Assetto Corsa Competizione

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Re: Assetto Corsa Competizione

Post by Dr. Pain »

You are going to get a Kunazi suicide bomber one day Norbs and they will yell "I love you Stefano!" as they detonate :D
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Re: Assetto Corsa Competizione

Post by norbs »

StanDaam wrote:I did suspect that you might have become one of my subscribers...

Still no luck with getting it to run well on your triples Norbs? Or do the memories still haunt...

:p
The triples are just one issue I have,

The FFB just stops! In the middle of a lap. The only racing game I have that does that, so yes, it is special.
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Re: Assetto Corsa Competizione

Post by Duke »

ACC Hotfix Update Notes:
v0.6.2

Fixed wrong first lap time when start-finish line is crossed before the green light.
Fixed AI erratic speeds during formation lap.- Added lumirank update in the replay.
Enabled detailed animations in onboard cameras.
Added session over message for qualifying/practice.
Improved AI pace at Monza and Nurburgring.
Added intermediate solution to run the formation sequence in Multiplayer. Overtakes may happen, but enables the controlled formation sequence.
Fixed protocol mismatch on the rating backend, resulting in wrong data.
Fixed SA Rating working in Multiplayer.
Fixed RC Rating preventing data being stored in Multiplayer.
NOTE: Due to incompatibilities with the data, the Rating Profiles will be reset again.
Fixed end-sequence in Multiplayer: spotter announcement, checkered flags and so on will now be correctly triggered.
Fixed formation sequence not starting when the leader is in the pits.
Fixed rare crash in the Multiplayer server, possibly also crashing connected clients.
Fixed races not showing time gaps in Multiplayer races.
Fixed tyres not being correctly selected based on dynamic weather conditions along with the setup.
Added “Official Test Server” opened for experimental features and testing. See the official support forum.
Fixed search and password text input issues in VR.

v0.6.1
Added rear-view camera display in Lamborghini Huracán GT3.
Consistent mirror resolution in all cars.
Fixed ghost car not working in some instances.
Ghost car now has a more stable render.
Fixed replay highlights increasing with longer sessions.
Fix to mirror resolution default. – NOTE: defaults to intended default resolution (MID) without changing anything. The EPIC setting is now eliminated. No action required from the user.
Added precision timer to MP.
Fix to false-positive DQ resulting from teleporting to pits.
Fixed standings widget not updating total player count.
Fixed driving camera resetting after entering and leaving the pause menu.
Fixed both Nissan’s’ setup ECU values, now start from 1.
Fixed potential issue with road effects settings not loading properly.
Race communication durations edited for important messages.
Race results now show gaps to the leader.
AI skill and aggressiveness sliders remember last set values across game modes. NOTE: AI values will reset after initial launch so pay attention when playing for the first time.
Informative help snippets added when selecting each graphics setting.

Alongside the new fixes, Kunos have also offered some advice to players looking for more performance from VR devices, of which you can see the details below:

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Re: Assetto Corsa Competizione

Post by Duke »

The new build has been given the V0.6.4 title and released today for the ever improving Assetto Corsa Competizione racing simulation by Kunos Simulazioni.
Containing a reasonably impressive number of fixes and enhancements considering its 'hotfix' status, the update is available to download the next time you restart your Steam client.

Highlights from the build include AI performance enhancements, some experimental improvements for the CPU occupancy issues and a welcomed looked at improving collisions within the multiplayer aspect of the title.

The full ACC V0.6.4 hotfix update notes below:
Fixed a bug in server leading to crashes and desynchronization of time, weather and sessions in Multiplayer.
Improved collisions in Multiplayer.
Fixed Multiplayer collision detection for the Safety Rating (SA).
Removed automatic disqualification in Multiplayer; we collected enough data to go on while allowing drivers to enjoy MP without false positives.
Added experimental fix to reduce the CPU occupancy in the accServer.
Added CPU warnings to the accServer.
Fixed name overlays not working for drivers that join Multiplayer.
Fixed label visibility in Multiplayer.
Fixed Driver Rating Profile displaying wrong data.
Disabled Driver Rating Profile "Total progression" chart.
Overall volume fine tuning.
Nissan GT-R GT3 automatic clutch fine tuning.
Ferrari 488 GT3 BOP correction.
Bentley GT3 2016 BOP correction.
Fixed automatic assist engine startup issue.
Improved AI pace all over the board
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni deployed a small update for the Early Acces version of Assetto Corsa Competizione. As recently requested by the ACC community, the update adds 3 new game launch options.

