Paul Jeffrey

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Its here!


We are racing at Silverstone this June 2nd - find out the details HERE.

Ok, I don't really need to say anything else as I've got nothing new to add that you don't already know. Basically this is just somewhere for you all to put your comments, so I'll shut up and let you comment away!

Assetto Corsa Competizione Launch FAQ

ACC V1 Released.jpg


Q: What is Assetto Corsa Competizione?

A: Assetto Corsa Competizione is the new official Blancpain GT Series videogame. Thanks to the extraordinary quality of simulation, the game allows to experience the real atmosphere of the FIA GT3 homologated championship, competing against official drivers, teams, cars and circuits, reproduced in-game with the highest level of accuracy ever achieved.
Sprint, Endurance and Spa 24 Hours races come to life with an incredible level of realism, in both single and multiplayer modes. To know more about the Blancpain GT Series, please visit https://www.blancpain-gt-series.com/

Q: When does Assetto Corsa Competizione launch out of Early Access?
A: Assetto Corsa Competizione 1.0 is available on May 29, 2019, featuring the 2018 Blancpain GT Series. Our development team will continue to support the game in order to include also the full roaster, cars and tracks of the 2019 Season with a FREE additional content coming after Summer 2019.

Q: Which controllers and steering wheels is Assetto Corsa Competizione compatible with?
A: See below a list of supported wheels and devices. In summary, any controller recognised by Windows DirectInput can be used with Assetto Corsa Competizione. If your device is not listed below, it doesn’t necessarily mean that it is not compatible with ACC, but it might not be fully supported.

FANATEC
  • Podium Wheel Base DD1, DD2
  • ClubSport Pedals V1, V2, V3
  • ClubSport Shifter (SQ) via Fanatec ClubSport USB Adapter (AO)
  • ClubSport Steering Wheel BMW GT2, Formula, Porsche 918 RSR, Universal Hub for Xbox One ClubSport Wheel Base v1, v2, v2.5
  • CSL Elite Pedals
  • CSL Elite Racing Wheel
  • CSL Elite Wheel Base
  • CSL Steering Wheel McLaren GT3
  • CSL Steering Wheel P1
  • CSL Steering Wheel
  • LOGITECH
  • G25 Racing Wheel
  • G27 Racing Wheel
  • G29 Racing Wheel
  • G920 Racing Wheel
MICROSOFT
  • Official Xbox 360 Wired Pad
  • Official Xbox 360 Wireless Pad
  • Official Xbox One Wireless Pad
  • THRUSTMASTER
  • 599XX EVO 30
  • Sparco® P310
  • F1
  • Ferrari 458 Italia Edition
  • Ferrari 488 Challenge Edition
  • Ferrari GTE
  • Leather 28 GT
  • T300 RS GT Edition
  • Sparco® R383
  • T3PA Pro pedals
  • T80
  • T150
  • T300 RS
  • T500 RS
  • T500 RS F1 Advanced mode
  • T-GT
  • TH8 RS Shifter
  • TMX Force Feedback
  • TS-PC Racer
  • TS-XW Racer
  • TX
SIMXPERIENCE
  • AccuForce Pro v1,v2
GRANITE DEVICES*
  • SimucCUBE 2 Sport
  • SimuCUBE 2 Pro
  • SimuCUBE 2 Ultimate
*ARGON, IONI and SimuCUBE-based OpenSimWheel systems are also supported

Q: Can I use mouse and keyboard?
A: You can use the mouse to control the user interface and the keyboard for user interface and car control.

Q: Does Assetto Corsa Competizione have VR support?
A: Assetto Corsa Competizione offers support for Oculus Rift (dedicated plug-in) and HTC Vive (Steam VR). Other devices might be compatible but are not officially supported.

Q: Does Assetto Corsa Competizione support 4K natively?
A: Yes, and any screen resolution recognized by your OS can be set in game.

Q: Will there ever be a physical edition of Assetto Corsa Competizione available on PC?
A: We have put our full effort towards the digital version of Assetto Corsa Competizione; we may consider a retail version in the future, but it’s not planned yet.

