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TJP

Member
Oct 27, 2017
1,723
I'd love to be a fly on the wall at Kunos HQ.​
Ilya is single handedly adding features never thought possible by Stefano and making AC run better than the vanilla version without the additions.​
AC remains the most popular sim largely because of the additions too.​
 

TJP

Member
Oct 27, 2017
1,723
Capture.png
 

XR.

Member
Nov 22, 2018
6,584
It has been way too long and I desperately need to dust off my Fanatec CSR and G27.

What's a good PC-sim with a decent career mode?
 

TJP

Member
Oct 27, 2017
1,723
It has been way too long and I desperately need to dust off my Fanatec CSR and G27.
What's a good PC-sim with a decent career mode?​
None of the current sims have a compelling career mode; I'd look to a CM F1 release for a decent career mode.​
pCARS 2 has a so-so career mode, AC's is even more spartan however with Content Manager and the shader patch with SOL should make it more interesting.​
 

TJP

Member
Oct 27, 2017
1,723
Way too much to list​
  • GTR4 car class - Added BMW M4 GT4​
  • GTR4 car class - Added Porsche 718 Cayman GT4 Clubsport​
  • GTR3 car class - Added Porsche 911 GT3 R (2019)​
  • Group 4 car class - Added BMW M1 Group 4​
  • Added a new car class - Porsche Motorsport GT2 Supersportscar, with the Porsche GT2 RS Clubsport​
  • Tracks - Added Ningbo International Speedpark with 5 layouts​
  • Tracks - Added new layout: Nürburgring Grand Prix Fast Chicane, free for all owners of the track.​
Content updates:​
  • DTM 1992 - Updated physics ( Details @ Sector3 forums )​
  • Touring Classics - Updated physics ( Details @ Sector3 forums )​
  • GTR3 - Updated physics ( Details @ Sector3 forums )​
  • GTR4 - Updated physics ( Details @ Sector3 forums )​
  • Hillclimb Icons - Updated physics ( Details @ Sector3 forums )​
  • BMW M1 Procar - Updated physics ( Details @ Sector3 forums )​
  • Performance index values of all car classes have been readjusted (DTM 1992 and Touring Classics are no longer merged)​
  • Brands Hatch - Updated curbs, advertisement, vegetation​
  • Gelleråsen Arena - The last turn has been modified, but the starting grid is still located on the old stretch.​
  • Knutstorp - Updated with 2019 modifications​
  • Macau - Improved performance​
  • Mantorp - Updated with 2019 modifications​
Fixes:​
  • Dedicated server no longer loses its settings when the IP address of the hosting machine changes.​
  • Loads of bug fixes and improvements overall​
 
Oct 25, 2017
1,957
Germany
What's a good PC-sim with a decent career mode?
TJP is right, there is nothing really. The Codemasters F1 games have an actual driver career with 3d modeled persons that got better over the last 3 years mostly, but when we talk about simsin here, we don't really count the F1 games into that, even if they're actually pretty close in terms of physics. And we do talk just about any racing game in here, but the focus is on sims in the closest sense of a simulator, which currently is (mostly!) down to Assetto Corsa, Assetto Corsa Competizione, rFactor 2, Automobilista, iRacing, RaceRoom Racing Experience, Project Cars 2.
Out of those, none have CarPG elements or animations for the career mode.

If you want a good sim that feels great with your wheel, I'd recommend Assetto Corsa and RaceRoom for a start. RaceRoom is partially free as well, and AC is unbeatable value for money if you include mods (get Content Manager for AC for easy mod ) just give it a try.
 
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Dave_6

Member
Oct 25, 2017
1,524
Really love the new R3E update! FFB is even better with a direct drive and I'm still using my old preset.
 
Oct 25, 2017
1,957
Germany
The new release from SMS:


I think the graphics police won't be happy, but for me the trailer captured the right vibe for an F&F game.

Also, I tried the R3E tire model yesterday and reset my FFB as S3 recommended to try their new defaults. It's no rF2 or AMS and not even AC in terms of information and fun, but it's still really good. I liked it a lot. I also think it's pretty close to how a real steering wheel would feel, where rF2 and AMS are a bit too good - unrealistically precise and high fidelity.
 

XR.

Member
Nov 22, 2018
6,584
None of the current sims have a compelling career mode; I'd look to a CM F1 release for a decent career mode.​

pCARS 2 has a so-so career mode, AC's is even more spartan however with Content Manager and the shader patch with SOL should make it more interesting.​

TJP is right, there is nothing really. The Codemasters F1 games have an actual driver career with 3d modeled persons that got better over the last 3 years mostly, but when we talk about simsin here, we don't really count the F1 games into that, even if they're actually pretty close in terms of physics. And we do talk just about any racing game in here, but the focus is on sims in the closest sense of a simulator, which currently is (mostly!) down to Assetto Corsa, Assetto Corsa Competizione, rFactor 2, Automobilista, iRacing, RaceRoom Racing Experience, Project Cars 2.
Out of those, none have CarPG elements or animations for the career mode.

If you want a good sim that feels great with your wheel, I'd recommend Assetto Corsa and RaceRoom for a start. RaceRoom is partially free as well, and AC is unbeatable value for money if you include mods (get Content Manager for AC for easy mod ) just give it a try.
Thanks for the replies!

I was really into racing simulators 7 years ago but eventually I didn't feel motivated enough to configure my wheel every time I wanted to race as you can imagine, but I really want to get back into it again.

Back then I did play F1, Assetto Corsa, PCARS, rFactor 2, Gran Turismo and Forza Motorsport.

I think I'll check out F1 2020 and Project CARS 2, but how is Forza Motorsport 7?
 
Oct 25, 2017
1,957
Germany
One more video for the beginners:

I found it interesting that the Thrustmaster T300 vs Logitech G29 price difference has become such an issue that he's now the first of the major sim racing YouTubers to revert his recommendation from the T300 towards a G29.

And at 8:10 he's saying that he'd recommend a Playstation over an Xbox because GTS has the better competition and physics than Forza Motorsport. Competition? Sure, that's a no brainer.
But GTS having superior physics over FM? I don't know. Both are kinda good but also terrible in many ways imo.

Who here would clearly say "GTS has the superior physics" like Chris Haye does?
 

Dan

Member
Oct 25, 2017
8,960
Damn, GT Omega Apex sold out globally till next year. Was planning on treating myself to one for Christmas :/
 

