Assetto Corsa EVO jan 2025

No idea what you're rolling eyes at. This is very prominent on the Steam page, not something that requires 'research'.

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Haven't booted this up since just after it first released, VR was unplayable. Played a bit on my monitor to fin the AI was shocking. Seeing the F40 LM I may need to have a little test session this weekend :D
 
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Driving on Nords feels wrong when there is just a generic clean track surface instead of graffiti everywhere, hope they fix that in an update, track lacks character because of it.

edit: There is actually some graffiti and track markings on parts of the track, just not as much as AC
 
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Driving on Nords feels wrong when there is just a generic clean track surface instead of graffiti everywhere, hope they fix that in an update, track lacks character because of it.

edit: There is actually some graffiti and track markings on parts of the track, just not as much as AC

The road surface looks a bit low res compared to everything else but big sections of it were repaved in the prep work before the summer and this version of the track seem to be based from around the summer. A lot of the long term graffiti seems to be there.
 
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Copy paste from reddit of all the info anyone needs to get to grips with the newly added Ferrari SF-25

SF-25 Electronics​

There's lots to explain, so let's get straight to the point: Many things on this car are adjustable. I'll introduce them one by one. The main setting are the performance modes in which all of the other settings are preselected for you. However, you are always able to change individual settings. All these modes are only necessary because F1 has a very tight rulebook.

Regulations​

The maximum fuel flow rate can never exceed 100kg/h - the cars are INCREDIBLY efficient for what they do. The ERS consists of 3 devices: The battery, the MGU-K (deploy and brake recovery) and the MGU-H (waste heat recovery, both in terms of turbo pressure and effectively zero turbo lag, but also as a second charging or deploy device).

  • MGU-K: This may only use 4000kj per lap from the battery and it may only feed 2000kj back into the battery - kind of a designed energy shortage.
  • MGU-H: The MGU-H can charge infinitely towards the battery, and it can also deploy energy directly through the MGU-K - this energy does not count towards the 4000kj or 2000kj budget. This means MGU-H energy is basically "free" and gets harvested and deployed or forwarded to battery just as you drive (since it’s unlimited, the development of the MGU-H has become expensive, and thus it will be removed in 2026)
  • The MGU-K may never charge or deploay with more than 120 kw
  • The MGU-H is not regulated in that regard and information is non-existent, assumptions range from 30 to 150 kw. After some testing with the energy budget, we went for the lower end of the spectrum, with the MGU-H providing a maximum of 30 kw - which are basically available at all times
The key challenge now is to make the most of this while driving. Use enough fuel to be fast, use little enough to make the race distance. The ERS can help you both with saving fuel, or passing and going for lap time when it matters. The car has a maximum of around 1000hp, ~160 of that coming from the ERS. To manage these systems there are a variety of settings:

EBB: Electronic Brake Bias.​

This shifts the brake bias forward the more you press the brake, but it also accounts for the current recharging intensity, shifting the BB even further forward. There are 5 EBB settings:

  • Map 1 is +0% BB shift forward when pressing the brake 100%.
  • Map 2 is 2%
  • Map 3 is 4%
  • Map 4 is 6%
  • Map 5 is 8%

Engine Maps​

There are 12 maps, always 2 have the same power and fuel consumption, but have different throttle shapes.

  • Map 1 is full power and consumption, a linear throttle shape, while Map 2 has a more aggressive throttle shape.
  • Map 3 and 4 are Race maps, with 4 having the aggressive shape.
  • Map 5 and 6 are even more lean maps that should last a race distance, 6 aggressive shape.
  • Map 7 and 8 are Lift and Coast maps, very low power and consumption, with 8 having a progressive throttle shape,
  • Map 9 and 10 is for battery charging with full ICE power and consumption (pretty much equal to 1 and 2 - maybe i'll make more use of it putting it between Quali and Race),
  • Map 11 and 12 are Wet maps, they have full power and consumption but both are progressive throttle shapes, with 12 being very slow to pick up power for easier wet driving

ERS Maps​

These alter the logic as to how energy is deployed and harvested.

  • Map 1 will drain the battery to 0 at maximum output from around 160kph, through all gears.
  • Map 2 will generally deploy less and will target to keep 20% of charge in the battery for potential "OVERTAKE" usage.
  • Map 3 is the map designed for the race where you dont have to worry about anything. It will deploy a little less than 2 and target to always have 40% in battery - in 8th gear you will also start charging.
  • Map 4 deploys all battery and is for the lift and coast scenario, here 8th gear will deploy maximum ERS even at lower throttle positions to save fuel at the end of straight.
  • Map 5 is for charging, very low deploy, aggressive coast charging (so advised to use with EBB 4 or 5).
  • Map 6 is for wet and deploys as 2, but at higher speed when you have enough grip

MGU-H Charge/Deploy​

This toggle defines if the energy goes to battery (charge), or if you rather feed it into mgu-k, reducing the kj budget draw, e.g. in Q.

Recharge level​

This adjusts the general recharge intensity, but there is little point in going lower than 100% - as this scales the recharging power down, in case its too aggressive for turning (unlikely). Also recharging intensity is also already part of the ERS Maps

Performance Modes​

The performance modes are where everything comes together and choosing those should be enough to not worry about the rest. Each performance mode uses one of all the above maps so that they suit one another.

