Assetto Corsa - FAQ & Game Description

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Assetto Corsa - Frequently Asked Questions
& Game Description

Last update: 01.01.15
Gameversion: 1.0.1


Table of contents

1 Is Assetto Corsa worth buying? - click

2 Basics - click
2.1 Format & reinstall
2.2 Hardware requirements
2.3 Gameperformance characteristics
2.4 Supported input devices, presets
2.5 Game development
2.6 Feature list
2.7 Official car & track list

3 Game Configuration - click
3.1 Graphics settings
3.1.1 Resolution & Rendering mode
3.1.2 Anti Aliasing & Anisotropic Filtering
3.1.3 Reflection Quality & Reflection Rendering Frequency
3.1.4 Shadow resolution, World detail and Smoke generation
3.1.5 Post processing effects (PPEs)
3.1.6 Vsync
3.1.7 Maximum frame latency
3.1.8 Mirror resolution & High quality mirror reflection
3.2 Field of View (FOV)
3.3 How to disable vertical head movement?
3.4 Glancing left/right speed
3.5 Keyboard shortcuts
3.6 Input device configuration

3.6.1 Keyboard
3.6.2 Gamepad
3.6.3 Joystick
3.6.4 Wheel, Pedals & Shifter
3.6.4.1 Degrees of rotation
3.6.4.2 Throttle, brake and clutch boundaries
3.6.4.3 Gear shift debouncing
3.6.4.4 KERS & DRS activation
3.6.4.5 Steering settings
3.6.4.6 Brake gamma
3.6.5 Save configuration feature
3.7 Audio balance, engine sound

4 Driving - click
4.1 Hud & apps
4.1.1 In general & dev mode activiation
4.1.2 Basic apps
4.1.3 Advanced apps
4.1.4 Third Party Apps
4.2 Assists & ABS
4.3 Ambient & track temperature
4.4 Replays
4.5 Grip levels / Track surface
4.6 Fuel
4.7 Comparison of lap times

4.7.1 Ingame telemetry
4.7.2 Third party apps (telemetry)
4.8 Car setups
4.9 Converting a Qually into a Race setup
4.10 Steam community ID
4.11 Multiplayer

4.11.1 Server filters
4.11.2 Booking & pickup mode

5 Modding - click
5.1 In general
5.2 Cars
5.3 Car skins
5.4 Tracks
5.5 Career
5.6 Identifying track versions
5.7 Custom Apps
6 The RACEDEPARTMENT Assetto Corsa Racing Club - click
6.1 In general
6.2 Mechanics

6.2.1 Event threads
6.2.2 Racing license
6.2.3 Sign up & sign out
6.2.4 Premium
6.2.5 Servers
6.2.6 Booking & Pickup mode
6.2.7 Teamspeak
6.2.8 After the race
6.3 Racing Club Rules
7 The RACEDEPARTMENT Driver Academy Program for Premium Members - click

8 Dedicated Server Configuration - click
8.1 In general
8.2 entry_list.ini
8.3 server_cfg.ini

8.3.1 Cars & tracks
8.3.2 Sun_angle
8.3.3 Allowed_tyres_out
8.3.4 Register_to_lobby
8.3.5 Pickup_mode_enabled
8.3.6 Sleep_time
8.3.7 Voting_quorum
8.3.8 Client_send_interval_hz
8.3.9 Dynamic_track
8.3.10 Wait_time
8.3.11 Max_clients
8.3.12 Race_over_time
8.3.13 UDP, TCP & HTTP Ports
8.3.14 Loop_mode
8.3.15 Damage_multiplier, fuel_rate, tyre_wear_rate
8.3.16 TC_allowed, ABS_allowed
8.3.17 Stability_allowed
8.3.18 Autoclutch_allowed
8.3.19 Tyre_blankets_allowed
8.3.20 Admin commands
9 Errors and Troubleshooting - click
9.1 Game erros
9.2 95% CPU Warning
9.3 No tracks available
9.4 Hardware issues
9.5 G27 rumble
9.6 Stutter
9.7 Ride height calculation
10 Useful threads for beginners - click

Appendix - click
Options menu screenshots - click



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Disclaimer
This FAQ and game description does not assert to be up to date or complete. The author is not affiliated with third parties.
 
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Changelog
08.08.14 - pre release of sceleton, Table of Contents, added pictures
11.08.14 - completed sections 1 and 2
15.08.14 - expanded section 3 (oh boy), completed section 3, expanded section 4,
15.08.14 - added server config section + picture, added legal disclaimer,
15.08.14 - split & linked OP into single posts because of picture count (20) per post limit,
16.08.14 - close to completion of section 4 (except 4.1.3)
22.08.14 - completed section 4
23.08.14 - completed section 5, added 5.6 Custom Apps
23.08.14 - expanded & completed section 6, deleted post 6.3
25.08.14 - expanded & completed section 8
28.08.14 - completed sections 7 & 10; started section 9; included options screens
28.08.14 - completed sections 9 & 3.2
28.08.14 - FAQ is content complete, proofread internally
01.09.14 - minor wording changes, added detail info on aero app in 4.1.3
03.09.14 - updated for v0.22.9, proofread externally, featured
05.09.14 - added 3.7 Audio balance, engine sound
24.09.14 - added Render stats app explanation, added workaround to LOD issue in section 9
18.10.14 - updated for RC 1.0.3, wording changes
21.10.14 - Adjusted, complimented driver performance steps in section 7, wording changes
30.10.14 - Toyota & Ford added to announced car development
31.10.14 - added Tyre_blankets_allowed option to section 8
09.11.14 - adjusted 3.2 FOV section for vertical FOV
22.11.14 - added 'CTRL+Q : toggle damage display' in 3.5, minor wording changes in 2.5
21.12.14 - updated for official release 1.0, finalized 5.5, wording changes
21.12.14 - added 8.3.20 Admin commands & 9.7 Ride height calculation
26.12.14 - updated for 1.0.1
01.01.15 - added replay corner markers to 4.4
This FAQ will no longer be updated by the author.
 
