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Assetto Corsa: Early Access |OT|

TJP

Member
With the Toyota announcement, hopefully a few more Le Mans prototypes make appearances from manufacturers Kunos already have onboard, especially cars from different eras e.g. Ferrari 330, 412P, 512 (M & S variants), Lotus T128 or Lotus P1/01, Mercedes-Benz CLR & C11, McLaren F1 GTR etc - like a lot of people I could list a zillion cars...

An official Mazda licence just for the 787B would be nice - ironic that at the time back in 1991, the 787B was viewed as a noisy POS that got a lucky win at Le Mans and now it's a modern classic.
 

paskowitz

Member
With the Toyota announcement, hopefully a few more Le Mans prototypes make appearances from manufacturers Kunos already have onboard, especially cars from different eras e.g. Ferrari 330, 412P, 512 (M & S variants), Lotus T128 or Lotus P1/01, Mercedes-Benz CLR & C11, McLaren F1 GTR etc - like a lot of people I could list a zillion cars...

An official Mazda licence just for the 787B would be nice - ironic that at the time back in 1991, the 787B was viewed as a noisy POS that got a lucky win at Le Mans and now it's a modern classic.

Such a POS they banned it the next year...
 

TJP

Member
It wasn't banned because it was so good necessarily. They just wanted F1-type engines in the cars at the time and were transitioning to that in that period.
From memory, Mercedes were pissed about the concessions given to the Mazda team and in turn the FIA changed the rules which effectively banned the rotary engine.

And one win from 21 starts is hardly threatening the levels of dominance of cars such as the Porsche 917, 956 and 962 or Audi's R series (R8-R10-R15-R18)
 

Seanspeed

Banned
From memory, Mercedes were pissed about the concessions given to the Mazda team and in turn the FIA changed the rules which effectively banned the rotary engine.

And one win from 21 starts is hardly threatening the levels of dominance of cars such as the Porsche 917, 956 and 962 or Audi's R series (R8-R10-R15-R18)
Well that's it - nobody was properly threatened by Mazda or rotary engines or anything, as they'd been using them for a long time and weren't necessarily that competitive. Rotary engines weren't specifically banned out of fear, they were just effectively banned as they fully transitioned to the 3.5L formula, which were close in relation to F1 engines(some were outright F1 engines) and [initially]cheaper.
 

TJP

Member
I was annoyed when the FIA banned the rotary as something different is always nice. I wish the rule makers were as open as they were back in the day. If Kunos get the Mazda licence and need a decent scale model to base their 787B model on, I have an AUTOart signature 1:18 scale 787B sitting behind me I'd think about donating to getting it into their sim ;)

Nice SLS video; complete with 70's style porno music ;)
 

Zeth

Member
Looks like update is out earlier than usual!

0.22
- In-game apps must now be enabled in the game's launcher under Options > General
- Added new car Mercedes SLS
- Added new track Nurburgring Sprint
- Tyre model modifications, more direct and "alive" FFB on all cars. We advice less FF "effects"
- AI modifications for Mercedes SLS AMG & McLaren MP4 12C street
- fixed drag race
- all cars with H pattern manual gearbox, when used with paddles, can now enable autocut-off autoblip assist properly. The timings are slower than what you can achieve with an H shifter hardware.
- Fixed multiplayer leaderboard logic
- Fixeg bugs in multiplayer GUI
- Overlay leaderboard implemented (Press F9 to cycle between 4 different modes)
- Fixed horn & lights in multiplayer
- Graphics & CPU Performance improvements
- Multiplayer Blacklist system improved
- Intro video at first launch, possible to disable it from options
- Replay Size reduced
- Replay frame interpolation improved
- Time Attack : fixed crash when trying to load open tracks & lap estimation formula improved
- Setup Force Feedback setting page improved
- ksEditor : notify when skinned mesh is imported with a wrong scale
- ksEditor : fixed IN/OUT camera normalized start-end position not rendering on spline during camera editing
- Fixed small random flashes during gameplay
- Added dedicated leaderboard APP
- Updated TAB key ingame leaderboard with a new look and functions
- Skidmarks start shape fixed and rendering is now faster
- Python apps can be enabled / disabled from the launcher
- Fixed bug "return to pits and lap counting in some special cases"
- Added Python camera control
- Fixed tyres jittering at low speeds
- Fixed missing wheels when AI car brake its engine and goes to pits
- Physics related rules : now cars must respect their defined set of rules in order to run on the track
- Track cameras now place the car in the middle of the screen
- Post Process App selector : fixed loading of default ppEffects.ini
- AI improvements
- Improved Drag AI
- Skidmarks are now disabled when setting World Detail to minimum
- Dynamic track randomness now less pronounced

