Assetto Corsa Rally

Absolutely terrible on controller. loved the original dirt rally and had hopes for this but doesnt feel like steering a car at all
Thats because youre using a controller. How many rally cars use a controller as a form of steering?
True sims are always terrible on controller its normally a sign of a very good simulation.
 
Just got this,(rude not to at £14.99) a quick dive in has bought up a little issue.

I have 2 monitors, and use one for racing games and the other for everything else. because I want the windows main screen on my smaller screen, this is set up as the primary. This way round ACR wont let me specify the monitor, or use its UW native resolution. I can do that if I set the UW as primary in nvidia CP but would rather not.
I understand this is early access, so these sort of things are going to be the case, but does anyone know a workaround for that issue ?
 
I've got UEVR working great now. DLSS quality looks very good , locked at 72ps with everything on high/medium and works perfectly.
It's very demanding though and pushes the 5090.

Hopefully they will be able to sort out the performance when they release VR but I believe the unreal engine doesn't play nice with VR and performance suffers
 
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Got my new Moza R12 today and it's so much better than the Logitech G25 in this! Still could do with a bit of tweaking but just miles better, as you'd expect really comparing a ~17 year old G25 vs brand new (/1-2 year old) DD wheelbase!

I could easily do myself an injury with the current settings though, couple of times crashing it's been a touch violent :eek: :p

I also tried some other cars, definitely a touch easier in the slower cars (tried the Mini and Fiat 131 Abarth) More time to think/react but still tricky as hell, in a good way :)
 
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Got my new Moza R12 today and it's so much better than the Logitech G25 in this! Still could do with a bit of tweaking but just miles better, as you'd expect really comparing a ~17 year old G25 vs brand new (/1-2 year old) DD wheelbase!

I could easily do myself an injury with the current settings though, couple of times crashing it's been a touch violent :eek: :p

I also tried some other cars, definitely a touch easier in the slower cars (tried the Mini and Fiat 131 Abarth) More time to think/react but still tricky as hell, in a good way :)

That injury risk, is exactly why people go full rig clearly :D

Might have to invest in something similar over xmas.
 
How is this, I have bought it but am not home from work for another couple of weeks ?
It's a love hate thing, for me.

*The following is for gravel only and not all cars*

at 50mph+ the handling feels good but slow hairpins etc. feel very "icy".
Love the visuals.
Some issues with assigning inputs and navigating menus.
Very light FFB.

Although I feel very deflated, after getting sucked up in the hype, I still keep loading it up.

This may be classed as self promotion but I'm currently 3rd 0.066 behind current world record on a Welsh course and have the POV of that run on YouTube (UpNOD). You can see how I only touch the hand brake once and I'm extremely tentative around the slow stuff.

As I say, still keep going back to it though!
 
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It's a love hate thing, for me.

*The following is for gravel only and not all cars*

at 50mph+ the handling feels good but slow hairpins etc. feel very "icy".
Love the visuals.
Some issues with assigning inputs and navigating menus.
Very light FFB.

Although I feel very deflated, after getting sucked up in the hype, I still keep loading it up.

This may be classed as self promotion but I'm currently 3rd 0.066 behind current world record on a Welsh course and have the POV of that run on YouTube (UpNOD). You can see how I only touch the hand brake once and I'm extremely tentative around the slow stuff.

As I say, still keep going back to it though!

Did you previously play the Dirty Rally series a lot ? I've seen people coming from that game expecting similar amounts of longitudinal traction at large slip angles, however this was always the most unrealistic part of the Dirt series imo. Im not saying AC Rally has it perfect but the amount of grip you get in the slow stuff feels a lot more realistic to me.

FFB is the main thing that needs improving imo, think it plays a part in the icy feeling on gravel.
 
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but slow hairpins etc. feel very "icy".

Was wondering about this with this game - I always found AC to feel quite dodgy at slow speeds especially tight corners despite the handling being fairly realistic at higher speeds - nothing like realistic - while I'm not exactly the greatest driver there are corners I've done in real life at twice the max speed possible in AC before you understeer off the track - and professional drivers are doing a good bit higher speeds again.
 
Did you previously play the Dirty Rally series a lot ? I've seen people coming from that game expecting similar amounts of longitudinal traction at large slip angles, however this was always the most unrealistic part of the Dirt series imo. Im not saying AC Rally has it perfect but the amount of grip you get in the slow stuff feels a lot more realistic to me.

