Assetto Corsa EVO Early Access Discussion Thread

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I was swiping through MX-5 club posts and saw someone posted 46 NB MX-5s are modded to the game. Couldn’t tell if it was for AC or ACE.
 
Well seeing as there's no modding in AC Evo yet.
I believe there is some limited modding in AC Evo, it just isn't well implemented and not really worth hyping up yet. From what I saw, though, it has a lot of potential.

On another note, its been quite some time since I've actually made a video or anything of the liking for a video game since I played Forza Motorsport 4.

 
Any chance we could get a AC Rally section seeing as it released today? Bought it but not able to play it until tomorrow night.
 
Any chance we could get a AC Rally section seeing as it released today? Bought it but not able to play it until tomorrow night.

There’s a post over in the normal AC section, but yeah a proper area would be nice.
 
Looks like AC Rally is the GOAT. Very positive reviews from real drivers.

I haven't bought the early access just yet. Maybe tomorrow if my work schedule permits. Anyone already bought it?



When even Gamermuscle says it's amazing... well it has to be amazing. GM is trashing pretty much every sim besides AC1 in his channel. :D He divides opinions but I actually like the guy.



Yeah why don't have a section for AC Rally?
 
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Yeah why don't have a section for AC Rally?
We do :)
 
Neil Peart is the GOAT 🥁, but the avatar is Alex Ferguson 😦

Yes I know. I was referring to this.

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I'm learning quite a lot about AC Evo and its beta limitations as I work through editing for it. There's a lot of visual details that are missing from the game like shadows, shaders, etc., as well as a relatively limited amount of sample rates for reflections and shadows. I think AC Evo would benefit from an official Content Manager style product - I figure it could be provided as a dev tool of some sort, giving full control of the games' systems.

The lighting is beautiful and the detail already captured is something not often seen outside of AAA budgets and obsessive capturing like Gran Turismo's.

Anyways, here's a video of the Dallara on Fuji Speedway The edits made here are pretty much a critique of what's lacking in Assetto Corsa Evo at this moment: sound design and dynamicism, visual feedback, as well as camera angles that just are non-existant. I assume this will get better as time comes. (I did take creative liberty).



One thing to note: I hope they really include more LOD in the areas outside of the track; I believe this may be the case considering what they're doing with Nurburgring and its intended freeroam mode.
 
Looking forward to taking the M3 CSL on a long drive around the Nordschleife.

I really hope the ranked races make sense, and make good use of the race cars available in the game, particularly the one make stuff!
 
I'm really looking forward to trying out the new physics/tyre changes. The game was already pretty good, but with some elements that felt a bit off, and the classic "sim" unrecoverable slide problem. It sounds like they've been working very hard to improve the controllability around the grip limit, plus we have some great new tracks to try - Nordschleife, Monza, Oulton Park and Road Atlanta are all nice "organic" tracks that fit in with the natural surroundings rather than the awful modern Tilke type of track.
 
Seriously? Bold? 😄 I'm not sure they would care what GT7 is doing or if it even exists.
On the PC realm for sure, but if they ever want a bigger slice of the console's market share, they better get working on the career mode because right now, it's primitive.
 
Some interesting posts on the offical forums regarding physics changes and car and performance modes coming in 0.4. You may need to be registered to view them so copy pasted in quotes as well as linked


"If I had more time, I would have written a shorter letter." - Blaise Pascal

This post will focus on the physics (read: fiziks) and car side of development and expand a little on the changelog. Plenty has been done for 0.4 that I'll go through in this post.

The Ferrari SF-25 needs and will receive its own sticky thread.


Tire Damping
In 0.3 we introduced a higher frequency for the Suspension of 1000hz. On top of that, we have developed a new method for inherent tire damping, the lack of which seems to have been a root cause for ACC's bouncing issues and hopefully you should not see this again. The tire will now rarely really lose contact with the ground. This took quite some R&D and is part of the physical foundation of this update, making bumpy tracks like the Nordschleife, Oulton Park or Road Atlanta a pleasant experience even in very stiff cars.


Tire Inertia
We adjusted the tire inertia to better match each car's individual tire dimensions. For example, you will notice this when braking with the non-ABS Porsche Cup. The tire now has more inertia and thus is harder to lockup. At the same time a tire with more inertia is harder to spin up on power, so when you are going into a slide, the engine won't as easily rev up to the limiter - ultimately allowing better control in post peak grip situations.

Cars "stuck" in Understeer
We went down the rabbit hole of finding the root cause of RWD cars refusing to rotate on power without deliberately and forcefully breaking traction. For that we worked on two things: Combined grip and the slip ratios.
Essentially slick tires now have more baseline grip both laterally and longitudinally, but less additional grip in combined scenarios (e.g. braking + turning, or turning + accelerating). You will still have high corner speeds, better traction and deceleration, but the car will be more sensitive especially at initial throttle pickup until you are able to open the steering and then plenty of grip is available. It's quite nice to work with that. The rear will be playful, but not deadly, while also not allowing you to abuse sliding as you'll lose time and overheat the tires. Aggressive driving might pay off on a Q run, but not in a race (until someone proves the opposite...).

However, without also looking into slip ratios, the above change would not have been enough to address the inherent understeery nature. Upon open heart examination we came to the conclusion that the rear tires produced a bit too different slip ratios due to too optimistic assumptions of load related tire diameter changes. Something simple on the surface, but with large consequences throughout the entire grip calculation. This led to the inside driven tire producing more longitudinal force than it should in critical scenarios like corner exits. This force worked directly against the request of the driver to rotate the car.

