1. Do you need support for Assetto Corsa Competizione? Please use the proper forum below and ALWAYS zip and attach the WHOLE "Logs" folder in your c:\users\*youruser*\AppData\Local\AC2\Saved. The "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties. If you report a crash, ALWAYS zip and attach the WHOLE "Crashes" folder in the same directory. Do not post "I have the same issue" in an existing thread with a game crash, always open your own thread. Do not PM developers and staff members for personal troubleshooting and support.
  2. As part of our continuous maintenance and improvements to Assetto Corsa Competizione we will be releasing small updates on a regular basis during the esports season which might not go through the usual announcement process detailing the changes until a later version update where these changes will be listed retrospectively.
  3. If ACC doesn't start with an error or the executable is missing, please add your entire Steam directory to the exceptions in your antivirus software, run a Steam integrity check or reinstall the game altogether. Make sure you add the User/Documents/Assetto Corsa Competizione folder to your antivirus/Defender exceptions and exclude it from any file sharing app (GDrive, OneDrive or Dropbox)! The Corsair iCue software is also known to conflict with Input Device initialization, if the game does not start up and you have such devices, please try disabling the iCue software and try again. [file:unknown] [line: 95] secure crt: invalid error is a sign of antivirus interference, while [Pak chunk signing mismatch on chunk] indicates a corrupted installation that requires game file verification.
  4. When reporting an issue with saved games, please always zip and attach your entire User/Documents/Assetto Corsa Competizione/Savegame folder, along with the logs and the crash folder (when reporting related to a crash).

ACC Blog Assetto Corsa Competizione - Another great journey is about to begin!

Discussion in 'ACC General Discussions' started by Aristotelis, Sep 5, 2018.

  1. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    Hello everybody!

    The Assetto Corsa Competizione Early Access is about to begin and once again we’re ready to start a fantastic journey.
    First things first, Early Access means that you get the opportunity to get early versions of the final game and have a look on the development and evolution of ACC. Obviously, once you bought the EA version, you get all the following updates of the main game for free. On the other hand we, developers, get the opportunity to collect feedback and impressions while we work, from a much bigger testing team the we could ever organize in private.
    Our responsibility will be to try and update the title on the pre-announced dates, offering great new content and as stable features as possible, so that you guys can enjoy the game and keep the feedback coming.
    Obviously, that means that the initial versions of the game will have limited content and features, but we are confident that we can offer the same successful evolution experience as we did with AC Early Access period.
    I hope that the above is clear for everybody and the community can spread the word and inform other simracers that might not know what Early Access means.

    While many of ACC gameplay features won’t be available in the first releases of Early Access, the driving physics simulation is mostly ready. Some fine tuning and some extra features are still needed, but… there’s plenty to talk about so let’s talk… physics!

    So what physics ACC runs? The first test Stefano did when we started exploring the Unreal Engine, was create a version of our AC physics and make it run inside UE. I won’t go into details, I won’t even know how to explain it, but after lot’s of cursing, insomnia and head scratching, he made it. So the first initial versions of ACC had the AC physics running.
    Next step and part my main job for the time, was to try and do as many parallel runs between AC and ACC:UE to make sure the physics was absolutely identical, trying to eliminate any possible placebo effects, doing laptimes comparisons and handling comparisons. Once we got absolutely sure that everything was identical, the fun part (or the nightmare part, depending on how you see it), began.

    The initial idea about ACC physics, was to evolve and improve weak points of AC physics and then move on from there. Not sure if we skipped it completely or gradually moved from one plan to another… too many things have happened and to be honest, considering the end result, it doesn’t matter anymore. What it does matter is that ACC, although it might “feel” similar, it certainly is much more than that. Stefano will probably call it evolutionary, but to be honest there’s so much new stuff that I’m not sure that term makes justice.
    So, heavily reworked tyre behaviour model, heavily reworked tyre heating model, heavily reworked tyre wear model all of them not just reworked values but with all new physics features, equations and data. On top of that we got reworked brake heating model… but more about all of this on a dedicated post about tyres and brakes.

    Suspensions. We got completely new damper model. As you know dampers are usually simulated in sims with 4 values. Bump, rebound, fast bump and fast rebound. But… in ACC we know have full blown damper graphs. Obviously in the setup screen you guys have the usual clicks to work with, but under the surface, each click points to a different damper graph. Also, we have a completely new bumpstop system.The bumps have variable stiffness and variable ramp (graph) of their stiffness. That was actually a forced evolution of the physics, because otherwise it would be practically impossible to set properly the cars, because of the very advanced aerodynamic model… just as in real cars.

