Assetto Corsa Competizione

Discussion in 'Other Games' started by fsuarez79, Sep 12, 2018.

  1. mesfigas

    mesfigas Registered

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    ffb was very good until version 0.5.2 or something like that
    after this changed many times and now is really pathetic and almost not there
    pcars 2 has like 100 times better feedback than acc
    its a shame for me really
     
  2. mantasisg

    mantasisg Registered

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    oh for sure it does
     
  3. williang83

    williang83 Registered

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    how would you compare PC2 vs ACC in terms of overall feeling, SP experience and AI?
     
  4. mesfigas

    mesfigas Registered

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    its not easy because acc until version 0.5.2 was perfect for me
    worked like a dream
    on the other hand pcars 2 AI is very bad but the ffb when set right and with the help of community ffb files (i can give you link) works surprising good and i really enjoy the racing
    ACC is made for GT3 cars only but if the FFB works for you the feeling you get from game its obvious that it is something new and interesting
    i m really not sure if its the unreal engine that makes the whole thing difficult for kunos because the ffb compared to assetto corsa is not on par
    i hope that helps
     
  5. mr.Sw1tchblade

    mr.Sw1tchblade Registered

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    My 2 cents:
    I fully agree-with community mods ffb in pcars2 is very good.
    Career mode is cool, because you can start from simple, low power cars. In ACC they are all gt3. Actually idk how to make gt3 career interesting. Progress through the teams(skins)? Meh.
    Amazing laserscaned tracks and cars- its all ACC about. I found myself in custom single player races, and online too.

    In case of ai... Well idk. I think Kunos listen community to much. Ai was fine in 0,5 and now i think they surrender to the player too fast. As long as ai car overtaken, it loosing its will to win.
     
    Last edited: Jun 28, 2019
  6. Alex72

    Alex72 Registered

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    I think its really hard to balance AI. I have that feeling a lot when racing against AI, that once i get first position im golden for the rest of the race, and so i raise AI difficulty a bit and now i cant win, lol. :D With drafting i think with AI able to pass you on straights you would get a little bit more battle from them. Its another chance for the AI to pass you.
     
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  7. mr.Sw1tchblade

    mr.Sw1tchblade Registered

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    @Alex72
    Yep, i think so too. In all games ai have pros and cons.
    I haven't bought mentioned here new Moto GP game still. And from the videos i can see ai is doing some weird things too :)
     
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  8. williang83

    williang83 Registered

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    I'm sorry but GP series had close to perfect AI under ALL points of view. The point is that modern games lack of proper done AI either because they lack the skills, lack the interest or the game is just too abroad and undefined.
     
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  9. mr.Sw1tchblade

    mr.Sw1tchblade Registered

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  10. Alex72

    Alex72 Registered

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    Never tested it. Seems like these guys nowadays need to hire a dedicated pro AI developer, lol.
     
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  11. mantasisg

    mantasisg Registered

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    Three hours just flew by for me thanks to ACC. I got quite borred of single player stuff in rF2. Went for ACC special events and few online races.

    I wanted to mention that IMO cars drive great, physics feels great and ffb too. IMO rF2 is better simulation, but ACC IMO utilised very well what they have, and I honestly couldn't tell which one I would choose to drive for GT3 content now. Probably ACC.

    Thats because mentioned special events challenges, PUBG level of online racing accessibility. Best rain physics, just simply feels spot on, or almost spot on, in rF2 I often have a feeling that something is not like it should be in the rain, understandable because ACC simulates more rain stuff. But not only that, I think ACC has better simulation of the way traction gets lost, and gets regained, and that is especially noticeable in the rain, but in the dry too. Along with that you have great feel of traction control. As Aris said "tires speak fast", it also reminds me how Dan Gurney compared the old racecars to water strider bug, that slides quickly then locks into places, then slides again, and locks into place again. There is not much of it in rF2 simulations from S397, in ACC you know why those cars has Traction Control. In rF2 not so much. ACC IMO is too forgiving for locking brakes, but that also could be because it has very forgiving default setup, I didn't actually try to go with very low ABS,

    IMO ACC guys managed to achieve more subtle simulation of essential vehicle dynamics. Despite that IMO rF2 and ACC simulation is fairly similar, and about the same difficulty.

    I would say stay aware, even though numbers of steam charts are showing that ACC is underappreciated, to me it obviously has a lot of great in it.

    In present simulation is limited by appreciation of people.
     
