Assetto Corsa | News and General Discussion

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Pardon my noobness on this, but I never use steam. If an update comes out, will the game tell me about the update automatically, or should I DL the update from steam manually?


Jerome

It updates automatically 👍
 
Assetto Corsa | Version 0.5 available now, featuring AI events, BMW 1M Coupe Series, Lotus Evora GTE and much more!

Here are notes from the forum post.

Early Access 0.5

  • End Race simulation
  • New Race special events
  • Session Ranking app fixes
  • Driver Names displayer
  • Proximity Indicator & damage displayer follow GUI
  • Small GUI fixes
  • Special events have pre-determinate parameters such as Temperature
  • Warning for high CPU occupancy
  • Real time position
  • Steam Achievement fixes
  • fixed suspension animator in replay
  • chase camera shake parameters exposed in launcher
  • Modifications on tyre model combined forces grip. Tyres more sensitive in combined forces, cars more sensitive under braking and acceleration. Resulting in use of traction control more interesting even on racing cars
  • Modifications on tyres heating modelling.
  • BMW Z4 35is drift upgrade
  • BMW M3 E30 group.A is now the early model with less power and no ABS plus chassis modifications and 5 speed gearbox
  • BMW M3 E30 DTM version is now an upgrade to the early model and retains only the 6 speed gearboxes.
  • BMW 1M series
  • Lotus Evora GTE
  • Modifications on Ferrari F40 suspension toe links
  • Modifications on Tatuus FA01 aerodynamic drag.
  • BMW Z4 35is toe fixes and tyre compound fixes
  • Pagani Zonda R ABS levels
  • Laptimes have now 1ms resolutions
  • Ferrari 599XX Evo default alignment setup modified to cure over-sensitive steering. **********************************************************************

Trying it now!

xDDDDD

ZSBJSxD.png


"Alien" difficulty.

Gotta love these guys xD
 
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Sweet!! Very much looking forward to the Evora and the AI, give us a quick review Wardez!
 
A bit buggy, but quite fun. Tried the 500 around Magione and the cars were piling into each other in turn 1, after the field spread out it was quite good. Seems more natural than GT6, cars dive in for a look coming up on a turn then line back up behind you.

Most importantly, they don't brake like pansies, and they react pretty fairly against aggressive moves. It's a lot of fun. The Abarth single seater at Monza on Alien difficulty's pretty insane. Overall, so far, I'm quite pleased.
 
Thats funny. lol.

I actually thought it says "Allen" (my name), after I woke up to check AC.

That'd be some serious customization right there, kinda like the guys that thought the UCD in GT5 said "Justin". :lol:

How many cars can you race against?

Can't wait to get home from work. Just 7 more hours... :(
 
I've been playing rfactor 2 of late (which means I've toned down my aggression level and am slower in Assetto Corsa). AI seems pretty terrible at the moment. A couple of times I was going too slow for a turn, and instead of going around me, the AI just kept on its "train tracks", plowed right through, send me spinning off the track, and the AI was none the worse for violently smashing me off the track.
 
I've made up a template for special events with AI if anyone would like to use it. It's setup for 12 cars, although you can easily change that. Also is a notepad document that will tell you what you need to fill in to make this work. A huge thank you to @Matrixi for discovering this, and to Kunos Simulazioni for creating AC!
 

Attachments

woot? Thanks very much!

Also you HAVE to change :
[SPECIAL_EVENT]
GUID=XX

to the number of the event you have created, otherwise it will load the number set by this parameter.

I just ran a 24 car race at mugello with e30 and it was ok. Maybe we just have to use the four cars used in the official AI events for now.

In any case that is how you create a game and get it right on the first try instead of still not being able to fix your franchise after iteration 6.
 
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So after running a few races, I'll warn you not to get too excited, as the AI doesn't work properly for all the cars yet. They'll show up on the grid, but I'd doubt if anyone of them will make it around the track. I've seen one nearly overtake flying through the air, and another flying backwards at a very high rate of speed across the track. It has been quite the experience. I honestly wasn't expecting too much anyway, considering that they just released the AI to us, and they still have a lot of work to improve the AI.

cmbeal317
 
So after running a few races, I'll warn you not to get too excited, as the AI doesn't work properly for all the cars yet. They'll show up on the grid, but I'd doubt if anyone of them will make it around the track. I've seen one nearly overtake flying through the air, and another flying backwards at a very high rate of speed across the track. It has been quite the experience. I honestly wasn't expecting too much anyway, considering that they just released the AI to us, and they still have a lot of work to improve the AI.

cmbeal317


Whoa! Flying cars? :lol: Never seen it though, just one car in front of me flipped for taking the apex. It is still a little bugged, but the first 3 cars seems to be ok. Well, it's Kunos first try on a.i. and I think so far so good.
 
