of the other cars today. I'll definitely try to do some testing tomorrow.
Yeah...Please let me know -- I get curious about these sorts of things.

I still haven't driven the 2016 Porsche 919 or the PP3 classic race cars. The 911 R street car is awesome! I can't get enough of that car. 👍
 
Oh man... the GT3 Cup is love at first turn. Literally right out of the pits it felt so good. I've spent most of my time in that and the 911 R so far. I'll get to the rest of the pack eventually... maybe.
I agree 100%. So far, those two cars are the best of the pack, for me, so far. I'm about to go tear some 🤬 up with the classic race cars...and then I'll try the 2016 Porsche 919 which I really didn't think we needed considering we have the 2015 and there are pretty much no other official LMP1 vehicles...or am I forgetting something?

When the 2017 Porsche 911 GT3 RSR was announced to be in a state of delay, but we'd be receiving the 2017 911 Turbo S as a replacement, I was thrilled! Oh, I have always loved the 911 Turbos. Unfortunately, it suffers from modern Grand Toureritis like so many others. The Turbo models have turned into fatty's, like poor Syd Barrett in my avatar (Shine On...). I'm sure they will still throw down impressive lap times because of all that power, but it's just a weird vehicle to drive...especially if you just got out of the Porsche 911 R. Or even the 718 Cayman S! Of course, they can't match the 911 Turbo S with sheer power but the fun factor multiplies significantly in the two lesser Porsche's I just mentioned.
 
It was just released to PC today so it'll get to you guys at some point lol

Oh yes, PC version just got an update. Must be the morning memory being blurred. PC was probably already ahead of consoles when PPV2 released.

When the 2017 Porsche 911 GT3 RSR was announced to be in a state of delay, but we'd be receiving the 2017 911 Turbo S as a replacement, I was thrilled! Oh, I have always loved the 911 Turbos. Unfortunately, it suffers from modern Grand Toureritis like so many others. The Turbo models have turned into fatty's, like poor Syd Barrett in my avatar (Shine On...). I'm sure they will still throw down impressive lap times because of all that power, but it's just a weird vehicle to drive...especially if you just got out of the Porsche 911 R. Or even the 718 Cayman S! Of course, they can't match the 911 Turbo S with sheer power but the fun factor multiplies significantly in the two lesser Porsche's I just mentioned.


How is the Turbo S compared to the Carrera S? The latter is the only modern 911 currently on PS4 and I sort of enjoy driving it.
 
First time getting behind the wheel of the '16 919, and good lord the steering is dangerously sharp (and precise).



Also, dat spin coming out of Ascari because I gently over-corrected.. :lol:


I find the wheel arches restricting spotting apexes quite terrifying in that video. It is bad enough with limited field of view between 50 and 60 on console then to tale on those chunky wheel arches. :nervous:
 
1.11.0 Changelog

- 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

From my understanding on how boost % adjustment while driving with 0-9 keys and from Stefano explanation, I think this is what Stefano meant :

Basically what Stefano said is for this particular car, 962C, both the turbo controller "max boost" value ( my guess this should be under electronic setup tab ) and cockpit adjustment works/applies on the simulated wastegate.

The cockpit adjustment wastegate pressure map is passive ( my guess it uses the added wastegate controller electronic setup ini for this function to work ), in a sense that it's combined with turbo controller "max boost", which will allow the driver to overboost the car with cockpit adjustment by using the boost % keys ( the boost % key from my understanding, normally changed the wastegate pressure map/setting - actively, 10% is 10% of max wastegate spring pressure, and 80% is default/stock boost AFAIK - so practically you can "overboost" / raise the boost from stock )

In other words, for this specific car, the boost % key now adds "overboost" value, while the wastegate pressure map stays passive ( derived from the new electronic wastegate controller ini ). If the stock wastegate pressure is 1.4 Bar for 962C ( originally 80% on 8 key ), now with the 1.11 update, you may be able to adjust wastegate pressure map under electronic setup tab, and when you press 1 to 9 while in cockpit/driving, it adds higher max boost value to allow the 962C to overboost beyond 1.4 Bar ( as sort of multiplier ), so key 1 for example, may add 10% and so on, up to 9 which may yield over 2.6 Bar, the 0 key should reset to 1.4 Bar.