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  12. hitm4k3r

    hitm4k3r Registered

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    I don't think that ACC is limited by the appreciation of people but by the engine choice and design desicions. I think, ACC is a step up from AC in pretty much all aspects. Visuals are great, AI is a bit better, the feature list is great compared to AC, the sound is outstanding and what is the most important for me - the physics are alot better and FFB has improved by a big margin. Now with all that praise you might wonder why I wouldn't appreciate it as I should do? The answer is pretty simple and reading alot of the comments I am not alone with this.

    The performance is simply terrible, if you don't run a 1080TI with an expensive high end CPU. I run a GTX 1070 and an i5 4570 running at 3,7 GHz with 8gigs ram. I would say, this should be good enough to play the game as even the cpu is ranked in the midfield of high end cpus and the system is good enough to run very demanding UE4 games like Squad.

    With that said, we are now at a point where we have racing sims doing similar things, with dynamic TOD, weather and pretty similar feature lists overall, so comparing those is pretty fair I would say. In the case of rF2, PC2 and ACC the new Kunos masterpiece is simply unplayable for me. Not even on low settings and alone on track I get smooth FPS and while cranking everything down, you get to a point where the game is very blurry and ugly with lots of pop up issues. Then add a bit of AI to it and the game gets a mess. All this is down to using UE4, wich is a very demanding engine at it's core anyway and difficult to optimize. And I will never understand why Kunos thought it would be a good idea to run AI at the same physics model as the player on top of it. First of all it limits what you can do with the player physics (see the last blog about their 5-point tire model) and it doesn't make your AI more believable nor better in any way. I can run PC2 with a full field of cars in mixed conditions with mid to high settings at smooth 60 FPS. I can run rF2 at laserscanned Le Mans - so it can't get any worse - with high to full setting with freakin 51 AI cars (allmost the full 2015 Le Mans grid) in changable conditions and it doesn't skip a beat. Now explain to me - why should I even bother with ACC when it runs like a turd while not offering minimum functionality?
     
  13. mantasisg

    mantasisg Registered

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    I have mid-end hardware, and now ACC runs well for me at midrange settings. But I don't like UE4 too, on top it is also associates more with fantasy worlds for me rather than simulations. But it looks just good enough and runs good enough to enjoy. I have another problem - it is internet connection is not good enough, it ended me two online races yesterday, interesting was that I didn't ultimately lost connection, but I did pretty much stop getting information from the server and did drive alone in the track. Anyway my main thing is driving and racing itself, and it seems great.

    By the way I went from 27" to 32" monitor, from 1440x1080 to 2560x1440. And that was great improvement for ACC. With small screen ACC is just absolute mess, very annoying and uninspiring, but with bigger screen and better resolution it becomes quite good, still quite a bit messy. I suppose you really do need bast available hardware to really pull it all in ACC, however I don't run rF2 at maximum settings either, and I also suffer from some mess in rF2 such as jagged white lines and similar thin vivid objects in distance, it pretty much the only anticlimactic look in rF2 for me.
     
  14. mantasisg

    mantasisg Registered

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    Hey, graphics of ACC seems to get annoying at increasing rate, yesterday it was barely annoying, today it is annoying.

    Also yesterday couldn't have an online race, because internet stuff... but was somehow lucky about clean racing. Today it was a noob festival. And that kerbs glitch seems to cause a lot of troubles when they keep pushing you off track.
     
  15. hitm4k3r

    hitm4k3r Registered

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    I think you shouldn't put too much thought into the engine per se. A gaming engine can be build as a multy purpose gaming engine with great success. But from my current POV, UE4 simply doesn't suit well for a specialized racing sim eninge with very high fidelity for mid end hardware. I know someone who uses it for air plane physics simulations for university, so I think there is a alot of potential, but to get it to a solid point for a wide range of hardware and consumer sims it is very demanding.

    That said, I would rather have stable 60 FPS at low settings than a stuttering lag fest at low settings with the system at hand. And this is unaccaptable for me at this point. I am glad to see that other people with mid range hardware have more luck, but I won't hold my breath.

    Regarding your problem with noob fests: this is something that will be crucial for rF2 with the new comp infrastructure and it might happen in any sim. I play PC2 recently and the ranking doesn't matter. There can be T1 warriors who have much better rankings than newcomers with some solid respectable racing ethics. And it doesn't matter how long you play - you start one pole, get t-boned by some idiot and still get a penalty. Offtracks are completely nonesense and I just hope that S397 took dome notes from other games before implementing their own systems. I haven't tested the ACC multiplayer so far, so maybe I will be suprised at least . ;)
     
  16. Filip

    Filip Registered

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    So you are saying Kunos reverted to first non-dumbed-down version? :p
     
