Assetto Corsa PC Mods General DiscussionPC 

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hello thank you for the links I would like to know just what DLC of the game Assetto Corsa Steam DLC store you need to be able to play with the Renault Laguna BTCC because it does not work for me or on Content Manager and JGSME
 
... As for the sliding of these cars, yes they were sliding. That's what happens when you put an extremely overpowered engine on a saloon body with saloon tyres. You don't have to believe me, see for yourself. And when you get a hang of how to drive them, you don't slide once in a 20 lap race:

...

Ummm... Watching that video, I think I would have made a good BTCC pilot... because that's exactly what I do when I race in AC; slide and crash all the time... 🤔
 
hello thank you for the links I would like to know just what DLC of the game Assetto Corsa Steam DLC store you need to be able to play with the Renault Laguna BTCC because it does not work for me or on Content Manager and JGSME
Seems to be using the sound from the MB 190E Evo II which is part of the Dream Pack 1 DLC. Don't know if using the sound from a different mod might help. If you're planning to use mods in AC, you should really invest the 6-10 € for the Ultimate Edition.
1672774720094.png
 
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I'm thinking of buying a gaming PC in order to have some more racing simulations to play than on my PS5. One of my reasons for that is surely AC. I loved the mods for GTR2 back then and wasted a lot of time to rebuild some championships.
Exactly that would be possible in AC. But what is scaring my off a bit is the AI. I will drive only against the computer and the main feedback is that the AI is pretty bad overall. I'm hearing that most of the time the leader is driving away at the front and the cars behind you are only driving their paths without trying to overtake.
I've found out, that ~5 years ago a new AI update has arrived, which has improved the AIs.
Is it really that bad today? Can you recommend it? Are they any mods which improves the racing against the AI?

I know that there are some newer racing simulations with a good AI (e.g. ACC, RF2, AMS2) but I think I will love the ability to use those mods.

I'm an offline player, due to being the hostage of a small child, and Steam told me AC is the only game I played last year.

The AI is good - certainly won't blow you away but when you get the right combinations then it works very well. Of course, this being AC, you can tailor the cars' and tracks' AI files to your liking if you have time and inclination. And Content Manager makes setting up the grids a doddle.

AC has another 'USP' for its AI - it uses the same physics as the player's car. If you're used to a gMotor game (Raceroom, GTR2, rF2) or something like Forza or Project CARS, this makes a bit difference to the immersion level for me personally.

It's not good for multiclass or particularly long enduros though. Not yet, anyway...
 
Hi everyone,

I see that the free car mods for Assetto Corsa have improved a lot in quality, visual effects, animations, lights, dashboard, etc... some better and more detailed than the original Kunos models, it's impressive!

The community is amazing and I am so grateful for all the fantastic mods that have been released lately.

However, not all mods, I would even say, most, do not have the same quality with regard to the technical specifications of the vehicle. Even in the most basic elements, such as the weight, or the power curve, which results in performances that are quite different from the real thing.

For me to get a performance close to the real model is very important, as much or more than the visual aspect... that's why I started to adjust the data files of almost all the mods to be able to obtain models closer to real and also comparable to each other, which implies using similar criteria in establishing the technical parameters.

I decided to start making the result of my work available to the community.

So, here is my first work!
PORSCHE 959 - 1987
View attachment 1220338
"When it was introduced, the twin-turbocharged 959 was the world's fastest street-legal production car, boasting a top speed of 195 miles per hour (314 km/h).
During its production run it was hailed as the most technologically advanced road-going sports car ever built, and forerunner of all future super cars."

It's certainly not perfect, but it's much more real and guarantees greater consistency between different mods, from different authors.

Your comments and support will be greatly appreciated.

Hope you like and enjoy!

UPDATED!!! v1.21
 
Hey guys, can I get some help as far as what is happening below? I'm trying to change out the logo inside one of my skins for the Kunos Praga R1 and when I save the file, my updates are being saved in a stencil of what was there previously.