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1 Is Assetto Corsa worth buying?
Assetto Corsa (italian for 'race trim') is a full on simulation from the Italy based studio Kunos Simulazioni with proprietary tyre model, licensed sound engine, realistic physics and aerodynamics. The exterior and interior of the cars are fully modeled and the tracks are laserscanned. This game is about driving, experiencing and enjoying a particular car on a particular track - it is more a driving than a racing simulator. With the end of the Early Access program and official release, it has already enough depth to keep drivers occupied for some time and with built in mod-support is continuing to offer diversity in content.
A proper wheel is strongly recommended to feel the car and the road through the detailed Force Feedback. Also, the game requires at least a good mid ranged PC as of late 2014 for an enjoyable gaming experience.

2 Basics

2.1 Format & reinstall

The game files are primarilly handled through the steam client. Missing files may be reaquired through an 'Check of integrity of game cache' via the steam dropdown menu. Backup your game configuration with your replays, screenshots and setups in username/own documents/assetto corsa, if you'd like format your harddrive or do a clean reinstall.

2.2 Hardware requirements
Official hardware requirements (Source):

Minimum
OS: Windows Vista, 7, 8, 8.1
Processor: AMD Athlon X2 2.8 GHZ, Intel Core 2 Duo 2.4 GHZ
Memory: 2 GB RAM
Graphics: DirectX 10.1 (AMD Radeon HD 6450, Nvidia GeForce GT 460)
DirectX: Version 11
Network: Broadband Internet connection
Hard Drive: 15 GB available space
Sound Card: Integrated

Recommended
OS: Windows Vista, 7, 8, 8.1
Processor: AMD Six-Core CPU, Intel Quad-Core CPU
Memory: 6 GB RAM
Graphics: DirectX 11 (AMD Radeon HD 7870, Nvidia GeForce GTX 660)
DirectX: Version 11
Network: Broadband Internet connection
Hard Drive: 30 GB available space
Sound Card: Integrated

2.3 Gameperformance characteristics
This game runs in two primary CPU threads: one for physics, the other one for everything else. It is CPU limited in Singleplayer and GPU limited in Multiplayer. In contrast to many other PC games, Anisotropic Filtering (AF) has a big inpact on FPS. Higher Anti-Aliasing (AA) settings require an increasing amount of GPU memory. Combining AA and FXAA yields the best AA outcome. Raising a single value, AF or AA, may not result in optimal resource management and/or overall high graphical fidelity. Since AF and AA have almost the same impact on FPS, and AA a high impact on GPU memory, a high AF and a low AA setting provide a compromise in FPS, graphical fidelity and resource usage.
Other settings with a relative high impact on performance are Motion Blur, Depth of Field, Reflection Quality and Reflection Rendering Frequency.
For more information: click here

2.4 Supported input devices, presets
Compatible with keyboard, joystick, pad (mainly 360) and lots of wheels.
It is strongly recommended to use a wheel with 900° of rotation.

Presets
presets.jpg


'Configuration wizard' for other input devices available.

2.5 Game development
Following a regular bi-weekly update cycle in the beginning of 2014, Kunos changed its development schedule to larger updates between longer time periods during the Summer. In mid October 2014, the Release Candidate (RC) was made available to the public. Official release was on the 19.12.14. The game is however still in need of further optimization. Future free content, (paid-) DLC and additional licenses, e.g. RUF, Audi, Toyota, Nissan and Ford have already been announced.

2.6 Feature list
In general
  • Accurate modeled cars (physics, aerodynamics, exterior & interior)
  • Laserscanned tracks
  • In depth car setups, values in scientific units apart Dampers & ARBs
  • Dynamic track surfaces
  • Dynamic time of day in Singleplayer
  • Tyres: accurate wear curve, degradation (blistering, graining, overheating), flat spotting (vibration)
  • Modding tools (cars & tracks)
  • Damage model: engine (accumulative), gearbox, visual, suspension, steering collumn, aerodynamics
  • Pit stops (only in Multiplayer)
  • Audio engine: Fmod (R)
  • Post-Processing Effects (PPE): many on-the-fly presets, glare, depth of field, color saturation, motion blur, crepuscular rays, heat shimmering
  • Multitude of driving aids
  • Dedicated server client with basic admin commands
  • Soft objects
  • Multiple LODs (Level of Detail) for cars, display is draw distance dependant
  • FOV slider (Hallo Totalbiscuit!)
Singleplayer
  • Practice mode
  • Hotlap mode
  • Special events (races and challenges with particular track & car combinations)
  • Time attack
  • Drift events
  • Drag races
  • Quick races
  • Race weekends with Practice, Qualifying and Race
  • Automaticaly generated list of favorite combinations
  • Replay mode (file limitations may apply)
  • Career mode (Time Attack, Race, point accumulation, car progression)
  • Photo mode
Multiplayer
  • Online mode, no LAN
  • Server client included
  • Public servers with Booking or Pickup mode, sometimes featuring mod-content
Missing features in comparison to other simulators / driving games
(as of 21.12.14)
  • Dynamic time of day in Multiplayer
  • Dynamic weather
  • Pit stop system in Singleplayer (animated pit crew, tyre changes, refueling)
  • Flag system (3rd party apps available)
  • Server controlled rolling start procedure
  • Day and night cycle
  • Spectator mode (online, broadcasting)
2.7 Official car & track list
(as of 21.12.14)