  17. mantasisg

    mantasisg Registered

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    No they did not, I think version 0.1 post hotfix was best simulation so far, at least of GT3 cars. But maybe those cars are more arcadish IRL than I actually expected, and I just don't like those cars very much, they are too magic for me. Cars still feels too confident to me, without much stress at all, but I am 2-3s off WR pace, but I also haven't tried truly hard, still have capacity to stress myself more for higher limit. In 0.1 Nurburgring it started being difficult at 4s off pace, with trmendous effort I managed to get down to 2s offpace by the end. In version 0.2 I could get to be at 1.5s off pace with little effort at Misano while learning the track as I never have driven it before. Right now it feels getting very challenging at around 3s off pace, so steepness of learning curve seems to be reduced and that is indicator of more realisitc handling IMO. I do think they have moved slightly back to how it was at first version.

    Perhaps 0.1 was too epic for real life, perhaps those cars really aren't as epic as that. Perhaps it was a bit of a fantasy about how epic they could be if they would be a bit less perfect... In rF2 they are not that epic as well, especially with how they smoothly goes from grip to slide, there is no kick in it unlike in ACC. And still they feels relatively safe and secure in both titles, in 0.1 post hotfix ACC I was placing myself in the zone to attack my best possible pace, and was working a lot. On top of that vehicle dynamics felt so true to my understanding. 0.2 was nothing like that, way too casual experience, right now it feels to have part of the edgyness and spicy nuances back, but you still can effortlessly float through curves at excessive slip angles, still apply more throttle without certainly stepping out of traction eclipse with heavily loaded outside rear tire and then be turning wheel left and right like mad searching for the way back to "habitable" slip angle while at the same time modulating throttle and trying to influence load distribution and still maintaining again "habitable" slip ratio (in combination with slip angle). It was very vivid in initial release, which was reportedly broken. You can now do minimal steering for slides catching and countersteering back towards correct direction of motion without much chance of mistakes, the window is wide, and the correct angle seems to be always there for you. It is like if before you were chasing something that moves in not always best scenario way, but later it happened to change into scenario where you are chasing something and it chases you back like a magnet, naturally you need much less effort to catch it, a lot of times you don't really even have to do anything just not to run away because car is correcting you and you just have to stay still in order for it to catch you lol Not saying that it is not realistic, but in many various situations it does seem unrealistic to me.
     
  18. 006

    006 Registered

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    Did they ever get round to adding the ground breaking save game feature so i can actually play an offline championship?
     
  19. FAlonso

    FAlonso Registered

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    Assetto Corsa Competizione version update 1.1 is out now on Steam and it delivers the 2019 Blancpain GT Series season’s vehicles, teams and the Zandvoort Circuit to all present and future ACC players, for free.
    The update includes 6 new car models such as the Audi R8 LMS EVO, Lamborghini Huracán GT3 EVO, AMR V8 Vantage GT3, Honda NSX GT3 EVO, Porsche 991 II GT3 R, McLaren 720S GT3 (as a BONUS content).
    Zandvoort Circuit is now featured in ACC as a 2019 restyled version of the bonus content originally provided with Assetto Corsa, together with an updated version of the tarmac for Spa Francorchamps, Barcelona and Silverstone and because on those tracks a tarmac rework has been done in real life during 2019, the game selects the racetrack version depending on the selected season.

    New Features:
    Not just new content, but also major features are coming with this 1.1 update. KUNOS Simulazioni has developed a custom modification to Unreal Engine 4, allowing for a dedicated triple monitor setups support that will allow independent settings on the 3 screens as in ACC’s predecessor. Further than this, Pit Stop Animations have been implemented and show full scene pit crew operations on the car such as refueling and tyre replacement. A new showroom is available in the vehicle selection page, allowing for zoom and rotation of the cars. Finally, a large amount of UI upgrades and performance optimizations are coming, together with a long list of physics updates. Complete changelog available on our forums and on Steam.

    There isn’t a better time to #beACC, visit https://www.assettocorsa.net/competizione/ to buy the game NOW.