I think this arrangement is meant to allow simulating the qualifying overboost pressure with ease by using cockpit adjustment which the real car may have while still offering adjustment to the wastegate pressure map and "max boost" value. This should give more flexible range of boost pressure changes, eg with low "max boost", the driver can now dynamically increase max boost by using the 1-9 keys.

Also, originally the max boost value can never be exceeded), maybe this is what Stefano meant by the two don't mix well when a user sets low setting ( lower than default wastegate pressure - "cut" the boost )

I could be wrong though as it's based from my own observation :) Maybe someone can correct me if I'm wrong ?
This is a bit technical (at least for me I'll admit). Your best bet for a proper answer would be to ask Stefano or Aris on the official forum. If you haven't tried the game yet you really should. I think you might dig it. :cheers:
 
@Ridox2JZGTE Just get a copy will you, the way you seem passionate about the inner workings of cars you would love the attention to detail thats present in AC.

Just download it if you can't find a physical copy.

I don't think he has a console or PC capable of playing it. And with the limited tuning ability (can't upgrade/add parts) I think he'd be missing out on what he enjoys most.
 
I don't think he has a console or PC capable of playing it. And with the limited tuning ability (can't upgrade/add parts) I think he'd be missing out on what he enjoys most.
Well for parts tuning he should get an Xbone for Forza then :D
What i meant was that he'd probably love setting the cars up too without going to the virtual shop for a dose of the 'fast and the furious'. You can tinker enough on the setup front especially with the race cars, and he seems quite geeky about that stuff too.
 
Well for parts tuning he should get an Xbone for Forza then :D
What i meant was that he'd probably love setting the cars up too without going to the virtual shop for a dose of the 'fast and the furious'. You can tinker enough on the setup front especially with the race cars, and he seems quite geeky about that stuff too.

I think he enjoys adding/removing parts to make a certain spec or to fix problems in the model more than just setting up the car to be fast, and in AC you can only adjust the parts that are already on the car (which isn't much on some cars) so I think he'd be missing out on some of what he enjoys most.
 
People started up with the usual "Semislick? Hypercard Road? Who? What? Where?" in the v1.11 thread on the Official Forums. Fortunately, Aristotelis came around to squash the grand overthinking of the tires:

Code:
Sometimes you're overcomplicating things guys :D

Street tyres: Any good modern high performance summer street tyre. Anything you can find easily on your local tyre vendor.
Semislick tyres: Track oriented semislick tyres. Things like the original Toyo R888. NOT the latest R888R for example. Good trackday tyres, minimal tread.
Hypercar tyres: Those are special tyres, made specifically for the cars by the tyre manufacturers. They will have sufficient tread for rain and look like max performance summer tyres, but they also have custom compound for the cars and are stickier than a "normal" semislick. Usually they have more grip than a semislick, but wider slipangles because of the tread.

That's it.
V10 will keep the same names, and we will work heavily on their behaviour, heating, and handling.
 
I find the wheel arches restricting spotting apexes quite terrifying in that video. It is bad enough with limited field of view between 50 and 60 on console then to tale on those chunky wheel arches. :nervous:

On PC at least I've been trying to get more side vision out of the window(well I only have a single TV so thats still kinda hard) and at least that helps a bit to spot the turn. Corners like the super tight hairpin in the early part of lap at Silverstone GP still poses a problem. I pretty much just guess where it is once you place the car and just turn in blind...lol

Mugello a bit easier.


On the matter of tires, do cars like the GT3RS always had the Hypercar tires? I guess I didn't notice until the 911R since Sidekick's optimum tire temp thing didn't work with Pack 3 initially so I went to take a look and noticed the Hypercar Road as tire type. I thought it had semi-slick before. Seems trickier to drive when cold. 911R is sweet though. Without the short gearing of the PDK it definite feels a bit weak on the bottom end, or perhaps thats from getting used to the 718 or Carrera S's swell of turbo low end torque.

I still need to figure out how to drive the old Le Mans cars. The spool in the 917 and 962s baffles me as they just don't turn, and I am struggling to figure out how to set them up.
 
You are free to dismiss/ignore my observation if you feel that way, but you just had to do it, because you see my name. I even said in my post that I could be wrong and people are free to correct me.
I had to do what? Make an observation of something I haven't tried or actually played.
 
