I recall a thread on the Assetto Corsa official forums where someone had graphed up the controller percentages of everyone who had downloaded and used the Rivali app. This is a time trial leaderboard app, so only the most dedicated simracers will use it, and if I recall there was a fairly significant Xbox controller group even within a dedicated PC sim's most hard core group.
I think the details are buried somewhere in here:
http://rivalitempo-softgrip.rhcloud.com/stats if you're interested.
your right there are some people who use a controller but the way the project was at the beginning meant those pc sim guys were more likely to find the game than console players or casual pc racers. i believe in part shaped the direction of game.
due the interest in the controls with a wheel I'm going to plug in my PS4 controller and give it a go.
After using the controller it wasn't too bad still needs work though
In other news
Build 792 (20/08/14, Team Member+) - 630.7 MB
MB
Audio:
* RUF Flat 6 incar and external engine sets, plus an AI version. This is the foundation engine sound for the CTR3 and the R versions when they roll out, so there are many tweaks to do to get this right later on. This is better than having the Flat 8 as a placeholder. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect. This car is louder in the surround speakers as it passes by.The helicopter is quieter as requested.Turbo7 model is a tad louder.
Render:
* New colour cube for rain dusk
* DynEnvMap support for RenderInReflection flag.
* DX11: Minor perf tweak to SetCurrentWorldMatrix.
* DX11: Minor optimisations to mesh primitive - member reloading + missed inlining.
* DX11: Optimise shader setinternalparameters + fix for shader loading bug where parameters were marked as used incorrectly.
* DX11: Instancing - minor optimisation to avoid member reloading. removed a few conditionals that always return true
GUI:
* Adding GUIName for Team display used in career screens
* Fixes for gamepad changes - change icons for advacned, use corect enum values for mode
* More ingame menu updates: Renamed all monitor/spectate buttons to "TOGGLE", Moved Cycle Camera button to the bottom, aligned with the others, Converted the monitor screen timings/standings list to a new scrollable list type in code & data
Online/Multiplayer:
* Passworded sessions improvements: Accepting an invitation on Steam now checks if the target lobby is passworded, and reports the flag to the game. This allows the UI flow to ask the user for the password before joining the session.
Achievements:
* Achievements/Metrics: Enabled the metics by default. Invalidating the "Emergency Stop" achievement, if crashing during braking. Invalidating the "We Dont Need Roads" achievement, if the vehicle is in a crash-state when wheels are in air.
Cameras:
* Fix AR-2137, WMD-633, problems with cycling through cameras
Characters:
* GT driver material variations
* ART: 70`s and 80`s helmet textures uploaded
* Drivers (Kart, F1, Classic): Variations added
AI/Pitstops:
* Added compatible collidable state getter
* Allow player pitting when in simulate mode
* Fix for wrong fuel levels applied during a warmup session
* Updated DistanceToNextPath and removed unused mDistanceToNextBranch
* Edit SingleFile AI Behavior to be based on walls rather then road available + Start phasing out mAimPoint array
Career:
* Further save profile optimisations
* Added extra accessors for MotorsportTeam data
* Career Leaderboard screen now shows the team each driver is in (AR-1852)
* Resetting FormulaR motorsport teams to default settings, removed test data
* Team presets (vehicle) and team driver presets (driver name, vehicle and livery) are now read from data and applied to the races. This allows teams to be populated with preset data (required for some licenced series), random selections, or any combination of the two. Includes a fix for detecting when player is in a series, and a fix so that career player name is used throughout career.
Physics:
* Fix for thread related metrics lockup
* Tweaks to metrics setup during track profiling
* Mercedes C-Coupe DTM: Fixed missing decimal point in slow bump settings
* RWD P30 LMP1: Fuel consumption, heat & wear model, final aero, hybrid system, various setup adjustments
Vehicles:
* KART: Missing liveries added
* Rain tire #3 texture set. DDS files
* Aston Martin Vantage GT3: Lods and Cpit meshes work done.
* Palmer Jaguar: Changed the driver LOD handling to Driver2 for open top cars
* Aston Martin Vantage GT3 + Rapide Hybrid: Added custom livery support
* Aston Martin Rapide: Added alpha texture for additional mirrors logo and rear glass number plate, Added new real livery, Added official livery name
Tracks:
* Sakitto: New export
* Snetterton: New export
* Imola: Static file changes
* Dubai Autodrome: Light files
* Oschersleben: Static rails added
* Belgium Forest: AIW changed wet path in chicane
* Oulton Park: New Dynamic Brake Markers (dynamics), added lod setting for acer 3d tree [JIRA] (AR-2298), added barriers for invisible walls, more track dressing using RL references, added txt for small signs, fixed intersecting assets, removed barely visible benches, Material & vertex colour tweaks, more red bins, fixed floatong/intersecting stuff, added tyre stacks to block off invisible walls, dynamic hollow bollards
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI