Assetto Corsa v0.6

0.6 notes from Kunos..
So, it's that day of the month again and a new update is ready.

Let's have a look at todays "particular" update.
As you might have guessed, we won't release any new cars or tracks today. We understand that this might be a bit of a let down for some of you, but then again we have already released 35 cars and their upgrades and 12 tracks... considering AC's physics engine depth, I'm sure there's more to explore than simply jumping from one car to the other.
So what's in this new update? Lot's of core work to make AC better, some of it very evident, some of it under the surface but very important.

First of all we are enabling AI Quick Races for all cars, all tracks. You can select whatever car you like, whatever track you like and whatever number of opponents (up to the track limits). Most importantly you can select different opponents to race against. Multi-class, multi-era, multi-performances, multi-whatever.. err...no scratch that, multiplayer is not ready yet (we're working on it, you know we do!).

So this is very important, we worked very hard to enable all cars and all tracks to enable the AI. Tons of data to process, but we didn't just stopped there. We have laid out the ground to build a better AI that understands better the intentions of the player. On some cars you might see a better behaviour, on some others more or less the same, but the work is there and slowly we will update all of them. Your feedback is valuable and that's what early access is all about, so thank you in advance!

What's next? Collisions. You can lean on your opponents now, bump door against door, push and get pushed and the experience should be far better. Most importantly no more landmines and you can go over high kerbs with far more realistic behaviour. That also permits us to make the terrain collisions more accurate and this means more setup work for you, as you might need to make the setup stiffer, user bumpstops, or raise the car height to make sure the car is not bottoming out. If you hear strange scraping noises and experience unexpected spins on fast turns, it might mean that your old setup was way too low... AC is getting more mature and this means that it requests from you the drivers, more skills and more setup work. We are sure you're going to have fun limiting bottoming, without affecting car balance

Sound engine. We have worked on the sound engine to improve the sound of the opponents cars in AI races as well as taking advantage of 5.1 systems. It's been quite an extensive work, way too long to describe, but let us know what you think and if you find any bugs.

As usual lot's of little fixes, bug hunting and optimisations as usual, but also new much requested features like steering wheel hiding, look behind, smoke rendering on mirrors with on/off option, penalties system selectable from UI and more. We are listening the community and working out all the small little details, one by one.

Last but not least, a very important and very complicated theme module management for the UI. What does that means? Modders can now write their plugins and connect them inside the User Interface (like the amazing "Rivali" suite). Theme modules are then saved inside the username/documents/assetto corsa folder. This is very important, as we can update the user interface everytime we think necessary and users will not lose their installed mods and UI modifications (if made following our guidelines). Also, users can now select which UI mods can enable from Options/General menu. There is also an example with documentation for modders. This is far more important than it might seem, and opens the door to modders to create amazing applications that work seamlessly inside Assetto Corsa User Interface.

Hope you have fun with this new update, looking forward to hear your feedback.

The Assetto Corsa development team
 
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It is important to us to have the AI aggressive, fighting for a place even when packed, because we think it is easier to have them like this "resolving" fast the gaining places problem, even if they are crashy, and then make them more "polite", than having the problem the other way around and not been able to overtake at all.

As usual, expect the ordinary quick fixes in the next days and I'll keep you informed on the developments.
You feedback is very very useful to us right now, so keep it coming and spread the word.

Thanks!

Ah, I see, so it is more of a compromise situation right now! I`m very faithful you guys will nail it down sooner or later.
 
I am not sure since I am no developer, but maybe the problem revolves around the aspect of the faster the AI car gets, the smaller the margin of making mistakes gets.What's fine for the slow AI car (Fiat 500) in the terms of reaction time could be too late for the AI when using a fast car (Zonda or GT3/2)? And another aspect might be, that the more resources of the computer (cpu threads) are used at the verge of overload, the more the AI will go down hill? As said, I am not a developer (more like a theorist or empiricist at best) and I have no idea how the AI is programmed in terms of reaction times and how it really works under the hood. ;)
 
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The main problem is lap one, after the field settles their behaviour is good imo.

Except for the F-Abarth AI, those are a bit too prone to divebombing and "full contact" overtaking, which is not how a Formula car should be raced.
On a touring car some touching is acceptable, but not on a fragile prototype.

There's almost no limit to how late you can brake that thing if you don't care about your exit speed and that leads to the AI going balls to the wall on corner entry.
 
I have never seen this message of high CPU usage, and with MSI afterburner I can see that with 15-16 AI I hit easily 100% with my AMD Phenom II 955@3.7 but with a crossfire. I also noticed a bug with collision on the outside wall, I have got sent up in the air at Monza after hitting the tire wall on the right outside the Ascari... I will try to make a video and post it into official forum
 
Unless somebody of Kunos has time or is willing to briefly describe how AI works (this is by no means a request!), it might be interesting to see how the AI works on different pc systems and setups. The problem however is, that it will be impossible to recreate the same situation on the track over and over again on all systems. So I am not sure if a reliable conclusion can be drawn.
 
assettocorsa/launcher/themes/default/index.html
<div id="sliderRaceLaps" data-filter="racelapslider" class="slider" data-slidermin="2" data-slidermax="10" data-sliderstep="1">

I imagine it's disabled because none of the default setups have enough fuel, and it doesn't dynamically choose the fuel load to suit the race yet.
Thank you VERY much for that mate. thats the info i was looking for..
 
I'd like to quote another developer on this "It MUST be optimized as a racing simulator, not a screen shot generator."

Who cares about so called "next gen" graphics, Assetto looks well enough as it is with some minor tweaks to lightning conditions we got a beautiful looking sim. I would hope most of the driving enthusiasts care about physics behind the shiny parts.
 
just disappointed, expecting evolution 0,6
for me it is important the beautiful graphics, I had high expectations of this game


netkar?. xaxaxaxaxaxa who cares for this game

as sad as it might be, but I guess you're looking at the wrong place for your racing fix

key aspects of Assetto Corsa are as close to reality as possible simulated environments, not mega shiny graphics - though the graphics of Assetto Corsa are in no way bad!
 

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