Start normally (non-VR mode)
Start in Oculus VR mode (without Steam VR)
Start in Steam VR mode (with Steam VR)
! IMPORTANT: If you have been using the -vr or -nohmd commands in the launch options previously, you can now remove them.
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Re: Assetto Corsa Competizione

Post by Cursed »

I actually haven't even used the option of launching this game at all since the first VR release. I should take a look again someday.
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni deployed Release 7 of their Assetto Corsa Competizione Early Access version.
The new build is adding more features, updates, fixes, and optimizations to the Early Access programme together with a new game mode, called Custom Race Weekend.
Kunos Simulazioni also stated that the release date of the full version of Assetto Corsa Competizione will be announced soon and that they will keep continue development after the V1.0 release.

Update highlights:
Dynamic and Custom Weather: it is now possible to set a session with a pre-selected and even customized starting condition, enabling dynamic and unpredictable evolution.
Introducing visual and mechanical damage affecting bodywork, suspensions, aero and a brand-new, sophisticated tyre damage model that brings tyre management and endurance racing to a whole new level.
Introducing much-needed penalties, without which serious competition is unimaginable.
A new Multifunctional Widget that will allow players to see real-time track positions, manage pit stop requests and race strategies. This HUD element also allows the player to manage all aspects of car electronics.
Introducing rating-requirements in Multiplayer, with kick and ban commands.
Custom Race Weekend mode will allow players to set up a customized race weekend experience.
Brake air duct simulation: it is now possible to change the brake duct aperture that affects brake – and indirectly – tyre temperatures.
Introducing the SRO E-Sport GT Series Round 1 Special Event. (Note that this special event is controlled remotely, and may appear shortly following the Steam release).
Further Multiplayer and Ratings updates, optimizations, improved collisions and graphical, gameplay and user-interface updates.
Check out the changelog below for more details.

v0.7.0 Changelog
Gameplay:

Opened SRO E-Sports Series – Round 1 special event. – NOTE: This special event is controlled remotely and may be invisible for a short time after the release.
Reintroducing Endurance game modes.
Added Custom Race Weekend mode that allows you to completely customize a race weekend, including a number of races, mandatory pit stops, and time multiplier. NOTE: Some features, such as the Superpole session will become available in the full release of the game.
Introducing penalties for various on-track transgressions: pitlane speeding, cutting, failure to serve mandatory pitstop within the pit window. Penalties include warnings, drive-through, stop&go and disqualification. Cutting is penalized depending on time gained. Cuts with large gains result in DQ straight away. Speeding in the pitlane may remove your fastest lap in non-race sessions, and serious speeding results in DQ straight away. Added penalty for reversing.
Introducing pit stops with refuel, tyre change, damage repair, and serving penalties.
Introducing dynamic weather, custom weather and track status preset: the Weather page in the menu now allows you to select existing presets and enable dynamic weather for each single one of them. The preset defines the starting conditions, and also have a significant effect on what you can expect. Weather variability can range from 1 to 100%. The Custom weather preset allows you to set each aspect of the conditions, including cloud cover, the intensity of rain and levels of track wetness and standing water.
NOTE: Selecting the Clear weather preset and high variability doesn’t mean that you can expect drastic changes over a short period. Cloudy weather on the other hand, has a much bigger probability of producing precipitation, but variability can also render conditions to improve significantly.
NOTE: The weather is designed to be dynamic over realistic periods of time. However, as it uses game-time, the player can accelerate weather transitions by using the time multiplier.
Various improvements in cut detection and corresponding penalties.
Fixed engine start assist sometimes failing to restart the car.
Added input to change secondary (Racelogic device) pages. Cycles between current lap time, Delta, stint time and speed). The default key is ALT+D.
Added input to toggle wiper on and off. Uses last selected wiper speed. The default key is ALT+W.
Replay pause: now updated on random access.
Replay pause: now possible to use the free camera controls with the same speed as 1x speed.
Improved management of automatic highlights priority and avoiding a flood.
Option file for replay in [Documents/Assetto Corsa Competizione]/Config/replay.json
Added possibility to reduce saved replay time in options/general.
Fixed wheel speed with different replay playing times.
Fixed replay focused camera for disconnected cars during random access.
Next car/previous shortcut is now based on relative car positions.
Improved logic for a white/yellow/blue flag and optimizations for marshalls.
Fixed fireworks/track light/end-mode for replay.
Permanent spotter message groups.
Added short wait time at the start of the formation to allow enough time for manual starting procedure.