I'm using photoshop and saving the file as "praga_misc.dds". I tried some of the other file names on the other side of the screenshot with no luck. The other image is a screenshot of my dds file and settings

EDIT: Never mind, I just learned about normal maps. For the sake of anyone wondering who has ever run into this, save the file type under the Format "BC3n" and change the Image Type to "Normal Map Object Shape". This will be saved as the "praga_misc_NM.dds" as designated by CM under txnormal.

Praga R1 Glitch.PNGdds file.PNGdds settings.PNG
 
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I'm never seen that particular issue. Are they installed on the same drive?
Yeah installed on same hard drive ;)
C:\Program Files (x86)\Steam\steamapps\common\assettocorsa
C:\Program Files\Simplygon\10
Download simplygon.zip from their website, extract all in simplygon folder in your pc replacing the existing files, it works.

I tried this, and unfortunately, I have the same result.
Licence is ok on the SimplygonLicenseApplication.exe, is working well in 3dsmax, but not recognized by CM :confused:.

Do I have something to link in CM? an ini to fill?

Thanks for your help!
 
You're right, I didn't adjust that parameter. I will update as soon as possible.

Thanks! Appreciate the feedback!


Inertia is linked to the mass of the car, and as far as I know, there is no parameter for the correct distribution of the mass by the cubic area of the vehicle, so the values must be assigned depending on the area where the bulk of the mass is located, that is, values in general 10-15% smaller than the external measurements of the vehicle.
Check the kunos pipeline, it says to use general vehicle inertia values.
 
Check the kunos pipeline, it says to use general vehicle inertia values.
Maybe they want to simplify the matter, because one thing is what they say, another thing is what they do...

But that's ok, we're talking about a small difference, in the end it won't have a significant impact on the driving feel or performance.
 
I think weirdly enough, PM3DM cars are more stable than the VRC cars(definitely was not the case in isolation), thats where I find the most speed from over the VRC. Their balance and FFB to me are quite similar, VRCs are just harder to keep stable under braking->trail braking condition. Mondeo which seems to be the trickiest of the 3 to drive needs a lot of work to dial out the snap oversteer(test track is Donington). Taking rear swaybar completely out and also playing with rear tire pressure and alignment helps. And I need to dial back brake pressure to make sure I don't lock up tire as easily. I also find playing with front diff setting is pretty powerful(note the diff setting in the VRC is a bit different and you need to look at the actual name of the setting as opposed to just clicking right arrow for more of something and left arrow for less).
 
I know that there are some newer racing simulations with a good AI (e.g. ACC, RF2, AMS2)
How do you know?
What I know is that the AI in ACC, is not bad at all, RF2 AI is a disaster and AI in AMS2 is not good.
AI in AC can be bad, but AI in AC is modifiable, so if you take the time to work on it , you can make it exceptional and even more important, to behave te way you think is great. Additionaly, as opposed to other SIM, the AI in AC use the same physic as the player, so once well adjusted, it can be very good. Only drawback is that it might require some work and efforts, but that is true for many aspect of AC, it is not for the fainted heart, but the possibilities are exceptional, no other title has all that AC can offer.
 
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I came up with some settings related to steer lock recently. I have a g923 set with a 900 degrees but I drive mainly F1 cars in Assetto Corsa. How can I lock my steer depending on the mod I use ,the car I use, automatically? For example vrc formula alpha has a steer lock of 260 while rss of 240. How can I make Assetto Corsa to adjust itself for each mod type?
 
I'm thinking of buying a gaming PC in order to have some more racing simulations to play than on my PS5. One of my reasons for that is surely AC. I loved the mods for GTR2 back then and wasted a lot of time to rebuild some championships.
Exactly that would be possible in AC. But what is scaring my off a bit is the AI. I will drive only against the computer and the main feedback is that the AI is pretty bad overall. I'm hearing that most of the time the leader is driving away at the front and the cars behind you are only driving their paths without trying to overtake.
I've found out, that ~5 years ago a new AI update has arrived, which has improved the AIs.
Is it really that bad today? Can you recommend it? Are they any mods which improves the racing against the AI?

