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Tyre pressures are probably the most important thing you can change with these cars.  My starting point is always to load the aggressive setup, increase all the pressures by 1 whole psi and go from there.

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So @Meerman and I were discussing the possibility of setting up a more structured league/championship.  I can manage the server, and he's a spreadsheet whizz :)

 

With that in mind, I've created a poll thread to gather some information about what people prefer.  We'd be looking to start mid-August which would give us some time to do more practice races and fine tune the process.

 

Here is the thread...

 

 

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2 hours ago, SharkyOB said:

I'd agree with the above, although I do think getting hot running pressures of around 27.9 in dry conditions is really important and pretty easy to do.  Try to make sure that the rear pressures are a little lower than the front (just .1 or .2 is fine), as I find if they're higher the balance quickly shifts towards oversteer. 

 

Also, as I always say set the brake ducts at 2 at the front and 1 at the rear as a starting point.  Anything lower than this and you will Meerman your brakes :excl:


Good advice.

 

I tend to always use Brake Pads 1 (pads not ducts!) too, I find they have better stopping power.

 

“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 feel.“ - Aris @ Kunos
 

Another tip, during the rolling start procedure ride your brakes (you’ll hear them screech) as it will put heat into them for turn 1.

 

 

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35 minutes ago, SharkyOB said:

you will Meerman your brakes :excl:

 

33 minutes ago, Meerman said:

I feel this should be a new thing. :lol:

 

It's a new thing! :)

 

Also, despite my grumbling last night about how I don't like Nürburgring (especially that first sector), I did really enjoy last night, I'm just gutted that I span off and smashed the front of my car to the point I lost sixth gear right after doing an Eddie Irvine and unlapping myself. :lol:

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31 minutes ago, scoobysi said:


Good advice.

 

I tend to always use Brake Pads 1 (pads not ducts!) too, I find they have better stopping power.

 

“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 feel.“ - Aris @ Kunos
 

Another tip, during the rolling start procedure ride your brakes (you’ll hear them screech) as it will put heat into them for turn 1.

 

 

 

I know so little...:(

 

*takes advice onboard* Much obliged good sir. :hat:

 

29 minutes ago, Thor said:

It's a new thing! :)

 

Huzzah! :sealclap:

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1 hour ago, scoobysi said:

I tend to always use Brake Pads 1 (pads not ducts!) too, I find they have better stopping power.

 

“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 feel.“ - Aris @ Kunos

 

I had no idea about this, I thought the pads were just in sets, like the sets of tyres that are available through a race weekend..

 

Love all this stuff!

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4 hours ago, Meerman said:

Thing is, with other titles I've always done my own tuning but for some reason I struggle doing it in ACC. :(


I think ACC is so advanced in this respect and the cars very aero sensitive that it’s tricky. I decided not to download any 3rd party setups for ACC, primarily because I’d like to learn (never really dabbled with setups much before as often downloaded) and also I think changes are so driver dependent. I’ve only just started tweaking a few things because I figured that until you can lap constantly lap after lap within a few tenths using e.g. Safe setup then the most time you’re going to save will just come from practice.
 

The problem I do have is I’d still rather just drive than fiddle with setups so it’s a bit of a catch-22 but these races have encouraged me a bit more rather than just jumping in ACC and going straight into a MP race.

 

My challenge is to try and dial out some of the understeer on the Lambo, I think I achieved some of that in our latest race, using the aggressive setup I dropped the ride height, adjusted the rear wing to maintain the same aero balance percentage (not really sure on this) and lowered the front arb and that got me into the 56s rather than 57s I think.

 

I’d love to hear what others do to their cars and the good/bad results as it’ll be a great way to learn.

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I don't think I've ever played a sim that has so many sim things as this sim...

 

Nope. This sim is pretty sim!

 

And I suck at it...

 

But I love it!

 

So many conflicting feels. :(

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Definitely got a lot of sim things going on :)  It's been quite an experience for me.  When I got my wheel a few weeks ago I thought I'd be playing F1 2019 and Forza Horizon 4 so I'm chuffed that ACC has grabbed me by the balls, and I'm loving the more involved sim experience that its offering.  Sim racing is really delivering for me in a way I didn't anticipate.