TJP

Member
Oct 27, 2017
1,723
ACC Update to version 1.2

Changelog v1.2​
GENERAL:​
- AI performance optimizations.​
- Fix for track shown at nighttime for a split second when loading into any session.​
- Fixed double saving of temporary replays with multithreading enabled.​
- Fixed issues with shared memory status.​
GAMEPLAY:​
- Added car customization. Pick and customize the design of your personal car.​
NOTE: custom cars can be used in Quick Race, Custom Race Weekend and Multiplayer game modes.​
Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions.​
We will continue to add customizeable livery templates in future updates.​
- Added single-make option to Quick Race and Custom Race Weekend game modes.​
Possibility to use official liveries and custom-liveried grids.​
NOTE: single-make race with official liveries requires an official car to be selected.​
- AI update to avoid divebombing in slow chicanes.​
- Porsche AI tweaks to mitigate their tendency to dominate sessions.​
- AI now use aggressive setup at high levels.​
- AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session.​
- Fixed AI aggression setting not producing expected behaviour.​
- General AI behaviour and movement improvements.​
NOTE: different aggro levels should result in a bigger difference now.​
- Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure.​
- Session days are now set up as in real life in championship events.​
- Fixed replay time multiplier resetting on highlights switching.​
- Automatic highlights now spread across the entire race duration more consistently.​
- Fixed marshal flags during single player replay.​
- Fixed potentially wrong car setup values in saved games.​
- Increased maximum number of highlights (20->30).​
- Penalty system changed back to pre-pitlane decision.​
NOTE: serving a penalty must be checked in the MFD before entering the pitlane. Serving any pending penalty is always auto-selected by default.​
- Driver stint does not reset when serving a penalty - if "serve penalty" is selected before entering the pitlane.​
- End of race in Quick Race does not require the opponents to complete the race - race finish is declared when the player presses ESC to return to the garage after crossing the line.​
NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line. Other game modes are unaffected.​
- Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds).​
- Fixed some bugs with penalty procedure and saved games.​
- Fixed Racelogic=digital display time during replay (better with new replays).​
- Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible).​
- Fixed replay maximum time.​
- Added 1 hour and 15 minutes to maximum time in replay options.​
- Added auto highlights replay only for the player car and added its menu item, tweaked highlights length.​
- Removed time-based replacement of highlights and added an overtake highlight replacement system based on position.​
- Fixed saving/loading auto save replay options.​
- Avoid camera spline movements during paused replay.​
- Longer pre-action time for accident/overtake highlights.​
- Fixed pit alarm sound during slow-mo/paused/sped-up replays.​
- Kevin Siggy Rebernak, winner of the McLaren Shadow Grand Final, added as a selectable Mclaren Shadow driver.​
- Added pit exit blue flag for all types of sessions.​
- Driver stint max total time is no longer based on race event but on race length divided by driver count across relevant game modes.​
- Added black-orange flag for the player car for heavy suspension damage.​
NOTE: also shown for lights damage (during the night and sessions that are declared wet where lights are a requirement).​
- Penalty system for black-orange flags (damage and lights off).​
The player has 3 laps to pit for repair or turn on lights when the flag is shown, ignoring the flag will result in a DQ.​
- Fixed incorrect FOV used by some TV Cams from the 2nd activation.​
- Pitlane open is triggered when the leader completes sector 1 after a race start.​
UI/HUD:​
- New feature: added Customization interface in the car showroom.​
- Completely reworked car selection interface.​
- Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes.​
Each livery variant is now selectable in these game modes without restriction.​
- Team and driver nationality added to car selection page.​
- Showroom now allows you to turn on the lights and open the doors.​
- Team/competitor dual information shown in car selection when relevant.​
- Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup.​
- Fixed lack of interactivity in the career showroom.​
- Added "Official" filter to the car selection page to show only official car entries.​
- Various navigation-related fixes in the user interface.​
- Added chat message popup visibility option in the HUD settings page.​
- Added highlights info and support for the HUD.​
- MFD hides pit stop strategy items when "serve penalty" is selected. See penalty-related changes in the GAMEPLAY section.​
- Various fixes for highlights HUD info.​
- Various fixes for realtime leaderboard.​
- Class filters added to race results and time/points tables.​
- Fixed realtime leaderboard positions in non-race sessions.​
- Added support for highlights camera override toggle button.​
- HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information.​
- HUD: opponent ping indicator added to realtime/standings MFD.​
- Team points table enabled in Championship mode.​
As per real-life rules, only the highest-finishing team entry scores points for the team.​
- Added pulse animation to the search bar in the lobby page for easy recognition.​
- Fixed tyre sets button not clickable with the mouse.​
- Added brake change options to the MFD. See PHYSICS section for more information.​
- Added brake pad wear indicator inside the Tyre widget.​
- Time delta is no longer shown during the first 2 laps of a race to avoid data flickering.​
- Finished cars are now marked with a checkered flag in real-time on the timetables and standings widgets.​
- Virtual mirror is forced to hide in replays.​
- Video Options: ability to save and load different Custom Video Presets.​
Save and load multiple custom video presets for different display setups and racing scenarios.​
- Revised Setup load/save function with overwrite warning warning.​
- Added HDR exposure and HDR contrast to ingame View Settings. When HDR is enabled, they replace the regular exposure and contrast settings in the Video Options in the UI.​
The options in the View Settings are enabled in HDR mode only and vice versa:​
HDR enabled: the settings in the ingame View Settings are used.​
HDR disabled: the ones in Video Options are used (saveable with custom video presets).​
- Added messages about replay saving operations and fixed replay saving for the first minute.​
- Updated texts and localization.​
VR:​
- Added VR world scale slider to Video Options.​
NOTE: lower values increase the world scale, higher values decrease it.​
Correct 1:1 scale to real life depends on the headset type.​
- Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150).​
- Minimum resolution scale set to 50 (was 70).​
- VR pixel density steps set to 5 (was 10).​
- Added specific video presets for VR.​
GRAPHICS:​
- Added missing unique Spa 24H liveries for the 2019 Blancpain season.​
- Ferrari secondary display now has multiple pages to show various stint timers.​