Ratings:
Fixed Safety Rating (SA) decaying in both race and solo conditions.
Improved Racecraft Rating (RC) development directly after unlocking.
Improved Consistency Rating (CN), should now be more sensitive to inconsistencies.
Improved Consistency Rating (CC) to be less volatile.
Improved in-game rating widget to highlight rating value gains.
Rating widget will now allow to unlock the highest rating Competition (CP) and remain in a collapsed state then.
Added data charts and insights for SA and RC rating Driver Profile Rating Page.
Fixed driver category assignment in Total Rating page, added Beginner and Rookie categories.
Due to the significant changes in RC and SA, both ratings will be reset. Progress in TR, CN, and CC will remain.

Visuals:
Fixed a bug in VR that caused the racing HUD to flicker and hit performance by constantly re-rendering the overlay.
Introducing visual and mechanical damage:
Mechanical damage affects bodywork, suspension, aero and tyres.
Visual damage affects bodywork, windows, can deform body parts and also affects the functionality of headlights.
Added dynamic windshield dirt effects that are cleaned off during pit stops.
Added blurred brake disc visuals.
Fix for wrong camera pitch after F1 cycle with lock to horizon enabled.

UI/HUD:
First release of the new multi-page and multi-functional widget, replacing the old Standings widget.
It contains a real-time track position page, standings, pit stop strategy and car electronics. Navigation is possible with all navigation inputs, including keyboard arrows, D-Pad and mouse.
It enables the player to control all car-related inputs (TC, ABS, wiper, lights, rain light etc.) on the fly, without having to map each key to the steering wheel/button box.
NOTE: the MFD uses navigation inputs, which means input overlap may need some bindings to be remapped.
NOTE: the MFD navigation in VR is not yet functional, thank you for your patience.
Introducing weather forecast and grip status widget: a simple widget on the HUD that alerts the player of changing weather forecast in 10 and 30-minute projections. It is also visible on the race and setup screens.
NOTE: It shows weather forecast in real-world time, which means in accelerated sessions the forecast will be translated to a time that is easier to understand for the player.
Fixed timing issues on car dash displays.
Additional server information on Multiplayer lobby page, including session status and dynamic weather indicator.
HUD pages can now by cycled backward using Shift+F2.
Added real-time track position widget.
NOTE: it is now the default page inside the MFD in multi-car sessions.
Weather and Track status summary now visible on the weather tile in the Single Player page.
Added helper information for various single player pages and the new weather page.
Added tyre pressure readout on tyre app to help users who do not use cockpit cameras monitor tyre pressure.