Q: Will Assetto Corsa Competizione ever come to console?
A: We are putting all our efforts into the PC Steam version; a console version is surely under evaluation, but it hasn’t been officially confirmed yet.

Q: When can players expect the free 2019 update?
A: Our production team is already working on it and the release has been scheduled after Summer 2019.

Q: Does Assetto Corsa Competizione offer triple monitor support?
A: Assetto Corsa Competizione runs on triple screen setups as a single render scene, that is split over three displays. The game features a special projection correction that reduces the lateral distortion that might affect ultrawide screens and triple monitor setups. (It's called Pannini Projection in honor of the ITALIAN painter who invented it in the 18th century - because Italians do it better). This feature can be set in-game in the "view settings" option. We appreciate that some users are requesting three separate renderings in order to tune bezel values and screen angles. Currently, Unreal Engine 4 doesn't support this feature. We'll continue to investigate to see if in future the triple-separate rendering will be supported in a feasible way.

Q: Will I ever be able to mod Assetto Corsa Competizione?
A: Being developed with UE4, Assetto Corsa Competizione processes data and assets through a completely different structure and file format than the previous Assetto Corsa. Therefore, the game will not be compatible with mod contents created for Assetto Corsa.

Q: Which tracks are available in Assetto Corsa Competizione?
A: A list of all the official circuits included in the Blancpain GT Series calendar are available at this URL: https://www.blancpain-gt-series.com/calendar. This also includes also Zolder as part of the 2018 Season.

Q: Which cars are available in Assetto Corsa Competizione?
A: Assetto Corsa Competizione 1.0 includes 51 teams, 280 selectable drivers, 14 Manufacturers and the following car models:
  • Porsche 911 (991) GT3 R
  • Porsche 911 (991II) GT3 Cup
  • Mercedes-AMG GT3
  • Ferrari 488 GT3
  • Audi R8 LMS
  • Lamborghini Huracán GT3
  • Lamborghini Huracán Super Trofeo (2015 Model Year)
  • McLaren 650S GT3
  • Nissan GT-R Nismo GT3 (2015 Model Year)
  • Nissan GT-R Nismo GT3 (2018 Model Year)
  • BMW M6 GT3
  • Bentley Continental GT3 (2015 Model Year)
  • Bentley Continental GT3 (2018 Model Year)
  • Aston Martin Racing V12 Vantage GT3
  • Reiter Engineering R-EX GT3
  • Emil Frey Jaguar G3
  • Lexus RC F GT3
  • Honda/Acura NSX GT3
Q: How does multiplayer work in Assetto Corsa Competizione?
A: Assetto Corsa Competizione offers three types of Multiplayer action:
In the Public Multiplayer, you can join servers run by the community or official Kunos servers. They offer a vast amount of combinations regarding tracks, conditions and race events similar to the Assetto Corsa 1 universe.

To quickly find servers that suit your preferences and skills, you can either use the Quick Join functionality, or select one of the best matches in the highly personalized server list. To improve your experience, you can edit your preferences, so the suggestions may offer you more night or rain races; or add weight to latency or specific tracks.

While the Public Multiplayer will run casual and quick paced races, advanced users may want to use the Competition Servers. They are offer a competitive experience with very serious settings and hour-long races. The corresponding Competition Rating will track your progress and define the Splits in which you can compete on those servers. The requirements are high, so make sure you get an overview about the Ratings in the Main Menu/Driver/Ratings page.

The third section is the support of private leagues. They run their own race organization and series, which for example allows the use of Driver Swaps and adjusted rules. Additionally, we are looking into possibilities to allow leagues to run more than the 30 cars, and offer them the data output and Race Direction tools they need.