    McLaren Shadow:
    KUNOS Simulazioni is proud to announce a further collaboration with McLaren Racing that will bring McLaren Shadow esports project also to Assetto Corsa Competizione’s players all around the globe. McLaren Shadow is the ultimate esports tournament that allows some talented and lucky sim racers to access a final round in Woking, McLaren Technology Center, that will promote the top player as an F1 simulator driver, professionally involved with this top leader manufacturer. The new update prepares ACC for hosting one of McLaren Shadow online qualifiers, that will open on Oct. 27th and close on Nov. 7th. This event grants the addition of the McLaren 720S GT3 as a permanent gift within the game content from KUNOS Simulazioni, in partnership with McLaren Racing, and the possibility to top the event leaderboard and be selected for the finals, that will be held at McLaren Technology Center, Woking, United Kingdom.
    More info about McLaren Shadow here: https://www.mclaren.com/racing/2019/mclaren-shadow-project/

    _________________
    Changelog v1.1.0

    GENERAL:
    - Added Audi R8 LMS Evo.
    - Added Lamborghini Huracán GT3 Evo.
    - Added Honda NSX GT3 Evo.
    - Added Aston Martin AMR V8 Vantage GT3.
    - Added Porsche 911 GT3 R (991.2).
    - Added McLaren 720S GT3 bonus content as part of the McLaren Shadow Project.
    NOTE: the car has its BoP set based on the 2019 season tests and is playable with the rest of the content.
    - Added Zandvoort Circuit.
    - Added 2019 Blancpain GT Championship entries.
    - First implementation of triple screen rendering.
    NOTE: supports application with Surround mode on and off. Triple rendering properties can be adjusted in the View Settings ingame.
    - Reduced FMod CPU occupation over time (mainly with external cameras and chasecam).
    - Performance optimizations in cloudy, rainy and night conditions.
    - Barcelona 2019 surface grip (slightly slower).
    - Silverstone 2019 surface grip adjustments (around 2 seconds slower).
    - Paul Ricard 2019 surface grip (around 1 second faster).
    - Spa 2019 surface grip (small difference).
    - Brake pressure added to shared memory.
    - Fixed car model name in shared memory
    - FuelEstimatedLaps added in shared memory.
    - TrackStatus added to shared memory.
    NOTE: shared memory/API documentation is updated, please see the relevant topic on the support forum.

    GAMEPLAY:
    - Added 2019 Championship season.
    - Added possibility to play with more AI opponents on tracks with large pitlanes (notably Spa).
    NOTE: grid sizes still depend on the available pit slots for each track and the Cup type selected.
    E.g.: Sprint Cup fields are still limited in size to their real-life counterpart.
    - Fixed a bug when only the first session of a weekend had correct track wetness.
    - Championship weekends now include 2 practice sessions.
    - Fixed 3H race driver stint strategy bug.
    - Fixed strategy bug for mandatory pit with irregular driver crew.
    - Fixed automatic driver cycle in endurance races.
    - Various fixes for replay tyre radius/wheel speed (smoke particles and disc glow were not visible in certain situations).
    - Fixed valid mandatory pitstop if tyreset is not changed.
    - Forced auto save replay after an MP race when the car is stopped.
    - Fixed pit strategy selector update issues in the car setup page.
    - Driver skills updated based on 2019 results and added skills for new drivers.
    - Fixed old replay HUD shortcut overriding the new FFWD and slow motion system.
    - Potential fix for SP replay autosave on quit game.
    - Fixed autosave replay during the limbo page.
    - Autosave replay shows a message before the saving itself.
    - Potential fix for Custom Race limbo page crash.
    - Pitstops are now enabled in Free Practice and Qualifying sessions.

    UI/HUD:
    - UI car selection no longer jumps around when selecting different game modes.
    NOTE: if there's an unavailable entry when changing game modes, a new selection is made to match the previous selection as close as possible.
    - Default single player selections and settings revised.
    - All-new track selection screen.
    - Added pit animation toggle in General settings.
    - Interactive showroom in car selection screen: zoom, pan, rotate, remember last position.
    - Initial implementation of gamepad/keyboard control of showroom camera:
    default controls for gamepad: right thumbstick view control, triggers zoom
    default controls for keyboard: comma/period/a/z, left/right/up/down
    hide UI: scroll button.
    - Warning popup when selecting more than 29 opponents.
    NOTE: playing with a high number of AI cars requires significant computing power and is not recommended/supported on low and mid-range configurations.
    - Default showroom angle changed to spotter guide view in the car selection screen.
    - Increased PP gamma for car preview images to match showroom brightness.
    - Fixed Special Event season and car selection overwriting single-player page selection history.
    - Added FPS cap to the menu screens to limit GPU load.
    - Added option in Video Settings to enable/disable the UI FPS cap.
    - Messages for manual and automatic replay saving.
    - Added option to disable the flashing pit markers when pit animations are enabled for added immersion.
    - FFB frequency option exposed in the Controls settings.
    - Triple screen mode added to Video Options.
    - Triple screen parameters added to View Settings.
    - Added gaining/losing time split messages.
    - Standings and realtime widgets (HUD, broadcast, pit page) now have a "mandatory pitstop(s) left" indicator for each car.
    - Timetable laps are now accessible for the current and previous sessions, both in SP and MP.
    - Distance, Height and Pitch parameters can now be set at 0.5 intervals in View Settings.
    - Adjustable HUD boundaries exposed in HUD Options.
    GENERAL NOTE: due to the significant restructuring of the user interface, it is recommended to delete your docs/ACC/Config/menuSettings.json file after installing the latest update.