FFB is the main thing that needs improving imo, think it plays a part in the icy feeling on gravel.
I used to do a lot of Dirt 2 then had a big gap until Dirt Rally 2.0 in the last year, which I do like the feeling of*. I loved RBR on gravel but can't remember what that felt like now.
On my Moza R5, I'm really lacking in FFB, even with the base and game maxed out.

For me, I think it just feels so disjointed from higher speed grip. If I drive like other sims, I could go and make a cup of tea before it catches grip again!

*I don't have much real world experience, few track days in a low powered FWD on Yokohama A048s and a rally experience but that was yonks ago!
 
£13.48 at the mo on shopto :eek:

Thanks for the heads-up, buckled just bought this. Will download it and try it tomorrow.
 
Never played rally before, got this and I am hooked. Although, paradoxically enough, after getting ACR and catching the rally bug, I've started playing VR Dirt Rally 1 and VR Richard Burns Rally RSF in my Pimax Super UW:D But flatscreen AC Rally is a joy to come back to. The main thing is, it is awesome to know that AC Rally will displace RBR as the ultimate rally game for many years to come - if they provide SDK for the mods Assetto Corsa 1 style. RBR is very arcadey on tarmac, gravel is overly flat and even, and then there the visuals too
 
Keep looking at my barely used G29 on the GT Omega(?) frame, it should get some use from GT7 once the 130GB download is done, but thinking about whether to buy AC Rally or Le Mans Ultimate for ~£15 with today's £2 bonus Topcashback...

Although just seen Rally minimum CPU is i7-10700k and we're back in the dark ages on an i5-6600k paired with an RX 580, looking to find a pre-built 5060+ deal or maybe the Steam Machine coming out next month! :eek:
 
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Assetto Corsa Rally - Community Q&A
0:04 Introduction & Update Cadence

  • Vin Zona joins as Creative Director.
  • Monthly updates planned starting December.
  • Updates will include new content, features, improvements, and bug fixes.
2:57 Controller & Hardware Improvements

  • Plans to improve controller responsiveness and add customization options.
  • Hardware detection fixes rolling out from December.
  • Collaboration with manufacturers to refine force feedback.
10:26 Braking Physics & Tire Dynamics

  • Developers investigating braking feel and distances.
  • Factors include brake temperatures, calipers, rotors, and tire grip.
  • Partnering with Megaride (Naples University) for real tire data.
14:05 Car Licensing & Spoiler Reveal

  • Existing WRC-related cars already in-game.
  • More modern cars coming via manufacturer partnerships.
  • Spoiler: Škoda Fabia Rally 2 will be added soon.
16:07 VR & Career Mode

  • VR support is in development but no ETA yet.
  • Career mode planned, focusing on rally driving experience with light management elements.
20:34 Multiplayer & Competitive Ecosystem

  • Online multiplayer stages coming soon.
  • Future plans include ranked modes and special events.
  • Goal: long-term multiplayer ecosystem to keep players engaged.
23:00 Dynamic Weather & Mixed Surfaces

  • Confirmed winter conditions, snow, and mixed surfaces.
  • Dynamic weather and time of day already implemented.
  • Tire strategy will play a key role in gameplay.
25:44 Driver Customization

  • Male and female driver/co-driver models in development.
  • Medium priority, but confirmed feature.
26:34 Stage Content & Laser Scanning

  • All stages laser scanned via external partner.
  • Target: ~130 km of stages by end of early access (~260 km with reverse routes).
  • Long-term plan to keep expanding stage content post-release.
 

Patch Notes:

NEW CONTENT:
Added Alpine A110 Group 4 1973
Added “Ghiacciodromo Livigno” Ice Circuit
Added 2 new ACR Events groups, and a total of 25 new ACR Events
Added snow physics and snow studded tyres


STAGES AND CIRCUITS:

Added Ghiacciodromo Livigno Ice Circuit
Added missing trees to backdrop areas throughout Saverne
Improved collisions on some log piles in Saverne and Wales
Fixed “that” traffic sign pole in the town of Saverne


CARS:

Added Alpine A110 Group 4 1973
Added studded tires
Fixed issues related to wheel offsets
Fixed missing textures on some rims
Mitigated pixelated glows on car lights
Added support for all country flags on air intakes
Fixed suspension issues
Fixed tire flex direction


INPUT:

Improved overall steering wheels support. We will keep improving the codebase until all steering wheel and sim-racing peripherals are fully supported and working
Added Hat Switch (e.g. directional buttons) support for steering wheels
Added double gear up/down inputs
Added possibility to bind Neutral gear on steering wheels
Added wipers input


PHYSICS:

Fixed FFB inconsistency with some cars
Improved FFB under braking
Fixed some FFB effects that were pushing the steering wheel on the wrong side
Improved throttle to make it more linear with gas pedal
Improved brake power for some discs and calipers
Improved Gravel and Tarmac physics and tyre models based on new data that we acquired. Rally drivers validated the new handling. The tyre model will keep evolving during the Early Access based on new field research, data and feedback from players and rally drivers.
Introduced Snow physics and Snow studded tires
Improved the behavior of tyre model at extreme drift angles
Retuned some differentials and some setup presets


AUDIO:

Added engine/exhaust sounds for Alpine A110 Group 4 1973
Added first implementation of Snow tyres surface audio
Livigno Ice Circuit environmental audio setup
Improved responsiveness of asphalt skid audio
Improved vehicle scraping responsiveness
Removed slowdown UI sounds in replay.
Fixed issue with wall reverb being louder in cabin than external views.
Moved rear engine emitters further forwards in surround mix.
Many small audio mix tweaks across the game.


GAMEPLAY AND UI:

Added 2 new ACR Events groups and a total of 25 new ACR Events
Fixed frequent crash after exiting the leaderboards page
Fixes for Chinese language
Increased ranges for camera customization settings
Reduced allocated memory in race
Added AI tires management to make AI times more accurate depending on race conditions
Fixed start sequence cheat found by users
Improved helmet camera movements
Fix French Codriver issue with some calls having Left and Right inverted
Fix Multiple text errors and typo
Improved description for Differentials setup and Gear sets
Fix UI not hidden correctly during replay and main menu
Fixed Lithuanian Flag
Improved time of day for each location to better reflect the period of the year
New opening splash screen
Fixed some road signs on Wales Hafren North and Saverne not reacting to physics
Pace notes revision to Wales Hafren North and Saverne Reverse stages.
Added missing dressing to some junctions of Wales Hafren North
Fixed race start marshals not working properly on Hafren North Reverse Cut 1
Fixed intersecting barriers at Munster
Fixed some missing characters for player profile name
Fixed “Service Park” time not resetting after the first service park in a rally weekend
Added Hide/Show HUD option


ONLINE:

Time attack, “Recommended Time” feature: now players can choose reference times from the leaderboards and compete against them
Faster leaderboards download
Faster download of “best player time”
Faster time upload
Improved login recovery mechanism
Fixed an authentication error that prevented the game from coming back online
Fixed an issue with Profiles API that prevented some requests from completing in a certain scenario
Fixed an issue that prevented the Leaderboard upload/download from completing in a certain scenario
Migrated to a different hosting service
Improved clustering settings
Reduced the amount of technical telemetry recorded
Display name is now synchronized with the Steam's one


VFX, LIGHTING AND ART DIRECTION

New vehicle particles for snow surfaces
New, more persistent particle emitters for dusty materials
New particle systems for collisions against snow
Support for subsurface scattering on environment and props shaders
Base track shader improvements to better support snow materials, different road conditions and track flows
Overall shaders optimization to slightly reduce GPU and memory load
Fixed a bug where track materials could sometimes use dynamic parameters (dynamic track) for tarmac on all other surface types
Improved particle lighting coming from headlights and backlights
Added support to blend some of the ground scatter meshes with the ground materials
Added new Sky setup with Livigno Ice Circuit geographic coordinates
Added weather presets for snowy conditions
Updated sky system to improve the visual rendering of the atmosphere
Added custom lighting setup for Livigno Ice Circuit


IMPORTANT NOTICE

Due to recent physics changes that have impacted achievable times, and in the interest of maintaining fair competition, we will be resetting the leaderboards.

The reset is scheduled to take place at Friday 19th December 08:00 GMT, and there may be up to 30 minutes of downtime during this process.

This was not a decision made lightly, and we understand it may be disappointing for some players. We sincerely appreciate your understanding and patience, we are also looking into ways to immortalise the leaderboards before they’re reset in the future (potentially a “Hall of Fame”) but further details will come at a later date.

Once the reset is complete, we recommend restarting your game to ensure everything updates correctly.
 
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I don't think there is a game/sim where car motion looks as realistic as this. The way ACR suspension absorbs every little bump and divot:
 
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