Q: Does Assetto Corsa Competizione have anything in place to ensure clean racing online?
A: The most important part in the comprehensive Rating system is the "Safety Rating (SA)" component. Once unlocked, it will track the virtual Trust and Incidents both in Multiplayer and AI races. Public Servers are set up with different SA requirements, offering different levels of protected racing. Additionally, the Competition Servers run very high SA requirements. To enjoy clean racing in Multiplayer, make sure to keep an eye on your Ratings in the Main Menu/Driver/Ratings page and maximize your Safety Rating.

Q: How many players does Assetto Corsa Competizione support?
A: Players can compete against other 30 opponents in single and multiplayer.

Q: What are the minimum system requirements in order to run Assetto Corsa Competizione?
A: The most updated version of minimum and recommended hardware requirements is available at the URL https://store.steampowered.com/app/805550/Assetto_Corsa_Competizione/ in the system requirements section.

Q: What are the recommended system requirements in order to run Assetto Corsa Competizione?

A: The most updated version of minimum and recommended hardware requirements is available at the URL https://store.steampowered.com/app/805550/Assetto_Corsa_Competizione/ in the system requirements section.

Q: Does Assetto Corsa Competizione take advantage of NVIDIA RTX?
A: Currently, Assetto Corsa Competizione does not support ray tracing yet. We continue to work closely with Epic Games and NVIDIA on integration of new technologies to Assetto Corsa Competizione.

Q: What resolutions and FPS will Assetto Corsa Competizione run at?
A: Resolution and number of frames depend by your hardware requirements. Assetto Corsa Competizione can match the same resolution recognized by your Operative system, and you can decide to cap the number of visible frames per second. We haven't set any limit on this.

Q: Where can I find support for Assetto Corsa Competizione? Where can I submit bugs?
A: https://www.assettocorsa.net/forum
Please use the proper forum sections and in case of bug submission, zip and attach the whole "Logs" folder located in your "C:\users*youruser*\AppData\Local\AC2\Saved" folder (the "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties). In case of crash report, please always zip and attach the whole "Crashes" folder located in the same directory.

Q: What rating has Assetto Corsa Competizione been given?
A: Assetto Corsa Competizione content is expected to be Assetto Corsa Competizione is accessible to all ages; for instance, the North American ESRB rating is “E” (standing for “Everyone”).


Assetto Corsa Competizione is out now!

The Assetto Corsa Competizione sub forum here at RaceDepartment is the place to go for the latest news and discussion about this awesome simulation. Head over to engage with your fellow sim racing fans, and why not take in a race or two with our ACC Racing Club? Good, clean and fun online racing to be had by all!

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I wonder if they did not pay Thimm money or what. Didn't try to learn from the spins at all. Or is it that bad ? Can you adjust your driving technique and over the time spin less frequently, or whenever you start spinning you never manage to adapt and find correct technique ?
I'm obviously no Nicki Thiim, but I would say it is that bad, yeah. At least at Spa. It's not that you can't learn, it's more that the spins often come very unexpected and once they start, it's very hard to do something about it. You clip the kerb five times and it's perfectly fine if you're careful, but the sixth time, even though it seems like it was a much less risky move nad you possibly didn't even touch the kerb, you're suddenly spinning. I wasn't able to reliably adapt to it even after some 90 minutes of trying. And I mean I'm not a great driver, but I generally manage to lap fairly consistently in shorter time in more challenging cars in other sims, even if the laptimes are likely nothing spectacular.

But I agree he looked like he kinda stopped caring at certain point. But the burst of laughter when he was asked "how does the game compare to the real thing" was quite telling I think, even though he quickly followed with a more diplomatic answer.
 
The FFB didn’t really seem to be any better. I still get very vague feelings through the wheel (G27). Oddly it seems that this is car dependant. The Porsche actually doesn’t feel too bad, it’s the most communicative by far, whereas the McLaren I just span and span without much warning, however all the cars have this constant force and not a lot of detail, I still much prefer AC in the FFB stakes.

I had a system crash too. Did a couple of laps then tried to look at the replay, it played for about 2 seconds then I got a Fatal Error! Then it crashed back to desktop. At least this time it did actually CTD. In previous builds it would just lock my PC up completely and I’d then have no choice but to restart / shut down, which is never a good thing to have to do to a PC.