Physics:
Optimizations in multithreaded CPU calculations.
Brake duct simulation. Influences brake disc heat and braking efficiency, but also rim and air temperature inside the tyre and thus pressure and general tyre temperature.
Brake duct settings in setup aero screen for all cars. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for sim racer’s gratification. Setting 6 is completely open and can keep the brakes very cold.
The peak temperature is, of course, important but keep in mind that a low setting not only heats up more, but doesn’t cool down the brake in the straights, so the heat accumulates and keeps dissipating heat to the tyres.
Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don’t judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition.
Suspension damage for all cars (WIP).
Basic aero damage for all cars (WIP).
Optimizations to tyre flex at very low speeds, to diminish or even eliminate an FFB vibration around 50kmh.
Added tyre pressure and potential puncture influenced by riding kerbs aggressively.
If you ride stepped kerbs with low tyre pressure (cold tyre) the tyre flex might provoke pressure loss. How much pressure loss is not easy to predict, but the lower the pressure the more pressure loss will happen. Hitting the kerbs and sliding laterally over them with low pressures can result to a tyre deflation losing all pressure instantly in less than a lap. Avoid kerbs with very cold tyres at all costs. When the tyre has adequate pressure, the risk of loss of pressure is almost null so you can attack kerbs again. Be careful when racing on slick tyres when it starts raining. The tyres will lose temperature very fast and so you must avoid kerbs until you enter for your pitstop. Any pressure over 26psi is relatively safe. The whole system is complex, brand new and we are still working on it. Thank you for your patience.
Improved collision model, which significantly benefits car-to-ground collisions. Also brings significant improvements to car behavior when attacking any kind of kerbs.
Start ECU assist now has more discreet intervention because of the launch control implementation. To start, just floor it in 1st gear with clutch on and revs will be limited to 5000rpm. The less start assist should aid when trying to spin around on grass after a track exit.
Tweaked TC logic for all cars. Permits more slippage in a straight line and more angle. Can result in more oversteer cars in lower TC settings so take care when track is slippery.
Fixed bug that could cause an event to start with tyres in ambient temperature if user clicked directly on drive.
Wet tyre adjustments.
Slick tyres optimum pressure range now 1-2 psi higher.

Audio:
Exterior engine volumes are now higher.
Interior engine volumes are now higher.
Fixed wind sound in tunnel/underpass sometimes not played properly.
Fixed pit alarm sirens sometimes not played properly.
Tuned exterior volume for engine reverb and reflection.
Tuned volume attenuation curve for opponents when the player is in cockpit/chase cameras.
New radio messages and alerts, including penalties, damage, tyre pressure warning.
Fixed possible crash changing device for xaudio2.
Fixed inconsistencies in ambient zone audio.
Updated fmod to version 1.10.10.

Multiplayer:
Fixed issue where the HUD would vanish after a session transition.
Enabled server rating requirements, see updates in https://www.assettocorsa.net/forum/…ser ... ins.54830/
Added dirt and visual damage to Multiplayer.
Improved server lobby stability.
Enabled dynamic weather in the multiplayer server configuration, see updates in https://www.assettocorsa.net/forum/…ser ... ins.54830/
Improved race-weekend track condition simulation in Multiplayer when dynamic weather is used.
Safety (SA) and Racecraft (RC) ratings will change with a drastically reduced rate on password protected servers.
Added server admin commands: /kick and /ban.
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Re: Assetto Corsa Competizione

Post by DexterPunk »

So how's this going?? Updates improved performance a bit? Worth buying this over the original AC for VR??
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni deployed a new hotfix for Assetto Corsa Competizione. Update v0.7.1 addresses some Release 7 issues.

Changelog 0.7.1
Fixed a bug in some tracks where pitwall proximity would invalidate the lap.
Removed penalty audio message at the end of the race.
Fixed incorrect #26 Special Event description.
Fix for MFD losing focus after a pitstop.
Fix for potential setup initialization issues when changing game modes.
Fix for Real-Time display showing lapped entries in non-race sessions.
Missed changelog entry from initial release: default keyboard mappings have been changed to free up the arrow keys for MFD navigation.
Custom mapping for various controllers will be implemented at a later time. Thank you for your patience.
Fixed auxiliary light mesh not fitting the Nissan GT-R Nismo GT3.
Fix for lack of expected rain probability with high variability percentages when setting high cloud density and dry track surface.
Repair time added to teleport during race.
Fixed wrong damage message after teleporting to pit.
Enabled 10 laps telemetry saving by default on Huracan GT3 Monza preset setups.
NOTE regarding old setups: setups created in older builds will have extreme brake duct settings and may cause braking issues and overheating. Please adjust accordingly.
https://www.assettocorsa.net/forum/inde ... age.55903/