    Which brings us to the aero model. Completely rewritten from scratch. This is not even an evolution, it’s a complete rewrite. Instead of creating various “wings” that each one of the generates a specific lift and drag around the car, as in AC and more or less all the simulators out there, ACC uses a new system that takes into account aeromaps from wind tunnels or CFD and applies lift and drag to the whole object as one. Doing so, it takes into account on how the object moves its aerodynamic pressure point forward or backwards depending on pitch and yaw. Before saying that this is something you can achieve with the “wings” model of AC, I can assure you it is different. The system actively moves the pressure point and can influence front or rear lift and drag, depending on what it happens in the car pitch rotation, wing angle and so on. The end result, is a much more pitch sensitive aero platform with situations that force you to choose specific ride heights, wing angles and suspension settings to counteract the aero influence on the handling. Because of this, as in real life, maintaining the aero platform becomes crucial, ride heights are probably the most important part of the setup and bumpstops become extremely important to control the car.

    The GT3 cars do heavy use of ABS and Traction Control systems, permitted by the rules. So for ACC we had to improve furthermore the ABS and TC systems. They have become quite more complex, taking into account much more information and telemetry inputs as well as having different behaviour and output result.

    Obviously we also have a completely new weather system and dynamic track. The rain simulation is really a breakthrough and, modesty apart, I’m confident that you guys are going to be impressed by it. All hail Lord Kunos, he really did an astonishing work and of course I'll do my best to explain you all the various situations, simulation and techniques to get the best driving experience out of it.


    TL;DR

    So, I just wanted to give you a small taste of what I’m going to cover in more detail in the following days. I’ll try to write specific posts about tyres, suspensions, aerodynamics, TC and ABS, setup screen and strategy and weather simulation.

    Once again, thank you for all the support you are giving us and we really hope you’re going to enjoy the initial early access releases. Looking forward to your feedback and to the more advanced releases in the next months, when ACC will really start to shine!
     
    Mai_88, DonZmeuheu, cooknn and 197 others like this.

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  3. j0shter

    j0shter Gamer

    I think I speak for most of the community when i say we're excited for this, and proud of the small team at Kunos for what they have achieved!
     
  4. Ernie

    Ernie Gamer

    Can't wait to try it out. Only 1 week to go. :cool:
     
  5. GRFOCO

    GRFOCO Alien

    seems like a new milestone is becoming.

    Push hard Kunos.
    Push strong.
     
  6. Talkie Toaster

    Talkie Toaster Hardcore Simmer

    Good stuff Aris, nice to have an update :)

    Regarding the aero, are you saying that any slight pitch change that would change the angle of attack of an aerodynamic surface at any given time will react as in real life?? Does this also mean that if you're in someone elses slipstream this would alter say turn-in etc?
     
    Aristotelis likes this.
  7. chakko

    chakko Alien

    I... i think i'm hyped... :eek:
     
    Typer likes this.
  8. chemako85

    chemako85 Rookie

    Thank you Aris!
    Honestly for me isn't a problem to have only one car and one track in EA because i have read the most important thing of your post: "the driving physics simulation is mostly ready":):) Great!!

    Grazie!
     
  9. WallyM

    WallyM Alien

    Thank you for sharing this information, greatly appreciated.
     
  10. Gevatter

    Gevatter Alien

    All this sounds a lot like I'll have to finally learn how to set up a car correctly :eek:
     
  11. chakko

    chakko Alien

    It's GT3's. Not much setup needed. :D
     
    Gevatter likes this.
  12. martcerv

    martcerv Alien

    Thanks for the cool write up, cant wait to give ACC a try. :D
     
  13. LeDude83

    LeDude83 Alien

    Mind blown. Thank you Aris.

    Waiting in anticipation for your writeups!
     
    Dean Ogurek, Carla and D.Jankovic like this.
  14. ZioYuri78

    ZioYuri78 Hardcore Simmer

    Someone wants some hype? I'm full here :D
     
    sissydriver and D.Jankovic like this.
  15. Mr.Mugel

    Mr.Mugel Alien

    Not much to add.

    This is gonna be good!
     
  16. Minolin

    Minolin Staff Member KS Dev Team

    I lol'd
     
  17. Carla

    Carla Rookie

    Ditto.
     
  18. Znam Neznam

    Znam Neznam Hardcore Simmer

    Aris trying to further hype ACC.

    Me: Already added ACC to wish list on steam day 1 of announcement.


    [​IMG]
     
    DonZmeuheu and sissydriver like this.
  19. C3PO

    C3PO Hardcore Simmer

    Brilliant post – one thought is that the perception of the physics is only as good as the feel through the wheel….thankfully AC was very good on all my wheel systems (including my OSW) but there are sims elsewhere where the physics might be great but let down by the feel through the wheel, which of course gives the perception of poor physics. Cannot wait to try this out and see what it’s like. Also, what features will not be available in the early access?
     
    Last edited: Sep 5, 2018
  20. Aristotelis

    Aristotelis Will it drift? Staff Member KS Dev Team

    99% of physics features are already in. There will be some fine tuning, but as limited as possible so that you guys can compete and focus on driving instead of "what changed this time", and some extra features that might not make it, but not anything massive. As you know, our first priority is always the driving.
    More info in the following days where I will post about each part of the physics in depth.
     
    DonZmeuheu, xystof, AurusCE and 35 others like this.
  21. Amazing work guys cannot wait . And DOH all my old setups out the window :eek::D
     

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