Assetto Corsa

I think he mentions that after talking about managing the SF15T stuff.
In short, it's not a dedicated F1 sim and there'll be compromises that have to be made + it's still a work in progress on that front.

At least that's what I gathered while watching it half asleep.
 
FIGURED IT OUT :)

deleted original post. For some reason, handbrake was assigned to right paddle on wheel so everytime i was shifting up, the handbrake was being pressed as well lmao
 
Last edited:
I saw that post prior to edit too :D Could happen to anyone :)

1.7 change log

1.7
- Added Red Bull Ring track (Red Pack DLC)
- Added Ferrari SF15-T (Red Pack DLC)
- Added Ferrari F138 (Red Pack DLC)
- Added Ferrari 488 GT3 (Red Pack DLC)
- Added Lamborghini Aventador SC (Red Pack DLC)
- Added Maserati GranTurismo MC GT4 (Red Pack DLC)
- Added Maserati 250F 6 cylinder (Red Pack DLC)
- Added Maserati 250F 12 cylinder (Red Pack DLC)
- Added Maserati Levante S
- Performance Delta App: Added instant velocity difference bar
- Realtime App: Added road/ambient temperatures and grip
- Fixed system messages when ABS and TC are not available
- Added loading/saving system for fixed setup sessions
- Added audio device selector on Audio App. If saved device is not there, main device will be used
- Added volume ramp function to overcome issues with logitech headphone drivers
- Added Precision slider in Photo App
- Added missing icons on replay interface
- Added QUANTITY_MULT in system/cfg/skidmarks.ini
- Fixed RX-7 Tuned turbo sound behavior
- Fixed Alfa 155 mixing route for external sounds
- Fixed Ferrari F40 low-pass filter and some events volume
- Balanced exterior volume for all the cars
- New Bmw M3 e92 external sounds
- Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
- New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
- Tyre pressure now influences temperature spread and build up
- Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
- Added daylight function on "lights" script
- Added multiple turbo analogue instruments management
- Added server hints on RaceControl screen
- Added TC, ABS, Turbo keys to controller interface (both up and down)
- now TC and ABS can be cycled back through CTRL + SHIFT
- Added Flashing lights
- Showroom: Added video editing camera controls
- Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
- Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
- Added blinking light system
- Fixed Volume App not saving bumper audio
- Added jump start
- Added 3 different selectable penalties configurations for jump starts
- Added penalty for "ESC to pits" during race
- Fixed some car/track combination resetting to pits at the start of HotLap sessions
- Improved remote cars movements over curbs
- AI is not making brake mistakes for cars that have ABS available
- Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
- Added graphics smoothing for rigid bodies coming from physics
- Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
- Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
- Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
- Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
- New camera view at start, showing car instead of track
- New AI algorithms for race craft
- AI drivers are now much more variable in performance during a single lap and during a session
- "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
- Tyre radius is now also a function of tyre angular velocity
- Fixed self align torque going to negative values too early
- Added ERS simulation with MGU-K, MGU-H, Batteries, energy recovery and deployment limits
- Added active variable rear brake torque. Works in addition to the MGU-K recovery
- Added variable engine brake
- Added key/button commands for above ERS functions and profiles.
- New Tyre Model V10 for selected cars
- Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
- 3D improvements on the Nissan R34 Skyline
- 3D improvements on the Nissan 370Z Nismo
- 3D improvements on the Ferrari LaFerrari
- General bugfixes in several tracks
- New clouds textures
- Improved PPeffects
- Improved Weathers
- Fixed GUI not showing on Oculus with PP off and AA on
- Added the possibility to launch sim directly. Add section
[AUTOSPAWN]
ACTIVE=1
To race.ini then start AssettoCorsa.exe
 
now the game is starting to mean something to me. Download the teggy dc2 and been hotlapping all afternoon at the Nurburging lol.

Just trying to find a nice balance for my G29 though.
 
From Aris (one of the engineers at Kunos):
How to enjoy the RED PACK!

Hello chaps!

So the RedPack is almost here and it has some amazing cars that couldn't be more different from one another. So here's some advice to help you get the most out of it.

First of all, let's assume you want to drive all the cars one after another. The order which you will try the cars is very important and it might make your experience amazing or miserable... take this piece of advice.

Do not, let me repeat that, DO NOT try any other car and especially the old Maserati's 250F, AFTER you have tried the modern Ferrari's F138 and SF15-T. If you intend to jump on those cars right away, take your time, have fun... then try the other cars later and most importantly give your brain plenty of time to readjusts to the speed sensation, braking points and grip levels...

The F138 and SF15-T are simply alien. There's nothing to compare with in AC. When I was doing the development of the cars, in the first week I would often stop AC, go find an onboard real video on YouTube and double check the speeds, simply because they would seem unreal to me... and every time I was slower than real life. They are THAT fast!

