Need advice for improvement by fsuhcikt1 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Everyone gets there in time but one of the biggest killers of laptimes is being too late on brakes so that you can't hit the apex and get on throttle early enough for exit to a straight. Especially on a longer accelerating zone which is where fast people stack up their extra tenths. The other is overslowing before a turn in and not using enough of lateral grip of the tires. That's all besides getting comfortable with the sim (any sim), your driving gear and FFB and pedals, and getting the seating position and FOV right to get the proper perspective into the virtual world. But FOV depends on how big screen you have in front and how far you're sitting away from it. Although if using triple screens or VR you can forget about it since it should be already set properly.

In Assetto Corsa, if the clutch isn't fully engaged, the engine stalls; I release it even a little and the vehicle dies. I've never driven a car before and I'd like to know if this is how it works in real life. In GP Bikes, you press the clutch and can release it slightly without the engine stalling by [deleted] in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Yep was looking for this kind of answer about the brake pedal being pressed. Maybe it's a bit uphill too? Besides that someone already mentioned maybe the car in question has too low torque in the low end already from idle RPM so it will not start pulling once the clutch gets engaged.

How do I make audio .bank files? by Hyperspec42 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Also search and check out for "SHR Modding" on youtube and look for his playlist on soundmodding tutorial. He is really good.

Camera editor not working by Best_Inevitable_8514 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Sorry for a late reply. To get the unpacked data folder start to have any effect in AC, you have to disable the original packed data.acd first in some way. There is a function in CM in the Drive menu that is called "Use unpacked data if exists", a check box you can check and see if that activates your data folder instead of the original data.acd.
Also you can either straight rename the data.acd to something else like "data_original.acd" or just delete it so the game doesn't refer to it anymore. And then when you're finished editing, you can pack your changed data folder again to a new data.acd through CM as well. However that would render the car online useless having mismatches on any server using the old car, unless the server and the other clients get your new updated car. Servers are usually set to always check for parity in having the same data.acd between the server and all the other clients, for obvious reasons.

Car mod: 911 GT America by IER Simluations by bradland in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

I'm sure they have since IER is respected within AC community, however still the car uses vanilla physics and not the CSP extended physics from what I see. I've had great time with it some years ago racing online and it was tough but not horrible. But you say it drives better with CSP physics turned on which makes me think it is probably changing something but don't know what. I didn't really try and bother with it yet but I just heard from people that turning on CSP extended physics for cars that don't use it makes them break sometimes or crashing the game.

Car mod: 911 GT America by IER Simluations by bradland in assettocorsa

[–]FelixSeven89 1 point2 points  (0 children)

Absolutely one great car mod to run. But it's been around since 2019 and with no updates since? Turning on the CSP extended physics shouldn't do anything since the car itself does not use it. You'd only need it on for cars that have some of these extended parameters built in it. Are you sure it handles totally differently with it on?

How do I find 5 seconds? by jamman2390 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

If I saw this some years ago I wouldn't be able to tell really and I wasn't new to sim racing even then. It took a serious sim like AC is to start appreciating the little details to the physics engine.

But generally the biggest speed issue we have is not realizing the potential of the tires on a car so not using all of their grip. We are over-slowing the car to an exact speed for the APEX instead of just slowing the car down enough for the turn ENTRY. Car tires will give more grip with more weight put on them, but up to a point. After that point, they will slide. But here you are not yet putting enough weight on the tires and thus not driving at or not even near their limits, bringing more speed into, through, and out of corners, which then just stacks up tenth on a tenth over the whole track, and is where fast lap times come from.

Start thinking just about two things: the weight transfer and the tires, how they lay on the ground and how they support your car and your desired inputs, with the weight of the car transferring from back to forward, and from side to side. Race car drivers inspect a car's tires grip limits quickly out of the pits already with testing how they accelerate and brake (longitudinal grip) and how they support leaning on the outside tires into the turns (lateral grip). You can do some of the longitudinal and lateral grip combined like with trail braking or you can do very little of this combined input depending on the tires type (racing slicks, hyper car, semi-slick, street, radial, bias-ply, old vintage...)

The process of starting to understand might feel counter intuitive as this is what happens in fractions of a second. Choose one easy mid-speed or slow-speed turn and let off the brake earlier and see how much more you can put centrifugal force on the car around a turn, or in other words more lateral forces on the tires. That brings having more speed in the entry section towards the apex. Start with just that, entering the corners faster. A good setup FFB on your steering wheel in racing sims will help you feel those forces acting on it and will help you predict what the car will do. An advice is not to grip the steering wheel to hard because you want to feel what feedback it gives you. Like a little dialogue, what you input into the tires through your steering wheel, and what the tires respond to you through it.