NOTE regarding control presets: old control presets created in previous versions may cause issues. It is recommended to delete your old controls.json in Documents/Assetto Corsa Competizione/Config/ and start from scratch.
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Re: Assetto Corsa Competizione

Post by DarrenM »

DexterPunk wrote:So how's this going?? Updates improved performance a bit? Worth buying this over the original AC for VR??
I haven't tried this for a bit, but I'd say the original wins if you want a variety of content. ACC is GT3 only and no modding at this point.
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Re: Assetto Corsa Competizione

Post by Duke »

In the quest for further realism with the new Assetto Corsa Competizione racing sim, Kunos sound like they have really gone to town with the new marbles feature.. not only adding the visual aspect of marble build up, but simulating its effects in both wet and dry conditions.
When speaking via the comments section on social media, Assetto Corsa Competizione physics guru @Aristotelis gave some really, really cool insight into how this works in ACC...

Quote from Aris:
Ah we're pretty proud and enthusiastic about marbles. Not only if you pass over them they accumulate on your tyres and make the lose a bit of grip on the dry and vibrate.

But if it starts raining and you go over them and you accumulate, they will add a bit of tread on your tyres that might help you with aquaplaning in the initial raining conditions until it either dries up or you go in for tyre change. Obviously we're talking small influences, but every little helps.
So if it starts rain and you're on slicks, go the outside line and pickup marbles!

We wouldn't be able to simulate such a thing if it wasn't from the help of Blancpain drivers that so much supported us and gave us amazing feedback...

...It doesn't improve grip, but it gives the tyres a "tread" so the water (simulated as an actual film of water with depth) has some way to drain through and improves the aquaplaning risk.
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Re: Assetto Corsa Competizione

Post by durbster »

Wow.

I really must get around to getting a wheel and pedals set up.

And a new PC.

And a chair that doesn't roll and spin around.

And a desk that's not too high to make it uncomfortable to race with.
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Re: Assetto Corsa Competizione

Post by Duke »

Released today on Steam, the latest hotfix build of Assetto Corsa Competizione is available to download the next time players restart their Steam client.
The new build highlights include AI behaviour updates in traffic, the addition of refuelling in multiplayer pitstops and other useful fixes and improvements as detailed below.

ACC 0.7.2 Hotfix Notes:
Fixed qualifying rule bug in Custom Race Weekend when the number of race sessions set were fewer than the number of qualifying sessions.
Fix for cut warnings used in non-race sessions.
Improved AI behaviour under braking in traffic.
Added AI reaction time at race start.
Cars lapping the focused car now indicated red on the real-time display.
More consistent real-time display.
Fixed controls lock issue after a race restart.
Enabled refueling in Multiplayer pitstops.
Fixed potential freeze/crash in Multiplayer.
In Multiplayer, players who are late to press "Drive" before the formation lap will be sent to pitlane with controls locked.
Fixed mandatory pit calculation for AI if Driver Stint pitstop mode is selected.
More reliable blue flag triggers.
On race-end, the real-time display now shows the official finish position.
Fixed track getting dry too quickly when rain goes down in small increments.
Disabled "Remove fastest lap" penalty from practice and qualifying.
Fixed MFD taking mouse focus away from the Pause menu.
Possible fix for missing Force Feedback in VR mode.
Fix to a bug that switched the F3 camera set when switching cars (both in replay and in game using shift+arrows).
Improved manual and automatic clutch issues and functionality.
Fixed VR navigation in the Multiplayer lobby page.
Navigation is now possible in the MFD in VR mode.
Fixed a bug in dynamic weather that removed the starting rain from the Light Rain preset with dynamic mode enabled.
Fixed replay searching for a car that is already disconnected in Multiplayer.
Added priority to player-related penalty messages in race communication.
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Re: Assetto Corsa Competizione

Post by Duke »

During the first round of the 2019 SRO E-Sport GT Series at the opening round of the Blancpain GT Series in Monza, Kunos Simulazioni proudly announced that the full version of Assetto Corsa Competizione will be released on May 29th, 2019.
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Re: Assetto Corsa Competizione

Post by Duke »

I haven't watched it but thought some here would like to know about it.