Cars
  • Abarth 500 / S1
  • Alfa Romeo Giulietta Quadrifoglio Verde model 2013
  • Alfa Romeo Giulietta Quadrifoglio Verde (Game-) Launch Edition
  • BMW 1M / S3
  • BMW M3 E30 / Drift / Step1
  • BMW M3 E30 Group A / DTM
  • BMW M3 E92 / Drift / Step 1
  • BMW M3 GT2
  • BMW Z4 / Drift / Step1
  • BMW Z4 GT3
  • Ferrari 312T
  • Ferrari 458 / Stage 3
  • Ferrari 458 GT2
  • Ferrari 599XX EVO
  • Ferrari F40 / Stage 3
  • Ferrari LaFerrari
  • Formula Abarth (Tatuus)
  • KTM XBow R
  • Lotus 2 Eleven
  • Lotus 2 Eleven GT4
  • Lotus 98T
  • Lotus Elise SC / Step1 / Step2
  • Lotus Evora GTC
  • Lotus Evora GTE
  • Lotus Evora GTE Carbon
  • Lotus Evora GX
  • Lotus Evora S / Stage 2
  • Lotus Exige 240 R / Stage 3
  • Lotus Exige V6 CUP
  • Lotus Exige S
  • Lotus Exige S Roadster
  • Lotus Exige Scura
  • Lotus Exos 125 / Stage1
  • McLaren MP4-12C
  • McLaren MP4-12C GT3
  • Mercedes SLS
  • Mercedes AMG SLS GT3
  • P4/5 Competizione
  • Pagani Huayra
  • Pagani Zonda R
  • RUF CTR Yellow Bird
  • Shelby Cobra 427 S/C
Tracks
  • Drag strip - 400m, 1000m
  • Dedicated drift circuit
  • Autodromo Enzo e Dino Ferrari Imola
  • Autodromo Di Umbria Magione
  • Autodromo Di Monza
  • Autodromo Di Monza, layout 1966
  • Autodromo Del Mugello
  • Nürburgring Grand Prix
  • Nürburgring Sprint
  • Silverstone
  • Silverstone International
  • Silverstone National
  • Spa Francorchamps
  • Trento Bondone Hillclimb
  • Autodromo Piero Taruffi Vallelunga
  • Autodromo Piero Taruffi Vallelunga-Club
 
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3 Game Configuration

3.1 Graphics settings
3.1.1 Resolution & Rendering mode

Assetto Corsa will run on Single-, Tripple screens or on the Oculus Rift VR device. Many resolutions in combination with many refresh rate options (Hz) from 640x480 @ 25Hz to 1920x1080 @60Hz or resolutions for tripple screens are available.

3.1.2 Anti Aliasing & Anisotropic Filtering
As both main graphical quality options, AA and AF should be looked at first when balancing fidelity and performance. Note that AF requires more resources in AC in comparision with other games.

3.1.3 Reflection Quality & Reflection Rendering Frequency
Both these settings are responsible for the reflection quality on the car's bodywork. Reflection Quality determines the resolution of the reflection and Rendering Frequency dictates how often reflections on the bodywork will be updated.

3.1.4 Shadow resolution, World detail and Smoke generation
Lowering Shadow resolution and World detail can help increase FPS on parts of tracks with a lot of detail or many trees that are casting shadows - especially helpful on mod tracks. Lowering Smoke generation helps to reduce the FPS drop during race starts.

3.1.5 Post processing effects (PPEs)
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PPEs have an impact on FPS, Motion blur and Depth of field quality more so than the rest. The headlights of the car won't glow with PPEs or Glare quality disabled and have a deminished glow with Glare quality reduced. You may reduce Color saturation below 100%, or set the PPE preset to 'Photogenic' in order to bring the game visuals closer to reality. Enabling Fast Approximate Anti Aliasing (FAAA) simultaniously with normal AA will reduce FPS greatly. FAAA is not as effective as AA.

3.1.6 Vsync
Vsync attempts to synchronise the FPS with your monitor's refresh rate and may smoothen the picture. If your FPS are overall lower than your monitor's refresh rate, Vsync won't improve picture quality and is better to turn off. Take care not to have a FPS multiplyer of 1x, 1,2x, 1,25x, 1,33x or 1,5x of your monitor's refresh rate to avoid teering. E.g. for 60Hz that'll be 60, 72, 80 or 90 FPS. Check your frame rate limit setting as well. More information about that click here.

3.1.7 Maximum frame latency
To be changed in 'Steam/steamapps/common/assetto corsa/system/cfg/graphics ini'. Setting of how many frames the game should render the frames in advance, to what you are seeing on screen. Default value is 0. A value of 1 may improve picture quality and Force Feedback (FFB) response. Higher values will desynchronise game imputs with the visuals. More information on that click here.

3.1.8 Mirror resolution & High quality mirror reflection
Quality of mirror reflections - has a minor impact on FPS and should be fully enabled.

