Assetto Corsa

Oooh. Who's making the track now Borsch? I remember the thread got locked on the AC forum because of licencing issues. It's hard to keep up with so many conversions being made and where to find them.

I've no idea :) I simply found the link on one of the forums, tried it and decided to share...
 
Got my time down now to about the same as I was getting with a controller, only used the wheel for about an hour though, need a lot more practice!
 
Just tried out a car other than the Formula Abarth and all I can say is... what? It seems like I'm doing about 30mph yet i look at the speed and it's nearly 150! It's like being as high as a cab in a lorry, is this normal? It's really annoying.
 
Use the onboard camera app to bring down the eye level more into the cockpit. Most people tend to use a giraffe neck pov in single seaters more akin to a t-cam, simply because its easier, kills immersion though.
 
I've spent a couple of hours on the Top Gear track mod today, it is really good track, I was surprised. It's a nice mix of technical corners, challenging in both slow and fast cars.

I've also rediscovered the bog standard Elise all over again, it feels quite unique with its open diff and good power to weight, very nice drive in its own peculiar way! Open diff no longer feels like a handicap, its just "different" :)

 
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I've no idea, manju was asking the same thing. The slippery slope with licensing is too slippery to start worrying about where some FREE mod originated from imo. Once you put on a corporate lawyer hat on, every scratch built car/track is still illegal as "forza paid licensing fees for it and this nasty modder didnt, how dare he?" :D

For paid mods its another matter, selling ripped content is not cool.
 
Top Gear test track was designed by Lotus, as far as I can remember. So that's probably why you're enjoying it so much.

Having driven it in Gran Turismo 5 I can say I find the first corner far more challenging than the second to last corner.
 
Top Gear test track was designed by Lotus, as far as I can remember. So that's probably why you're enjoying it so much.

Having driven it in Gran Turismo 5 I can say I find the first corner far more challenging than the second to last corner.

Yep, I always dismissed it as a quick jobbie with no depth implied or intended, but yeah, I now think its my favourite small circuit, displacing Tsukuba...

I too have biggest problems with the first corner ("Wilson", never heard it mentiond on the show!), the way it gradually goes one way and then tightens up the other throws off my high speed braking, very interesting corner :) But its not the only thing, "Follow though" is also good fun as is "Bucharach", "Bentley", "hammerhead"... Very dynamic track with surprising variety of high speed and slow sections.
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WHat fov do you guys all use?

For some reason my assetto corsa settings went to default and I cant remember what fov I had lol. I think it was 44 but im curious what you all are using and also what monitor.
Would be good to compare.
 
I use the app from the side menu to configure FOV/seating position for different cars/needs. The game remembers the app setting for each car so its very handy. I cant say that one universal FOV is better than another, eg drifting needs wide fov (60?), but racing doesnt (40-50), plus it depends on seating position config, how close to the wheel your virtual head is positioned, etc...
 
WIP mod Lambo Miura form the makers of the AWESOME AC Cobra

"I have spent a lot of time on the suspension geometry of the vehicle using many real-life sources and working with real life Miura owners. We are very happy that all aspects of the car will be top quality be they the 3D model, realistic suspension, vehicle performance figures, and yes I am ensuring the vehicle has all it's real-life 'quirks' faithfully reproduced such as the aerodynamic lift at speed these vehicles exhibited, and the interesting side effects of positioning the fuel tank at the front axle, and yes the handling characteristics change depending on fuel level/usage :)" .

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Dunno, but I'm happy for them to take their time and do it right, rather than just pump out possibly rushed updates just because they said they'd have them every couple of weeks.
 
Yeah, fortnightly updates stopped in the summer, I think they were planned with a view to release in spring, but since then Kunos decided to reinvest the unexpected profits into the game- to redo shaders, sound, get new licenses etc so the update plan was changed too. In summer updates came out about once a month, so by that schedule we are due next week. But no announcement yet.
 
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Dunno, but I'm happy for them to take their time and do it right, rather than just pump out possibly rushed updates just because they said they'd have them every couple of weeks.

But every update has had multiple patches anyway. It seems odd that for an early access game there is also a beta build running alongside for selected members. Isn't the whole idea of early access to accept that there will be bugs anyway?
 
Yeah, fortnightly updates stopped in the summer, I think they were planned with a view to release in spring, but since then Kunos decided to reinvest the unexpected profits into the game- to redo shaders, sound, get new licenses etc so the update plan was changed too. In summer updates came out about once a month, so by that schedule we are due next week. But no announcement yet.

Did they make a statement about that? Kunos need to communicate better, they are dropping the ball. The steam page still mentions updates every two weeks but then I guess I'm being a bit impatient as I look forward to the updates.
 
Cant wait for the new update myself, but yeah, steam page certainly needs updating :) Back in June-July I think I've read somthing along the lines "we've reinvested into the core parts of the game hence the prolonged dev cycle and stretched out updates", but cant find the exact post...
 
WIP pitstops:

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There was a press event today at Kunos office on Valelunga race track

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Translation via someone on the KS forums:

0:46 KUNOS Simulazioni has its headquarters inside the Vallelunga autodrome, what are the advantages of this solution?
Marco: The main advantages are that you can do R&D in a very massive way, relying also on the fact that our presence here lets us to keep in touch not only with the car manifacturers but also with the main characters of the motorsport world, not only the pilots but also race engineers that often are more useful in our job because by cooperating with them we get to know exactly how the cars react on the racetrack, the performance, what kind of setup is being used and these factors allows us to create a better experience also in the physics and technical sector, you know... at high level

1:40 You mentioned some new modes and also career mode, when are they coming?
Marco: Starting from the last question: career mode will come in the 1.0RC of the game, which will come soon. It will let you to participate in a series of event, starting from the slower cars to finally reach the more intresting ones, the championships with the GTs. Speaking about the new modes: we have planned for the next year the relase of more contents, not only DLCs but additional free contents, new special events, a more predetermined career and a bunch of options that will not be in the v1.0 but will come later with free updates like extending the pitstop feature from a MP-only feature to SP too. Speaking of career mode we will have a series of events that will give a "family feeling" like the Gran Turismo series, to reach and make the game more enjoyable for the casual gamers and there will be a lot of special events available for your selection allowing a more customisable career instead of a fully predetermined one where you can take and choose different paths

3:10 What can you say about the future of Assetto Corsa? Will we receive updates of the damage model?
Marco: Speaking of the damage model the version that will come out soon will include full damage simulation both aestetical and mechanical, and damages will be toggleable, there will be different kind of damages: not only to suspension, engine and gearbox relating to the drivestyle or the collisions that may happen but also there will be damages related to what the driver does: this means that there might be punctures if you get too rough on the kerbs, especially with road cars that aren't meant for that.
This will give very realistic experience to the players

4:03 Assetto Corsa is an indie, what are the main challanges of this approach?
Marco: When the publishers started to look at us, we received a lot of proposals and they're still coming.
What we are doing with Assetto, especially with the PC version is continuing on the line that we've set in the beginning. The Early Access program from Steam has gone incredibily well, far exceeding our expectations and this has given us a lot of earnings. So we decided to continue our original path by reinvesting a good amount of our revenues in the acquisition of new licenses, new contents and expanding the team from the inital six to fifteen people, fifteen very good elements and crucial to the development of the game.
Our idea is to continue, maybe even while collaborating with the big companies, to pursue our initial goals by keeping our indipendence especially in the game design and what strategies to apply, by continuosely delivering to our customers, our fans what they expect
 
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