Assetto Corsa

Rain is something they have previously done and done well - talking about physics of course.

I'm not worried about them doing a decent job of it - just that they've repeatedly said that to do non-dry surfaces to the same fidelity compared to the real thing as AC is to dry is really hard and to put in an approximation, even a very good approximation, would be hard to do within the same model while not compromising the fidelity of the simulation on the dry (i.e. due to handling transitions from wet to dry areas and vice versa, etc.) - which to me kind of indicates combined with the engine change (at least for rendering) that it probably will be backed off a little from AC.

I'm not that concerned about it as such as I think they will do a good job and hyper realism or trying to reproduce the illusion of it in a game or simulation isn't always a good thing even in a simulation (of this nature) - plus GT3 cars tend to have ridiculous handling anyhow.
 
If there are compromises of that nature I imagine they will be subtle enough for most users to not even notice. Kunos' sims have always been hardcore and I doubt they'd ever dumb down in any noticable way. If the entire package is as good as the premise suggests then I'd be happy with small compromises anyway here and there.
 
they've repeatedly said that to do non-dry surfaces to the same fidelity compared to the real thing as AC is to dry is really hard and to put in an approximation, even a very good approximation, would be hard to do within the same model while not compromising the fidelity of the simulation on the dry (i.e. due to handling transitions from wet to dry areas and vice versa, etc.) - which to me kind of indicates combined with the engine change (at least for rendering) that it probably will be backed off a little from AC.
We'll see if Dallara switches to their rain model, this will be the litmus test :D
 
Something from Lord Kunos:

Physics was one of the very few things we could salvage and bring over from AC1 to ACC moving to UE4, everything else needs to be redone from scratch.

So from any point of view you can consider ACC physics as a direct evolution of AC1 physics with the added bonus of not having 170+ cars to update and check if we decide to make substantial changes.... this is giving me, Aris and the new physics dev that joined us Fernando the opportunity to get in pretty hard in some areas and make some substantial changes that we couldn't afford to do with a big released product like AC1.

We'll have plenty of time to dig into the details of it both before the EA and after, I'll just drop one big one here tho. Although it's not really something we'll see fully utilized in ACC because of the nature of the tracks we are going to include but the physics engine is now running full blown 64bit math all around, so, as far the physics is concerned, there are virtually no limits to how big a track could be, we could literally race to Mars and back without suffering much precision losses in the calculations... again, not really something that will create a huge change in ACC but still a thing I can geek out and be happy about
 
look forward to how the new game works out. they do do good tarmac handling which seems to ivade pj cars lot.so i have hope. not everything is about looking good.if its a car game the main priority should be the handling.
 
nice chair
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Hmm might have found out why I was having weird understeer issues - spawned off watching extra gear weirdly enough which jogged my memory about something I'd thought was odd - not setup with my wheel to test at the moment unfortunately but looks like some data related to surface and ambient temperature in the config files are mangled (not sure if its a wider bug or a problem with my install) - I'd noticed it was having problems sticking with the settings input looks like the game is possibly reading/working with surface temperatures a good bit below what they appear to be set at and completely out of whack with the ambient temperature.
 
hi guys abit late to the party but I just got assetto corsa today and just thinking whats the must have mods for me to have for this,
have been on racing department but theirs so many mods so just asking here whats the must haves,
 
Tried the F50 out at the weekend. Bloody lovely to drive, although I think it seems a bit quicker than I'd expect compared to the F40. I'll have to get some more laps in and compare times :)

As for recommended mods, like Petey says it really comes down to what you like. Personally I like road cars and long technical tracks, so I've downloaded a set of the better rated hillclimb type tracks from RaceDepartment and other sites. Spend most of my time driving around http://www.racedepartment.com/downloads/the-tajo-hillclimb.13771/ along with the stock Ring, Highlands and Black Cat Country.
As for cars I mostly drive the stock ones except when mods are right up there on quality. The only ones that come to mind are the F50 linked above, the Lamborghini Diablo SE30 Jota (http://www.racedepartment.com/downloads/lamborghini-diablo-se30-jota.15708/) and the Honda NSX (http://www.racedepartment.com/downloads/honda-nsx.4768/)

Might have to give http://www.racedepartment.com/downloads/la-canyons.15067/ a shot later, looks like it might be right up my street!
 
hi guys abit late to the party but I just got assetto corsa today and just thinking whats the must have mods for me to have for this,
have been on racing department but theirs so many mods so just asking here whats the must haves,
I say start with the official content, there are something like 150 cars (Ferraris, Macs, Porsches, Lambos, BMWs, Mercs - street, gt3, open wheelers...) and all the laser scanned tracks- can't go wrong:)
For mods I have old BBC Top Gear track, the cars above + maybe a few others, need to have a look.

Oh, there is one must have mod - the smoke mod! Stock smoke looks poor imo, this mod is highly recommended http://www.racedepartment.com/downloads/shreds-smoke-mod.7054/
 
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