Assetto Corsa Official Release Thread.

I couldn't resist and picked up the official Nordschleife track since it is my favorite I always want in race games. The Snoopy mod version was nice, but the official one is just nicer to drive on overall. I haven't even tried the new cars :).
 
This is definitely the best version of Nordschleife seen in a racing game to date. Snoopy's was really good for a user mod though. You just can't beat the laser scanned, accurate bumps. It's exciting that even on the straight you need to keep hands firmly on the wheel as all the little bumps shove your car all over the place.

Now I can finally relive this classic vid https://www.youtube.com/watch?v=OSMCfPASImQ
 
I didn't buy the DLC for Assetto Corsa (AC) but I probably will eventually...
I hate the DLC model & I don't see anyone doing it the way I'd like (not at all).

Anyway, my buddy has both AC & Project Cars & sent me this link:

Project CARS vs Assetto Corsa
https://www.youtube.com/results?search_query=Project+CARS+vs+Assetto+Corsa

I only watched 3 vids, but I think PC gets the nod from me on visuals.
He says AC drives better, but PC is really close & not released yet, etc.

PS: this guy has a ton of great vids on various SIMS:
https://www.youtube.com/user/ADRIANF1esp/playlists
 
I own both of the games and enjoy them immensely. The difference in the 2 games comes down to the small things.

1. Project Cars looks better than Assetto Corsa; especially the environments. It isn't a subtle difference. It's just the truth. Does Assetto Corsa look like a dog compared to Project Cars? No. Personally I don't care as I love flying around tracks in both games! Who cares what grass looks like at 200+ mph?

2. Project Cars has a weather system and Assetto Corsa simply doesn't. Project Cars weather system adds completely new game modes as driving in clear, light rain, and heavy rain is like buying 3 different racing games. Then throw in 24 hour races where the time changes to the still of night and you truly see the power of the graphics engine as the fire from the exhausts is more pronounced! This moves Project Cars into a different echelon and could have ended the competition right there... But...

3. Project Cars will randomly do some fucked up pause when I cross the start / finish line. Feels like it pauses the game to maybe save some data? It will also do this pause in the middle of the most intensely precise turns which will always end with you against a wall as the game is still counting your input during the pause / hitch. Assetto Corsa is just perfection in regards to hitching or stuttering. Smooth as a baby's bottom.

4. Replays in Project Cars seem to be limited to a couple of minutes unless doing an entire race. I should probably dig a little deeper, but that seems to be the limitation for some reason unknown to man. Assetto Corsa allows you to set whatever size your machine can handle as far as replays goes. There is a performance hit if you make the size too big though.

5. Project Cars allows you to play against other people's ghosts on leaderboards. Maybe it is in Assetto Corsa, but I didn't notice it. Think a guy is cheating? Want to know what the best line for a curve is? Play against their ghost!

6. Project Cars has a more robust damage system than Assetto Corsa. Personally I just want cosmetic damage, but there is a big difference in the 2 games!.

Finally the biggest difference in the 2 games comes do to this:
Project Cars doesn't have mod support. :( Hope that the car and track I want is a paid DLC.
Assetto Corsa has mod support. :) Make tracks and cars all day! Infinite replay potential. You can even setup custom servers that use the modded tracks and cars! Some of the mod creators are so saintly that Kunos paid the licensing fee and added their Cobra mod to the base game for free!


As far as paid DLC goes...

Project Cars and Assetto Corsa will always have paid DLC. Some of the car manufacturers charge in excess of 7 digits to license a few cars. I can't figure out how a developer is supposed to pay Ferrari say 1 million for a license, and then release it for free.

Same thing goes for tracks. Project Cars developers were scrambling to get officially licensed tracks into their game. Guess what? The track owners want license fees for using their name and require that their advertising partner's likenesses be retained. I would even guess and say that you need something in writing from the advertising partners to use their trademarks in the game. See where this is going?
 
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Assetto Corsa v1.2 Changelog