- Adjusted stance of the Jaguar G3 in the showroom.​
- Pit animation now only shows the lollypop man when serving a Stop&Go penalty.​
- No pitcrew is shown when serving a Drive-Through penalty.​
- Fixed wrong numberplate layout displayed in MP car selection.​
- Fixed shift animations not working with keyboard controls.​
- Numberplates and season outfits now work correctly and as intended both in showroom and on-track.​
- Zandvoort checkered flag marshal added.​
- Visual car dirt now (slowly) accumulates even when driving on on-track surfaces.​
- Visual car dirt and dust now accumulates faster in wet conditions.​
- Improved LOD switching of wheels, fixed LOD rims not being affected by customization.​
- Enabled HDR output in the video settings.​
New additions to the video options include:​
- Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance.​
- Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default - used in the previous releases).​
The filmic tonemapper gives a cinematic look more similar to the one used for HDR output.​
- HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturated).​
- Added support for HDR screenshots (EXR file format) when HDR output is enabled.​
NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility.​
- Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting.​
- Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session).​
- Custom player teamwear is now showing up correctly in SP and MP sessions.​
- Visual damage buildup adjustments.​
- Added damage impact effect to the car's bodywork.​
PHYSICS:​
- Top TC level for storm conditions for all cars.​
- Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3.​
- Tweaks on the front splitter of the Porsche 991II GT3 R.​
- Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo).​
- Rain puddle tweaks.​
- Fixed rear wing last value Porsche 991II GT3 R.​
- New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations.​
- Aerodynamics - vertical fin calculation improvements.​
- Aerodynamics - slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind​
- Chassis flex implementation:​
Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn.​
Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs.​
- Altitude simulation for all tracks. Higher altitude means less air density resulting in lower engine performance, less downforce but also less drag. The heating model of tyres and brakes is also slightly influenced. Laptimes on some circuits might be a bit lower (i.e. Spa)​
- Tyre model: tweaks and fine tuning offer more predictable grip over the limit for both slicks and more importantly wet tyres.​
- Brake pads and discs wear implementation and different brake pads choice:​
Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box.​
Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races.​
There are 3 different brake pads available to choose from, each with its own characteristics and different brake pads front and rear are permitted.​
-- Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal.​
-- Pad2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Can be used in hotlap and qualifying sessions as well as sprnt races as what it loses in performance, regains in braking modulation and predictability. Excellent choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints.​
-- Pad3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad.​
-- Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes.​
- Fixed Aston Martin V8 Vantage GT3 excessive engine damage.​
- Bentley Continental GT3 2018 performance tweaks​
- Fixed FFB damper not stopping during game pause.​
- Fixed an error that could cause wrong relative impact speeds for collisions.​
- Reworked damage system with accumulative damage resulting from impacts of various intensity.​
A significant improvement over the old system that always required a larger impact per damage zone to produce more damage.​
Repetitive impacts now have a much more substantial effect on the car's condition and the car is much less tolerant versus repetitive hits.​
All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour.​
- Low-speed aero damage now produces less negative effect on drag.​
- Reduced front-rear damage detection cone.​
AUDIO:​
- Fixed doppler fluctuation for external engine sound.​
- Added tyre brake wear audio.​
- Optimized audio channels used for wheel in external/opponent sounds.​
- Fixed audio options not applied on start level.​
- Reworked spotter damage messages (smarter and based on cumulative damage).​
MULTIPLAYER:​
- Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/index.php?threads/1-2-competition-server-changes.61085/
- The region assignment for CP servers is technically different now, potentially fixing the "No servers in your region" error.​
- The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races.​
- Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning.​
- Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread.​
- Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way.​
- Fixed netcode warping for higher speeds (for certain server operating systems).​
- Fixed volatile and too high ping measurement (for certain server operating systems).​
- Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player's bandwidth upload (ie by livestreaming).​
- Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors.​
- Session-over result screen in MP now correctly switches the table between current standing (like 2nd MFD panel) during overtime and the final race results (including disconnected drivers) after the session has ended for all cars.​
- Fixed MP car despawn issue in the highlights (and in some cases in the normal replay).​
- Fixed replay world time affecting real time in MP (animations).​
- Fixed potentially wrong bodykit loaded in MP.​
- Servers will now log their current configuration (as it is actually understood by the server) to the "cfg/current" folder; this is helpful for troubleshooting.​
- Short formation laps will now always start in "Double file", indepentently of the actual trigger position.​
- Fixed a client crash when the selected customized "carX.json" file was physically removed.​
- Improved the lead car detection during the formation lap.​
- Fixed pit limiter effectively turning off after a driver swap.​
- Improved the message the player receives when trying to join a server with the wrong car model (both entry list with forced car model, and CP servers with unknown tracks).​
RATINGS:​
- SA rating will apply a Trust Bonus for finished races, dependent on the race length.​
- SA rating will not assign points to certain situations where the other car is clearly at fault.​
- Added more "outcome" scenarios for accidents, to be able to improve the understanding of "nothing happened" in SA considerations.​
- Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2.​
- Fixed a timing issue which could make the contact bag inefficient in some situations.​
- Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again.​
- (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time.​
- (Significant) wall contacts are now considered a root contact like mass accidents, so a second car hit by a car bouncing off a wall would not receive SA penalties.​
- Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line).​
 
