Assetto Corsa | News and General Discussion

  • Thread starter Thread starter mister dog
  • 10,320 comments
  • 973,355 views
I actually like 70% Kerb, 60% Road, 40% Slip with 75% gain overall using a Thrustmaster TX. Some people don't like what they call "canned effects" but AC does them well and it sure adds a lot of information about what's going on with the car than not using them at all.

I think the biggest gripe I have with the FFB at the moment is that there's seems to be little or no FFB when you bump or hit other cars.
 
Well, I was not able to play it today. After I was hyped and pumped for over 2 months for this day, I WAS NOT F...ING ABLE TO PLAY :D

2 friends visited me and we played Fifa 15 (demo) all day/night long until 3 am. So I cant wait to check out AC tomorrow.
 
Yea I agree, this update is absolutely awesome. Some minor bugs to be fixed still but Kunos is already working them. Overall though, this sim is just damn good.
 
I actually like 70% Kerb, 60% Road, 40% Slip with 75% gain overall using a Thrustmaster TX. Some people don't like what they call "canned effects" but AC does them well and it sure adds a lot of information about what's going on with the car than not using them at all.

I think the biggest gripe I have with the FFB at the moment is that there's seems to be little or no FFB when you bump or hit other cars.

It adds information, but it also influences the car's behavior. So it's technically speaking not a favorable decision to make. At least not from my point of view.
I am also a whole lot smoother without those 'canned effects' than I am with them. Actually, I can finally drift with ease and control the car freely. Even in hairy situations I still am able to maintain control, whereas before it would be an instant spin. Especially in v0.22 when the weight transfer effect depicted the angle the wheels would point at.

I personally believe it would be better to redirect some of this info (kerb rumble, road noise and bumps, etc) to Simvibe instead and let the tactile transducers produce kerb rumble and road bump information. Slip is useless information as you can visual see the slip and you can feel it without the 'weigt transfer/seat of pants' effect. You only need to feel where you're at on the slip curve to get a sense of what the car is doing.
Say if you're at the peak of the slip curve and you feel a decline in force from the steering wheel suddenly, than you know the car's losing traction at the rear and your eyes will be able to tell you which direction that is... if you didn't feel already where/which direction the peak of the slip curve walked of to that is.

Each his own. And as long as the simulation games give us the options to completely tailor our effects mix to our liking, I'm fine with anything being in the game. Everyone should be able to run their game the way they want after all. :)
 
@fatkrakr Hey man, did you get a chance to try AC with Simvibe? All I've gotten so far is that it's working with AC, but I'm not sure if more effects have been added or existing ones have been improved. You need to be using Simvibe 4 Beta from what I've gathered.

Have any of you gotten AC to work with 5.1 surround setups? FMOD was supposed to bring 5.1 to the table but my game is still in stereo. My audio config in Windows is correct.

Unfortunately the game still crashes when minimized which is a major inconvenience. :(

EDIT: No 5.1 sound is a bug, workaround here:

http://www.assettocorsa.net/forum/index.php?threads/rc-1-no-5-1-workaround-inside.15806/

Haven't tried it yet, will report back.

EDIT the second: Surround sound is fixed with that workaround!
I think it basically works about as good as before, maybe a little better. Spa seems to have more bumps and such going on, but none are working as they should. Tried both 3 and 4 and both are the same. :irked:
 
It's interesting how much we all differ with our individual FFB taste.

Personally I've always liked a bit of extra information about what the rest of the car is doing, mixed in with the steering column forces... At least unless the sim has such accurate sound and skew visual effects that you can judge things just by sound and vision.

Like @Blkout after this update I immediately started thinking about adding some canned effects (I have been and still am running the T300 with filter/damper/fake effects off). They have definitely "cleaned up" the FFB compared to earlier builds, so it takes a bit of adjustment. Then again, I tried a whole bunch of cars and had no problem keeping them on the road or hanging the tail out round the corners so it's not as if there's a lack of information coming through...
 
So, this morning I tested some graphic options. I ended with this:
Testing on the combo which gave me the biggest fps issues on everything maxed out on early access stage, which is Zonda R on Imola at 18:00 / 6 pm in Practice Mode (so alone), I got this result:

FPS: cockpit view 67-75 (the one I use while playing), chase 80-90, hood 83-93, bumper 87-98.
Everything maxed out (even glare quality, etc) on 1920x1080 60Hz resolution less:
- Shadow: High;
- Smoke generation: Normal;
- Motion Blur: Off (more for a personal feeling than real graphic issue, feeling more realistic without it);
- Mirrors resolution: Normal;
- High Quality Mirror Reflection: Not enabled;
- Reflection Quality: Low;
- Reflection Rendering Frequency: Static.

