Assetto Corsa

just started playing this im liking it a lot. once my cpu has been upgraded think i will try upping the settings a bit but all in all very impressed....,.


and thats coming from forza 5 previous so prob not hard to find better
 
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Your pod is the best racing rig that I've seen, ThereIsonlyOne! Absolutely top notch!

I've just stumbled across this facebook message from AC licensing guru :

Marco Massarutto
1 hr ·
Awaked this morning realizing that we have licensed about 40 car models that must be unveiled and/or released yet.."
How cool is that? :)

ALso Civic mod was updated yesterday, it now has correct power/torque graph, softer suspension and an open diff. My favourite FWD in the game, download here: http://malagoligarage.wordpress.com/2014/08/01/honda-civic-eg6-vti-s3/

(drop its folder into steam/steamapps/common/Assetto/content/cars, to remove- delete the civic folder there)
 
I stopped playing this as most of the cars dont drive right (imho) . They feel like there pushing the front all the time and after a few laps it just gets on my nerves and i stop playing
 
I stopped playing this as most of the cars dont drive right (imho) . They feel like there pushing the front all the time and after a few laps it just gets on my nerves and i stop playing

What control method are you using?

Cant say ive noticed that at all.
 
I stopped playing this as most of the cars dont drive right (imho) . They feel like there pushing the front all the time and after a few laps it just gets on my nerves and i stop playing

I've struggled with understeer on road supercars in this game (Ferrarries, Pagani, Mac...), dont have any problems with GT, openwheelers or slower raod cars.

I found these posts enlightening though:

I've done a pretty decent amount of professional instructing for supercar experience days and having driven and ridden in F430s with good and bad drivers, the 458 seems to hit all the right marks with how a modern Ferrari handles. If you don't treat it just so -> understeer. Get your footwork right and it's a dream.

I've been a professional driving instructor at numerous events where we have ridden in and driven Ferraris. I've only ever been in the Spyder version of the 458, but the AC version is very accurate, I assure you. Remember that your sensations are totally different in sims. If you have done a driving experience in one of these, realize that you probably were not pushing the car very hard, and that is why it felt like it had tons of grip and was super responsive. Even an experienced sim racer isn't going to go beyond 70% of it's capability in one day. Hell that car was working me pretty hard, and I've been racing formula cars, karts, and sports cars for a few years. I've only ever held on to my seat 2 times as a passenger in my coaching career: in a 430 Scuderia with a driver that had a high likelyhood of crashing, and in the 458 Spyder approaching a sharp hairpin at 150 MPH with a good driver.

I personally do not struggle with understeer in the 458. If the car is understeering for you, try a more progressive ease off the brake pedal as you enter a corner. The car is designed so that rough driving or unsure driving will result in casual understeer that is easy to handle for most people.

If the force feedback is properly modeled, you should not feel any drop or increase in rack force when the time is right to recover the steering. If the car starts pushing the wheel back to center by itself it is all too late to save it. The rack force is directly proportional to wheel slip, and a slide recovery is not related to increase or decrease in angle, it is related to angular velocity. A slide is a spin as long as the angular velocity is positive (gaining rear slip angle). The slide/spin becomes a controlled drift when the angular velocity is zero (holding some degree of slip angle but not increasing nor decreasing). And when the angular velocity is negative, you better be already well on your way to recovering the steering wheel or you're going to have a tank slapper.

So, a slide starts off with some amount of angular velocity causing the rear to step out. Turning the wheel into the slide causes the angular velocity to bleed off. Once the angular velocity is zero or near zero, the car will hold it's slip angle for a second. This pause is your cue to a) start steering back to center to recover the slide, or b) start adding throttle to maintain the slip angle and counteract the angular velocity bleed from the countersteering. Use b if you want to drift. You have to decide to do one of those two during the pause period, though, because any delay will see the angular velocity go below zero and the car will tend to hook-spin back the other way.

In real life you do it with your butt, balance, and eyesight. In sims you just have your eyes.

Watch the pedal bar app:


Very good footwork:
 
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I'm in the same boat, so I'm alway careful- download from the links given by modders on their site that has a few positive comments etc. Not from the youtube links. But there shouldnt be a problem as mods are basically a folder with some texture .dds and text .ini files, there are no .exe there... I've not heard of an infected mod either. So nothing is 100% in this world, you still need to keep your wits etc, but its pretty safe imo.
 
Maybe its because it only has one LOD (it is WIP after all)?

I'm definitely keeping my eye on this, but F1 mods will only really become possible after Kunos releases McLaren P1 (or LaFerrari?) as until then we dont have DRS and KERS in the sim.

But, after P1 is released, AC will be THE game for F1 this season- Codemasters have delayed switching to next gen until next year (anyway, playing codies physics is a bit jarring after AC) , and this mod is shaping up to have ALL the teams! One big minus is the career mode, but who knows maybe AC career will be moddable too.

I've already seen models of 2014 Mclaren, Willams, Lotus, Ferrari, Caterham, Force India, and the Merc of course :)

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