July 31 - Luca


Changelog 1.2
- Balanced interior and exterior volume for all cars
- Updated Fmod example project
- Updated Fmod pipeline document
- Fixed some rare FMod crashes
- Fixed bodywork sound when stand still for some cars
- Fixed typos for career descriptions
- Fixed Ferrari 458 and Giulia GTA sound pan
- Fixed flags position for triple screens users
- Fixed replay doesn't show smoke
- Fixed sun visible through barriers
- Fixed flying crew at Mugello
- Fixed delay before gear shift recognised
- Fixed keyboard controller and mouse steering
- Fixed rare pit stop repair bug when clutch is pressed
- Fixed wrong player is selected in the drivers list
- Fixed showroom crashes with Motion Blur enabled
- Fixed tyre blankets weird behaviour
- Fixed front wheels size on Lotus Evora
- Fixed Pagani Huayra broken mirror
- Fixed missing BMW M3 Gt2 rear tow
- Fixed cars already damaged starting a gameplay session at Ring
- Fixed BMW M3 e92 red patch on headlights
- Fixed P4/5 Competizione static calipers
- Fixed 599xx Evo weird LOD effect
- Fixed blurred rims missing from LOD C on some cars
- Fixed fuel calculator on Setup UI
- Fixed 500 Abarth skin issues
- Fixed pit crew panels in Chevy C7r and Nissan GT-R GT3.
- Fixed some broken Steam achievements
- BMW 1M has stock liveries; the previous ones are assigned to the S3 version
- Added FOV system message when using +/- to change the value ingame
- Added visual indication for suggested eyes position and actual eye position for Driver Eyes Positioning app
- Added "Auto Pos" button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
- Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
- Improved AI. AI cars can and will overtake slower cars, lose their stability easier, can oversteer occasionally.
- Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is
using.
TYRES SHORT NAMES
SV= Street Vintage
ST= Street
SM= Semislicks
SS= Slicks SuperSoft
S= Slicks Soft
M= Slicks Medium
H= Slicks Hard
SH= Slicks SuperHard
HR= Hypercar Road
I= Intermediate
V= Vintage
- Fixed tyre - kerb hard collisions
- Adjusted realigning forces from tyres.
- Active differentials
- New Alfa Romeo Mito Quadrifoglio Verde
- New Audi Sport Quattro
- New Lamborghini Miura SV
- New Nissan GT-R Nismo
- New Toyota GT-86
- New Zandvoort circuit
- New interior soundset for 500 Abarth (shared with Alfa MiTo and Tatuus FA01)
- Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
- Added FF low speed reduction factor to avoid oscillations when the car is stationary. (check
system/cfg/assetto_corsa.ini [LOW_SPEED_FF]]
- Multiplayer - Added checksum checks for tracks using the new config system
- Multiplayer - Removed "Track List" feature from AC Server
- Multiplayer - Added "IS_OPEN" key to "[RACE]" to lock new players from joining a race. 0=CLOSED, only players
coming from the previous sessions are allowed in. 1=OPEN, players can join during a race. 2=OPEN DURING WAIT
TIME, players are allowed to join during the wait time only
- Multiplayer - Fixed collision not triggering correct samples
- Multiplayer - Added weather settings to the server side
- Multiplayer - Fixed tyres glued to the road for cars without animated suspensions
- Multiplayer - Added possibility to limit tyre choice
- Multiplayer - Added Server Plugin Auth system to AC Server for customized user authentication.
AUTH_PLUGIN_ADDRESS in server_cfg.ini
- Multiplayer - Added Server UDP Plugin for realtime data input/output from AC Server (check example C# application
and UDP_PLUGIN_ADDRESS in server_cfg.ini)
- Multiplayer - It is now possible to complete last lap during Qualify & Practice
- Multiplayer - Fixed /client_list not showing local car ID
- Multiplayer - Added first ballast implementation (use /ballast [carid] [kg] in the chat as admin or entry list)
- Multiplayer - At the end of a race now the system goes "Race Control" view with leaderboard and chat
- Multiplayer - Exit button in ESC menu is now at safe distance from the others
- Multiplayer - Added option to force virtual mirror ON from AC Server
- Multiplayer - Added acServerManager into server folder.
- Added realtime "relative" time app
- Added glowing brakes graphics effect. [DISCS_GRAPHICS] in brakes.ini
- DRS can now be turned off with the DRS button and not only by braking
- AI grip on corner exit is now more realistic
- Improved loading time ~1s faster per car
- Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution.
This improves FPS CAPS and general fluidity
- Tyres and rims now stay blurred when replay is paused
- Auto shifter has now its own dedicated section in drivetrain.ini [AUTO_SHIFTER] and does not share it with AI any more
- Air density calculation is now using temperature as input
- Proximity indicator now scales with resolution
- AI now properly brakes in time to hit 80Kmh in the pitlane
- Fixed discs object not properly switched with LODS
- Better driver gearshift preload on first gear
- Fixed strong tyre vibration around 40 kmh
- Added EBB (electronic brake balance) support
- Removed user FF damper settings from GUI and setups. FF damping is only used for stationary cars (hard steering
wheel feel) and it is controlled by wheel drivers
- Removed limits from Driver Eyes Positioning app
- Kers is now recharged in pits
- AI is not using "Trail Hint" anymore
 
I have a racing game itch and just saw this was on Steam Sale this weekend.

Does this have a great career mode with a variety of races?

Is this something that someone with the skill level of a GT/Forza lover can enjoy or is it closer to iRacing?