3.2 Field of View (FoV)
The Field of View (FoV) ingame should mimic your FoV sitting in a car in reality. Correct FoV is important for proper (sim-) racing & gaming and to experience a proper sense of speed while driving. Although there has been no official word if this game uses vertical or horizontal FOV, experimental results showed that AC features vertical FOV.

3.3 How to disable vertical head movement?
Tick the option in the view tab for 'Lock onboard camera to horizon'.

3.4 Glancing left/right speed
Determines the speed at which you glance left or right during driving. This option is subjective, but an increase does help to reduce the time you are looking away from the road while driving.

3.5 Keyboard shortcuts
In menu
F11: toggle fullscreen/windowed

During driving
CTRL+R : replay
CTRL+S : slow motion (replay)
CTRL+A : ABS on/off
CTRL+T : toggle traction control modes
CTRL+H : toggle apps
CTRL+O : restart session
CTRL+L : disable driver names
CTRL+M : toggle mouse steering
CTRL+G: toggle automatic gearbox
CTRL+I : racing line on/off
CTRL+Q : toggle damage display
F11 : toggle virtual mirror
+/- : adjust FOV in-car
PageUp/Down : adjust exposure (HDR)
\ : open/close console

In multiplayer mode
CTRL+1: switch to previous opponent car
CTRL+3: switch to next opponent car
CTRL+2: switch to player car
CTRL+L: toggle opponents names

In the showroom
ENTER : enter/exit the car
SPACE : open/close doors
NUMPAD_7 : lights on
NUMPAD_8 : stop lights on
NUMPAD_0 : animate wing 0 (if present)
NUMPAD_1 : animate wing 1 (if present)
NUMPAD_2 : animate wing 2 (if present)
NUMPAD_3 : animate wing 3 (if present)
W : whipers
I : car gearbox animation
arrows : move the car
, and . : rotate wheels / steer
F7 : FPS mode
TAB : track camera
pag up : previous skin
pag down : next skin
+ : exposure up
- : exposure down
F : roll left
G : roll right
Q : Azimuth +
E : Azimuth -
A : Zenith +
D : Zenith -

3.6 Input device configuration
3.6.1 Keyboard

Assign buttons and there you go.

3.6.2 Gamepad
No information available at this time.

3.6.3 Joystick
No information available at this time.

3.6.4 Wheel, Pedals & Shifter
You may look for specific Wheels & pedals click here.

3.6.4.1 Degrees of rotation
Determines the sensitivity of the steering wheel. If the the maximum rotation is matched with your wheel's rotation, both your and the ingame wheel will rotate congruently. You may increase them to the maximum (1180°), in order to reduce sensitivity and therefore increase steering precision of Formula cars.

3.6.4.2 Throttle, brake and clutch boundaries
You may adjust pedal bounderies with the white sliders. The top brake boundary my be changed, in order to reduce the necessary force required to press your Load Cell brake pedal and still retain 100% maximum brake ingame.

3.6.4.3 Gear shift debouncing
Adjust slider to eliminate skipping gears while shifting.

3.6.4.4 KERS & DRS activation
As options available, however both are not yet implemented as activatable features in the game. These are expected with the addition of the McLaren P1. Albeit the Hi-KERS system of the LaFerrari is fully modeled.

3.6.4.5 Steering settings
Recommended to reduce all options to minimum other than FFB gain, in order to experience the purest FFB possible. You may choose a Filter value of 1 or 2% to reduce a sudden jiggle of the wheel while driving due to road surface imperfections.

3.6.4.6 Brake gamma
A linear brake gamma (value of 1.00) is highly recommended to have a predictable and precise braking feel.
For Load Cell users: the human foot with its plethora of pressure sensors is able to detect and react to pressure a lot better than to foot travel. A linear brake gamma and a linear pressure increase of the Load Cell will benefit greatly from that.

3.6.5 Save configuration feature
You may save any configuration of your input devices via this feature. You may have to double click on an entry multiple times for it to load properly. You also may save a general profile each for Street-, GT- and Formula cars.

3.7 Audio balance
You may adjust sound levels in the Audio options menu.
 
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driving.jpg


4 Driving

4.1 Hud & apps
4.1.1 In general & dev mode activiation

You are free to move the ingame apps to anywhere on the screen you like. Even to a different screen, if you have a tripple setup. They can be fixed in place by clicking the pin in the top right. You have the choice from a multitude of apps that display a variety of information. Exactly how much and how detailed that info should be, is up to you.

Activate dev mode to enable access to more apps by going to
SteamApps\common\assettocorsa\system\cfg and open the assetto_corsa.ini
and changing
ENABLE_DEV_APPS=0
from 0 to 1.
(dev mode activation courtesy of @Manuel Staggl)

4.1.2 Basic apps
(not every app available is represented)

Gears
gears.jpg

Big & easy to read - gears, revs and turbo (red) gages.
(recommended)

Pedals
pedals.jpg

From left to right: clutch, brake, throttle, FFB. Be sure to set your FFB gain in such a way, that it doesn't 'clip', the FFB bar not to turn red the majority of the time.
(recommended)

Time of day
timeofday.jpg

Time of day does advance in SP and does not in MP (as of 15.08.14)

Track map
track_map.jpg

Look at the map while comming out of the box or returning onto the track from an off.
(recommended)

Onboard settings
onboard_settings.jpg

Adjust your seating/view position, FoV and pitch. These settings will be saved individually by car. You may raise your seating position to improve your view out of Formula cars.