I know that there are some newer racing simulations with a good AI (e.g. ACC, RF2, AMS2) but I think I will love the ability to use those mods.
Well, the truth is that the AI in rf2 is perhaps one of the worst (actually it is an absolute disaster). In fact, the rf2 developers have already made it clear that they are not concerned with offline play as they have concentrated on online competitions, which is why they have stopped developing that part of the simulation. As for AMS2, the AI isn't all bad. I would say it is acceptable and has been improving over time. But it's not as configurable as AC (as long as you use CM/CSP of course).
 
I came up with some settings related to steer lock recently. I have a g923 set with a 900 degrees but I drive mainly F1 cars in Assetto Corsa. How can I lock my steer depending on the mod I use ,the car I use, automatically? For example vrc formula alpha has a steer lock of 260 while rss of 240. How can I make Assetto Corsa to adjust itself for each mod type?
1672792124827.png



IIRC it was this setting, I am not sure why its grey out here though. This is obviously with Content Manager....
Also I believe this setting below will sync the on screen wheel to the real one...

1672792250573.png



Also note I set my wheel(in this case a TS-PC) in its driver at the full lock(1080*) and set the steering range in AC(the steering axis degree in the 2nd pic) at the same value.
 
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Well, the truth is that the AI in rf2 is perhaps one of the worst (actually it is an absolute disaster). In fact, the rf2 developers have already made it clear that they are not concerned with offline play as they have concentrated on online competitions, which is why they have stopped developing that part of the simulation. As for AMS2, the AI isn't all bad. I would say it is acceptable and has been improving over time. But it's not as configurable as AC (as long as you use CM/CSP of course).
AMS2 isn't as configurable as AC? You have to be kidding. These are the parameters you can adjust per car, per custom livery:
  • What each personality value does:
    • name: Driver name.
    • country: 3 letter country code. This is used for displaying the country flag.
    • race_skill: Race session driver skill. It is mapped into a smaller range based on the "Opponent Skill Level" slider setting. Example:
      • For example, at 90% "Opponent Skill Level" slider setting: it builds a range from 85% to 95% (just example, the exact numbers vary for each vehicle model), so a 1.0 race skill driver would be 95% skill and a 0.0 race skill driver would be 85% skill in this example.
    • qualifying_skill: Same as above but for practice/qualifying sessions. Its completely independent from the race_skill. One detail is that a lower qualifying_skill value increases the likelihood of AI programmed mistakes during qualifying hotlaps.
    • aggression: Driver aggression. It is scaled by the "Opponent Aggression" setting:
      • At Low "Opponent Aggression" setting, the 0.0-1.0 aggression value is mapped into a 0.0-0.8 range.
      • At Medium "Opponent Aggression" setting, the 0-1 aggression value is mapped into a 0.2-1.0 range.
      • At High "Opponent Aggression" setting, the 0-1 aggression value is mapped into a 0.6-1.0 range.
      • At Max "Opponent Aggression" setting, all drivers have 1.0 aggression.
    • defending: How much the driver will try to defend his position. Is also scaled by the "Opponent Aggression" slider setting. One detail is that a lower defending value increases the likelihood of AI programmed mistakes when under pressure.
    • stamina: Lower stamina value means the driver loses more of his skill during the session, and also makes the driver to become tired earlier (which increases the likelihood of AI programmed mistakes)
    • consistency: Lower consistency value means the driver skill can be randomly reduced more (basically, the lower the consistency value of a driver, the more skill he can lose from the consistency logic). The randomness is biased towards not losing too much skill, so there is a higher probability for the drivers to lose few skill than to lose much skill. Its has a per-weekend effect (determined upon loading of a track) and also a per-lap effect (determined every new lap or so). One detail is that a lower consistency value slightly increases the likelihood of AI programmed mistakes during the session.
    • start_reactions: Lower start_reactions value means the driver will take more time to react to the race green flag and is more likely to make race start programmed mistakes at the moment of the race green flag (like losing rear grip with some smoke).
    • wet_skill: How good he is on a wet track. Controls how much he will slow down in curves as the track gets wet (lower wet_skill values means he will slow down more), and how likely he will make programmed mistakes related to wetness, like losing grip in puddles or in wet surface (lower wet_skill values increases the likelihood of those mistakes).
    • tyre_management: How good he is in preventing tyre wear (higher values means he will have less tyre wear and consequently he will be able do keep doing good laptimes for a longer period and pit later due to that). This doesn't change the behavior of the driver (i.e. he won't drive differently to try to save tires), just the tyre wear.
    • fuel_management: For now this parameter works in oval tracks only (but in future it will be extended to all track types); The higher the value, the more the AI will try to save fuel in some strategic situations instead of pushing, like when it sees it can maybe save a pitstop, it will try to stay in draft and coasting instead of overtaking while at the same time trying to not lose much distance to the race leader. It doesnt mean high value is better than low value, its just a characteristic of the driver.
    • blue_flag_conceding: Drivers with high blue_flag_conceding will work harder to concede the position when under blue flag.
    • weather_tyre_changes: Drivers with high weather_tyre_changes are more likely to make pitstops for changing tyres when the track wetness state changes. It doesnt mean 1.0 is better than 0.0, its just a characteristic of the driver, not really a skill. Sometimes staying longer on the track with the wrong tyres is better, sometimes its worse.
    • avoidance_of_mistakes: Drivers with lower avoidance_of_mistakes value are more likely to make AI programmed mistakes during the session in general (like understeer, oversteer, recoverable and non-recoverable mistakes).
    • avoidance_of_forced_mistakes: Drivers with 1.0 value for avoidance_of_forced_mistakes wont have their chances of mistakes increased when under pressure (when defending position). Drivers with lower value for avoidance_of_forced_mistakes will have their chances of mistakes increased when under pressure (compared to their chances of mistakes when not under pressure).
    • vehicle_reliability: In short this is a ratio between the lowest and highest possible reliability for the car/class in question. Read instructions on how to set this in its own section below.
From here:

Plus they've already addressed some rF2 AI downfalls and said they will continue to address the AI in rF2. They still can have issue but boy are they better than they used to be. rF2 is most definitely usable offline.

I still like AC and use it a lot, but when you can pull over to the side of the track and slowly come to a stop and the AI behind you basically does the same, there's some issues in there. I really like the new inception of rubber banding though and feel it makes races a lot more interesting. Hopefully more comes down the line.
 
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AMS2 isn't as configurable as AC? You have to be kidding. These are the parameters you can adjust per car, per custom livery:
  • What each personality value does:
    • name: Driver name.
    • country: 3 letter country code. This is used for displaying the country flag.
    • race_skill: Race session driver skill. It is mapped into a smaller range based on the "Opponent Skill Level" slider setting. Example:
      • For example, at 90% "Opponent Skill Level" slider setting: it builds a range from 85% to 95% (just example, the exact numbers vary for each vehicle model), so a 1.0 race skill driver would be 95% skill and a 0.0 race skill driver would be 85% skill in this example.
    • qualifying_skill: Same as above but for practice/qualifying sessions. Its completely independent from the race_skill. One detail is that a lower qualifying_skill value increases the likelihood of AI programmed mistakes during qualifying hotlaps.
    • aggression: Driver aggression. It is scaled by the "Opponent Aggression" setting:
      • At Low "Opponent Aggression" setting, the 0.0-1.0 aggression value is mapped into a 0.0-0.8 range.
      • At Medium "Opponent Aggression" setting, the 0-1 aggression value is mapped into a 0.2-1.0 range.
      • At High "Opponent Aggression" setting, the 0-1 aggression value is mapped into a 0.6-1.0 range.
      • At Max "Opponent Aggression" setting, all drivers have 1.0 aggression.
    • defending: How much the driver will try to defend his position. Is also scaled by the "Opponent Aggression" slider setting. One detail is that a lower defending value increases the likelihood of AI programmed mistakes when under pressure.
    • stamina: Lower stamina value means the driver loses more of his skill during the session, and also makes the driver to become tired earlier (which increases the likelihood of AI programmed mistakes)
    • consistency: Lower consistency value means the driver skill can be randomly reduced more (basically, the lower the consistency value of a driver, the more skill he can lose from the consistency logic). The randomness is biased towards not losing too much skill, so there is a higher probability for the drivers to lose few skill than to lose much skill. Its has a per-weekend effect (determined upon loading of a track) and also a per-lap effect (determined every new lap or so). One detail is that a lower consistency value slightly increases the likelihood of AI programmed mistakes during the session.
    • start_reactions: Lower start_reactions value means the driver will take more time to react to the race green flag and is more likely to make race start programmed mistakes at the moment of the race green flag (like losing rear grip with some smoke).
    • wet_skill: How good he is on a wet track. Controls how much he will slow down in curves as the track gets wet (lower wet_skill values means he will slow down more), and how likely he will make programmed mistakes related to wetness, like losing grip in puddles or in wet surface (lower wet_skill values increases the likelihood of those mistakes).
    • tyre_management: How good he is in preventing tyre wear (higher values means he will have less tyre wear and consequently he will be able do keep doing good laptimes for a longer period and pit later due to that). This doesn't change the behavior of the driver (i.e. he won't drive differently to try to save tires), just the tyre wear.