I don't need 1200 cars, I just need cars I'll enjoy that are distinctly unique. With that said I'm more interested in driving variety than tire pressure/variety. Does the variety of cars feel sufficient?
 
I have a racing game itch and just saw this was on Steam Sale this weekend.

Does this have a great career mode with a variety of races?

Is this something that someone with the skill level of a GT/Forza lover can enjoy or is it closer to iRacing?

I don't need 1200 cars, I just need cars I'll enjoy that are distinctly unique. With that said I'm more interested in driving variety than tire pressure/variety. Does the variety of cars feel sufficient?

The career mode and car variety is this game's weak point IMO. The career is nothing but a series of races based on each car or class of cars, and there aren't a ton.

It's still an excellent sim though, IMO right up there with Project Cars or iRacing.
 
The career mode and car variety is this game's weak point IMO. The career is nothing but a series of races based on each car or class of cars, and there aren't a ton.

It's still an excellent sim though, IMO right up there with Project Cars or iRacing.

Thanks for the reply man. Sounds like I'd enjoy another run with Forza/GT more, or Shift if I can tolerate the physics.
 
Dream Pack #2. 10/8/2015.

ylWiOgn.png
 
I own both of the games and enjoy them immensely. The difference in the 2 games comes down to the small things.

1. Project Cars looks better than Assetto Corsa; especially the environments. It isn't a subtle difference. It's just the truth. Does Assetto Corsa look like a dog compared to Project Cars? No. Personally I don't care as I love flying around tracks in both games! Who cares what grass looks like at 200+ mph?

2. Project Cars has a weather system and Assetto Corsa simply doesn't. Project Cars weather system adds completely new game modes as driving in clear, light rain, and heavy rain is like buying 3 different racing games. Then throw in 24 hour races where the time changes to the still of night and you truly see the power of the graphics engine as the fire from the exhausts is more pronounced! This moves Project Cars into a different echelon and could have ended the competition right there... But...

3. Project Cars will randomly do some fucked up pause when I cross the start / finish line. Feels like it pauses the game to maybe save some data? It will also do this pause in the middle of the most intensely precise turns which will always end with you against a wall as the game is still counting your input during the pause / hitch. Assetto Corsa is just perfection in regards to hitching or stuttering. Smooth as a baby's bottom.

4. Replays in Project Cars seem to be limited to a couple of minutes unless doing an entire race. I should probably dig a little deeper, but that seems to be the limitation for some reason unknown to man. Assetto Corsa allows you to set whatever size your machine can handle as far as replays goes. There is a performance hit if you make the size too big though.

5. Project Cars allows you to play against other people's ghosts on leaderboards. Maybe it is in Assetto Corsa, but I didn't notice it. Think a guy is cheating? Want to know what the best line for a curve is? Play against their ghost!

6. Project Cars has a more robust damage system than Assetto Corsa. Personally I just want cosmetic damage, but there is a big difference in the 2 games!.

Finally the biggest difference in the 2 games comes do to this:
Project Cars doesn't have mod support. :( Hope that the car and track I want is a paid DLC.
Assetto Corsa has mod support. :) Make tracks and cars all day! Infinite replay potential. You can even setup custom servers that use the modded tracks and cars! Some of the mod creators are so saintly that Kunos paid the licensing fee and added their Cobra mod to the base game for free!


As far as paid DLC goes...

Project Cars and Assetto Corsa will always have paid DLC. Some of the car manufacturers charge in excess of 7 digits to license a few cars. I can't figure out how a developer is supposed to pay Ferrari say 1 million for a license, and then release it for free.

Same thing goes for tracks. Project Cars developers were scrambling to get officially licensed tracks into their game. Guess what? The track owners want license fees for using their name and require that their advertising partner's likenesses be retained. I would even guess and say that you need something in writing from the advertising partners to use their trademarks in the game. See where this is going?

Best review I've read so far, which one has better sound AC, yes?
 
Best review I've read so far, which one has better sound AC, yes?

There's:

- more realistic sound
- better sound (but possibly less realistic)

I would do a few searches on YouTube as there are direct comparisons on PC vs AC. Aside from the crappy sound compression, you'll have to listen and see which feels better. Sound alone shouldn't be the deciding factor, of course.
 
I'm 50/50 as to which one sounds better. It really depends on the car (in each game.) Some cars sound great and others like crap. That being said, AC is steadily improving their sounds, especially the audio mixing itself which has gotten pretty impressive, allowing realistic changes depending on distance and position around the car.

Neither game really sounds that great though.. Check out the RaceRoom sim for the best sounds out there.
 
1.4 patch
http://steamcommunity.com/games/assettocorsa/announcements/detail/101693335324956428

Please Use default Post Processing effects with 1.4 update
Community Announcements - Luca
**********************************

PLEASE SELECT ONE OF THE DEFAULT PP EFFECTS AND WEATHER AVAILABLE IN AC.