Actually, there is a third component here that we want to address in the future around the overall morphing of the curve defining slip ratio related grip. Though, this has to wait for now and the expected impact is not as major as the above changes we made.


Tire Pressures, Wear and Temperatures
While further revisions and adjustments are likely, here's where we currently are on that front.
Tire wear has generally been increased. For all street legal compounds this is hardly a factor unless you drive really long. They generally produce the same grip over a long period of time. In future updates we'll make them wear faster when overdriving severely.
Road and slick tires are so far also not very sensitive to the theoretical optimal pressure, or rather not having optimal pressure. This will also be addressed in a future update.

The same is true for tire temperatures, with all road compounds being rather insensitive and having a wide operating window.

The reason for both is: Our model has become quite complex with a ton of parameters and really dialing in their relationships takes time (that means long periods of undistracted testing in night sessions). This has been done extensively on the SF-25 where you can see much more alive tires and all other compounds will benefit from these learnings in the future. There is/will be a separate post on SF-25 tires in the car specific thread.

Ideal Tire Pressures:
Road & ECO: 31.0 PSI
Supercar: 30 PSI
Hypercar: 29 PSI
Slicks: 27 PSI
SF-25: 25 PSI


Car Electronics: TC & ABS
We have reworked the TC and ABS logics on every car.

Our system allows to separately define the response of the TC intervention among a variety of Parameters:

  • Slip Ratio
  • Slip Angle
  • Angular Speed of the rear end
  • Oversteer
First of all, most TC levels will now allow more before stepping in. They will also act less rude. Some levels on race cars in particular will mostly engage due to slip ratio and slip angle, but almost ignore angular speed and oversteer (i.e. the driver counter-steers). Only on higher TC levels these factors will be considered and the TC will step in at earlier.
Ultimately, this should allow you to play with the car without TC interfering, but at the same time give you the confidence to explore the limits.

In the future: More noticable TC & ABS related sounds across all cars.


ABS has also been revised. Generally our system was too perfect, operating at too high frequencies, having it too easy controlling the tire in too tight margins. The operating frequency has been lowered, while the window of its engagement has been widened. Additionally, there have been adjustments to how independent each tire can be controlled individually by the system. Especially on older cars more imperfection should be noticable.

Since this is a vast update, please report any bugs you might come across.


Performance Modes

Many modern sports cars have a variety of adjustable electronics. Often they are combined into presets that we are trying to recreate in the game.

Settings range from simple things like Traction Control, ABS or Stability Control to adjustable dampers, differentials, torque vectoring or different engine power and throttle shapes.

Here, I will list the cars with special features, not the cars that only have different assist settings (TC, ABS, ESC).

Alpine A110 S

  • All Performance Modes: Automatic Brake Differential / Torque vectoring. The car has an open differential. Only through automatic brake application on the inside rear wheel in case of wheel slip can more torque be sent to the outside wheel with traction. The more slip there is on the inside wheel, the more brake intervention is taking place.
Audi RS 3 Sportback

  • Performance Mode 1: FWD with dynamic haldex clutch to also drive the rear wheels with up to 50% of the total output. The clutches will try to help the driver rotate the car. The more power you apply, the more steering you request, the more power will be provided at the outside rear wheel.
  • Performance Mode 2: Torque Rear. This is a fun mode provided by Audi that will turn this car into a very safe drift machine, with up tp 50% of torque going to a single rear wheel.
  • Mode 3: A safer Mode 1.
Audi RS 6 Avant

  • All Performance Modes: Up to 80% of torque to the rear axle, also moving more to the outside wheel for more agility on corner exits
BMW M8

  • Mode 1: AWD Sport. This drives about 20% of torque permanently to the front wheels, keeping the car mainly a RWD.
  • Mode 2: RWD.
  • Mode 3: AWD. This drives about 40% of torque permanently to the front wheels.
Ferrari 296 GTB

  • All Performance Modes: Electronic differential controlling locking torque depending on driving scenario. Generally lower locking torque at lower speeds to provide agility, more differential locking with higher speeds, slip and G-forces. Additionally the ERS output is moderated by throttle position, RPM, gear, tire slip (so that no energy goes to waste when it can't be converted into speed anyway). ERS Recharge scales with brake input.
  • Performance Mode 1: Quali mode. ERS is active from 3rd gear, and from at least 45% throttle. During low rpm, the ERS fill a bit of a torque dent in the engine curve, then pause and come back at higher rpm.
  • Performance Mode 2: Performance (thanks, Ferrari). Sames as 1, except here the ERS will come in more aggressively with low throttle positions, making the car more dynamic and efficient, however it won't provide the maximum ERS capacity to have a longer lasting battery.
  • Performance Mode 3: Hybrid. Aggressive ERS in low throttle positions and from 2nd gear across the entire RPM range, but much less torque from the ICE. This is a efficiency mode for cruising, providing only 80% of engine power, saving 25% fuel.
Porsche Cayman GT4RS

  • Automatic Brake Differential / Torque vectoring. The car has a Limited Slip Differential paired with automatic brake application on the inside rear wheel in case of wheel slip, helping the car to behave less snappy as the differential doesn't lock as aggressively. The logic looks for tire slip and G-forces to decide whether or not to engage the brake.
 
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FINALY !!

Finally, the holy Nordschleife. I can't wait to do trackdays in a BMW so I can crash there just like in real life.
And I'm curious about the changes to the physics and tires.
 
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