    • fuel_management: For now this parameter works in oval tracks only (but in future it will be extended to all track types); The higher the value, the more the AI will try to save fuel in some strategic situations instead of pushing, like when it sees it can maybe save a pitstop, it will try to stay in draft and coasting instead of overtaking while at the same time trying to not lose much distance to the race leader. It doesnt mean high value is better than low value, its just a characteristic of the driver.
    • blue_flag_conceding: Drivers with high blue_flag_conceding will work harder to concede the position when under blue flag.
    • weather_tyre_changes: Drivers with high weather_tyre_changes are more likely to make pitstops for changing tyres when the track wetness state changes. It doesnt mean 1.0 is better than 0.0, its just a characteristic of the driver, not really a skill. Sometimes staying longer on the track with the wrong tyres is better, sometimes its worse.
    • avoidance_of_mistakes: Drivers with lower avoidance_of_mistakes value are more likely to make AI programmed mistakes during the session in general (like understeer, oversteer, recoverable and non-recoverable mistakes).
    • avoidance_of_forced_mistakes: Drivers with 1.0 value for avoidance_of_forced_mistakes wont have their chances of mistakes increased when under pressure (when defending position). Drivers with lower value for avoidance_of_forced_mistakes will have their chances of mistakes increased when under pressure (compared to their chances of mistakes when not under pressure).
    • vehicle_reliability: In short this is a ratio between the lowest and highest possible reliability for the car/class in question. Read instructions on how to set this in its own section below.
From here:

Plus they've already addressed some rF2 AI downfalls and said they will continue to address the AI in rF2. They still can have issue but boy are they better than they used to be. rF2 is most definitely usable offline.

I still like AC and use it, but when you can pull over to the side of the track and slowly come to a stop and the AI behind you basically does the same, there's some issues in there. I really like the new inception of rubber banding though and feel it makes races a lot more interesting. Hopefully more comes down the line.
Not to overly kill the topic, but I play ACC, AC, and AMS 2. My racing group is exclusively using AMS 2 because we can have AI fill the grid, especially as us humans have issues where life gets in the way of race night. I find the AI to notice the hosting driver but not all others with AMS 2. No issues with AC or ACC, BUT, I'd love to have online AI to fill the grid in AC and ACC! That'd be a complete game changer.
 
More fun is a subjective matter, so I will not go there. Mario Kart can be more fun for some. And that is fine. But as physics go, f302 cars are 6 to 10 seconds a lap slower than what the real cars were doing. So they are realistic as a gt3 car is realistic at being an f1 car. FFB problem you are having is weird to me, cause I don't have this problem at all. Did you guys read the readme file? Did you unpack the cars and move them to ac folder in windows explorer? Or did you drag them to CM? Something must have gone wrong with the install on your end IMO. As for the sliding of these cars, yes they were sliding. That's what happens when you put an extremely overpowered engine on a saloon body with saloon tyres. You don't have to believe me, see for yourself. And when you get a hang of how to drive them, you don't slide once in a 20 lap race:



In general I don't comment on such posts. If you don't like, you don't like it. No problem. But to say something is **** and something has better physics without a shred of evidence, just doesn't sit with me very well. ;)

What a great share and reminder what carnage that era was. Looking at this footage and how these handle, I'd say the physics on these are pretty much on par, at least around around Brands Hatch and Paddock Hill Bend corner when I'm driving. F302 has some great conversions, just wish he had some physics assistance (which unfortunately I know nothing of) and his mods would be good. If you analyze the cars in CM, it is bits and pieces from Kunos. Don't know how accurate the "Analyze" feature is, but I'll leave that there...
 
