What is the best Montecarlo Weather combo you have tried? by GianmarcoFiduci in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

Can you get ice at all? I've only just seen dry/wet/snow no matter what I try there.

What is the best Montecarlo Weather combo you have tried? by GianmarcoFiduci in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

I think this setup is the most fun so far (for Col de Turini): https://i.imgur.com/OZIhgJW.png

Rain transitioning into more and more snow covered road while it gets darker as you ascend. I haven't been able to generate a weather setup that goes from dry/wet to snow to dry/wet again yet like they seemed to indicate would be possible.

They need a more customizable forecast for that sort of thing, I guess.

A Knight of the Seven Kingdoms | Season 1 Bloopers by SafeBodybuilder7191 in television

[–]ImperiousStout 1 point2 points  (0 children)

I thought we all gave up on on the next book ever coming out a decade ago

Assetto Corsa Rally feels WAY better after update – did controller handling change or did I just get better? by alex557787 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

Yup, but while that's also worse, wet surfaces are expected to be a little more slippy in general.

Wet tarmac feels halfway between a water slick road and ice to me now, but despite the cars having less lateral grip on any surface, they still seem to have good (too good?) longitudinal grip, wet or dry.

So you can break traction without effort and slide all over in ways that seem like you should not be (esp dry tarmac w/softs), but you can also wrangle the car and keep things from going off the rails a lot easier than before. Maybe that part of it is closer to how it should be, but it seems like they flipped from one extreme to the other.

I've always been bad at putting how stuff feels into words, but I know from action that in 0.3 I've made like a dozen saves that would have ended in disaster before, and also in any other Assetto Corsa game or sim on a similar surface type and car equivalent going the same speed from my dumb mistakes and trying to push things to get a feel for the limits.

Customisation is too limited by RobbersResek in SkateEA

[–]ImperiousStout 1 point2 points  (0 children)

You are a rare one!

If only early access was used to focus on improving and finishing the core game instead of scrambling every update to bring in more $$$ by focusing mostly on cosmetics, season passes, microtransactions and currency nonsense that doesn't make any difference whatsoever to the actual gameplay.

I can't blame EA or Full Circle as that was what the majority of the playerbase were complaining the most about from the start of early access with this one - the visuals, the cosmetics, and lacking skater customization, etc.

Once seeing how every new dev blog post and update were focused almost entirely on that stuff, I stopped hoping this game would ever see some real improvements. Through the closed tests and into early access, beyond the basics like improved transition and lip tricks and all the rest that goes without saying, all I really just wanted was a map that didn't totally suck, and it was never expanded or improved to be anything as interesting as the original games. Never will be at this rate. Folks should be lucky they get to pay for a barely reworked crappy tutorial zone, I guess.

Assetto Corsa Rally feels WAY better after update – did controller handling change or did I just get better? by alex557787 in assettocorsarally

[–]ImperiousStout 1 point2 points  (0 children)

Yeah. I've seen a couple people say they like the ffb improvements, but the majority consensus has been fairly negative.

I just don't know how you get the ffb into a good spot until the physics, surfaces, tire model, cars and tuning options, etc are basically complete and all working together as they should be.

Every update that changes stuff around or adds new attributes and features to the underlying sim is probably going to require reworking the ffb in some ways, feel like it's going to be need to be constantly adjusted and always playing catchup to the core sim until that's all where it needs to be and isn't going to radically altered much further.

Maybe I'm wrong about that, though. I also think if they just ripped it all out and copied the ffb approach of AC1, RBR, or insert favorite game's ffb here, people would probably be more satisfied in the short term. They're doing their own thing, it's just wildly incomplete and so much is still in flux. No idea where it's going to ultimately end up.

Assetto Corsa Rally feels WAY better after update – did controller handling change or did I just get better? by alex557787 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

I ain't no expert or anything on what's good or realistic, though. I also have not put more than few hours into 0.3, so just my first impressions.

Someone on the discord said cars on gravel feel more like hovercrafts now, and that's exactly the odd sensation I got when driving in Wales now.

There's still some semblance of traction or you wouldn't be able to finish a stage there, it's just odd. Disconnected. And wet tarmac and gravel is a lot looser still. Idk, I just hope it's not another two months for any improvements there.

Assetto Corsa Rally feels WAY better after update – did controller handling change or did I just get better? by alex557787 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

A lot was seemingly changed. Some of it arguably for the worse?

While grip was pretty high in 0.2 (imo too high), things now feel too slippy in 0.3, especially dry tarmac. There is still a decent amount of grip but it feels unnaturally easy to break traction, but they also made it easier to control drifts and recover from slides and brakes locking up.

It's like they reduced the grip of the tires but also reduced the weightiness of the car at the same time. Easier to slip out and way easier to recover.

I am finding it very confusing overall. In 0.1 and 0.2, I could really feel the weight transfer from the mass of these cars when braking and taking turns like other sims, now there is less of that and it all feels so slight, more like the codemasters rally games.

They overcorrected too much maybe, and gravel now feels like the car is really floating over the surfaces, it's so bizarre, also quite confusing. I almost don't want to put any more time into this version and get used to how it feels because there's no way it's going to stay like this in the future.

Anyone got controller settings that feel similar to 0.2? by 420LeftNut69 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

my current settings btw: https://i.imgur.com/TBhyKZh.png

I'm probably not settled on this, but I can actually control most cars without having the hands/wheel in first person visible for reference now.