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Re: Assetto Corsa Competizione

Post by Duke »

Tomorrow Kunos Simulazioni will release the full version of their Assetto Corsa Competizione racing title.
However, this did not stop them from introducing another newly added feature. The Helicam is an additional dynamic TV camera that follows focused cars from different angles from above
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Re: Assetto Corsa Competizione

Post by Dr. Pain »

I gave this a spin before in full release. It's the type of game that doesn't leap out at me saying "Play me, play me!". It's GT-3 cars on Euro tracks. It's nothing new and it feels limited because of it, nothing to get excited about. Car choice is ok, track choice is a bit meh.... But I drove an AMG Merc at Silverstone and Spa and I did enjoy it. It sounded great, felt pretty good and it looked good in VR. To me the car drove very well and it will take some work for me to go fast in them. I will play it but I think it will suffer like the F1 games. Won't be everyone's favourite series of cars, might be you win a championship and that's it, maybe the multiplayer will give it life in leagues and such. It feels beige but it's got some nice sparkly bits. I do like GT-3 and I think in a race with rain and pushing, battling other cars, it's going to be good but not a massive life span.
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Re: Assetto Corsa Competizione

Post by Duke »

I'm hoping it provides Kunos the cash to develop thier next sim, aka Assetto Corsa 2.
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Re: Assetto Corsa Competizione

Post by StanDaam »

Dr. Pain wrote: nothing to get excited about
Yeah I feel pretty much the same... ohh... other than... I would like to add... that I think ACC feels like a massive step up from all the other Sims and takes it to the next level in goodness!!
The cars feel so... extensive! How they react, it's like you can feel all the parts moving independently. Right down to the starting procedure, I love it and can't wait to try out this release.
I do hope they fix the multiplayer server sorting though, I can't get that pesky list to simply sort by ping... (yes I've put every other slider down low and pushed up latency)
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Re: Assetto Corsa Competizione

Post by Dr. Pain »

I'm with you on the car feel Stan. Anyone that enjoyed AC will enjoy this a lot. Driving the AMG Merc around Silverstone was sweet. Far more going on in that car than anything in AC. I think if people can get past the narrow scope of the title it is a decent step up.

My biggest issue is stalling the car in the pit lane. I do it every time! :doh:
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Re: Assetto Corsa Competizione

Post by StanDaam »

Dr. Pain wrote:My biggest issue is stalling the car in the pit lane. I do it every time! :doh:
Ha ha! Yep same here, I'm riding that clutch so hard and take off so slowly it's embarrassing! I think it's the traction control...
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Re: Assetto Corsa Competizione

Post by norbs »

Duke wrote:I'm hoping it provides Kunos the cash to develop thier next sim, aka Assetto Corsa 2. Image

We will never agree on Loois, but this is pretty much exactly my thought.

The big appeal of AC for me was the variation in cars you could drive. Add in the mods and it was awesome. Just Gt3 cars and limited tracks. Ho hum.
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Re: Assetto Corsa Competizione

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Re: Assetto Corsa Competizione

Post by Dr. Pain »

I've had no issue with VR in this game. But it could be better performance wise. I was really noticing the screen door in my rift but I'm unsure if it was just me last night or the game needs more tweaking. I'd say both. The cars feel bloody great! I drove an Audi in the wet and all the systems were active such as TC and stability but push too hard and I was in a 4 wheel drift off the edge of the track. I really enjoyed the Honda around Silverstone so that might be the car I race. I was doing this after a spin in Dirt Rally 2.0 and Wreakfest and the cars on track were a whole new level. These are the best GT-3's I've ever driven in a game. But again I would come back too, you gotta love GT-3's to enjoy this title.
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Re: Assetto Corsa Competizione

Post by GT VIRUS »

Tried to have a run last night, took far too long to find why it wouldn't start in VR (can't start the game with steamVR already open), but then I never got FFB working. Feels good so far, and it feels nice and detailed from what I can tell, but needs serious work before AC2 comes along.
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