Also, this car is awesome - highly recommended. http://www.assettocorsa.net/forum/index.php?threads/2014-kutch-2000sl-release-v-0-7.13527/

632faffdc7.jpg

Online Mayhem!! Love the online races wih Assetto Corsa, but sometimes in open servers it is a but rough around the edges....

http://youtu.be/xaCcvX4-hw0

Nice. I just realized how weird it is that I've yet to even touch online racing despite playing AC daily. I really should give it a shot. I just watch stuff like your video and feel incredible anger and frustration when, 15 laps into a race, you come up on a driver weaving madly, bouncing off the kerbs on both sides of a straight, and slams you off the track without much thought, hah. I guess leagues are a good way to ensure a better experience, that just requires a bit more effort.
 

Jilt

Member
Nice. I just realized how weird it is that I've yet to even touch online racing despite playing AC daily. I really should give it a shot. I just watch stuff like your video and feel incredible anger and frustration when, 15 laps into a race, you come up on a driver weaving madly, bouncing off the kerbs on both sides of a straight, and slams you off the track without much thought, hah. I guess leagues are a good way to ensure a better experience, that just requires a bit more effort.

Thanks!! I actually like nothing else but online racing! Community based clean racing is the best, indeed no noobs on the virtual circuit trying to lap you there times in one go in pointless overtaking manouvres.
You should try it! Befriend me on Steam! We can race together (Jilt aka GTHQ_Jilt).
 

mrsmr2

Member

I was excited about that but after about an hour of playing with the C6R and 2 Eleven, I'm not sure if there is much difference. I just seem to feel the bumps a bit more at the front.

Still nowhere near rF2 levels of feedback.

And why is everything so dull and flat?
 
I was excited about that but after about an hour of playing with the C6R and 2 Eleven, I'm not sure if there is much difference. I just seem to feel the bumps a bit more at the front.

Still nowhere near rF2 levels of feedback.

And why is everything so dull and flat?

Yeah, that was my finding as well. It does seem improved over what it was, but the Thrustmaster (is that what you run too?) implementation is still not right. There's just no tire feedback unless you're way beyond the limit. It's as if something is missing from that space.

It's a common complaint, and they said they'd address it, but nothing yet.

I never noticed it when I had Logitech stuff when AC first launched, but going to TM has nearly killed this sim for me. Other Logi people seem to have no idea what I'm talking about. It's weird.
 

Jilt

Member
Yeah, that was my finding as well. It does seem improved over what it was, but the Thrustmaster (is that what you run too?) implementation is still not right. There's just no tire feedback unless you're way beyond the limit. It's as if something is missing from that space.

It's a common complaint, and they said they'd address it, but nothing yet.

I never noticed it when I had Logitech stuff when AC first launched, but going to TM has nearly killed this sim for me. Other Logi people seem to have no idea what I'm talking about. It's weird.

That was just what I was going to say... No idea what you are talking about. I use a G25, no complaints what so ever. Must be a TM thing?
 

Lettuce

Member
And they still haven't implemented any sort of Oculus Rift DK2 support, WTF!!!

A small developer like the team behind Live For Speed implemented OR DK2 support within days yet still nothing for AC, poor showing.

