Assetto Corsa Competizione Blog: The Multiplayer Doors (start to) Open Today!

Paul Jeffrey

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ACC-Logo-Ambientato.jpg

Today is patch day 3 for Assetto Corsa Competizione, and with the new update comes the first stab at multiplayer functionality in the new title.


Having to wait for an exciting update is new that much fun, so to pass the time Kunos Simulazioni, and in particular Kunos staffer @Minolin have released a new blog posting, talking all things online multiplayer in ACC.

You can check out the full blog post below:

With today's new version 0.3 of the Assetto Corsa Competizione update, we will do our first step in the (huge) multiplayer effort we are planning to do. This post probably contains two big news; Let's be straight-forward and open with the not-so-good:

This version adds the part of the multiplayer system that is very similar to the pickup server system you already know from AC1. However we have to limit the usable session types to Practice sessions only (that means no quickrace or race weekend).

You already know our roadmap for ACC is very tight, which doesn't offer much space for unforseen events. Sadly we experienced a series of those while creating the multiplayer infrastructure, so we ran late and therefore do not have the confidence and tests we would like to have at this point. To be absolutely honest, we even discussed about not releasing the MP in 0.3 at all. But we defined a set of features that is quite stable and playable - and in a huge team effort with endless dedication we could go for it. One of the very important elements in Early Access is that we can run tests and receive feedback very early in the process, so I'm quite happy that we could avoid holding back even a limited version.


Now let's move to the other news, some of them are not-so-obvious, especially in contrast to the multiplayer of the Asssetto Corsa 1.


I Server infrastructure
Many consider the community servers acting as homebases the best things in the Assetto Corsa Multiplayer, the same for the easy and instant-fun pickup server system. So it was pretty clear that whatever we invent in ACC, it can only be complementary to the proven community/pickup system (and is obviously not part of "Basic" Multiplayer).


We will had out the server binaries (at the moment windows only) with this release, although it could take a day or two until we can add reasonable documentation. Due to our restrictions, there are a few options you can't use - we will pass a readme.txt for the start.

The ACC server is rewritten from-scratch, but isn't that different in it's total behaviour. I'm very confident you will find what you need, and be positively surprised about the one or the other option.

In AC1, the server defined the available slots by car and you could connect into such a slot. In ACC, this technical requirement is no more, which means you can pick whatever car you want (except the server admin excluded certain car models). Technically, this is very tricky - it means you could have to load new cars while you are driving, which almost inevitably causes freezes. We aren't completely done here, but our current approach looks very promising. You will witness a small lag when a new car model is loaded, but only for the first time (after you joined the server). So if you are driving the M6, you won't notice that another M6 joins.
However this is what we learnt from our tests; we are curious to hear about your feedback.

III Server list
This early version already contains the server list and most of the functionality in a way it is meant to be for pickup racing - probably the biggest change in concepts you will learn about today.

If you allow me to exaggerate a bit: So far, you simply received a list of 980 empty and 20 populated servers, sorted the list by drivers descending and clicked the first one. Most of the data is ignored, and we couldn't apply much more than a few basic filters and finally sort by drivers.

In ACC, you won't plainly receive 1000 servers. Every server list is the result of a highly personalized ranking of the available servers, matching many elements to both your personal profile and your selected preferences. In the best case (and at the end of the road) you won't even start scrolling, but look at the top 5 and pick the one that looks most appealing based on your current mood.

But first let's look at the page; the server list page is pretty simple: Servers in a list, car selection, connect button - not much to explain here.

ACC server image 1.png

Clicking on a server selects and expands the entry, showing a bit more information and allows a by-series car selection (we will see free, sprint, endurance lineups).

The selected server will display what you expect: Servername, track, session type, duration, drivers online.
And what you maybe did not expect: (Steam)Friends online, Activity indication, "Clean server" indication, as well as optional requirements for Track Medals, Safety Rating and Racecraft Rating. The requirements can be set by the server admins, the indicators give a hint about the recent history of actual driving activity and drivers online as well as trust gained vs OBWP scored.


Below the car selection you will find an interesting button: "Advanced" opens an option page to adjust your personal preferences for the server selection/sorting. You will already find a number of options in three groups:


ACC server image 2.png


Weights different aspects of the quality of a driver, so you can decide on your own which one is how important to you. Do you rather go for much activity, clean racing or perfect pings?