 

Been reading about the weather simulation... how's this for sim...

 

Race weekend simulation

Each server cycle will simulate a race weekend. The configuration starts at Friday night, and simulates weather, track conditions including support program race traffic until the first session configured. With active dynamic weather this means each weekend is unique and unpredictable, while the configuration determines how plausible, subtle or crazy the weekend will feel like. 


Weather simulation

The comprehensive weather system will start Friday night and evolve around the baseline values of clouds, rain and temperatures. It is linked to the time of the day, which means running a higher time multiplier in a session will also accelerate the rate of weather changes. 
 

Weather will drive temperatures, sun impact, wind and cloud levels which can lead to rain. Low “weatherRandomness” enables a realistic evolvement while having a plausible and stable day. A simulation of 10 different days with a value of 3 or 4 could produce such rain flows: 
 

image.png.2f126afc23575e6efed31cda73c500fd.png 


Figure 1:example calculation of 10 days with low/medium randomness; y = rain %, x = hour of day

 

You see most of the days have some rain mixed in but are dry in most of the time. That means the chance to witness rain during a 20-minute session is low but can happen. Extending the time by either longer sessions or higher time multipliers will raise the chance. 


Also note that most rain showers are in the “light/medium rain” region, only one day delivered a full thunderstorm. This is where the baseline of both “cloudLevel” and “rain” play an important role; raising either will make rain more probable.  


Raising the “weatherRandomness” towards the upper end causes more extreme scenarios, where the weather is changing a lot often per day, and is allowed to leave the baseline values more easily. A more extreme case would be around values 5 or 6: 

 

image.png.fa4f88e7a60b1dcedb625c3098ee2e47.png
 
It’s clear how both frequencies and amplitudes change. While this looks nice and sensational, we do not recommend to use extreme values. Even if there is no rain, a value of 2 will already notably shift around clouds, temperatures and wind – but in a way you can still understand what is going on while sitting in a race car. If the temperatures for example raise and drop by 5°C within minutes, most users will constantly have the feeling that something is wrong and they don’t understand what it is. 


So please feel free to experiment with those values and create a cool server setup, but keep in mind that it doesn’t have to reliably rain and stop twice within a 20 minute race session, and that users have to have a chance to follow the weather development. 


Track simulation

During a Blancpain race weekend, many different things are going to influence the track conditions. Friday night, we will start with fairly low or no rubber line, and a dusty track in general. Once the support programs start to run, the track will get a bit cleaner and build up rubber. How your first session looks like strongly depends on the race day you set up – Friday morning before 10am will give you the virgin track, while Saturday evening is already quite good grip. If it didn’t rain in between of course; high weather variation will of course often wash out the track. But as we also simulate the traffic of the other series during the weekend, you may find yourself in wet track with low/no rain, and the dry line started to form. Or the opposite, your session may find a really rubbered ideal line while it just starts to rain (beware, highly slippery). 


Unlike the weather, the track is not affected by the time multiplier, and always “runs” in real time. That means even if you have a quick thunderstorm for one minute, your track won’t immediately rush to full wetness levels, and it also will dry out in real time. The water dissipation rate depends on sun angle, cloud level, temperatures and wind. That means a hot, sunny mid-day scenario may clean up the track within minutes, while you can still find the track wet and full of puddles after a cold night (no sun) or cloudy hours. 


Again, having realistic and plausible weather settings will help users to understand what is going on based on their every-day experience, which in the end makes their experience better – be careful with extreme weather settings and time multipliers. It is also recommended to think about the real track observations; Locations like Spa or Nürburgring tend to have unlimited amounts of surprises, while Barcelona is known to be quite stable and hot (I’ll deliberately leave out the Italian tracks here, after having visited them in 2018 and 2019). 

 

In a recap, we exposed very few parameters to a quite complex system, and playing with those will vastly influence the experience on your server. It is worth to learn and experiment with those settings! 

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Watched that earlier.  It bodes well for console players because stuttering issues seem to be frame pacing problems, rather than dips under 30.  In fact, the frame pacing issues occur when the game goes slightly over.  So hopefully that's something they can patch.