AC is the only game out of the main up and coming race sims for PC that doesn't have OR support.
 

Seanspeed

Banned
And they still haven't implemented any sort of Oculus Rift DK2 support, WTF!!!

A small developer like the team behind Live For Speed implemented OR DK2 support within days yet still nothing for AC, poor showing.

AC is the only game out of the main up and coming race sims for PC that doesn't have OR support.
iRacing, rFactor2, GSC, etc

None of those have it, either.

Be patience, man. Its a small team and they've got a lot on their plate at the moment(unlike Live for Speed development). It'll come.
 

mrsmr2

Member
I'm using a g27. FFB is not too bad I don't get a real feeling for what is happenng - particularly when compared to rF2. Some cars are good and some are dull.

Still, it's all subjective. I've just read a post on RD by a TM user saying they can feel the difference in this update and the FFB is near rF2 levels.
 
I'm using a g27. FFB is not too bad I don't get a real feeling for what is happening - particularly when compared to rF2. Some cars are good and some are dull.

Still, it's all subjective. I've just read a post on RD by a TM user saying they can feel the difference in this update and the FFB is near rF2 levels.

I don't know.

I'm going to blow away my AC install, and start afresh just to be sure there's nothing funky on my end. I don't suspect it'll change anything, but I'm going to do it anyway.

I certainly haven't closed the door on the idea that I just don't care for ffb in AC at all. That would really bum me out however. I'm really hoping there's a problem somewhere.
 

markao

Member
And they still haven't implemented any sort of Oculus Rift DK2 support, WTF!!!

A small developer like the team behind Live For Speed implemented OR DK2 support within days yet still nothing for AC, poor showing.

AC is the only game out of the main up and coming race sims for PC that doesn't have OR support.
LFS dev has nothing to do, no pending release and can spent time on whatever he wants, slightly different for Kunos and his team. Just give them some time and don't forget, in the end it is still a RIFT developer kit and it will come.

As Seanspeed set, patience is a virtue ;)
 

mrsmr2

Member
I don't know.

I'm going to blow away my AC install, and start afresh just to be sure there's nothing funky on my end. I don't suspect it'll change anything, but I'm going to do it anyway.

I certainly haven't closed the door on the idea that I just don't care for ffb in AC at all. That would really bum me out however. I'm really hoping there's a problem somewhere.

I'd try Verify cache first.
 

microtubule

Member
I really like the SLS - tons of fun throwing it around the track, especially the 'ring Sprint track.

Anyways, looks like Kunos has been busy!

0.22.6
- Small fixes on graphics init

0.22.5
- Tune default Post Processing effect (fixes dark screen on default Post Processing settings)

0.22.4
- SHARED MEMORY LAYOUT IS CHANGED!!! UPDATE YOUR SOFTWARE
- Default setup for GT3/GT2 cars are now a bit higher to avoid invalid setup. By rules, such cars must not go under 60mm ride height.

0.22.3
- Fixed Nurb. Sprint track map

0.22.2
- Race Rules are checked each time the user presses the button
- Fuel changes trigger Race Rules checking
- Slightly modified P4/5 Competizione default ride height

0.22.1
- Assetto Corsa does not crash on missing files and errors (enabled mods with errors again)
- Correction on alignment values on Mercedes SLS AMG setup screen
- Corrected Monza ideal line
 

Seanspeed

Banned
These are possibly the biggest changes yet in terms of the feel of the game. My discomfort in trying to make corrections is pretty much gone now. I can push much harder, more comfortably. And just as important, the cars seem to ride the curbs much better now. No more being deathly afraid of them.

Hard to say if this is more realistic or things are too forgiving now and I'm sure there will be plenty of people arguing both sides, but I do feel that where some things almost felt like a lottery before, I can now drive harder, more consistently. So I'm happy with it, either way.

Not feeling the SLS too much. Don't like big, grumbly V8's in general. Its good that its there, though.
 