  • Push (PSH) is there for qualifying and will drain the battery to 0 and will deploy aggressively (while staying in the 4000kj budget), it will also have maximum fuel consumption, that will not last a race distance. EBB is low to assist rotation at turn in. MGU-H is set to deploy.
  • Race (RAC) is for the race, but will use too much fuel to make the distance most likely, but it gives you decent power for a few push laps. ERS will slowly drain the battery. EBB is one step more towards comfort and mgu-h will recharge the battery and try to keep 20% at all times
  • Balanced (BAL) is a leaner Race mode, using the battery in a way it will never empty and you will always have some ERS assistance. EBB even more conservative and secure, 8th gear will charge battery, targets 40% charge state
  • Lift and Coast (LIC) is for when you are trying to save fuel, very lean and low power, ERS will drain to cope, coast charging is minimal to coast longer, 8th gear will alraedy charge battery
  • Charge (CHR) Max fuel and power, very low ERS deploy, aggressive charging during coast, also charging in 8th gear
  • Wet Max power and consumption but later ERS assist, progressive throttle maps, EBB even more on the save side
The modes are dialed in in a way that BAL should be the "no worry" map for a full GP distance of 305km. Some tracks might require some saving, some will not. Definitely bind the overtake button as each track has a different profile and might allow for more ERS usage than the map would deploy. You can also just switch to a different ERS map temporarily within the perf mode, but this will be overwritten when changing performance mode again.

Of course you also have DRS, which when open, loses you about 10% of downforce, making the rear quite lose. Currently you can open DRS in every DRS zone, regardless of session or gap to car in front.

For reference: On Imola in qualifying Piastri did 1:14.7 - the car already feels mindblowingly fast, but reaching that time is not easy.

SF-25 Tires​

Extensive work went into the SF-25 tires and if this proves itself in your hands, we will follow this principle for all compounds.

The target was to create clearer temperature profiles between the 3 compounds. They have different operating windows, heat slower or faster, rely more on surface or core temperature, wear faster/slower and also have bigger/smaller grip drop-offs from wear and temperature, are more or less sensitive to overdriving. We still might have to separate the baseline grip levels further, but we're doing this carefully and in isolation of all other things. Also dynamic track improvements in the future will play a role here.

Currently they should be 1.5-2s apart on COTA. It's difficult to test as the car has such a wide performance window power wise, the tires are difficult to get and keep in their window and then it requires the driver to perform on the single lap where they have optimal grip. To keep things "easy" ideal core and surface temperature window are the same, yet differ per compound - the combination of core and surface in the window matters.

We are taking the SF-25 to show and explore what we can do with our tire model now that we have added a lot of functionality. It consists of A LOT of values and dialing them in is tedious, but rewarding when it works out eventually. Since we "only" have three and not all compounds, you will most likely end up with some tracks not working with the soft, as it just overheats quickly (e.g. COTA), but also some tracks like Monza are unlikely to work for the hard as it just doesn’t build enough temperature.

  • Soft (C5) 95-110C where its optimal, wears fast, big grip drop off when too hot and when wearing, relies more on surface temperature than core temp (ratio 50:50), heats the surface very quickly, is sensitive to overdriving by generating a lot of temperature but it will grain when you push above the peak slip angle
  • Medium (C2.5) 100-125C (importance of core to surface 60:40), less sensitive to all the above
  • Hard (C0) 105-140C (importance core to surface 70:30), even less sensitive to all the above
They all want 25.0 psi currently as ideal. IRL F1 has very different mandatory minimum pressures per track, we can't really do that and it would be (even more) confusing.
 
VR still unplayable. Image quality is awful, jaggies everywhere and performance terrible. Flatscreen on the other hand is absolutely fine. Against 27 AI around Imola in the Porsche Cup, daytime/light clouds, I was getting around 100FPS using the high preset (4K DLSS Quality, 2x MSAA). Game ran very smoothly. On the car front I ran a few laps in the F40 LM at various circuits, it has a very lively rear that is only too happy to swap ends if you have any lock on when the boost kicks in!
 
VR is decent enough if you can stick it on 4xMSAA and drop sharpening. 2xMSAA looks crap, but it usually does on any other sim too.
7700X / 9070XT / Quest 3 FWIW.
 
I finally got around to trying the most recent update today and think the physics are greatly improved. I still prefer the way it felt in the first early-release version, but it's got some nuance back, and the Miata I have been using in the different updates feels very "believable" again.

Car control at the limit still feels a little more difficult than it should IMO, but only a little.
 
I finally got around to trying the most recent update today and think the physics are greatly improved. I still prefer the way it felt in the first early-release version, but it's got some nuance back, and the Miata I have been using in the different updates feels very "believable" again.

Car control at the limit still feels a little more difficult than it should IMO, but only a little.

Mines been broken since the update. Keeps crashing.

The Ferrari F1 car also seems impossible to control consistently but that may just be me.
 
Mines been broken since the update. Keeps crashing.

The Ferrari F1 car also seems impossible to control consistently but that may just be me.

It done another update today, bugs been fixed and now seems much better, cars handle much nicer also.

Also the game starts so fast now, it's almost instant with very little loading times.

The ai still leaves a lot to be desired however.
 
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Lots of people moaning about this, but i think it's great news. Kunos sucks at everything apart from Physics and the core driving experience, im not sure how anyone was expecting them to smash out some Gran Turismo single player experience with their small team and a history of basically being good at physics and not much else.

Id much rather them put all their time into the things they are good at, and then soup out the multiplayer over time. Career mode in sim racing = snoozfest, especially given how appalling the AI is in AC evo (and all AC games tbh).
 
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I must admit I’m at a loss with this, I own the early access but never expected such a meandering development process.
I don’t understand how you can even begin to develop a game like this without having a clear roadmap, very odd.
 
I bought it over the Christmas sales, but only had it opened for under an hour. Requested the refund this morning, stating that the only reason for me to buy it has been abandoned. Hoping good guy Steam sorts me out, and this will be the last early access mess I go for.
There are 10 bazillion sims out there. It’s be nice if one of them could get a solid career mode shoehorned in, without the need of mods.

I’m still sad every time I look at the greyed out section in AMS2…
 
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