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Yeah, the comments are full of people saying 30fps is unacceptable like none of them ever played Forza Horizon on console.

 

But a constant 30fps is survivable.  It appears to have another issue, the performance of the unlocked PS4 Amateur suggests that the Pro and X will at least have some good room.

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Had a lookaround and it seems this is not really a game suited for a pad. Shame as I liked the Toca racing games years ago. And this seemed a bit similar.

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PS4 pad seems perfectly fine so far, but it's an ugly baby playing on a PS4 Pro. Pop in on the decals of the cars as you go to overtake is a bit distracting. The sound though - wowsers. It's a great sounding game.

 

Frame rate is 30 at best, have only had a couple of races but it hasn't seem to stutter too badly. Wish it was 60 mind. 

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DF video is interesting, makes me wonder what made me feel a bit ill from it, maybe I need to go back and just try to get used to it, the other stuff in this thread all sounds amazing.

 

I’m still hoping for steady 60fps on next gen consoles via BC...

 

 

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2 hours ago, Yuujiin said:

Had a lookaround and it seems this is not really a game suited for a pad. Shame as I liked the Toca racing games years ago. And this seemed a bit similar.

 

As much as it pains me to say it as someone who wishes they hadn't diluted it down, look at the forthcoming Project CARS 3.

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It's not ideal with a pad, but it's perfectly playable (on PC, dunno about console versions). I'm evidently well off the pace of the tweakers and tinkers but I've found consistency is key in the random multiplayer. Much better that the original Assetto Corsa and easier the PCars, it's still on the sim side of racing but if you invest some time in learning the tracks, which you'll need to in order to boost your safety / track rating, it's pretty decent. 

 

I have the AI up at 90 and it's fair, but challenging.

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Right, I've taken all the setup tips that you guys gave me on board and that resulted in a very stable setup. So I've just put in a 1:28.675 so I'm curious if that's competitive. 

 

This track is quite a rollercoaster, isn't it? It's so bumpy in places, that it's a right workout with a lot of feedback through the wheel. The downhill bits are a right blast! :D

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37 minutes ago, Meerman said:

Right, I've taken all the setup tips that you guys gave me on board and that resulted in a very stable setup. So I've just put in a 1:28.675 so I'm curious if that's competitive. 

 

This track is quite a rollercoaster, isn't it? It's so bumpy in places, that it's a right workout with a lot of feedback through the wheel. The downhill bits are a right blast! :D

 

Learning the track last night with no setup tweaks I ran a 1.29 something.  I saw online the really good guys are doing 1.23's - so we could both go a bit faster... but were not miles off.

brand-hatch-gp-circuit-layout.jpg.0c009671bab83e929d84acf5ea861b36.jpg

The bumps - yeah, there's one on the exit to turn 4 (Surtees, the left hander before the long back straight) that's just on the right side as you apply the power, it jumps my car and induces wheel spin :D

 

I love the dip after Paddock.  And I dread the blind right (Sheene Curve according to this map) as I constantly time the turn-in wrongly!

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It’s a fantastic track, one of my favourites, there’s so much time to be had but it’s so easy to get it wrong and end up in the gravel. Such a thrill when you get it right but tough to overtake.

 

Get Surtees wrong and you lose a lot of time down to Hawthorns and along to Westfield. Then trying to carry as much speed through Westfield, through Sheene Curve (so easy to run wide) to Stirlings.
 

@Meerman do you have the Car Control rating unlocked and active via HUD options? That’ll give you a good idea of the corners where you can gain some time.

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29 minutes ago, scoobysi said:

 

@Meerman do you have the Car Control rating unlocked and active via HUD options? That’ll give you a good idea of the corners where you can gain some time.

 

I'll check it and will set it active if not.

 

I've of course went around Brands Hatch plenty of times in other titles, but in this it's raw as hell. When you hit Hawthorn Hill, the wheel kicks like a mule. Same on start/finish going up Paddock Hill bend and down Hailwoods hill going up Druids. I fucking love it! :D

 

So I've done another session just now before the F1 starts, and managed a 1:27.447. Not too shabby! Got a good flow going, but I won't be surprised if some of you baaaaaaastards obliterate my time again. :hmm:

 

:D;)

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