ACC server image 3.png


Preferences will contain settings like the desired driver count - while most users will aim for numbers as high as possible, this can be used to seach for medium traffic servers which tend to be cleaner, and more suitable if your hardware struggles with many cars.
At this point I already prepared the options to disable the SA or RC rating - so you can easily drive (or test) without the pressure of your ratings.

When completed, this setting will obviously exclude servers where admins do not allow disabling one or both.


ACC server image 4.png


Here you can adjust how good a server is matching for you based on the track used.

The whole options have in-depth explanations, so make sure you have a quick read and setup the sliders to match your preferences.

Most of the parameters are implemented, but please understand that such a system a) can't be appropriately simulated in advance and b) the system needs lots of data and rating profiles in order to work well. So my expectation is that it will become better and better, but needs time to get there.

Now I will close and hope you can go out for a ride.


Despite the stressful days and the disappointing cut of the race sessions, I have to admit any MP test turned out to be quite fun - I hope you experience the same.

Don't forget to check our review article and video, found HERE.

Assetto Corsa Competizione is available on Steam Early Access now.

Check out the Assetto Corsa Competizione forum here at RaceDepartment for the latest news and discussions regarding this exciting sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.


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I haven't tried the update yet but I'm surprised by all the complaining, especially in regards to VR.

With early Access games that are on such an early build I tend to play half an hour or so here and there and just wait for the improvements to come over time. This isn't anywhere near perfect and it has a long way to go but I see potential. Also even with my aging system I don't think it looks half bad in VR, not great but not bad. I'm sure it will improve with time. Patience is a good thing to learn.
 
Just tried the Huracan at PR in VR.
It is early release so issues are to be expected. In that regard, I'll just stick to single screen for now.
The colors at the edge of that track..especially in slightly elevated sections, tend to merge into each other in VR making it difficult to distinguish.
I'm not too bothered as I have RF2, AC, RRE and AMS to go back to while KS sorts this one out.
 
Still having some weird issues with the textures. For a split second sometimes they load super blurry, and suddenly they go hi-res. Weird but not game breaking.

The M6 is super fun. Not as tail happy as the Bentley, and certainly more nimble, though not as nimble as the Lambo. Paul Ricard is simply astonishing. I can only compare it to R3E and Codies' F1 2018, but to me it's definitely the nicest and clearer of all.

Though I got carried away shortly after :D
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So what you're saying is both have one class with a couple of tracks...;)

Lol....ya they use 1 class and a few tracks :)

Iracing has multiple series available that utilize gt3 cars and a wider selection of tracks where as ACC will only have the blancpain series and its 11 tracks.

Iracing series that use gt3 cars
Ferrari gt3 challenge
Ruf gt3 series
IMSA series
VRS GT3 endurance series
VRS GT3 Sprint Series

For the time being and until Kunos confirm further dlc and the direction of this title, iracing has more options to play with within the gt3 content.
 
People just dont seem to get the early access project! At this point i do believe that thry just care to hate on the game and developers... (oh and say how not of a iracing killer acc is...)
It started to become obvious that the update wouldnt hit the mark since the entire dev team and especially Marco didn't post much during the week.
Personally i don't think they will make it with their roadmap release and i do believe that the roadmap programme was a push from "above".
Anyone that follow the gaming news/industry could see that a roadmap like this is way too tight to make it work!
Only thing i wait and hope is that kunos will not stick to the roadmap and will release features and updates when they are trully ready! Patience is a great attribute to all things in life!
 
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I haven't tried the update yet but I'm surprised by all the complaining, especially in regards to VR.

With early Access games that are on such an early build I tend to play half an hour or so here and there and just wait for the improvements to come over time. This isn't anywhere near perfect and it has a long way to go but I see potential. Also even with my aging system I don't think it looks half bad in VR, not great but not bad. I'm sure it will improve with time. Patience is a good thing to learn.
Wow, there are people who still use their brains!

Totally agree. :)
 
Only thing i wait and hope is that kunos will not stick to the roadmap and will release features and updates when they are trully ready! Patience is a great attribute to all things in life!
The downside of don't respect a deadline is that you concede an alibi to your crew, and when you are a small team you can not afford it. I can assure you that they are working so hard and personally I'm just proud of what they are doing.
 