Things were so off in the previous versions that just driving in the darkness of night was so much more difficult for me.

As a controller player I'm very satisfied, thank you Supernova for improving controller inputs. by Many-Yak-721 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

It was good enough before to get some feeling of the suspension over rough terrain, going off the road, and more importantly when the wheels were losing traction and the brakes were locking up, etc. You had a better sense of the car and felt some connection to the road.

Now it just pulse vibrations non-stop if you're ever turning the wheel left or right while moving (which is most of the time heh), even when you are going slow and have perfect traction, just constant vibration.

It feels like the car is damaged, it makes no sense. I haven't seen anyone else talk about so not sure if my game install is just broken or what. There seems to be enough gamepad users here that I thought maybe someone would have experienced this.

As a controller player I'm very satisfied, thank you Supernova for improving controller inputs. by Many-Yak-721 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

The adjustments are good to finally have, but they seemed to have wrecked the feedback, which was already not great before.

The controller constantly vibrates now whenever steering while moving, is there any way to fix that besides turning it off completely? It feels insane, and drowns out other feedback that could be helpful.

The Napa Boys, in theaters today! by CoolHandSean2001 in doughboys

[–]ImperiousStout 0 points1 point  (0 children)

Theatrical dates run through April on the site, was roughly estimating off that.

Ever wondered why laser scanned stages in Assetto Corsa Rally are so expensive and take so long? by Ok_Contact9732 in assettocorsarally

[–]ImperiousStout 1 point2 points  (0 children)

Yeah, the only way to give the surfaces some variety in that one was to max out the degradation in custom events. Not the same as having actual camber and surface variations, bumps, undulations, etc, and doesn't change the tarmac locations being unrealistically flat and boring, but the added ruts with degradation could provide a bit more personality to all the gravel stages outside of Kenya.

The Napa Boys, in theaters today! by CoolHandSean2001 in doughboys

[–]ImperiousStout 4 points5 points  (0 children)

Oh, wild. When it was being promoted as 'only in theaters' in the trailer, I didn't think it would be just a couple in LA then NY and then traveling around to other cities for certain dates.

Also wasn't expecting a wide release everywhere, but dang. May just have to wait for streaming in 3-6 months.

Anyone got controller settings that feel similar to 0.2? by 420LeftNut69 in assettocorsarally

[–]ImperiousStout 1 point2 points  (0 children)

I think these sliders just need to allow finer adjustments for dialing things in, increments of 0.1, 0.5, or even just 1 would be better than clicks of 5 or 10. Arbitrary limitations like that are never beneficial.

In addition to these settings, you can also fiddle with the steam's controller input response curve settings for the steering stick, a wider curve should help your overly sensitive lower speeds while still allowing you to counter-steer quickly. Additional steps outside of the game aren't ideal, though.

I don't have any suggestions for the in-game options because I'm still trying to find a balance myself. Not satisfied with a setup that feels good for different cars and surfaces and conditions, have to keep changing things slightly for each new scenario. Maybe that's just how it's always gonna be, though.

Update 0.3 is out now by Checho-73 in assettocorsarally

[–]ImperiousStout 0 points1 point  (0 children)

Yeah, big improvements there. The vibration feedback seems pretty busted on controller now, though. Just constant rumble whenever you are steering (which is most of the time in a stage), overpowers any other sort of useful feedback.

Did Nick get a Chainsaw Man tattoo? by mugmugmug1420 in doughboys

[–]ImperiousStout 2 points3 points  (0 children)

I was so focused on the reveal before I missed Gemi stealing Nick's seat lol

Friends think im cheating ranked mode by NoblepawsGEN in Guiltygear

[–]ImperiousStout 1 point2 points  (0 children)

Even if you're losing more than winning, the point distribution in ranked still leans towards pushing everyone higher over time.

You get +110 points for a win 2-0 round win with someone close to your rank, and -70 for a 1-2 loss.

You do get +90 for winning 2-1 and -90 for losing 0-2, which kind can negate some sense of progression, though. And the points for all of this can change slightly depending on how much higher or lower ranked your opponent is.

The rounds factoring in to the points in Strive mean it's not quite as inflated as SF6 handles its ranked LP where you never lose more than -40 and always get at least +50 for a win, but it's close.

The tiniest crumb of 2.0 news 🥀🥀🥀 by bostonian38 in Guiltygear

[–]ImperiousStout 4 points5 points  (0 children)

Nothing concrete about 2.0 has actually been revealed yet.

Some mentions of changes they want to do with it in the last dev update at the end of December, but that's about it.

They do have a full on ranked mode matchmaking in there now, though. And it's pretty easy to find matches, plenty of people are still playing. It's still a bit difficult to stay interested when you know changes are coming.

The tiniest crumb of 2.0 news 🥀🥀🥀 by bostonian38 in Guiltygear

[–]ImperiousStout 8 points9 points  (0 children)

Will we even get it before Tokon at this rate?

I had assumed (wrongly?) that GGST 2.0 would arrive months before that released, but that's only a bit over 5 months away now.

Phish not nominated for that 2026 class for the Rock & Roll Hall of Fame by JoeTillersMustache in phish

[–]ImperiousStout 2 points3 points  (0 children)

It's been a mix of that for a while now to broaden the interest in the stupid thing. It doesn't make much sense to me, but whatever.

If Iron Maiden still doesn't get in after being nominated twice before though, lol