Oct 25, 2017
1,957
Germany
no hint, which aspect of ALL CARS they will update? -.-

imo, S397 could look into what Kunos has been doing over the last year in the physics department and check how well their own cars and tires handle bumps and curbs. This 5-point tire model update from Kunos was a big improvement for ACC and I'm sure the chassis flex stuff they worked out in this new update will do great too.
 

TechnicMOC

Member
Oct 28, 2017
33
AI is now available for Mazda MX5 in the today's Iracing patch. No mention of a change to the tracks supported.

AI Races are currently available on the following Track Configurations:
  • Barber Motorsports Park - Full Course
  • Circuit de Barcelona-Catalunya - Grand Prix
  • Donington Park Racing Circuit - Grand Prix
  • Lime Rock Park - Classic
  • Nürburgring Grand-Prix-Strecke - Grand Prix
  • Road America - Full Course
  • Watkins Glen International - Cup

 

TJP

Member
Oct 27, 2017
1,723
imo, S397 could look into what Kunos has been doing over the last year in the physics department and check how well their own cars and tires handle bumps and curbs. This 5-point tire model update from Kunos was a big improvement for ACC and I'm sure the chassis flex stuff they worked out in this new update will do great too.
Let us remember the 5 point tyre model was in response to cars in ACC having all sorts of issues with bumps and the 1 point tyre model Kunos used at the time was a carry over from AC.​
Checking how the cars ride over bumps is where having access to data really pays off versus guess work. Good thing Kunos has a solid relationship with many of the teams they are recreating in ACC.​

Modelling chassis flex in mostly ultra stiff GT3 cars is an interesting addition to their engine.​

Chassis flex has been a feature in isiMotor for quite some time although I believe it's used for the older race cars and the ISI made kart. No one knows as the S397 made cars have encrypted physics files.​
FWIW, rF2 is said to have a much greater tyre 'point' system too and I know the guys from S3 had made a joke of releasing a comment about their '100 point tyre model' to get headlines on RD.​
 
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omegasc

Banned
Sep 12, 2018
175
no hint, which aspect of ALL CARS they will update? -.-
the version number, of course! :D
I love rF2.
I resubbed to iRacing during Black Friday because my friends did. We are racing the Dallara F3s which were praised a lot. It's fun, but... the FFB just does not communicate a lot to the player. I often have more feedback from my eyes than my wheel, and usually it feels like I am guessing when the tyre passed the limit. The game itself feels a lot better than when I left it about a year or so ago, but they have got to pay a little more attention to the FFB. There are some good points, yes, but most of them are on non-critical things, imho. I don't know if you understand me, of even if I am making sense.
 
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TJP

Member
Oct 27, 2017
1,723
How's the new tyre model in iRacing?

As for FFB, its so subjective. I found iR okay way back when but I hated the tyre model and never returned.

R3E's FFB has been overhauled and I think it's good but not awesome. AMS is still the best for me and nKP would be second.
 