Whoa! Flying cars? :lol: Never seen it though, just one car in front of me flipped for taking the apex. It is still a little bugged, but the first 3 cars seems to be ok. Well, it's Kunos first try on a.i. and I think so far so good.

It was pretty scary, I was just waiting for one to come flying through the windshield!:lol:

Na, The AI is pretty good so far considering it's their first attempt. There not quite as bad as the suicidal AI in Euro Truck Simulator 2.
 
Hmmm... Been a bit disconnected from AC, has there been any teasing or hints on this weeks update?
 
Just wake me up when the modding tools are made available. Until then I'll be playing with rfactor and GT6.
Cause AC right now has 2 cars and one (illegal) track that I enjoy driving.
 
My Steam has just updated AC with a 54mb update.

EDIT: 0.6 is live:

Early Access Update 0.6
31 JANUARY - 4THWORLD
- All cars AI enabled
- All tracks AI enabled
- Improvements on track AI lines
- UI quickraces enabled
- Added theme module management interface (see Options/General)
- Fixed position indicator changing in proximity to the finish line
- First lap time in races starts when the starting lights are off
- On screen time difference : (On/Off switch)
- mesh collider system and terrain collision boxes
- Reworked collision stiffness
- Penalty system On/Off switch
- Hide steer option
- Smoke rendering in mirrors improved (also On/Off switch)
- Look back buttons implemented
- fixed some gui issues in endrace mode
- Winning an achievement in special events unlocks the lower achievements
- Fixed ambience sound volume
- Improved positional audio for opponents when driving in cockpit or F1 cameras
- Fixed opponents overall engine volume
- Fixed distance scale volume for opponents engines and related extra sounds (skids, backfires etc...)
- Fixed backfires exterior volume
- Maximum exterior engine volume is 1.0 to prevent sample clipping and/or distorsion
- Lotus Evora GTE physics bug fixes and updates
- KTM X-Bow R aero modifications and setup fixes
 
And here's their post on facebook:

So, it's that day of the month again and a new update is ready.

Let's have a look at todays "particular" update.
As you might have guessed, we won't release any new cars or tracks today. We understand that this might be a bit of a let down for some of you, but then again we have already released 35 cars and their upgrades and 12 tracks... considering AC's physics engine depth, I'm sure there's more to explore than simply jumping from one car to the other.
So what's in this new update? Lot's of core work to make AC better, some of it very evident, some of it under the surface but very important.

First of all we are enabling AI Quick Races for all cars, all tracks. You can select whatever car you like, whatever track you like and whatever number of opponents (up to the track limits). Most importantly you can select different opponents to race against. Multi-class, multi-era, multi-performances, multi-whatever.. err...no scratch that, multiplayer is not ready yet (we're working on it, you know we do!).

So this is very important, we worked very hard to enable all cars and all tracks to enable the AI. Tons of data to process, but we didn't just stopped there. We have laid out the ground to build a better AI that understands better the intentions of the player. On some cars you might see a better behaviour, on some others more or less the same, but the work is there and slowly we will update all of them. Your feedback is valuable and that's what early access is all about, so thank you in advance!


What's next? Collisions. You can lean on your opponents now, bump door against door, push and get pushed and the experience should be far better. Most importantly no more landmines and you can go over high kerbs with far more realistic behaviour. That also permits us to make the terrain collisions more accurate and this means more setup work for you, as you might need to make the setup stiffer, user bumpstops, or raise the car height to make sure the car is not bottoming out. If you hear strange scraping noises and experience unexpected spins on fast turns, it might mean that your old setup was way too low... AC is getting more mature and this means that it requests from you the drivers, more skills and more setup work. We are sure you're going to have fun limiting bottoming, without affecting car balance

Sound engine. We have worked on the sound engine to improve the sound of the opponents cars in AI races as well as taking advantage of 5.1 systems. It's been quite an extensive work, way too long to describe, but let us know what you think and if you find any bugs.

As usual lot's of little fixes, bug hunting and optimisations as usual, but also new much requested features like steering wheel hiding, look behind, smoke rendering on mirrors with on/off option, penalties system selectable from UI and more. We are listening the community and working out all the small little details, one by one.

Last but not least, a very important and very complicated theme module management for the UI. What does that means? Modders can now write their plugins and connect them inside the User Interface (like the amazing "Rivali" suite). Theme modules are then saved inside the username/documents/assetto corsa folder. This is very important, as we can update the user interface everytime we think necessary and users will not lose their installed mods and UI modifications (if made following our guidelines). Also, users can now select which UI mods can enable from Options/General menu. There is also an example with documentation for modders. This is far more important than it might seem, and opens the door to modders to create amazing applications that work seamlessly inside Assetto Corsa User Interface.

Hope you have fun with this new update, looking forward to hear your feedback.

The Assetto Corsa development team
 
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