Position overlay
Press F9 to cycle through its modes or get rid of it.

4.1.3 Advanced apps
(not every app available is represented)

Ai app
image.jpg

Watch, record, save, configure existing ai or create your own.

Car physics
image.jpg

Incl. grip meter (DYN_TRK)

Performance delta
performance_delta.jpg

Very useful app, big display, easy to read - take a glance during hotlapping/qually to see exactly and in real time, where you gained/lost time.
(recommended)

Render stats
FPS : FPS
FT: time for each frame to be rendered (in milliseconds)
DIP : number of draw calls
TRI : total number of triangles
B.Size : average size of each drawcall
Scene : triangle on scene (after culling)
CPU : cpu time
OCC : cpu occupacy

FPS, FT, CPU & OCC are dependant on your hardware, rest of the values should be independant., DIP & B.Size affect GPU & Vram. OCC is indicator of physics thread load. TRI is track dependant.
DIP range 600 - 1300
B.Size range 1000 - 1800
OCC range 1.9 - 2.7, can go up to 3.6

Aerodynamics
1)
wings_1.jpg

Left to right/top to bottom: front wing, bodywork, rear wing, diffuser. Does not provide values during replay.

2)
wings_2.jpg

Live values during driving, including aero balance, overall downforce and drag in kg. Useful for analysis of aerodynamics.
In yellow:
AOA: Angle of attack
GH: Ground height (absolute value)
CD: drag coefficient
CL: lift coefficient - positive is downforce, negative is lift
In white:
FRH: front ride height delta
RRH: rear ride height delta
(ride height changes, when the suspension is compressed by aerodynamic downforce)

Suspension
1)
suspension_1.jpg

Very useful app for analysis of tyre temperatures, suspension load and grip levels.
Yellow bars in the top/middle - load meter per tyre. Turns red, if tyre looses traction. Big blue/magenta rectangles in the middle - overall and partial visualisation of tyre temperatures with three temps per tyre, pressure display in psi. Partial temperature spike during lock up visible. Valid only live, not during replay. Corners: tyre orientation (C= live camber values).

2)
suspension_2.jpg

Load meter accurate during replay.

3)
suspension_3.jpg

Fine visualisation of the movement of the double wishbone suspension (yellow lines). Very useful for suspension travel analysis. Works during replays. Toggle backspace to enable/disable yellow lines.
(recommended for analysis)

4.1.4 Third Party Apps
MiniInfo, iRacing style - click here
24337-f31ea12b061e0813ff1fc0d1dea0525a.jpg

app & picture courtesy of @djkostas

Rivali OV1 info - click here
12161774884_38a85dd683_o.jpg

app & picture courtesy of ov1diu on the official AC forums

Tyre temperatures - click here
by Danny Giusa

Fuel usage - click here
by Thomas Gocke

Hi-Res fonts for the Dashboard - click here
by HectoR

4.2 Assists & ABS
Traction Control (TC), Stability Control (SC) and ABS can be adjusted in the driving options. The levels of TC and ABS can be chosen on the fly during driving by CTRL+T or CTRL+A respectively. A high value for TC is less restrictive and intrusive than a low one. Formula cars don't feature ABS and not all street or GT cars have ABS or TC. If you enable Pro settings in the driving options, all gaming aids mirror the aids of that particular car in reality.

4.3 Ambient & track temperature
Default value is 26°C for ambient and 32°C for track temperature. These are used for Pro settings and serve as a benchmark for competitive hotlap times. More ambient temperature raises the track temperature as well, which yields more grip and thus faster lap times. Multiplayer servers always use the default value.

4.4 Replays
Go to 'documents/assettocorsa/replay' - look for a file named 'cr' - rename it - restart the game.
This 'cr' file only contains the replay of the most recent session, either SP or MP. Rename it before going into another session, if you want to keep it.
You can create a hotlink on your desktop or anywhere convenient to advance to the replay directory quickly.
(subsection courtesy of @Chris Stacey )

You can save only a selection of the replay by sliding the two green corner markers to the designated beginning and end.
image.jpg


4.5 Grip levels / Track surface
These are all ingame available presets with their numerical values. (Source)

Optimum
Session Start: 100
Ramdomness:
Lap Gain:1

Fast
Session Start: 97
Ramdomness: 20
Lap Gain: 20

Green
Session Start: 92
Ramdomness: 20
Lap Gain: 10

Slow
Session Start: 94
Ramdomness: 15
Lap Gain: 60

Old
Session Start: 86
Ramdomness: 30
Lap Gain: 50

Dust
Session Start: 83
Ramdomness: 10
Lap Gain: 18

Explaination of Randomness value from the official AC forums (Source)
"Randomness adds or subtracts a percentage to the starting grip.

Example for the "old" preset:
Session Start: 86
Ramdomness: 30

Means that the starting grip is 86%, but with a random margin of +/- 3%. Think that even 1% difference is CLEARLY noticeable while driving."


Lap Gain
Value of number of laps per car to add 1% grip.

Grip values and a 'Transfer_grip' value can be individually set in the server_cfg.ini in a dedicated server client. See section 8 Dedicated Server configuration for more information.