Oct 25, 2017
1,957
Germany
Let us remember the 5 point tyre model was in response to cars in ACC having all sorts of issues with bumps and the 1 point tyre model Kunos used at the time was a carry over from AC.​

Checking how the cars ride over bumps is where having access to data really pays off versus guess work. Good thing Kunos has a solid relationship with many of the teams they are recreating in ACC.​

Modelling chassis flex in mostly ultra stiff GT3 cars is an interesting addition to their engine.​

Chassis flex has been a feature in isiMotor for quite some time although I believe it's used for the older race cars and the ISI made kart. No one knows as the S397 made cars have encrypted physics files.​

FWIW, rF2 is said to have a much greater tyre 'point' system too and I know the guys from S3 had made a joke of releasing a comment about their '100 point tyre model' to get headlines on RD.​

rfactor2tireflexglkkc.gif

Even visually you can see just how complex rF2's tire model is (this gif is OLD btw) and that their model is far beyond these 3 longitudinal, 1 contact point things many other engines operate(d) with until shortly. At some point you run into problems though, harder to validate, harder to find errors, harder to look behind "subjective" problems that testers have. If you look at Kunos' and Niels's cars, their hit-rate with the physics is super high, looking at more complex stuff like pCARS and rF2, the hit and miss ratio is not very great, especially the early days. The changes Kunos made to the AC tire model over time and toward ACC as well are all still very controllable, formulas not overly complex, dependencies not too hard to keep track of. Same goes for Sector 3; even the cars that aren't particularly good in R3E are still totally fine. I wouldn't say that for pCARS2 and rF2.

The game itself feels a lot better than when I left it about a year or so ago, but they have got to pay a little more attention to the FFB. There are some good points, yes, but most of them are on non-critical things, imho. I don't know if you understand me, of even if I am making sense.
I think I understand you. The thing with the FFB is that it's derived from the tire model. That's also why you heard so many people say that the FFB got so much better after the last two big tire model upates in iRacing. What I mean is, focusing on the FFB is focusing on the tire model to maybe 90%.
I wonder why Barry Roland always tries FFB hardware with iRacing foremost.
 
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omegasc

Banned
Sep 12, 2018
175
How's the new tyre model in iRacing?

As for FFB, its so subjective. I found iR okay way back when but I hated the tyre model and never returned.

R3E's FFB has been overhauled and I think it's good but not awesome. AMS is still the best for me and nKP would be second.

as pointed out by Tyler, FFB and tyre model are very interconnected, so I can't say it has improved a lot.
But I did find myself catching some oversteer that I think I'd never would never do before. So there's that.

The thing with the FFB is that it's derived from the tire model.
...
I wonder why Barry Roland always tries FFB hardware with iRacing foremost.
Barry uses iRacing because that is the sim he puts more hours into, I believe, so he can better tell differences. He usually goes Sebring and - I forgot which car - but it is almost always the same combo. But yes, he might be missing things due to this.
I read somewhere that iRacing keeps FFB at 60 because the engine would need a big big rewrite since it is very old. I don't know if it is true.
 

TJP

Member
Oct 27, 2017
1,723
The people at S397 must have heard the complaints as the Dec roadmap is excellent.​

ALL cars have been updated with new icons and logos compatible with the new UI.

Workshop Items

StockCar 2015 – v2.00
Howston G4 1968 – v2.00
Howston G6 1968 – v2.00
Indycar Dallara DW12 2014
Nissan GT500 2013 – v2.03
USF2000 2016 – v2.00
AC Cobra 427SC 1967 v2.01
Chevrolet Camaro GT3 2012 – 2.00
Corvette C6R GT2 2009 – 2.00
Kart Cup – 2.01
Honda Civic BTCC 2013 – v2.00
Formula Renault 3.5 – v2.00
Renault Clio Cup 2010 – v2.00
Brabham BT20 1966 – v2.00
Howston Dissenter 1974 – v2.00
Panoz Roadster 1999 – v2.00
Nissan GTR 2011 – 2.00
Formula 2 2012 – v2.00
Skip Barber – v2.02
– Added rain effects

Tatuus Pack
– ALL Tatuus – Added upgrade.ini into unencrypted .mas for league use
Tatuus F3 T318 2018 – v1.06
– Separated WSK and Asia as opponents
Tatuus USF-17 – v1.07
Tatuus PM-18 – v1.07
Tatuus FT-50 – v1.07
Tatuus MSV_F3-016 – v1.07
Tatuus F4 2018 – v1.07

Steam Store Items

GTE
ALL: Diffuser adjustment in GTE cars to reduce aero push oversteer of leading car.

