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Melkaz

Member
Oct 26, 2017
178
For those without a rig, what's the very best set of pedals? Is it the Clubsport v3s? I currently own the TP3As and I'm not as consistent or quick with them as I'd like, which is likely due to the measure of travel distance rather than pressure that would be gained from a LC.

I know you most likely went with the V3 already but I went from the TP3As to the CLS Elite LC and I can tell you that it's an amazing upgrade. I always locked up using cars without ABS but nowadays with some muscle memory and a few test laps I only lock up when under pressure or when a mistake is made. By far the biggest upgrade possible. Since the V3 also has a LC I'm pretty sure you will be very happy!

I was also planning to replace my T300 with a Fanatec CSL elite but decided to first invest in a 80/20 Sim Lab rig.A T300 > CSL elite should less of an upgrade then TP3As to LC. I still plan to upgrade later this year just for compatibility sake and having less USB's to mess with. I also miss driving GT Sport nowadays.
 

Mutagenic

Member
Oct 30, 2017
2,314
Thanks for all the recs. Went v3 w/brake mod, which was still cheaper with shipping from Fanatec than from Amazon. It looks like it'll maybe be shipping out of CA? I'm in the PNW so hopefully standard shipping isn't too bad.
 

TJP

Member
Oct 27, 2017
1,723
ACC update:

Changelog v0.7.0

Gameplay:
- Opened SRO E-Sports Series - Round 1 special event.
NOTE: This special event is controlled remotely and may be invisible for a short time after the release.
- Reintroducing Endurance game modes.
- Added Custom Race Weekend mode that allows you to completely customize a race weekend, including number of races, mandatory pit stops and time multiplier.
NOTE: Some features, such as the Superpole session will become available in the full release of the game.
- Introducing penalties for various on-track transgressions: pitlane speeding, cutting, failure to serve mandatory pitstop within the pit window.
Penalties include warnings, drive-through, stop&go and disqualification. Cutting is penalized depending on time gained. Cuts with large gains result in DQ straight away. Speeding in the pitlane may remove your fastest lap in non-race sessions, and serious speeding results in DQ straight away. Added penalty for reversing.
- Introducing pit stops with refuel, tyre change, damage repair and serving penalties.
- Introducing dynamic weather, custom weather and track status presets: the Weather page in the menu now allows you to select existing presets and enable dynamic weather for each single one of them. The preset defines the starting conditions, and also have a significant effect on what you can expect. Weather variability can range from 1 to 100%.
The Custom weather preset allows you to set each aspect of the conditions, including cloud cover, the intensity of rain and levels of track wetness and standing water.
NOTE: Selecting the Clear weather preset and high variability doesn't mean that you can expect drastic changes over a short period. Cloudy weather on the other hand, has a much bigger probability of producing precipitation, but variability can also render conditions to improve significantly.
NOTE: The weather is designed to be dynamic over realistic periods of time. However, as it uses game-time, the player can accelerate weather transitions by using the time multiplier.
- Various improvements in cut detection and corresponding penalties.
- Fixed engine start assist sometimes failing to restart the car.
- Added input to change secondary (Racelogic device) pages. Cycles between current laptime, delta, stint time and speed). Default key is ALT+D.
- Added input to toggle wiper on and off. Uses last selected wiper speed. Default key is ALT+W.
- Replay pause: now updated on random access.
- Replay pause: now possible to use the free camera controls with the same speed as 1x speed.
- Improved management of automatic highlights priority and avoiding flood.
- Option file for replay in [Documents/Assetto Corsa Competizione]/Config/replay.json
- Added possibility to reduce saved replay time in options/general.
- Fixed wheel speed with different replay playing times.
- Fixed replay focused camera for disconnected cars during random access.
- Next car/previous shortcut is now based on relative car positions.
- Improved logic for white/yellow/blue flag and optimizations for marshalls.
- Fixed fireworks/tracklight/endmode for replay.
- Permanent spotter message groups.
- Added short wait time at the start of the formation to allow enough time for manual starting procedure.

Ratings:
- Fixed Safety Rating (SA) decaying in both race and solo conditions.
- Improved Racecraft Rating (RC) development directly after unlocking.
- Improved Consistency Rating (CN), should now be more sensitive to inconsistencies.
- Improved Consistency Rating (CC) to be less volatile.
- Improved ingame rating widget to highlight rating value gains.
- Rating widget will now allow to unlock the highest rating Competition (CP) and remain in collapsed state then.
- Added data charts and insights for SA and RC rating Driver Profile Rating Page.
- Fixed driver category assignment in Total Rating page, added Beginner and Rookie categories.
- Due to the significant changes in RC and SA, both ratings will be reset. Progress in TR, CN and CC will remain.

Visuals:
- Fixed a bug in VR that caused the racing HUD to flicker and hit performance by constantly re-rendering the overlay.
- Introducing visual and mechanical damage:
Mechanical damage affects bodywork, suspension, aero and tyres.
Visual damage affects bodywork, windows, can deform body parts and also affects the functionality of headlights.
- Added dynamic windshield dirt effects that are cleaned off during pit stops.
- Added blurred brake disc visuals.
- Fix for Dash and DashPro cameras having wrong offset/rotation when using custom settings.
- Fix for wrong camera pitch after F1 cycle with lock to horizon enabled.

UI/HUD:
- First release of the new multi-page and multi-functional widget, replacing the old Standings widget.
It contains a real-time track position page, standings, pit stop strategy and car electronics. Navigation is possible with all navigation inputs, including keyboard arrows, D-Pad and mouse.
It enables the player to control all car-related inputs (TC, ABS, wiper, lights, rain light etc.) on the fly, without having to map each key to the steering wheel/button box.
NOTE: the MFD uses navigation inputs, which means input overlap may need some bindings to be remapped.
NOTE: the MFD navigation in VR is not yet functional, thank you for your patience.
- Introducing weather forecast and grip status widget: a simple widget on the HUD that alerts the player of changing weather forecast in 10 and 30-minute projections. It is also visible on the race and setup screens.
NOTE: It shows weather forecast in real-world time, which means in accelerated sessions the forecast will be translated to a time that is easier to understand for the player.
- Fixed timing issues on car dash displays.
- Additional server information on Multiplayer lobby page, including session status and dynamic weather indicator.
- HUD pages can now by cycled backwards using Shift+F2.
- Added realtime track position widget.
NOTE: it is now the default page inside the MFD in multi-car sessions.
- Weather and Track status summary now visible on the weather tile in the Single Player page.
- Added helper information for various single player pages and the new weather page.
- Added tyre pressure readout on tyre app to help users who do not use cockpit cameras monitor tyre pressure.

Physics:
- Optimizations in multithreaded CPU calculations.
- Brake duct simulation. Influences brake disc heat and braking efficiency, but also rim and air temperature inside the tyre and thus pressure and general tyre temperature.
- Brake duct settings in setup aero screen for all cars. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for simracer's gratification. Setting 6 is completely open and can keep the brakes very cold.
The peak temperature is of course important but keep in mind that a low setting not only heats up more, but doesn't cool down the brake in the straights, so the heat accumulates and keeps dissipating heat to the tyres.
Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don't judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition.
- Suspension damage for all cars (WIP).
- Basic aero damage for all cars (WIP).
- Optimizations to tyre flex at very low speeds, to diminish or even eliminate an FFB vibration around 50kmh.
- Added tyre pressure and potential puncture influenced by riding kerbs aggressively.
If you ride stepped kerbs with low tyre pressure (cold tyre) the tyre flex might provoke pressure loss. How much pressure loss is not easy to predict, but the lower the pressure the more pressure loss will happen. Hitting the kerbs and sliding laterally over them with low pressures can result to a tyre deflation losing all pressure instantly in less than a lap. Avoid kerbs with very cold tyres at all costs. When the tyre has adequate pressure, the risk of loss of pressure is almost null so you can attack kerbs again. Be careful when racing on slick tyres when it starts raining. The tyres will lose temperature very fast and so you must avoid kerbs until you enter for your pitstop. Any pressure over 26psi is relatively safe. The whole system is complex, brand new and we are still working on it. Thank you for your patience.
- Improved collision model, which significantly benefits car-to-ground collisions. Also brings significant improvements to car behaviour when attacking any kind of kerbs.
- Start ECU assist now has more discreet intervention because of the launch control implementation. To start, just floor it in 1st gear with clutch on and revs will be limited to 5000rpm. The less start assist should aid when trying to spin around on grass after a track exit.
- Tweaked TC logic for all cars. Permits more slippage in straight line and more angle. Can result in more oversteery cars in lower TC settings so take care when track is slippery.
- Fixed bug that could cause an event to start with tyres in ambient temperature if user clicked directly on drive.
- Wet tyre adjustments.
- Slick tyres optimum pressure range now 1-2 psi higher.

Audio:
- Exterior engine volumes are now higher.
- Interior engine volumes are now higher.
- Fixed wind sound in tunnel/underpass sometimes not played properly.
- Fixed pit alarm sirens sometimes not played properly.
- Tuned exterior volume for engine reverb and reflection.
- Tuned volume attenuation curve for opponents when the player is in cockpit/chase cameras.
- New radio messages and alerts, including penalties, damage, tyre pressure warning.
- Fixed possible crash changing device for xaudio2.
- Fixed inconsistencies in ambient zone audio.
- Updated fmod to version 1.10.10.

Multiplayer:
- Fixed issue where the HUD would vanish after a session transition.
- Enabled server rating requirements, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
- Added dirt and visual damage to Multiplayer.
- Improved server lobby stability.
- Enabled dynamic weather in multiplayer server configuration, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
- Improved race-weekend track condition simulation in Multiplayer when dynamic weather is used.
- Safety (SA) and Racecraft (RC) ratings will change with a drastically reduced rate on password protected servers.
- Added server admin commands: /kick and /ban.
 

1-D_FE

Member
Oct 27, 2017
8,252
Was anyone else following the Simucube 2 hype up? How much of a buzzkill was that? Those prices are crazy.
 

TJP

Member
Oct 27, 2017
1,723
Is ACC worth trying again yet?
Some love ACC, I don't get on with its visuals and await for Kunos to fix this area before attempting to play it. Physics etc are all subjective..if you like AC you should enjoy ACC.

If it were me, I'd stick with AC and CM with the shader mods for a bit longer.
 

Melkaz

Member
Oct 26, 2017
178
I only slightly regret not buying ACC for 25,-. I watched some streams yesterday and it looks very promising indeed but not yet for 45,- euro's I'm afraid.
 

Dave_6

Member
Oct 25, 2017
1,522
Huge new update for R3E is out including the new Group C cars! Glad I'm off work for the rest of the week.
 

Mascot

Member
Oct 26, 2017
1,706
I'll PM yo the code.

It's my humble monthly key from a couple of months ago.
Thanks dude..!
Downloading now. I'd kind of forgotten all about pCARS 2 what with the multitude of recent improvements to Assetto Corsa regarding day-night, light configs, VAO, sparks, Sol weather, ACU back releasing mod tracks, performance optimisations, the constant stream of car and track mods, and a billion other things I can't remember right now.
Plus, of course, the new motion rig.

Looking forward to seeing how pCARS 2 has moved on since I last tried the demo, which was probably around the time that the demo was released.

How is it generally received these days?
 

TJP

Member
Oct 27, 2017
1,723
Looking forward to seeing how pCARS 2 has moved on since I last tried the demo, which was probably around the time that the demo was released.

How is it generally received these days?
The answer really depends on the track and car class you play as pCARS 2 is the definition of a spotty experience. You will find quirks as you play and some issues will frustrate. Note that any issues you encounter won't be fixed as SMS have moved on after the one year of support AKA DLC releases. I'd suggest Namco decided the game was a flop and stopped plans for further support after the Ferrari DLC.

What pCARS 2 isn't is not fun - don't take it as a "serious sim" and you'll enjoy the experience SMS provides. Graphics are best in class, FFB is solid when dialed in, there are many tracks and cars to race balanced out by terrible wet weather performance (unless you own a GTX 2080Ti), varying AI skill levels, meh sounds and a bare bones career mode.
 
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Mascot

Member
Oct 26, 2017
1,706
Thanks chaps. Both will have to impress me a lot to tear me away from the new and evolving AC.
 

Mascot

Member
Oct 26, 2017
1,706
GHG thanks again for that code mate. I've been having a lot of fun with it this afternoon. I just need to work on a profile for the motion rig to get better surge under braking, and try that FFB profile you recommended.

Graphics look fantastic, the lighting in particular really brings things to life.

Is any DLC worth getting?
 

Soundscream

Member
Nov 2, 2017
9,232
Hello all I have a question about selling my racing setup. Due to a lingering back injury I havent used my wheel and pedals in over a year. I dont foresee myself ever using them the way I would want to in the near future. So I'm looking to unload my fanatec gear, and wonder if eBay is the best way to go about unloading it? Or is there a better way?

For reference I have

Fanatec csl elite wheel base (pc/xb1) $300
Fanatec csl steering wheel p1 (pc/xb1/ps4) $90
Fanatec v1 clubsport pedals. Maybe $100 because they are old

I'd like to bundle them all for like $300 + S&H, so someone could enjoy it and they arent just going to waste in my house.
 

Mascot

Member
Oct 26, 2017
1,706
Hello all I have a question about selling my racing setup. Due to a lingering back injury I havent used my wheel and pedals in over a year. I dont foresee myself ever using them the way I would want to in the near future. So I'm looking to unload my fanatec gear, and wonder if eBay is the best way to go about unloading it? Or is there a better way?

For reference I have

Fanatec csl elite wheel base (pc/xb1) $300
Fanatec csl steering wheel p1 (pc/xb1/ps4) $90
Fanatec v1 clubsport pedals. Maybe $100 because they are old

I'd like to bundle them all for like $300 + S&H, so someone could enjoy it and they arent just going to waste in my house.
eBay can be a pain in the ass for selling sim hardware. Apart from the commission and fees you might get some random asshole who claims the stuff doesn't work, and eBay will always side with the buyer.
Why not sell on RD's classifieds? I've sold a lot of stuff on there trouble-free. You're selling to enthusiasts. And no fees, no commission.
https://www.racedepartment.com/forums/sim-racing-marketplace.66/
...or there's always Inside SimRacing, which have a similar setup
https://www.isrtv.com/forums/forum/37-sim-gear-buy-and-sell/
 

Soundscream

Member
Nov 2, 2017
9,232
eBay can be a pain in the ass for selling sim hardware. Apart from the commission and fees you might get some random asshole who claims the stuff doesn't work, and eBay will always side with the buyer.
Why not sell on RD's classifieds? I've sold a lot of stuff on there trouble-free. You're selling to enthusiasts. And no fees, no commission.
https://www.racedepartment.com/forums/sim-racing-marketplace.66/
...or there's always Inside SimRacing, which have a similar setup
https://www.isrtv.com/forums/forum/37-sim-gear-buy-and-sell/
Is isrtv still active since the channel went belly up?
 

TJP

Member
Oct 27, 2017
1,723
GHG thanks again for that code mate. I've been having a lot of fun with it this afternoon. I just need to work on a profile for the motion rig to get better surge under braking, and try that FFB profile you recommended.

Graphics look fantastic, the lighting in particular really brings things to life.

Is any DLC worth getting?
I really liked the Porsche, Ferrari and Le Mans packs. If you can get the season pass for a decent price, I'd suggest buying it if you are enjoying pCARS 2.