So it's perfectly normal that when you step off a car that does 330kmh and brakes at 100meters for a 2nd gear turn, and hop into a Maserati 250F from 1954 that does 250kmh and needs to brake at... 1km away from the turn ( :p )... well you can understand that some kind of practice is needed to enjoy the slower cars again.

Other things.
Power Unit. The SF15-T has the modern power unit. We simulate MGU-K, MGU-H, Batteries, energy deployment and recovery limits, engine braking, active rear braking torque and more. All of it has various key combinations to activate various values and profiles. Use CTRL+1,2,3,4 to activate the various values and profiles and you'll see also explanations on the top of the screen and we also have a dedicated app named: "ERS MANAGEMENT"
All of it will be explained in a dedicated post later today.

We have brake temps, but only for a couple of cars. As usual, for such important new features we do a step by step approach. We think the brake temps work pretty good, but we need to also implement air ducts and possibly different pads, before we can do some more hardcore brake fade effects. As usual, in the following months we will improve the new feature and update all the cars. Thank you for your patience.

Tyre model V10. What is it? Why V10 and not V8?
We have rewritten the whole tyre model. The driving feeling will be very similar to v7 with small and subtle differences especially on combining forces. Why V10 and why the rewrite? The new tyre model permits us to have more precision on the output values and create better graphs that we can compare in a much more efficient and precise way with real data, enabling us to improve the tyre model even more. So the V10 name is because of the total rewrite. In terms of values for the modders, there are a couple of new values and some considerations to be done on older values, but nothing too radical.
Only most of the RedPack cars have the v10, but as usual we are going to update all cars in the following months.


Ok so... I think that's all for now... Thank you for the support and for the always useful feedback that help us provide fixes and improvements in the following days of a new release.

Have fun!
http://www.assettocorsa.net/forum/index.php?threads/how-to-enjoy-the-red-pack.34315/
 
well there goes another £6.99 but the car pack looked good to me, and its also got a decent track with it..

The mods you can get are cool, and some are very good quality but nothing beats the content Kunos add as DLC.

Just waiting for it to download, the update is going at a snails pace..
 
I've not been able to get off this since 1pm today :). It took time, but I think I've just fallen in love with it. I'm more into road cars, so have downloaded an assortment of upto 250bhp cars today, and just been hotlapping, and doing race weekends with custom groups...it's been epic.

It doesnt look or sound as nice as Project Cars, but boy once you start to feel the way it handles and how each car is truly different, you really see where this game excels over Project Cars.

Loving it.
 
I've not been able to get off this since 1pm today :). It took time, but I think I've just fallen in love with it. I'm more into road cars, so have downloaded an assortment of upto 250bhp cars today, and just been hotlapping, and doing race weekends with custom groups...it's been epic.

It doesnt look or sound as nice as Project Cars, but boy once you start to feel the way it handles and how each car is truly different, you really see where this game excels over Project Cars.

Loving it.

Yeh agree, just imagine AC with the sounds and graphics of PC, would be great.
 
one other thing guys, I seem to get massive frame drops when opening certain apps. Is this normal? Goes from like 120+ all the way down to under 50fps when I display maybe 75% of the apps. I just race now with nothing on my screen.
 
F1 Ferrari F138 would be my favourite car, but I need to go back to F3/Formula Abarth and learn that first... Aventador looks, sounds and moves awesome. Red Bull Ring looks fantastic.

Not tried the other cars or features yet...

screenshot_ks_lamborglisv8.jpg
 
Last edited:
Just been testing out the two F1 cars, and I'd also go with the F138.
It's a lot more accessible and simple with just KERS and DRS + it's more planted. It leaves you free to just get on with the driving.

Managing all the MGU stuff with the SF15 is cool in principle, but it's a lot to learn and figure out in regards to where and when to use which combination of modes - and that's if you even know what it all does :D

Loving the new button mapping options. Some of them should have been there ages ago tbh. Of course, you'll need a wheel with plenty of buttons.

Right, off to see what the Aventador is saying :)
ED: Nope, not for me. Prefer the 458 in this category.
 
Last edited:
I've not been able to get off this since 1pm today :). It took time, but I think I've just fallen in love with it. I'm more into road cars, so have downloaded an assortment of upto 250bhp cars today, and just been hotlapping, and doing race weekends with custom groups...it's been epic.

It doesnt look or sound as nice as Project Cars, but boy once you start to feel the way it handles and how each car is truly different, you really see where this game excels over Project Cars.

Loving it.

Same as me, as much as I love race cars, I can relate to the road cars so much more. Currently hot lapping with cars from the Japanese pack.
 
Loving the red pack, took the F138 and F15-T round Spa for an hour or so, F138 sounds awesome and probably my fav of the 2 to drive.
 
Back
Top Bottom