Assetto Corsa

Yup, although I'm totally useless at driving games. .

You think you 're useless?! I 've just tried the track+car combo above, and I'm 8 seconds off on my 4th attempt :D Very fun combo though, I'll come back to it.



My drifting is getting better though, I can really hold some slides now and even some transitions. I think once I get to racing combos it will really help me as well - small angle slides are well important like :cool:
 
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Its actually pretty impressive...iv just been doing a few laps on it and until the official track its pretty good. Plus modding and track creation is a huge part of why a lot of us bought AC and considering we wont see the Kunos version for a long time yet I don't think theres anything to complain about.
Just try it.. its one of the best made tracks so far that arn't official ones.
 
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I still dont get it why waste time on Nurb mod when official laser scanned version is only a few months away. Basically all the work will be thrown away and never talked about again.

What AC is missing is a city track like GT's Tokyo.

 
I still dont get it why waste time on Nurb mod when official laser scanned version is only a few months away. Basically all the work will be thrown away and never talked about again.

What AC is missing is a city track like GT's Tokyo.


Because it makes a nice change.. lets be honest theres not that many tracks in AC at the moment and people who have had the game a long time have played them to death. Even though its a second rate version its still fun to blast around on until the official version is released.

The one thing that makes me wish I had paid to get into Project cars aswell as Assetto corsa is the fact there seems to be way more content in project cars.
The only other thing I hope we get was that they have variable weather as driving in blue sky's and sunshine gets a bit old and would add so much more to the game.
Hopefully that will be a future update.
 
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Change is nice, but from the perspective of a mod creator, why not develop something that will not just vanish after a few months, but will stick around and entertain us for years? Long life span means mod can be further improved as well over time. But mod Nurb converted from rF1(2006?) is just such a waste... :(

Content - I think, once the official modding tools are released, we'll see LOADS of tracks of which quite a few, many even, will be really-really good. Judging by mod quality of RFactor 1 and rFactor2 - both have some really pro quality stuff in terms of modded tracks (minus the laser scan of course). So tracks will be taken care of. Modded cars are a different beast altogether, and extremely few modded cars approach the "official" quality, which is understandable as physics in particular is way beyond most modders' level (3d models are much easier in that regard).

As for project cars- I'd love to be surprised, but I certainly do not regret deciding not to invest. For one, physics and FFB have been in permanent limbo and nobody knows how they will turn out like. Secondly, from what I've read, 80-90% of cars there are race monsters with slick-tires-downforce-rocket-engine things... and I like my AC road cars which slip, slide and are huge fun to chuck around. So cars content does not appeal to me that much. Tracks - some, like California coastal highway, look sublime, but overall modders will make lots of HQ stuff for AC, so I'm not worried by that. Single player - remains to be seen, I do like a good career mode. But ultimately, NFS:Shift2 has lots of content but gathers dust on my HD (i HATE its middle of the car steering physics!!!), pCars would need a very good demo (or glowing reports from simrace forums :) to convince me .
 
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I think ill purely pick up Project cars just because it looks gorgeous...theres a lot of content and another top quality racer can't hurt.
Loving my G27 with Assetto Corsa and at the moment im spending more time on that game than any other as since I got the wheel its just on another level.

I agree that when the mod tools are released there should be a lot of high quality tracks and the ones released at the moment while decent aren't highly polished and graphically not as immersive as the official ones but there still fun.
 
Only done a quick half a lap (with a pad...) on the 'ring and I have to say it's pretty good with lots of car unsettling bumpy goodness where you can hear the floor being scraped to buggery.

Sure, the trees are 2d and there are a few small graphical glitches, but so what? If you're focusing on stuff like that instead of enjoying the drive, then you're doing it wrong. Focus on the road and it mostly looks pretty good.
The only real issue is the lack of collision detection (Or collision hulls as we called them in the UT99 mapping days ;) Still called that?) on the crash barriers. Once, I went off the track and ended up falling through the floor of the map, so don't go off and you'll be fine :D
 
I've stumbled across couple of cool posts on AC forums:

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.
 
0.9
- Multiplayer public release

0.8.18
- Multiplayer join/rejoin fixes

0.8.17
- Multiplayer added guards on enter

0.8.16
- Multiplayer removed threads in UDPCommunication client side

0.8.15
- Multiplayer added more debug info

0.8.14
- Better on enter handle

0.8.13
- Fixed Manual Shifter on start

0.8.12
- Multiplayer on online session start fixes

0.8.11
- Multiplayer bug fixes & endrace

0.8.10
- New Mp debug info

0.8.9
- Multiplayer fixes

0.8.8
- Multiplayer
 
Can someone post any good settings for a G27 wheel with this? I just can't get it working correctly :(
 
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