Performance seems ok, not amazing, but then my rig is probably only classed as mid-range now (1070Ti, 16GB RAM, 8600K i5).
 
Ran two laps with the Acura at Spa last evening. Just got finished running a lap with Porsche.
It is running really well in my case with almost all settings at epic.
I typically set AA and AF to 8x in NVCPL and GPU to 'prefer maximum power'.
I'm running a Ryzen 2600X and 1080Ti for reference.

ACC1.PNG
ACC2.PNG
ACC3.PNG
NVCPL1.PNG
NVCPL2.PNG
 
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Observations so far:
Input lag, in my case, is nearly non-existant when turning the graphics down. I do have to enable v-sync which is annoying, but otherwise I get tearing. I assume we're all running 1ms monitors?

Lexus is the easiest to drive so far and the fastest for me. Also the best sounding. Jag is close but a little oversteery on throttle. Aston is very stable, but understeery. Audi very(!) understeery.
Honda very stable and not to understeery or oversteery, but still the slowest. Porsche - fast car but impossible to drive with very nervous steering around the center. Could really use a bucket load more steering rate. The same controller setup (900 degree) works just fine with f.x. the Lexus, but is undrivable with f.x. the Porsche. Not sure whats going on here.
Yet to try the other cars.

Sausage curbs absolutely kills the car, but that was to be expected. Cars dont like curbs in general, particularly if the tires are low on pressure and cold.

Unreal engine; do I remember correctly if that dosent support triple screen? I believe I read it somewhere. Not that is matters much, triple screen with epic settings would require something like eight 2080's in some futuristic octa-sli setup anyway.

If you want to explore all the car settings while driving, you'll basically need a button box. There's a huge amount of gizmos available to adjust. My 6 buttons on the wheel is hopelessly not enough.
 
my first impression(s) is/are,i can not get hook on to it (i miss,a global ambiance,it is cold) cars are ok,i play without tc and abs so i spin here and there,and the rain is awful,it looks like patches of grass,but obviously white and flashes a lot,no vr, stable frame rate with a 1050 ti on high and 20 ai ,got tearing so i'll try vsync later,
ffb is ok but i need to refine it, DFGT here...not much really,but i miss something (modding for sure),but for me it has no soul yet,i'll try later again and online,if i can because ,no connection as it was 2 hours ago...voila
i guess i need some more test

edit: after 2 hours driving this morning, i never had a program crash or computer crash but plenty of craches with the astonvantage
 
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Works fine here.
7700K + 1080 almost all on epic.

I agree as I also have a 7700K paired with a 1080 w/32" triples, haven't tested everything like night and driving in a hurricane but runs smooth with a few things turned down a bit. Funny thing ( I say funny, cuz it's not really lol) but I was playing the pre-release when the update dropped, so I updated the game to 1.0 and my 2 yr old TS-PC Racer died before I could test it out in the final version, frikken thrustmaster.
 
Where's Zandvoort?
Why does the UI still clip into my car in VR?
Why can't I use the mouse in VR?
Why can't I turn my crewchief up?
Why is there a huge amount of input lag in VR? (I assume it's the same on a monitor)
Why does the setup screen has no option for symmetrical setups?
Why can't I enter numeric values via keyboard?
Why is there no soft lock? (DD wheel user will really appreciate the game destroying their cables and cable connections)
Why do the clouds pop in and out?
Why does the game have to limit our throttle input in running starts?

This is not 1.0, this is barely 0.5.

Just put the rotation in your FFB tool at 540, most of the cars are close to that value.
And have the best softlock you can get.
 
I haven't actually seen any available online servers yet in my attempts to play,

They were offline when I tried last night and offline again today.

I had to resort to playing an AI race which plainly in this game stands for Artificial Idiocy, as the AI cars just punted me off on every corner.

I'd have been worried about my safety rating but I guess I don't need to as their servers aren't online anyway.