Porsche 991 RSR GTE – v1.99
Chevrolet Corvette C7.R GTE – v2.05
BMW M8 GTE – v1.81
Aston Martin Vantage GTE – v1.11

LMP
Oreca 07 LMP2 – v1.69
Norma – v1.76

GT3
Audi R8LMS GT3 2018 – v1.51

Changed naming to reflect 2018 in the car list
Bentley Continental GT3 – v2.55
Callaway Corvette C7 GT3-R – v2.51
Mercedes AMG GT3 – v2.51
McLaren 650S GT3 – v2.43
Aston Martin Vantage GT3 – v1.47
BMW M6 GT3 -v1.45
McLaren 720s GT3 – v1.43
Porsche 911 GT3R – v1.41
Radical RXC GT3 – v2.55

Other
BMW M2 2020 – v1.31
– Fixed collision box
– Added 'Clubsport' upgrade

Formula E 2018 – v2.03
McLaren Senna – v1.07

More free content:​

NZ tracks have been added - Highlands, Teretonga, Pukekohe, Manfeild and Hampton Downs​

*The 2019 model is free for every one who already owns the previous Audi R8 GT3
Lovely :)​

My only disappointment is people who own the DLC such as the Formula E version of Circuit d´Azur or the KartSim DLC don't get a discount on the new additions. An R3E or iRacing style discount would be appreciated S397.​

 
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TJP

Member
Oct 27, 2017
1,723
The new UI for rF2 is winning people over.

/s

It is clearly an alpha build and doesn't work for what appears to be a large percentage of people.
 

手加減 TG

Member
Dec 11, 2019
890
The new UI for rF2 is winning people over.

/s

It is clearly an alpha build and doesn't work for what appears to be a large percentage of people.
I've already returned to the older, faster, faithful UI. For me, the new UI seems relatively bug free, but I dislike the flow and the increased number of clicks from boot to race.

Superb content release from S397 though.
 

TJP

Member
Oct 27, 2017
1,723
I've already returned to the older, faster, faithful UI. For me, the new UI seems relatively bug free, but I dislike the flow and the increased number of clicks from boot to race.

Superb content release from S397 though.
I keep getting stuck on closing rF2 as Steam thinks the sim is still running after it's closed.

The UI needs some further testing; it is a massive improvement on the old UI.
 

TJP

Member
Oct 27, 2017
1,723
ACC Change log to v 1.2.2:

  • Fixed podium visibility in gallery replays.
  • Fixed pitcrew animation when only refuelling is selected.
  • Fixed brake pads in old savegames.
  • Tweaks for Porsche 991II GT3 R FFB vibration.
  • Tweaks to overall dirt buildup on the car bodywork and windscreen.
  • Fixed Ferrari rim LODs that was causing custom colours to show up incorrectly at a distance.
  • MP: increased private server slots for Hungaroring (50) and Zandvoort (34), Silverstone (50), Nurburgring (50), Misano (50) and Barcelona (50).
  • Fix for shared memory stopping after a transition.
  • Porsche EVO and Huracan EVO Spa aggressive setups updated to mitigate physics-induced vibration on certain DD wheels.
 

Mengy

Member
Oct 25, 2017
5,410
I'm thinking about buying a racing game during the Steam sale. I don't want to spend a lot of money and I'm not interested in online at all, I just want a fun single player experience with lots of content that will work well with my G27.

Currently considering either Assetto Corsa or Project Cars 2. Any opinions on which would fit what I want the best?
 
Oct 25, 2017
1,957
Germany
I'm thinking about buying a racing game during the Steam sale. I don't want to spend a lot of money and I'm not interested in online at all, I just want a fun single player experience with lots of content that will work well with my G27.