DO NOT USE THIRD PARTY PP EFFECTS AND WEATHER WITH 1.4

**********************************

With the imminent release of AC version 1.4 (and Dream Pack 3) we are introducing some great improvements in the reflections, FXAA antialias, exposure and general image quality.

Unfortunately though, this means we had to break compatibility with old ppEffects.ini files. This means if you have added third party ppEffects.ini's you will have exposure problems or other issues.

We know this might cause a bit of frustration but as you will find out by yourself, it is worth it, as it is a great improvement and will also enable modders to achieve even better photorealistic ppeffects in the near future.


Assetto Corsa v1.4 available!

December 15 - Luca


v1.4 changelog

- New reflection rendering system
- HDR now matches real life photographic references
- Improved AI ability to stick to the intended racing line
- Improved AI braking code (able to understand and use locked inside tyre for FWD)
- Vastly improved multiplayer antilag/antiwarp system
- Fixed missing ksBrakeDisc script in all the remaining cars.
- Tweaked wet volume for reverb on high distance
- Tweaked dynamics for Audi R8 Plus interior sound
- New Bmw M3 e30 DTM and Group A exterior sounds
- New font rendering system for dashboards
- Fixed fadeout timing for gravel particles
- Improved digital instruments of all cars
- Fixed some bugged special events
- Tweaked most of the special events to be compatible with tyre model 5/6
- FXAA is now using Kunos' own shader
- Fixed blurred rim/tyres on car with animated suspensions on farther Lods
- ksEditor: added node grid
- Introduced [DRS_ZONES] IGNORE_ZONES in drs.ini to allow road cars to ignore DRS zones (ie. McLaren P1)
- Fixed exaggerate motion blur for some camera modes
- Added serial opponent selection on Options->General: if flagged then opponents skin is not randomly chosen, but alphabetically
- Fixed unrealistic qualify times when session is skipped
- Fixed LaFerrari rear wheels
- Fixed Huracan GT3 model to update it from the pre-season version
- GT3 and GT2 cars tyre heating improvements
- Ferrari 312T Tyre v6
- Audi R8 Plus front torque vectoring and central differential improvements.
- Headlights revised on all cars
- Added missing dashboard lighting to cars where present
- Fixed various LOD issues on a large number of cars
- Car shader overhaul
- Skins fixes and updates on various cars
- Added templates for DP3 cars and Audi R8 Plus
- Optimization across the entire car range (should help with large fields)
- Digital instrument updates
- Fixed collision boxes on various cars
 
I am on the fence about this right now. Is it worth $42 with the 3 dream packs (sale price on steam now)? Are people playing this with the xbox 360 controller without issues? It looks like the game Ive been waiting for (realistic racer with production cars and real world tracks for pc), but is there anything I should know first? I have skimmed this thread.
 
I don't know about racing with a console controller, but AC is great. It's fun to drive and looks brilliant.
 
I am on the fence about this right now. Is it worth $42 with the 3 dream packs (sale price on steam now)? Are people playing this with the xbox 360 controller without issues? It looks like the game Ive been waiting for (realistic racer with production cars and real world tracks for pc), but is there anything I should know first? I have skimmed this thread.

The game focuses a lot more on race cars than productions cars, and of the production cars there, they don't really fit in together (i.e. it tends to be races of one make & model.)

It is a good game but its strength lies purely in the physics and FFB which are really good. Playing on a controller is very possible from what I've read (IIRC it has a very good 360 profile you can use.)

That being said, if you're expecting this to be anything remotely like Gran Turismo or Forza but on PC, prepare to be disappointed. We still have nothing even CLOSE to those games on PC.
 
The game focuses a lot more on race cars than productions cars, and of the production cars there, they don't really fit in together (i.e. it tends to be races of one make & model.)

It is a good game but its strength lies purely in the physics and FFB which are really good. Playing on a controller is very possible from what I've read (IIRC it has a very good 360 profile you can use.)

That being said, if you're expecting this to be anything remotely like Gran Turismo or Forza but on PC, prepare to be disappointed. We still have nothing even CLOSE to those games on PC.

All I want is Forza on PC :(
 
I dunno. I feel like I'm in a Bugs Bunny cartoon when driving in AC. All I need is a fuzzy-arms mod.
 
Assetto Corsa 1.5.9 vs Real Life - BMW M4 Akrapovic @ Nordschleife. Top car is real life and the bottom is the game.

I suppose that this is Joerg Weidinger driving both cars.
BMW M Power World


 
Just a little flavor video of Sebastian Vettel showing a blind swimmer named Enhamed how to drive a F1 car simulator running Assetto Corsa. ;)

 
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