Bit of a shambolic release, it has to be said.

And they seem pretty much quiet about it, apart from some self congratulatory retweets.
 
Career Mode needs to be mentioned too. At this stage, it's a half-hearted attempt at a racing game career.

For fairness, there are some excellent aspects to the Career mode and I'll put these here first so the Kunos devs might be more accepting of the feedback and the superfans a little less voracious in response. Once the Career is up and running the racing vs the AI is utterly thrilling, intense and as close - it's fantastic. Add to that the superbly detailed FFB on the lowly TX458 wheel throughout the game and this is a special experience. If the rest of the game matched these standards it would live up to the hype. I'm also talking about all this in standard screen settings because currently, Oculus VR performance has declined to unplayable for me.

The trouble with Career mode.

Career mode starts so well. The video by Mirko Bortolotti sets the scene well and makes the player feel like they are entering the Lamborghini Young Driver Program. Mirko says how the car isn't plug and play and the player will have to show the team that they can exit and enter the pits correctly, lap cleanly, run close to other cars in traffic and that it isn't all about lap times (though that could lead to better teams offering drives).

In reality, these are just words and all the Lamborghini Young Driver programme turns out to be is 3 10 x minute 'free practice' sessions in dry, wet and night conditions at Monza. In reality, they are actually 3x hot lap sessions as it turns out it's all about those laptimes. None of this would be a problem if that was explained up front.

Given this is where many people new to the series will access the game the lack of spoken or on-screen explanations and tooltips is jarring. The main problems:

--- No explanation that the car needs to be set up. As these are effectively 3 x hotlapping sessions car setup and especially fuel load are essential to getting good times. Car setup and fuel load aren't even mentioned by the 'Young Driver Programme' introduction, nor is there any advice on how to do so. The game actually encourages just getting in and driving. For previous AC players, this is ok but for anyone else, it's just confusing. AC started life as a sandbox simulator so this lack of help is expected, ACC is supposed to represent Blanc Pain. There is no way a first-time young driver would be expected to setup the car and choose fuel loads for a first run set of laps - nor would they be sent out chasing ultimate laptimes. It's all jarringly incongruent with the opening video.

--- Lack of balancing. The first dry run at Monza sees the AI deliver crushingly fast laps. It appears these 'Young Drivers' are already pro level GT3 racers. This crushing speed of the AI is likely to be hugely off-putting to people picking up the game for the first time. A spread of laptimes consistent with what real human players achieve would be more realistic - and Kunos have plenty of data for that.

--- At the end of this first session it is unclear what the player needs to do. Pressing the ESC or pause button gives the option to quit but if the player quits all progress is lost. What the player actually has to do is wait until the timing screen pops up and then a continue option appears. Again nowhere is this remotely explained. I clicked quit the first time so it would be easy for others to do the same.

--- After this first dry weather run the difficulty level can be set but the balancing still seems off. In the wet session, I was way ahead of the AI, at night four of the AI had super grip levels that I couldn't match. It all just seems rushed and unbalanced.

--- The intro video mentions the Young Driver Programme measuring ability to run with other cars being measured (as per the rating system) yet I didn't once see another car in any of the 3 sessions, with only 6 cars on track this is quite likely for many I'd imagine.

--- Into the sprint racing series and things both improve and get a little stranger. The game suggested pro difficulty buy I chose normal difficulty for this first run through. At Zolder first practice session the fastest AI ran 1.31.3 laps and I was 14th in the 1.34.5 range, I thought I was in for a harsh lesson in the quali and race yet it didn't work out that way. In quali 1, same dry conditions, the AI is suddenly running 1.34 fastest laps and I qualify 7th as a result. Why the AI would be faster in practice and slow down for quali is just strange but I suspect it's back to those game balancing issues. The same happened in quali 2 with the fastest AI just getting into the 1.33.8 range and I qualified 6th in the low 1.34s.

+++ The races themselves were superb, I managed a 5th and 4th running close with the AI in both cases.