Breakdown of the DLC packages:

Japanese Car Pack:
  • 1993 Nissan Skyline R32 Group A (Group A)
  • 1979 Nissan 280ZX GTX
  • Honda Civic Type R
  • Honda 2&4 Concept Car
The Motorsport Pack:
  • 1974 Jaguar E-Type V12 Group 44
  • 1997 Panoz Esperante GTR-1 (GT-1)
  • 1991 Audi V8 DTM (Group A)
  • 2016 Opel Astra TCR (TCR)
The Fun Pack:
  • 2018 Ford Mustang RTR Spec-5D
  • 2017 Ford Bronco "Brocky" RTR
  • 2016 Audi S1 EKS RX
  • 2016 Citroen DS3 RX
  • 1985 Ford RS200 Group B
  • 1985 Audi S1 Quattro
  • 1978 Renault 5 Turbo
  • 1966 Mustang RTR
  • Catalunya RX
  • Brands Hatch Classic RX
Porsche Pack:
  • 2017 Porsche 911 RSR
  • 2004 Porsche Carrera GT
  • 1987 Porsche 959 S
  • 1981 Porsche 935/78-81
  • 1978 Porsche 935/78
  • 1973 Porsche 911 Carrera RSR 2.8
  • 1971 Porsche 908/03 Spyder
  • 1971 Porsche 917/10
  • 1970 Porsche 917K
  • Porsche Centre Leipzig
Spirit of Le Mans Pack:
  • 2016 Audi R18 LMP1 Fuji
  • 2016 Audi R18 LMP1 Le Mans
  • 2016 Toyota TS050 Hybrid
  • 2016 Porsche 919 Hybrid
  • 1986 Porsche 961
  • 1980 Porsche 924 Carrera GTP
  • 1971 Porsche 917 Long Tail
  • 1970 Ferrari 512 S
  • 1970 Ferrari 512 M
  • Classic Le Mans
Ferrari Essentials Pack:
  • 2016 Ferrari F12tdf
  • 2015 Ferrari FXX K
  • 2015 Ferrari 458 Speciale Aperta
  • 2001 Ferrari F355 Challenge
  • 1987 Ferrari F40
  • 1978 Ferrari 512BB LM
  • 1961 Ferrari 250 GT Berlinetta
  • 1957 Ferrari 250 Testa Rossa
  • Mugello
  • Pista di Fiorano
 

Mascot

Member
Oct 26, 2017
1,706
I really liked the Porsche, Ferrari and Le Mans packs. If you can get the season pass for a decent price, I'd suggest buying it if you are enjoying pCARS 2.

Less than a tenner from CDkeys right now, so it'd be daft not to.
I'm sure pCARS 2 will expose its flaws to me over time but I was surprised how refined it felt yesterday.
And Bannochbrae will always be worth a few sets of tyres.

The season pass does contain ALL content for the game, I assume? There's no preorder stuff that isn't included, is there? It's remarkable how difficult it is to find a definitive answer about this on the web, lol.
 
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DrPenguin

Member
Aug 12, 2018
99
The season pass contains everything except the pre-order package that includes the Honda 2&4 concept car, IIRC. I bought the season pass and full game last July and got everything but that pre-order pack.
 

TJP

Member
Oct 27, 2017
1,723
You can buy the Japanese car pack separately on Steam.

As I have it, I can tell you you're not missing much unless you really need the R32 or Nissan 280..the Honda is okay too for a laugh.
 

Mascot

Member
Oct 26, 2017
1,706
Ah thanks, I'll take a look.
I remain super impressed with pCARS 2's visuals. AC looks very weak by comparison, even with shader patch and Sol goodness.
 

TJP

Member
Oct 27, 2017
1,723
Ah thanks, I'll take a look.
I remain super impressed with pCARS 2's visuals. AC looks very weak by comparison, even with shader patch and Sol goodness.
PC2 is a great looking game and I am glad we have one release with "console level" visuals. pCARS 2 is an excellent graphical showcase along with the Forza series of what a PC GPU can accomplish.

Regarding AC - Stefano pretty much coded the entirety of AC and for an self made graphics engine, AC is really well done and seemingly highly optimised.

The difference between AC and say pCARS for me is in the trackside detail which in AC is really basic. The tradeoff is AC runs really well across a wide variety of old and new hardware, even moreso with the PP filters off.

Ironically there were a few visual backward steps between pCARS 1 & 2, most notable are the shadows and pop in of trackside objects in PC2.
 
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Mutagenic

Member
Oct 30, 2017
2,314
Does anyone with the v3 pedals use the damper kit on the throttle, as per Barry Rowland's recent review? It looks like a decent option for those who already have the brake performance kit installed.
 