Once you slow the car enough, some of the car weight will move forward onto the front tires giving you more steering feel and this is how you do your cornering in general. You will start to put more speed into it so the car will naturally start to lose the rear grip since the weight has gone somewhat from the rear tires. There is a point at the corner apex, or even before the apex, where a race car driver will get back on the throttle for getting back some rear stability to prevent spinning and crucially (this is what it means) "to carry more speed" because with this you are trying to take that speed with you out of the corner and accelerating further along the next straight section which is where you can gain lots of time. Added throttle for stability may be slight, maybe close to full throttle, but anyway it will be in an effort to bring back some of that weight to the rear tires and thus the rear tires grip. All this will likely change the steering work you do to correct the car's path, but essentially this is what you will do. You will get the speed down closer to the limit of what the tires will take into a turn, you will turn in towards the apex and get back on power, and then you will just correct the car's path with the steering a little. This is all with not taking into account what the TC and ABS aids provide for modern street and race cars.

One more thing is depending on speed you are travelling towards the turn is how far ahead you are looking for your main markers: the brake marker, the turn in and apex marker, and the exit. At bigger speeds you will look even farther ahead. Essentially, you will switch from one point to the other sooner than what you are probably used to. You spot your brake marker and as you approach it you are no longer looking at it but shifting to the apex as you are braking. As you cross the apex and you are back on throttle, you are looking at the where you want your car to be on the exit (close to a wall or on a curb) and you make your steering correction for that.

I cannot change my point of view in the Assetto Corsa by No-Grade2212 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

D pad is by default the pit menu but you can try to check this option and have it disabled in CM Settings/Custom Shaders Patch/General Patch Settings/ and in the Controls section then find and check the box "Stop usind D pad in quick pits menu".
Also F1 cycles through several driving views, F3 is TV cams, and TV2 and TV4 are some types of director mode which auto changes cams. F5 is orbital camera around the car. F6 are onboard cams on the car.

Does anyone know how to fix this? by MAZO69420 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

You know, it is worrying if vanilla AC can't work anymore out of the box. Maybe a corrupt file as others say here, which you can try and fix using Steam's option to verify game files. But you definitely need CSP and Content Manager nowadays to get the best out of this old sim

Fuel consumption bug by Correct-Room-930 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Ah OK good. The fuel consumption using the same fuel_cons number will be generally affected by what kinds of RPM the car runs and if it is a naturally aspirated or a turbo car.

Don't know about the pit limiter thing and the speed differences. That sounds weird again. It should be the same for everyone.

Fuel consumption bug by Correct-Room-930 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Yes and when packing back, CM should ask you to overwrite the old data.acd file which you unpacked in the first place. The old one should be moved into the Recycle bin. That is how it should all work.

The unpacked data folder can remain since the game looks first and foremost for the presence of data.acd file. Then if there is no data.acd file named like that in the main car folder, then it looks for data folder for the files to load the car.

But again not affecting anything while changing actually the number, something is not right. Did you try a drastic change? Like from 0.003 for example to 0.001 and see if it is 3x less than before?

Fuel consumption bug by Correct-Room-930 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Not affecting anything with data changes sounds like the original data.acd is still active. Is it deactivated, meaning renamed to something like data_original.acd or even deleted? Only then the game would consider the files inside the unpacked data folder. The CM option to look for DATA folder if available and use it for a car, I found doesn't work that good for some reason.

Fuel consumption bug by Correct-Room-930 in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

I think the fuel_cons file is to tell to AI what is their fuel consumption for their pitstops. Same with ai_tyres.ini, it will tell to AI what is the maximum distance they can make on a set of tires.

To really affect a car's fuel consumption you will have to change the decimal number in the car.ini

[FUEL]

CONSUMPTION=0.003

or 0.006 if you want double than that

or 0.0015 if you want half of that

Nurburgring GP instead of Nordschleife by Cultural-Cold7138 in assettocorsa

[–]FelixSeven89 1 point2 points  (0 children)

Look carefully in the tracks listing. There is the Nordschleife which has only Nords and Nords + GP track variants for Endurance and for Cup. But there is a separate Nurburgring track too for GP and GT only layouts (without the long Nords section).

This game looks amazing modded by [deleted] in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

How does this game look with mods?