Currently considering either Assetto Corsa or Project Cars 2. Any opinions on which would fit what I want the best?
pCARS2 is more of a console worthy complete package, but almost any PC sim fan would recommend Assetto Corsa over PC2. So, get AC with all DLC, then download a user-made menu UI called Content Manager and a shader mod called SOL, which makes the game look MUCH MUCH better and also enables night racing and working headlights and many more things (better skies and skyboxes too).
That and hundreds of very high quality, free mod tracks and cars (though cars can be hit and miss) you can get from RaceDepartment.com.
I'm sure Mascot could have explained it better and given you more and cooler mod content sites, he's our local AC expert.

And give RaceRoom Racing Experience a try. The base content is free and they just had a big physics upgrade. Also, this weekend all content is free to try out.
 

TJP

Member
Oct 27, 2017
1,723
I'm thinking about buying a racing game during the Steam sale. I don't want to spend a lot of money and I'm not interested in online at all, I just want a fun single player experience with lots of content that will work well with my G27.

Currently considering either Assetto Corsa or Project Cars 2. Any opinions on which would fit what I want the best?
The question is twofold.

As Tyler has stated, Assetto with the DLC plus all of its various mods are hard to beat as a package presuming you are interested/comfortable with tinkering with mod files. AC will run better on modest hardware.

Project CARS 2 (pCARS 2) in ultimate guise is hard to beat in terms of officially licenced cars and tracks ranging from single seat Formula Ford and karts to Group C monsters, F1 cars and rallycross.

You will need a newish Nvidia GPU (10XX series) to run pCARS 2 at the High to Max presets as its visuals require much hardware and your pretty much SOL on AMD hardware. The same goes for the CPU too for pCARS; the more modern the CPU & with more cores, the better it will perform. If it's an AMD or Intel CPU really doesn't matter as much.

Any of the older SimBin titles and AMS which are based on the isiMotor 2 engine will run on really modest hardware. The visuals are old looking however the content is excellent and plenty of mods are available.

The SimBin bundle has GT cars, WTCC, Caterhams, Radicals plus much more whereas AMS is based on the Brazil 'stock' car - their version of a V8 powered touring car series with some very unique content such as Supertrucks, a V8 Holden supercar and is the 'best' example of what the isiMotor 2 can do.

SimBin: https://store.steampowered.com/sub/18370/

AMS: https://store.steampowered.com/bundle/12010/Automobilista_Ultimate_Edition/

Edit: If you're into sim-light, I see both NFS Shift and NFS Shift Unleashed can be bought for under $10 combined on the EA store. Both games use an earlier version of the graphical engine as pCARS however Shift and Unleashed run on far lesser hardware - e.g a GTX 680 will run either game on their highest settings at 60fps.

Mods exist for both games to add in an extra level of 'simness' - https://bitbucket.org/ermo/s2u_ucp/wiki/Home
 
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omegasc

Banned
Sep 12, 2018
175
I'd say AMS / AC for the oficial content. And when you feel like trying mods, then both are a good starting point, with AC currently having the most community support, I believe. Get Content Manager for AC. Follow Mascot's posts here :)
Nothing else I can say that hasn't been said by TJP or Tyler.
 

Mengy

Member
Oct 25, 2017
5,410
So yeah Assetto Coras is pretty freaking awesome. I love how everything is unlocked and open from the start so I can drive any car on any track I want to. I absolutely love the ghost hot lap feature, heck I could pretty much just compete against msyelf forever and be content with it, but I set up a few AI races too and will be doing a lot of that too.

Well worth the $11 I spent for the complete deluxe version.
 

Mascot

Member
Oct 26, 2017
1,706
So yeah Assetto Coras is pretty freaking awesome. I love how everything is unlocked and open from the start so I can drive any car on any track I want to. I absolutely love the ghost hot lap feature, heck I could pretty much just compete against msyelf forever and be content with it, but I set up a few AI races too and will be doing a lot of that too.

Well worth the $11 I spent for the complete deluxe version.
Now start collecting mods - that's when the real fun begins.
 
Oct 25, 2017
1,957
Germany
Apropros mods... the AC NSX mod. Tried it when I was new to PC sim racing and loved it (but didn't know shit back then). Then much later tried the 2.0 version of the mod and thought it was very off in the balance and yawing in oversteer without sliding was bad and weird understeer tendencies. Tried the 2.3 version yesterday (revised physics in most aspects) and thought it was really good. Not as good as the one from Niels for rFactor, but about as believable as that car can get in AC imo.