4.6 Fuel
(only with enabled fuel consumption)
The estimated laps for the current fuel load in the car setup options can only be calculated after a full lap has been completed. This estimation will gain accuracy with more laps driven in the same sitting.
Calculated by (rpm*gas*CONSUMPTION)/1000 litres
E.g. 'CONSUMPTION=0.00165'

4.7 Comparison of lap times
4.7.1 Ingame telemetry

telemetry.jpg

No information will be displayed if you haven't driven the current combination. You'll see red lines representing your fastest lap. You'll see white lines after you've driven at least one complete lap afterwards - they always represent your last full lap. A higher white line than the red one means you applied more throttle, brake, you were in a higher gear or were faster (speed). You can compare values by hovering over them with the mouse.
Remember this plot is normalized to distance, not time or speed. More time could've been gained or lost in slower sections of the track, than on fast straights.

4.7.2 Third party apps (telemetry)
RSR Livetiming by radiators-champ - click here
Rivalitempo - click here

4.8 Car setups
Look to our Setup forum - click here
or to the Setup Guide of yours truly - click here

4.9 Converting a Qually into a Race setup
In the majority of cases you have to change the tyres to the fastest available, reduce the fuel load to a minimum (2 or 3 laps including an outlap) and either adjust the aerodynamics, the braking differential (diff coast) or the acceleration differential (diff power) to counteract potential over- or understeer that manifests itself only in Qualifying trim. More extensive setup adjustments may be required on a case by case basis.

4.10 Steam community ID
Go to your profile page in the steam client or click on your avatar in the friends list - right click on a free spot and select 'Copy Page URL' - go to steamidconverter.com - paste - convert.

4.11 Multiplayer
4.11.1 Server filters


MP_filters.jpg

From left to right: pickup mode, empty servers, full servers, password protected servers, servers only in booking mode, display servers you joined recently (doesn't work as of 16.08.14), search window

4.11.2 Booking & pickup mode
Booking mode
You have to book within the aloted time. After doing so successfully, you can close the game or even shut down your computer and join the server later. This mode fits Club or League races well.

Pickup mode
Cars and their skins are prebooked. Just pick an available car and join the session currently in progress. Similar to drop in / drop out Co-op.
 
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modding.jpg


5 Modding
5.1 In general

Assetto Corsa is highly modable - from the app language python to the available modding tools (SDK) for cars, tracks & the career mode. Pay heed to restart the game after installing mods of any kind for them to be visible.


5.2 Cars
RD resources - click here
Install location - (steamapps folder) - assetto corsa/content/cars

Be aware that building a car takes a lot of time & effort - many custom cars are still in development, their looks and physics are subject to change.

5.3 Car skins
RD resources - click here
Install locations - (steamapps folder) - assetto corsa/content/cars/(select a car)/skins
RD skin collection - click here

5.4 Tracks
RD resources - click here
Install location - (steamapps folder) - assetto corsa/content/tracks

Many mod tracks are not as optimized as the ones from Kunos, they will induce more CPU load. How much, varies on a case by case basis.

5.5 Career
RD resources - click here
Install location - (steamapps folder) - assetto corsa/content/career

5.6 Identifying track versions
Some tracks don't contain a readme file or their version number can't be easily discerned. One way to do that, is to look up the date of last modification of the .kn5 file for the track.

5.7 Custom Apps
RD ressources - click here
Install location - (steamapps folder) - assetto corsa/apps/python

Activate them like the Kunos' apps first from the config menu and in game from the right sidebar during driving.
 
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6 The RACEDEPARTMENT Assetto Corsa Racing Club
6.1 In general

Our Racing Clubs, including the Assetto Corsa one, are casual events, where a driver's classification and lap times don't really matter. What matters is to have a good racing experience in a controlled environment, that is to drive on a password protected dedicated server and to have clear racing rules that everybody has to adhere to. Drivers are expected to avoid L1/T1 incidents, unnecessary contact, pay heed to blue flags and giving each other room to maneuver on the track.

6.2 Mechanics
6.2.1 Event threads

US, EU and AUstralian events are posted here. Their organizers post them several days or a week in advance to give potential participants plenty of time to adjust their schedule and do some practice, if they wish. Further, the organizers take care to provide clear rules for that specific event or general rules inherent to their region or to the organizer itself. Please read them carefully - you automaticaly agree to them, if you sign up for a particular event.
In general, you are free to participate in events in any region. Please refrain to mention lap times in the event threads - people may get discouraged by seeing them and comparing them to their own, hence creating a perception of competition, that is not in the vein of a Racing Club.

6.2.2 Racing license
To be eligible to participate, you first have to apply for a license - do so here.

6.2.3 Sign up & sign out
You sign up by writing a clear "sign me up" message in the event thread. Beware of the time till no further sign ups will be accepted, if there is one. If you do need to sign out, please do so in time as well. Further details are provided in the particular event thread.

6.2.4 Premium
Here at RACEDEPARTMENT, a voluntary premium membership is available. For 10€ or your regional equivalent per anno, you help us to pay for our site and our server traffic. In doing so, you'll gain many benefits, including but not limited to, priority sign ups for our events, a driving school lession (see 7 The RACEDEPARTMENT Driver Academy Program for Premium Members), access to a special forum area 'the paddock club' and many more.
For more information - click here.

6.2.5 Servers
Most RD servers are located in the Netherlands. EU events take place on server #2. We also have a 24/7 server - for more information - click here.

6.2.6 Booking & Pickup mode
Most events feature booking mode, some the pickup mode. For more details, please read the particular event thread.