    GRAPHICS:
    - All-new pitstop animation.
    - Disabled advanced sharpen filter in TV/F7/Heli cameras.
    - Sharpness set to 0 and sharpen filter disabled if antialiasing type is set to FXAA.
    - Revised wiper animation system - particularly to fix the abrupt jump when the player stopped the wiper while any vibration or g-force movement was active.
    - Added Car LOD setting to Video options.
    NOTE: higher value - delayed LOD switch, lower value - more aggressive LOD switch. 70% equals the old default.
    - Fixed nameplate bloom at night.
    - Brake pressure/temperature added to car displays.

    PHYSICS:
    - Brand new aerodynamic slipstream simulation. Vortices created by leading car affect airflow that influences both leading and following car in drag and downforce. Leading car will experience slightly lower drag and downforce, and the following car will experience less dynamic pressure that results in lower drag and lower downforce. Results are affected by conformity of diffuser and rear wing angle.
    - Circuits have now different surface grip and tyre degradation for different seasons (2018 - 2019)
    - Improvements on OOW (out of world) scenarios and AI collision box activation upon impact and tyre deflation.
    NOTE: potential performance gain with high number of AI cars.
    - Bentley 2019 homologation.
    - Ferrari 2019 improvements. More wheel rates available for front and rear.
    NOTE: you'll need to add 4-5 clicks at the front wheel rates of your old setups to have the same results
    - Improvements in BoP and balance of Nissan GTR 2018, BMW M6.
    - Fixed Audi R8 Monza and Paul Ricard wet presets lacking wet tyres.
    - Tyre graining and blistering fine tuning.
    - Brake temperature influence on tyres fine tuning.
    - Improvements in FFB forces calculation.
    - Sand traps FFB enhancement.
    - Kerbs FFB enhancement.
    - Fixes in setup strategy page.
    - Fixes in setup automatic functionality in issues occurring from very stiff dampers and bumpstop gaps.
    - Improved collisions to the ground.
    - Fixed automatic gearbox not shifting in 1st with pit limiter.
    - Fixed Mercedes-AMG occasionally starting session with broken suspension.

    AUDIO:
    - Added performance sector audio message compared to the personal best in qualifying sessions.
    - Enabled audio messages about time gain/loss.
    - Positional hit audio for track objects.
    - Hit sound for destructible objects.
    - Hit sound for small objects.
    - Updated all tracks with hit sounds for track objects.
    - Added starting comms to audio options.
    - Fixed backfire audio.
    - Added another car spotter filter (should be more quiet during continuous two-wide).

    MULTIPLAYER/RATINGS:
    - Adjusted the TR Rating to scale to 33 track medals.
    - Added pitstop rules for non-public MP servers: mandatory pitstop count, pit window, max stint times, minimum driving time for swap situations.
    - Fixed issue in Racecraft Rating on MP servers.
    - Added (general) options to turn off Ratings and/or Statistic tracking in Singleplayer.
    - Fix for remote cars collision object left on the track and causing crashes in MP.
    - Potential fix for car sparks in replay and bottoming audio effect.
    - Updated car selection in MP, now allows all entries of all seasons ("Free-for-all" mode).
    - Added 2019 cars & tracks to backend, rating and statistics.
    - Added 2019 tracks to server definitions. Using "nurburgring" as track will run in the BoP and track settings for 2018, "nurburgring_2019" will use the 2019 BoP and track data context.
    - Drive button is now disabled until the last 30 seconds before session start, and a countdown progress bar is displayed.
    - Driver Statistics can now be viewed in "Combined", "Singleplayer", "Multiplayer" modes.
    - Increased stability to driver swap situations.
     
  20. memoNo1

    memoNo1 Registered

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    Everything is beautiful and good! But that still NOT have fixed the VR support is very very sad. Deleted 2 months ago. In the official forum I ALWAYS read the same shit. VR does not work properly. KartKraft does it with the same engine! It works. If you only want. For this reason I will wait for AMS2 first in peace .. Kunos has me very disappointed with this performance. And then push it to the third party (NVIDIA and Oculus) is also very weak. Too bad the Sim has potential. Especially the helmet cam in VR mode. Maybe someday they will get it under control.
     
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