Watevaman

Member
Figure I'll ask here since stuff has changed, does anyone have a good setup for the 360 pad on current builds? I moved back to an apartment for school and don't have access to my T500 for now but I want to play some AC.
 

Afro

Member
Joux Plane in the E30 Group A is an absolute blast. You can really feel every bump and imperfection in the road as opposed to Forza's smooth-as-glass track surfaces. That sensation of your tires struggling and battling to maintain traction. Console sims just don't have that tire-road relationship yet. It brings an unpredictability to each and every run. Not to mention the sound of the intermittent creaking of the suspension. Console sims really need a dose of grittiness.


Figure I'll ask here since stuff has changed, does anyone have a good setup for the 360 pad on current builds? I moved back to an apartment for school and don't have access to my T500 for now but I want to play some AC.

I found these settings a while ago in this thread and they're pretty damn good. Not sure if they've been tweaked since then. I'm using an Xbone pad btw.

Steering Speed: 44%
Gamma: 4
Filter: .85
Deadzone: .3

tag: controller gamepad
 
iRacing, rFactor2, GSC, etc

None of those have it, either.

Be patience, man. Its a small team and they've got a lot on their plate at the moment(unlike Live for Speed development). It'll come.

Well, let's be honest here, none of those really touted as having support in the first place. I know I bought AC specifically for OVR support but fell in love with the game in general.


\/\/\/\/ - HA! that would be funny. Seems like it would be a quick thing since the major groundwork is already there (Noideawhatimtalkingabout)
 
Are they still optimizing the game? My GTX 780 couldn't handle 17 cars with max reflections (6 faces per frames and other crap). Also, them smoke effects hate the frame rate.
 

LilJoka

Member
Are they still optimizing the game? My GTX 780 couldn't handle 17 cars with max reflections (6 faces per frames and other crap). Also, them smoke effects hate the frame rate.

Im sure they will, just isnt on the top of the list. I play with faces at 3, and cubemap at medium on my 780. Gives my 60fps locked 1080 with 2xAA and 2xSSGAA. Only time i get dips is at the start when all cars create smoke. The reflections and faces are fps killers so best not to turn those up yet.

Also if you are using mods they dont all have LODs implemented meaning a grid of cars will bring any PC to a crawl.
 
Im sure they will, just isnt on the top of the list. I play with faces at 3, and cubemap at medium on my 780. Gives my 60fps locked 1080 with 2xAA and 2xSSGAA. Only time i get dips is at the start when all cars create smoke. The reflections and faces are fps killers so best not to turn those up yet.

Also if you are using mods they dont all have LODs implemented meaning a grid of cars will bring any PC to a crawl.


SGSSAA? I thought Nvidia's forced driver AA didn't work with DX11 games.
 

Zeth

Member
Quoting this because it's so damn good:


700hp at 100% turbo; it's truly a beast. For a real challenge, try to keep it on the road on a hill climb with semislicks- ha! It's a handful. For the past couple weeks I've spent more time driving this thing than any of the default cars. Great mod.

Lots of great skins
Here's a video on Transfagarasan:
http://youtu.be/RiyRQbi5gRI
 
I just started playing.

AC is the superior driving model - in the opinions of many people - I think

I'll put some time in Pcars for the eye candy and "gameyness" of it, but AC is the definitive driving experience in terms of physics, force feedback, etc. IMO.

AC has its flaws too though, especially in some oversteer situations where it actually gets hard to put some opposite lock in instead of easier because the wheel gets so heay.

Agree with these points. Great FFB in general.
 

LilJoka

Member
Yeah i also agree with sliding physics, something just isnt right, i think its not a FFB problem, but something on how the physics are working in this scenario under excessive slip ratios, the FFB is just doing what its being told. Reason why it doesnt feel right is because the car is moving unexpectedly, and so will the FFB as a result. The cars seem to gain grip to suddenly after a slide and let of grip to violently in my view. Neils NSX mod for rFactor is a really good example of natural sliding physics.
 
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