6.2.7 Teamspeak
It is strongly encouraged to be present in teamspeak or even mandatory for many events. Doing so, serves a multitude of objectives: a place to be on the same page during the event, to pick up important information, to pass a lapping situation savely, to simply converse with one another and to build a sense of community.
Password and login details - click here (only accessible for licensed members).

6.2.8 After the race
You are free to share your event experience in the corresponding thread afterwards. If you have a disagreement with another driver or want to clear an incident, please do that via PM first - if you are still not satisfied, you can write and submit a report about it to the event organizer or to a staff member.
For more information about incidents and proper incident reporting - click here.

6.3 Racing Club Rules
Our general racing rules - click here
 
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7 The RACEDEPARTMENT Driver Academy Program for Premium Members

We feature a Assetto Corsa Driving Academy over at our Paddock Club - click here
(only accessible to Premium members)

Academies for other games may also be available.

Driving levels overview
(list may not be complete or truly representative, successive levels are based on previous ones)

Beginner
  • Getting started
  • Basic acceleration & brake
  • Basic steering
  • Ideal racing line
  • How to shift gears
  • Basic car behavior and car layout
  • Basic Qualifying & Race preperation
Intermediate
  • Throttle balance during race start
  • Managing grip on cold tyres and low track grip
  • Threshhold braking
  • Correct use of slipstream
  • How to learn a new track
  • Load transfer
  • Improving consistancy, correct learning curve
  • Knowledge of tyre wear of tyre degradation
  • Basic setup knowledge
Advanced
  • Countersteering
  • Tyre management
  • Judging overtaking opportunities
  • Driver attitude contrast: during the race, during qualifying
  • Race event preperation: nutrition, sleep & rest
  • Trail braking
  • Correct use of the aerodynamics of your car (important for Formula cars)
  • Advanced corner types (blind corners, interesting chicanes, S-curves)
  • Holding continuous drift, powersliding
  • General setup knowledge
  • Regular testing and practice outside events
Pro
  • Working with telemetry, data acquisition
  • Psychological attitude of the driver: being 1st, being in battle for position, catching someone, being catched, lapping situation
  • Thorough race event preperation and full knowledge of track, car and competitors
  • In depth setup knowledge
  • Knowledge of real world vehicle kinematics and vehicle dynamics
  • Routine empirical testing and practice outside of events
  • Being able to 'predict the future'
  • anything else
 
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server_config.jpg


8 Dedicated Server configuration
8.1 In general

Configure your dedicated server settings within the entry_list.ini & server_cfg.ini. Start your server by executing acServer.exe.

8.2 entry_list.ini
Specify cars and players, if pickup mode is enabled. Leave list empty for booking mode. The former mode doesn't work, if this list is empty. The skin name must match the folder name of that skin. GUID is the converted steam ID (see 4.10 Steam community ID) but is not required for Pickup mode to work.

Blueprint
[CAR_0]
DRIVERNAME=Driver 1
TEAM=a
MODEL=abarth500
SKIN=Cinnabar_red
GUID=76561197977111554
SPECTATOR_MODE=0

[CAR_1]
DRIVERNAME=Driver 2
TEAM=a
MODEL=bmw_m3_e30
SKIN=Jet_Black
GUID=FAKE_CLIENT_0
SPECTATOR_MODE=0

[CAR_2]
...

8.3 server_cfg.ini
Values don't have to be in specific order.

8.3.1 Cars & tracks
Specify available cars and track(s) on the server. Their names must match the ones of the specific folder in assetto corsa/content/cars (-/tracks). Remember to distinguish cars per semicolon ( ; ) without space.
E.g.
CARS=bmw_z4_gt3;lotus_evora_gtc;mclaren_mp412c_gt3
TRACK=aosta_grand_sport_v2.0

8.3.2 Sun_angle
Default value: -7
Common RD Racing Club value: 16

Specify the Time of Day via the SUN_ANGLE value.

List
Time of Day = SUN_ANGLE

08:00 = -80
09:00 = -64
10:00 = -48
11:00 = -32
12:00 = -16
13:00 = 0
14:00 = 16
15:00 = 32
16:00 = 48
17:00 = 64

(courtesy of @Akis Kevrekidis )

8.3.3 Allowed_tyres_out
Default value: 2
Common RD Racing Club value: 2

2 = normal penalty system enabled
4 = penalties disabled

Values 1 and 3 not properly tested.

8.3.4 Register_to_lobby
Default value: 1
Common RD Racing Club value: 1

Must be enabled for either mode to work.

8.3.5 Pickup_mode_enabled
Default value: 0
Common RD Racing Club value: 0

Select only if you want to use Pickup mode. Remember to fill out entry_list.ini afterwards.

8.3.6 Sleep_time
Default value: 0
Common RD Racing Club value: 1

8.3.7 Voting_quorum
Default value: 75
Common RD Racing Club value: 50, 75

Value what percentage of votes of yay or nay will trigger the action in question.

8.3.8 Client_send_interval_hz
Default value: 15
Common RD Racing Club value: 15

Value in Hz (1/s) how frequent the server will update the car's position on the track. Increase it for better multiplayer quality and better collision detection. Higher values cause higher server load.

8.3.9 Dynamic_track
Default values:
SESSION_START=100
RANDOMNESS=0
LAP_GAIN=22
SESSION_TRANSFER=0

Common RD Racing Club values:
[DYNAMIC_TRACK]
SESSION_START=100
RANDOMNESS=0
LAP_GAIN=1
SESSION_TRANSFER=

or

[DYNAMIC_TRACK]
SESSION_START=95
RANDOMNESS=0
LAP_GAIN=15
SESSION_TRANSFER= 50

Values may vary between regions and events. Look up section 4.5 Grip levels / Track surface for further information.