On PC at least I've been trying to get more side vision out of the window(well I only have a single TV so thats still kinda hard) and at least that helps a bit to spot the turn. Corners like the super tight hairpin in the early part of lap at Silverstone GP still poses a problem. I pretty much just guess where it is once you place the car and just turn in blind...lol

Mugello a bit easier.


On the matter of tires, do cars like the GT3RS always had the Hypercar tires? I guess I didn't notice until the 911R since Sidekick's optimum tire temp thing didn't work with Pack 3 initially so I went to take a look and noticed the Hypercar Road as tire type. I thought it had semi-slick before. Seems trickier to drive when cold. 911R is sweet though. Without the short gearing of the PDK it definite feels a bit weak on the bottom end, or perhaps thats from getting used to the 718 or Carrera S's swell of turbo low end torque.

I still need to figure out how to drive the old Le Mans cars. The spool in the 917 and 962s baffles me as they just don't turn, and I am struggling to figure out how to set them up.
I'm not a big fan of the modern LeMans type cars, but the sound on this car is fantastic to my ears and I have to try it for that reason alone:cheers:
 
I love the crackling popping sound this car makes when shifting. Its no wailing flat-6 but it sounds pretty interesting in its own right, and the sound of the regen electric motor is bang on from at least watching the WEC races.

I also like how the hybrid is simulated. Its interesting how the balance of the car changes once you add in the hybrid and switching between "charging" to anything that adds the front axle drive and the car drives quite differently. A more twichy balance on-power with "charging" turns into more neutral and add stability once you start using the front axle.
 
Okay, I drove some other GT3s. I drove a lot more carefully and it didn't seem that bad. The 911 with its engine in the back is a lot more likely to spin out. The 488 with the engine in the middle feels a lot easier to rotate and the AMG GT3 with the engine in the front seems to be more stable. Its a very interesting feeling.
 
v1.11.1
- Fixed Rear Right camber setup slider visualization for BMW 1M/S3, BMW M235iRacing, Porche Cayman S, Porsche Boxster S manual/PDK, Porsche Cayman GT4, Porsche Cayenne, Porsche Macan, Lotus Exos/S1
- Fixed Porche 911 Carrera RSR 74, ratio of 5th gear on default setup
- Fixed Porsche 908LH automatic gears hesitation on specific situations
- Corrected Porsche 911 GT3 Cup 2017 wheels 3D placement and setup camber range, to avoid clipping with body at 0 camber.
- Corrected Ford GT40 suspension travel limit and bump steer, to avoid suspension out of bounds and flex on severe compressions. (after all the car was made for LeMans which was flat...)
- Corrected Porsche 911 GT3 Cup AI shift rpm range
- Updated V10 tyres, physics and inertia for Praga R1
- Missing corner placed RPM indicator lights added to 919 Hybrid 2016
- Fixed Championship gameplay wrong AI level values
- Fixed very long circuit names, covering the lap slider in Championship creation
- Instrument backlighting added to 908LH and 917K
- Fixed Italian Ring special event
- Fixed Shared Memory Physics->BrakeBias

http://www.assettocorsa.net/forum/i...d-porsche-pack-3-available.41013/#post-810128
 
Okay, I drove some other GT3s. I drove a lot more carefully and it didn't seem that bad. The 911 with its engine in the back is a lot more likely to spin out. The 488 with the engine in the middle feels a lot easier to rotate and the AMG GT3 with the engine in the front seems to be more stable. Its a very interesting feeling.

It is neat to see how differently everything drives based on their layout. The Porsches need to be driven in a pretty specific way for them to work. I was in the same boat with the first pack and it took some time to get used to the new layout. Here's how I've been driving them. Maybe this will help 👍

1) Brake in a straight line (this is big). I've found that a lot of my early spins were caused by turning in while still under heavy braking, which basically forces physics to take over and swap ends. Do the majority of your braking before you even turn in.

2) Turn in with little or no throttle (depends on the corner, just feel it out). More often than not, I tend to keep on the throttle a tiny bit to help avoid the pendulum effect from spinning me around. Basically what can happen to you under not straight braking can also happen to you mid-corner while off power. It's all about that weight transfer.

3) Then apply power as you turn out. The rear engine layout means you've got great traction under power, so take advantage of that.
 
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