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View attachment 1220471


IIRC it was this setting, I am not sure why its grey out here though. This is obviously with Content Manager....
Also I believe this setting below will sync the on screen wheel to the real one...

View attachment 1220472


Also note I set my wheel(in this case a TS-PC) in its driver at the full lock(1080*) and set the steering range in AC(the steering axis degree in the 2nd pic) at the same value.
Thank you for this. Yes I have that same option greyed out. I will try to put your settings and see how it goes. Technically for the g923 it should be 900 for both lghub and Assetto Corsa, right?. also what about soft lock?Thanks a lot for your help
 
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I'm thinking of buying a gaming PC in order to have some more racing simulations to play than on my PS5. One of my reasons for that is surely AC. I loved the mods for GTR2 back then and wasted a lot of time to rebuild some championships.
Exactly that would be possible in AC. But what is scaring my off a bit is the AI. I will drive only against the computer and the main feedback is that the AI is pretty bad overall. I'm hearing that most of the time the leader is driving away at the front and the cars behind you are only driving their paths without trying to overtake.
I've found out, that ~5 years ago a new AI update has arrived, which has improved the AIs.
Is it really that bad today? Can you recommend it? Are they any mods which improves the racing against the AI?

I know that there are some newer racing simulations with a good AI (e.g. ACC, RF2, AMS2) but I think I will love the ability to use those mods.
Anyone who says "it's that bad" is being overly dramatic in my humble opinion. Or it may just be that they're trying to convince everyone that they're the greatest racing driving (n)ever and that we should all be wowed at how brilliant they are. 😋

Personally, I can have plenty of fun racing against the AI in AC. More often than not, the problems I do have with the AI are from badly made AI lines on track mods, not the AI itself... but anyone who wants to can also make their own AI lines if they desire.

EDIT: I now see that plenty of others here have basically posted the same response, which is, you can have a perfectly reasonable time with AC AI.
 
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Thank you for this. Yes I have that same option greyed out. I will try to put your settings and see how it goes. Technically for the g923 it should be 900 for both lghub and Assetto Corsa, right?. also what about soft lock?Thanks a lot for your help
Yeah it should match whatever your base's max steering lock is, or actually, whatever your setting in the device driver is. If those 2 numbers are different I think the amount of actual steering you get will be multiplied by the ratio of those...
I am not sure what is the difference between the hardware lock vs the soft lock. I've just always ticked the hardware lock box and I never have to adjust the steering for any car.
Also note the lock is not a hard stop, its basically the point where the motor just goes straight to max force you you feel like you hit a stop, you can muscle past it if you really try.
 
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With both soft lock and hardware lock, you're supposed to set your max steering angle to your maximum in your wheel's software and then set that same angle for your wheel in AC, regardless of the chosen car. Choosing either of the lock settings then makes it so the game automatically makes your steering lock match the steering lock of the selected car.

The difference is, soft lock is the original implementation that came with AC and the way it "locks" your angle is that once you reach the limit and try to push past it with your wheel, it uses FFB to jackhammer against you. It feels awful at the limit. However, it's reliable! If you only care about getting the right angle, it works.

Hardware lock was introduced with CM and instead of this rapid-fire knocking effect, it just turns your wheel as stiff as possible with FFB once you reach the car's max angle. You can still push past it if you put enough effort into it but you very clearly feel where it's meant to end. Feels great. Unfortunately, it's not reliable! On Logitech wheels, I think it only works with the old Logitech Gaming Software. The predecessor to the modern Logitech G HUB. Ever since G HUB, the hardware lock option doesn't work anymore. Has no effect. At least on my G29.

Enabling Hardware lock also automatically disables soft lock, so as long as hardware lock is ticked, if hardware lock doesn't work on your wheel, soft lock won't work either. You have to tick only soft lock.

I wish this got updated and we got the hardware lock working again with Logitech wheels because soft lock feels terrible. Other sims can manage to lock your steering just fine.
 