My PC is so equipped: CPU i5-3340 3.1GHz, RAM 8GB 1.600MHz, GPU Asus nVidia GTX 660 (not Ti).
Stating to the Logitech Performance Monitor on my G13, it was using around 65% of the CPU and 40% of the RAM, cannot say for GPU.


@MarcoM If you mean the Exos 125, it's in the second page of Lotus road car manufacturer.
 
It adds information, but it also influences the car's behavior. So it's technically speaking not a favorable decision to make. At least not from my point of view.
I am also a whole lot smoother without those 'canned effects' than I am with them. Actually, I can finally drift with ease and control the car freely. Even in hairy situations I still am able to maintain control, whereas before it would be an instant spin. Especially in v0.22 when the weight transfer effect depicted the angle the wheels would point at.

I personally believe it would be better to redirect some of this info (kerb rumble, road noise and bumps, etc) to Simvibe instead and let the tactile transducers produce kerb rumble and road bump information. Slip is useless information as you can visual see the slip and you can feel it without the 'weigt transfer/seat of pants' effect. You only need to feel where you're at on the slip curve to get a sense of what the car is doing.
Say if you're at the peak of the slip curve and you feel a decline in force from the steering wheel suddenly, than you know the car's losing traction at the rear and your eyes will be able to tell you which direction that is... if you didn't feel already where/which direction the peak of the slip curve walked of to that is.

Each his own. And as long as the simulation games give us the options to completely tailor our effects mix to our liking, I'm fine with anything being in the game. Everyone should be able to run their game the way they want after all. :)


Your last paragraph sums it up and I'm certainly not saying you or anyone else may drive better with certain FFB effects off or on. I absolutely believe that to be true and its a very personal thing. There are people who are faster with no FFB at all, just using a basic wheel, and there are people out there that are faster with a gamepad and no wheel at all. Its a very individual thing but the settings I listed feel best to me, and give me the immersion factor I want to enjoy the game.
 
Just a quick note on sounds. Luca (apparently the one guy doing the sounds :D) said this on the official forums: "Cars with new sounds are the 458 GT2, the BMW Z4 GT3 and the Cobra. One step at a time, I'll rework all the cars (mainly exteriors)." So I'm guessing he's planning on having them all done in time for the official v1.0 release.
 
Not taking anything away from this fantastic update. Just one thing that I'm a bit disappointed is still not being able to us my T500RS D-Pad so that I can map functions in-game. AC is really getting better. Highly recommended for those who haven't yet made the purchase.
 
Not taking anything away from this fantastic update. Just one thing that I'm a bit disappointed is still not being able to us my T500RS D-Pad so that I can map functions in-game. AC is really getting better. Highly recommended for those who haven't yet made the purchase.

I can't use the DPad of my DFGT either.
 
Can't use the D-Pad on DirectInput controllers also, which sucks, because XInput controllers have some controls locked to certain buttons.

EDIT: Thanks to the inclusion of Trento, hillclimb/point-to-point timers work now,
including the one from my Petersberg track, without any additional work on the track.
 
yeah well but on some screehshots on the web I see Ferrari like RPM apps. I do not see thos in the list in Assetto Corsa.
 
Just a quick note on sounds. Luca (apparently the one guy doing the sounds :D) said this on the official forums: "Cars with new sounds are the 458 GT2, the BMW Z4 GT3 and the Cobra. One step at a time, I'll rework all the cars (mainly exteriors)." So I'm guessing he's planning on having them all done in time for the official v1.0 release.

So techically even new released cars like SLS GT3 and LaFerrari still got old sound system or just middle-updated?
 
So techically even new released cars like SLS GT3 and LaFerrari still got old sound system or just middle-updated?
Not sure but I think so. I noticed on the cars I tried yesterday that suddenly the sounds in all view types are the same. Probably WIP.
 
Just a quick note on sounds. Luca (apparently the one guy doing the sounds :D) said this on the official forums: "Cars with new sounds are the 458 GT2, the BMW Z4 GT3 and the Cobra. One step at a time, I'll rework all the cars (mainly exteriors)." So I'm guessing he's planning on having them all done in time for the official v1.0 release.

Didn't know that but I have driven the Z4 GT3 and Cobra since the update and both sound very good. I keep hearing the 458 GT2 sounds great too, now I know why.
 
Not sure but I think so. I noticed on the cars I tried yesterday that suddenly the sounds in all view types are the same. Probably WIP.

Also in the Ferrari 458 GT2 the sound between views changes just by a little bit, barely noticeable.
 
Back