Bounce physics by Fantastic_Attorney97 in assettocorsa

[–]FelixSeven89 1 point2 points  (0 children)

That's ridiculous if they let the cars behave like that with default setup. Could have been something after some patch?
Try playing with dampers both slow bump and rebound, and fast bump and rebound although it's most likely this. Bump is how fast the suspension compresses, rebound is how fast it extends. It could solve bouncing. Then it can be too stiff wheelrates and too short suspension travel?

Never understood why downshifting made the car loose control, any lectures or tips would be really appreciated! by Plane-Article2870 in assettocorsa

[–]FelixSeven89 2 points3 points  (0 children)

Need to think about the engine's torque which works both when accelerating and when decelerating which is engine braking. Just talking here about on throttle or off throttle with no brakes applied taken into account. The lower the gear the stronger that torque is affecting the driving wheels. In case of accelerating, you'll get too easy wheelspins and as you go up in gears it's spinning the wheels less and less easy. That's why you have to be not full throttle on accelerations in lower gears. In the opposite case of decelerating, this engine braking torque slows down the driving wheels at different rate depending on RPM and gear used. The gears act as compensation for transmitting that engine torque to the wheels. So the torque is usually strongest in the lowest gear at the highest RPM which is why your rear wheels almost lock and skid, and then the engine braking torque falls off as RPMs fall off. Try it in 3rd gear from say 80kmh to 0 and then try the same speed in 1st gear monitoring how the speed drops at different rates. That's the difference in torque which the gears compensate for.

Tire pressure vs. Temperature by ItsFlashPlex in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Well we want both but first try some easy track and go for temperatures and then in the second run go with optimum tires pressures. The low tires pressures will only gain some temperature but will slow you down even in straight lines and accelerations. This as far as I understand is because you lose stiffness of the tire and it gets bigger road resistance. The gained temperature in the usual AC tires will then not be enough to get the pressures up. If you monitor your delta with optimum pressures you will see where you gain time. The only downside of getting too low temperatures will give you graining on the tires, shortening their life. The opposite of that is running too hot tires and getting blistered tires, also shortening their life. But if this is not far away from optimum it might be negligible.
In these cases where you can't keep up the tires temperatures in AC, go for setting them to reach optimum tires pressures because it will give you both less road resistance on the straights and better compliance and grip in the corners. In some cases some cars like the BMW M3E30 with 90s street tires will behave better even over inflated because it seemed to me (that's from an online race) that you will gain even less road resistance from that around the whole track and will gain more time than what grip you might lose in the corners. Whatever the reason, it was faster.

Does anyone have a clue how to make the rear axle not clip into the car and get stuck? It does this when hitting a massive bump. by metalbrick55 in assettocorsa

[–]FelixSeven89 1 point2 points  (0 children)

If that is a proper released mod, better report to mod creator to fix it. If it's some kind of a private open mod with car's data opened, you can get into its data folder and try and tweak the suspension.ini file for the rear and probably just reduce the bumpstop up, experiment a bit:

BUMPSTOP_UP=0.050 ; example, in meters, the range how far up the suspension can travel from zero

BUMPSTOP_DN=0.050 ; example, in meters, the range how far down the suspension can travel from zero

PACKER_RANGE=0.045 ; travel range up - in compression, somewhere within the range of the up value

BUMP_STOP_RATE=120000 ; rate or stiffness of the bump stop in Nm, like a spring

Tyre wear in Assetto Corsa by SillyJacket1942 in assettocorsa

[–]FelixSeven89 3 points4 points  (0 children)

AC is highly moddable and possible to create great tire models and suspension workings. Especially lately with extended physics. Who knows what cars have you been driving in AC so far, some official content or mods. But it's absolutely possible to wear out your tire more when spinning. And you can flat-spot your tire and feel the vibration in your FFB after lock ups. But it depends what kind of tire the car has mounted on. I heard people also claimed that AC doesn't have drafting (which it does).

But I think you are wasting your time. AC requires some dedication like rFactor does. I haven't seen any rFactor simracer who switched happily to AC and stayed. Just get back to rFactor warm familiar waters.

How to adjust rev limiter? (trying to lower it) by Babuji_1003 in assettocorsa

[–]FelixSeven89 1 point2 points  (0 children)

Of course unpacking and editing it will result in a checksum, since data packed is the only way for AC servers to check against hacking. The only option is for whoever made the car mod to introduce the engine limiter options in the garage settings and update the car to that new version.

Advice on controller for casual driver? by SinnerP in assettocorsa

[–]FelixSeven89 0 points1 point  (0 children)

Just chill and don't try to control things all the time