Deleted member 8408

User requested account closure
Banned
Oct 26, 2017
6,648
Thanks dude..!
Downloading now. I'd kind of forgotten all about pCARS 2 what with the multitude of recent improvements to Assetto Corsa regarding day-night, light configs, VAO, sparks, Sol weather, ACU back releasing mod tracks, performance optimisations, the constant stream of car and track mods, and a billion other things I can't remember right now.
Plus, of course, the new motion rig.

Looking forward to seeing how pCARS 2 has moved on since I last tried the demo, which was probably around the time that the demo was released.

How is it generally received these days?

From what I can tell the current reception is mixed. Those who are using availablr FFB moss seem to enjoy it more than those who don't. Glad to hear you're enjoying it though.

RE: the graphics, I agree that it's ahead of AC in many aspects. It's especially apparent in VR. As far as VR is concerned I'd say only iRacing is better in terms of the balance between how it looks and how demanding it is on your PC.
 

TJP

Member
Oct 27, 2017
1,723
Are any of these worth installing? I'm guessing there's a bit of faffing to get them installed. I've been totally spoilt by Content Manager's drag 'n' drop simplicity.
You'll have to man up and try something new :)

The guy who makes the cars knows pCARS inside and out and was a key member of the team who released modded Shift and Unleashed to make both more sim with the unofficial community mod patches. I had several installed and they all drove at least as well as the SMS cars.
 

Mascot

Member
Oct 26, 2017
1,706
You'll have to man up and try something new :)

The guy who makes the cars knows pCARS inside and out and was a key member of the team who released modded Shift and Unleashed to make both more sim with the unofficial community mod patches. I had several installed and they all drove at least as well as the SMS cars.
Cool beans. Easy to install?
 

TJP

Member
Oct 27, 2017
1,723
Cool beans. Easy to install?
hehe.

It's slightly more complicated that AC however the mods are very easy to install; with Shift and Unleashed you needed to unpack the game yourself! The mods, again like Shift and Unleashed mods, use the JSGME Mod activator which installs the car mods & boot files for you.

The car mods are usually lifted from prior SMS releases such as pCARS and the Shift series; I've not seen any Ferrari's from their Test Drive game.

The required unpacked pCARS 2 boot files are provided on the website and you'll need to have these downloaded first before proceeding. A guide to installing car mods comes with the boot files.

Installation instructions:
1) Use JSGME Mod activator by copying the "JSGME.exe" into the root install folder for PC2. When running JSGME, the default folder for mods is called "MODS".

2) Copy bootfiles into the "MODS" folder. Folders should read "MODS\_Bootfiles for PC2 Vx.x.x.x (Activate After Cars)\"

3) Activate all addon cars FIRST with JSGME then activate the bootfiles.

4) Addon cars require an entry into both vehiclelist.lst and driveline.rg. Make some text files that contain the needed entries for all of your addon cars. This will make is easier to add the entries back in, whenever bootfiles and/or driveline.rg is revised, due to new patches. The mods already have these files with them so it's a cut and paste job.

It may look daunting however after the first cars are installed, it becomes very easy thanks to JSGME.
 
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TJP

Member
Oct 27, 2017
1,723
What the hell did I read.

*Late Friday night rant ahead!*

Stefano states modding AC's weather and shaders is tantamount to rape! What the hell? I'm sorry to say but reading those comments/justifications from Stefano make me laugh given AC was built as a modding platform to take over from rFactor 1 & 2.

Seems to me like he's pissy because AC now has variable weather and TOD changes which Stefano may think should be exclusive to ACC and he stated couldn't be done. And it so happens that AC with mods runs much better on the same hardware than vanilla ACC as of today.

Edit: Stefano has added some thoughts after I posted the above:

Lord Kunos said:
As I've said, things are totally fine Players are happy, company is happy because AC keeps selling, the guys are happy because they are getting their well deserved thumbs up and honestly I've always been too busy to afford the time to even get angry about this
I was simply answering to a direct question about why don't I work with these guys.. to which I offered my honest reply.

As usual it's hard to gauge feelings from written text.. but there is 0% anger and total admiration for the final result.
 
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