---- Why oh why is the requirement for a driver swap change not mentioned at any time in the intro or build up? These are 10-minute sprint races so the requirement for a driver swap almost caught me out. It'll be easy for someone to say 'that's the way GT3 racing works' but something like that should at least be mentioned in the setup.

--- The race arrives with a whole set of challenges such as finish in the top 3 for gold, top 6 for silver etc and the main medal work. Other challenges such as overtake 2 cars worked too. There is also a challenge for 'professionality' to complete all sessions without skipping and having fully completed all sessions, that does not work.

--- The way races end is equally confusing. Pressing the ESC or Pause as per the on-screen instruction rings up the screen again with the option to quit - losing all progress. The player must click the timings screen - at this point, the continue to next career event option appears. It's all unintuitive and I think will lead to a lot of plyer frustration - especially the new or younger players the Career mode is surely aimed to attract. Kunos were criticised for this sort of oversight in the console releases of AC and it seems little has been learned. Please, @kunos make the career menus as intuitive and easy to use as the wheel feedback in the cars.

Anyone expecting any kind of race school or 'Young Driver Programme' will be disappointed, GT Sport School this ain't. 3 x hotlapping sessions to determine the difficulty and team offers would be fine if it was explained that way - with some basic setup guidance as that is left to the player. The unbalanced AI speeds and laptimes across sessions need some serious work.

once again Kunos have fallen into the trap of looking too much from their own perspective. They and the loyal AC players know where the setup options are and may be used to the odd in-game menus. In a career mode this type of information needs to be built up to and explained (see any of the F1 games from 2016 onwards.

The opening Mirko Borlotti video makes it seem like there was going to be some real effort put into career mode. Disappointingly it feels like it was rushed and ended up tacked on. Persevere, manage to find the right options to continue the game, and the racing is epic. Just don't expect anything to be explained and I think that will put off a lot of potential players.

Epic racing & FFB, confusing UI and deeply flawed game execution which is similar to how I found AC on the consoles. Career may improve with time and updates but at this time I think they should just have stuck to a pure dry simulator and sandbox for the most dedicated.

And since they wrote '' Added Career game mode
Includes two seasons, including introductory test sessions and an introduction to Sprint and Endurance racing in a car of your choice''

In the patch/release notes then I guess since season 1 is sprint races, then I guess season 2 will be endurance and then... career mode is over? This reminds me more of a tutorial mode then a career mode...
 
I'm obviously no Nicki Thiim, but I would say it is that bad, yeah. At least at Spa. It's not that you can't learn, it's more that the spins often come very unexpected and once they start, it's very hard to do something about it. You clip the kerb five times and it's perfectly fine if you're careful, but the sixth time, even though it seems like it was a much less risky move nad you possibly didn't even touch the kerb, you're suddenly spinning. I wasn't able to reliably adapt to it even after some 90 minutes of trying. And I mean I'm not a great driver, but I generally manage to lap fairly consistently in shorter time in more challenging cars in other sims, even if the laptimes are likely nothing spectacular.

But I agree he looked like he kinda stopped caring at certain point. But the burst of laughter when he was asked "how does the game compare to the real thing" was quite telling I think, even though he quickly followed with a more diplomatic answer.
If it's iRacing, ACC or AC and Raceroom, they are always games for Thiim and the aggressive setup with the Aston Martin is really bad on Spa but not curing the understeer at all, just getting weird handling over curbs like at Eau Rouge probably for bottoming out. In iRacing a GT3-car can switch to ridiculous driving behavior just by clicking the 'wrong' button once in the setup and the ACC-setups need an update with this car.

But I personally don't like front-engine cars in ACC, because they feel too understeering in corner entry and rather bad on the brakes not providing the additional grip i would assume from pushing more weight to the front-tyres. The newer Aston Martin GT3 in rF2 handles very differently and needs IMO some damper-tweaks to get less oversteer on entry. Feels more like a 'fighting machine', to use Thiim-terminology.
 
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