I'm an offline player, due to being the hostage of a small child, and Steam told me AC is the only game I played last year.

The AI is good - certainly won't blow you away but when you get the right combinations then it works very well. Of course, this being AC, you can tailor the cars' and tracks' AI files to your liking if you have time and inclination. And Content Manager makes setting up the grids a doddle.

AC has another 'USP' for its AI - it uses the same physics as the player's car. If you're used to a gMotor game (Raceroom, GTR2, rF2) or something like Forza or Project CARS, this makes a bit difference to the immersion level for me personally.

It's not good for multiclass or particularly long enduros though. Not yet, anyway...
Thank you very much for the answer. That sound really nice.
Isn't it that good for multiclass racing, because the AI isn't able to overtake slower cars properly?
And what are the AI problems in long enduros?

How many AI cars do you use in your races? I can imagine that it takes a lot of performance if all other drivers use the same physics as the player.
 
Yeah it should match whatever your base's max steering lock is, or actually, whatever your setting in the device driver is. If those 2 numbers are different I think the amount of actual steering you get will be multiplied by the ratio of those...
I am not sure what is the difference between the hardware lock vs the soft lock. I've just always ticked the hardware lock box and I never have to adjust the steering for any car.
Also note the lock is not a hard stop, its basically the point where the motor just goes straight to max force you you feel like you hit a stop, you can muscle past it if you really try.

With both soft lock and hardware lock, you're supposed to set your max steering angle to your maximum in your wheel's software and then set that same angle for your wheel in AC, regardless of the chosen car. Choosing either of the lock settings then makes it so the game automatically makes your steering lock match the steering lock of the selected car.

The difference is, soft lock is the original implementation that came with AC and the way it "locks" your angle is that once you reach the limit and try to push past it with your wheel, it uses FFB to jackhammer against you. It feels awful at the limit. However, it's reliable! If you only care about getting the right angle, it works.

Hardware lock was introduced with CM and instead of this rapid-fire knocking effect, it just turns your wheel as stiff as possible with FFB once you reach the car's max angle. You can still push past it if you put enough effort into it but you very clearly feel where it's meant to end. Feels great. Unfortunately, it's not reliable! On Logitech wheels, I think it only works with the old Logitech Gaming Software. The predecessor to the modern Logitech G HUB. Ever since G HUB, the hardware lock option doesn't work anymore. Has no effect. At least on my G29.

Enabling Hardware lock also automatically disables soft lock, so as long as hardware lock is ticked, if hardware lock doesn't work on your wheel, soft lock won't work either. You have to tick only soft lock.

I wish this got updated and we got the hardware lock working again with Logitech wheels because soft lock feels terrible. Other sims can manage to lock your steering just fine.
Thank you for this explanation guys, it really helps. Wouldn't be possible to force hardware lock manually adding it in ini settings if some sort? I will then set 900 degrees in Ac as per my driver settings, tick the "adjust to match car" and tick soft lock for now. What about enhance understeering effect? Would you recommend it? I honestly love to feel the steering apply as much force as possible to really give me the sensation of driving a real car. Also in case the lock should not adjust itself car by car how could I manually do it in game?
 
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How many AI cars do you use in your races? I can imagine that it takes a lot of performance if all other drivers use the same physics as the player.
18-28 is no Problem with a older ryzen 2700x and RTX 3080 @3440x1440, CSP maxed (no VR)

However
I did never try larger grids or enduros
 
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Thank you very much for the answer. That sound really nice.
Isn't it that good for multiclass racing, because the AI isn't able to overtake slower cars properly?
And what are the AI problems in long enduros?

How many AI cars do you use in your races? I can imagine that it takes a lot of performance if all other drivers use the same physics as the player.
You should also take into consideration that, if you use modded cars, it really depends on how the cars have been set in regards to LODs. The most ones are lacking proper LODs, so the performance breaks down alot when using too much of them at once. You may start using only the Kunos cars first or check each (modded) car with CM with the integrated analyze tool, if proper LODs have been created.

N.B. Ilya introduced a rubber-banding AI function in the latest CSP, but I never tested it yet.
 
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