Transfer grip
Official explanation of the 'transfer grip' feature in the server cfg:
Example scenario:

- the session starts with 90% grip
- at the end of the session, the grip is raised to 97%
- spread is 7%

now:

- if you put 100 in session transfer, you'll get 100% of that spread in the next session, so you'll get 97%
- if you put 50, you'll get 50% of that spred in the next session, so it will start from 93.5%
(Source)

8.3.10 Wait_time
(Buffer-) time in seconds before this session starts. You may increase wait_time for the race, in order for participants to load their race setup, adjust the fuel load and get ready for the race in general.

8.3.11 Max_clients
Default value: 25
Common RD Racing Club value: same as max pit boxes on particular track

Value has to maintain the number of available pit boxes for a particular track to eliviate any error messages during login.

8.3.12 Race_over_time
Default value: 20
Common RD Racing Club value: 300

Value in seconds how long the server waits to fade to black and reset all cars on track to their pit boxes after the winner finishes the race.

8.3.13 UDP, TCP & HTTP Ports
Both UDP & TCP ports must be identical.
Select your server ports and forward them in your router. The values are dependant on the individual server configuration.

8.3.14 Loop_mode
Default value: 1
Common RD Racing Club value: 1

Important to enable to reduce server load. The server will cycle through the specified sessions, if no cars are registered on it.

8.3.15 Damage_multiplier, Fuel_rate, Tyre_wear_rate
Default values:
DAMAGE_MULTIPLIER=100
FUEL_RATE=100
TYRE_WEAR_RATE=100

Common RD Racing Club values:
DAMAGE_MULTIPLIER=0, 100
FUEL_RATE=100 (or adjusted)
TYRE_WEAR_RATE=100 (or adjusted)

All values in percent - adjust if needed.

8.3.16 TC_allowed, ABS_allowed
0 = Always off
1 = Factory settings, if the car features it, one can enable/disable it, if it doesn't, it's allways off
2 = User defined

Common RD Racing Club values:
TC_ALLOWED=1
ABS_ALLOWED=1

8.3.17 Stability_allowed
Common RD Racing Club value:
STABILITY_ALLOWED=0

8.3.18 Autoclutch_allowed

AUTOCLUTCH_ALLOWED=0, 1

Value determined by organizer.

8.3.19 Tyre_blankets_allowed
Common RD Racing Club value: 0
Sometimes at Formula events: 1

8.3.20 Admin commands
ADMIN_PASSWORD=
leaving it empty will disable admin commands

/help - list available commands
/admin (pw) - become administrator with required password
/next_session - move to next session
/restart_session - restart session
/kick (name) - kick player
/kick_id
/client_list
 
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errors.jpg


9 Errors and Troubleshooting
9.1 Game erros

  • Many issues are discussed in section 10 below as well.
  • 'the server will shutdown' in loading screen - make sure to type in the right password for the server.
  • 'no text in loading screen', assettoCorsa.exe will freeze - exit fraps or any other flash program.
  • 'Missing content', 'file errors' - run a 'check integrity of game cache' via steam context menu.
  • Certain cars won't load - choose an existing Kunos car & track first - more info click here
  • 'No car, only driver displayed' - LOD issue (work around courtesy of @Chris Partridge )
    Go into \SteamLibrary\SteamApps\common\assettocorsa\content\cars\urd_egt_ferruccio\data and open up LODS.ini with notepad.

    Find FILE=urd_egt_ferruccio.kn5
    IN=0
    OUT=50

    And make OUT=500, try 5000 if doesn't work
9.2 95% CPU Warning
Your CPU is at peak load. The exact number of CPU load may not be accurate. The load indicators of the Windows Task Manager are not necessary correct - 100% CPU load is only accomplished by benchmark software like PRIME 95.
The AI is only calculated on one dedicated CPU core, try reducing grid size or overclock your CPU (if you decide to). Also, Assetto Corsa scales with raw clockspeed very well. Beware that overclocking your hardware components may viod their warranty. Many mod tracks are not as optimized as Kunos' tracks and may require more CPU performance. AMD CPUs seem to be more prone to this issue than Intel's ones.
For more information - click here.

9.3 No tracks available
May be caused by specific mod tracks or spelling and/or punctuation errors in the 'ui_track.json' file.
For more information - click here.

9.4 Hardware issues
  • Wheel/Pedal issues - look through our dedicated (sim-) hardware forum click here or open up a thread there and ask.
9.5 G27 rumble
Look first in the appropriate wheel settings thread.
Mainly a construction issue with gear driven wheels. You may first reduce the Kerb effects & Road Effects sliders. This effect may vary from individual wheel to wheel.
Information on the construction issue and a possible remedy - click here.
For more information - click here.

9.6 Stutter
May be caused by long log files and general performance requirements of custom apps, like the F1 Hud app by FCM. Remove custom apps to remedy this issue.
For more information 1 - click here.
For more information 2 - click here.

9.7 Ride height calculation

image.jpg


Red = invalid
Yellow = may work or may not
White = valid

Values affecting ride height are: spring rate, tyre pressure, ride height setting. Different cars may have own minimum ride height requirements. Adjust in the setup menu as needed.
 
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