I haven't tried the update yet but I'm surprised by all the complaining, especially in regards to VR.

With early Access games that are on such an early build I tend to play half an hour or so here and there and just wait for the improvements to come over time. This isn't anywhere near perfect and it has a long way to go but I see potential. Also even with my aging system I don't think it looks half bad in VR, not great but not bad. I'm sure it will improve with time. Patience is a good thing to learn.
For some people like me it's not the graphics but more the nausia-inducing locked-to-car camera that makes playing impossible so far. That said, i think you are absolutely right with your statement. I am happy to wait another half year until it's fleshed out until i touch it the next time. Most people don't know what early access is..
 
Paul Ricard in VR is the worst experience I've ever had in my Rift. The run-off colours just blur all over the place and you can't see where you're going!!

I'll have to get a screen to replace the one I gave my son, as I just can't enjoy ACC since I had to go VR only. I'm not confident that Unreal 4 is going to be good for sim racing in VR. Looks stunning on a monitor though, just wish I had one!! Lol :)

Oh well, hopefully try again soon :(

The red/blue lines are blurring and dissolving on screen too, especially noticeable right after T10, in the distance.

I suppose Unreal Engine is beautiful and all but when it comes to rendering objects that are 300+ meters away there have to be some compromises made. Usually Unreal is used for shooters with fantasy maps, where designers can optimize and cheat - tight corridors, large objects that allow to "switch off" everything behind them because you can't see it anyway.
 
so its just generic server browser based

hate to say i told you so but ...........

so much for that "iracing killer" ppl have been trying to spout

Browser based? Good for data harvesting. And income. :thumbsup:

Reminds me of the Battlefield 4 fiasco. You just had to load up a good firewall to see the tens of companies (friends of EA) looking for your data the moment your started your browser.
 
Wow, there are people who still use their brains!

Totally agree. :)
I'm not complaining about the VR per se, but about the way they chose to implement the menu selection in VR: exclusively using the keyboard, with no option to use the mouse, and some things requiring two or three fingers to select. In VR? With a VR headset on, and a wireless headset too? And then I'm supposed to be fumbling around with the keyboard ? A bad joke. It's an absolute immersion killer, and ruins what is otherwise a pretty good VR experience.
Whos idea was that? Stevie Wonder ? :D It boggles my mind, what were they thinking ?
 
Just imagine how good this game would be already if they'd just hired all these forum experts to help them with development and coding!! :rolleyes: :laugh:

I'm not complaining about the VR per se, but about the way they chose to implement the menu selection in VR: exclusively using the keyboard, with no option to use the mouse, and some things requiring two or three fingers to select. In VR? With a VR headset on, and a wireless headset too? And then I'm supposed to be fumbling around with the keyboard ? A bad joke. It's an absolute immersion killer, and ruins what is otherwise a pretty good VR experience.
Whos idea was that? Stevie Wonder ? :D It boggles my mind, what were they thinking ?

Please. It's not exclusive to the keyboard, you can use the buttons and d-pad on your wheel to get around and I don't have even the slightest bit of problem doing that.....not even with my VR helmet on. I highly doubt the full game will be released without mouse support but obviously they haven't quite got that part working yet, nothing worth getting your panties twisted over.
 
You shoud have been aware of this if you just looked into the changelog of AC. Somewhere in the Beta around 0.20 they claim to have fixed the damage before exiting the Pits at Nordschleife Tourist. Nowdays it still happens with Kunos Orginal Cars that the Car bumps around when you click drive and get damaged from the fence behind your Pit slot. Nothing new and will not change because Kunos just cannot follow any schedual or just be open about problems. They probably knew this Month ago but they don't give a **** about you. IT'S JUST A GAME. AND WE TAKE YOUR MONEY AND DON'T CARE WHAT YOU SAY. -Kunos in 2018
I think that you exaggerate the problem. Yes, there are some unsolved problems, but I love AC and ACC too. I understand that issues may occur, I just say that it would have been fair to say something if the update is late. But since it came out only three hours later, I think it is not the world. I thought that the update would be postponed.
 
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I just played ACC Paul Ricard and I have to say that a mod in AC looks way better than track version on Unreal Engine, done by a whole studio. I hope that is just a Early Access thing and they will seriously step up their visuals.
 
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