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Captain Buddha

Assetto Corsa vs iRacing - thoughts...?

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There's a certain pro series I race with (please don't mention it here, out of respect - we are supposed to keep everything happy and cheery - see there's my smile - when we speak of the series...)....anyway, this series is doing an E-sports race series...nope...not on iRacing...on Assetto Corsa Ultimate Edition. So, I downloaded Assetto...wow...dumpster fire compared to iRacing...it feels numb / vague, etc. compared to iRacing. Just me or anyone else have that same thought / experience? And yes, my opinion (along with that of other racers) has been voiced but apparently things are already set in stone...it's probably due to a deal...and also, there's the series signage / sponsor signage all over the tracks - just as if you were at a real race, not sure if iRacing would do that (or maybe a LOT more $$$). I really want to do the e sports series but I literally cannot stand the Assetto platform...so, probably going to focus on iRacing.

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My buddy and I felt the same about ACC giving it a try on Sunday. Can't really feel what's going on, but might just be FFB settings. Other than that felt mostly pretty good. Aero felt head and shoulders better than iRacing, going faster with a huge honkin rear wing (GT3) meant absolute stability, whereas iRacing current tire/aero model is a mess at speed (ex. Blanchimont at Spa; iRacing extremely difficult car wants to loop unless you feather throttle perfect / ACC just send it). The tire model honestly feels a bit too forgiving, I know GT3 is gentleman's car, but I was hustling the cars and getting sideways more than I can get away with in my miata. The tires also feel like 20 HC R7s, at no point do they warm up and develop hero grip for any amount of time.

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Interesting. Appreciate your feedback. SimCraft is working on a motion profile / interface for ACC so I've got just a static sim with ACC right now. An issue I'm having - I've saved all my controls (brake, steering, pedals, shifter etc), FFB, etc...even loaded them...and nope, nada, zilch...have to redo it every time...I really want to race on this platform with the e series (actually a total of $20K in awards / prizes - not sure exactly what it consists of, cash, gear, entry fees? I don't know...)....however, ACC and I don't click, maybe I'll give it another shot.

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4 minutes ago, clifton23 said:

AC = Driving Simulator

iRacing = Racing Simulator

Same experience here. I haven't tried AC Competizione yet, but the vanilla version just handles better for me compared to iRacing.

I use a popular app called FFBClip for AC to get the proper force feedback.  It basically does the same thing the "Auto" force feedback button in iRacing does by determining the correct force amount for each car after a lap or two. I downloaded it for free from this site:

https://www.racedepartment.com/downloads/ffbclip-app.7910/

 

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1 hour ago, clifton23 said:

AC = Driving Simulator

iRacing = Racing Simulator

Guess I don't know the difference? When I'm on a racetrack though...in a sim...educate me though, I'm all ears...

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Assetto Corsa is filled with street cars, iRacing is filled with race cars.  The tire models and physics models are geared towards that.  

If I want to have fun I go jump in a 458 at Mugello and powerslide all over.  Can't really do that in iRacing.  

If I want to go racing, I don't jack with online servers in AC, I just load up iRacing for the best racing experience.

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Clifton...gotcha...although in the series that we (well, not me, as of now) are racing, the car is the Corvette GTE / GTLM, the C7R, so, a full on race car...I'll have to give the whole "powersliding a Ferrari" thing a try though!

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I have only driven AC on my local machine, not ACC which is a different product so take any comparison with a grain of salt. 

iRacing has some fairly large discrepancies with actual physics. Based on what you will read online, most iRacing folks will just learn to live with the problems and move on because the series format and online organization components of the game are there (notice I did not say they are "good" because they are run like a local YMCA youth league at best). That being said, for online series racing, they are the most popular, I'm just saying that iRacing is not a great simulation of an actual car. 

From a physics standpoint iRacing is not great. The on-track physics are pretty livable but FFB seems too light for many scenarios and I end up having to make sacrifices all over the place if I try and fix those. No big deal, it's a video game but ironically I find AC to be the opposite in that many scenarios, the FFB is too heavy and fixing them has the similar but different problems from iRacing. Off-track physics are not correct in iRacing at all, so if a wheel goes off track the wheel will completely loose traction, it feels like they are only considering the coefficient of friction of the top of a hard surface without considering things like the "softness" of the outside of the track etc. In iRacing, you can drop a wheel off on a straight and immediately go into a completely uncontrollable spin which would typically require some relatively aggressive input on the driver's part in real life. It feels like they are purposefully trying to penalize you for going off track but based on a blog post from one of their engineers a few years ago, it sounds like they just don't bother with any detailed analysis of how cars behave once they leave the track and ONLY change the coefficient of friction with no other analysis which would probably explain the poor off-track physics.

Another example of the wonky physics is the crashing. You will periodically see cars flying through space in trajectories that do not match either the speed or direction of the original crash. I witnessed this just this past Saturday on the Jefferson circuit on Summit Point. This was a baseline Mazda event with fixed setup (not that it would matter), the stock iRacing Mazda MX-5 on this track rarely breaks 100 and when it does it only does so for a handful of seconds at best. Lap 1 of the race someone in the "pack" managed to crash into another car on-track and somehow flew through the air and hit a car that started from the pits and was two turns back. It was absolutely amazing to watch but very likely not physically possible without some type of propulsion system to generate the height and distance achieved.

Overall, I like driving cars on AC more than iRacing because they feel like the real car and behave as expected for the most part (for the cars I have driven on track). For wheel to wheel racing, iRacing wins for me because of the ecosystem, not the car, not the car dynamics, not the graphics, not the reality or any other technical measure other than being a more mature racing series with a backend designed around it. 

All that said, ACC could be a completely different animal, it would seem silly to me that they would use a different physics model across the two games but I guess it's possible. 

 

 

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I mentioned ACC. I've played both AC and ACC, they feel similar. ACC is just that one being built to compete with iRacing having actual competition structure, currently only GT3 (my favorite cars to race anways) and looks like hot garbage in VR.

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So...this series...well, the e-Series official Round 1 was this past Sunday...well, it at least had the green flag drop and then it went to a break before the first turn...and never came back...server problems...about 30-40 minutes later...."we've had technical issues, server issues, this e-race has been postponed until next Saturday"...all of the drivers prefer / want iRacing...iRacing does these series, broadcasts ALL the time...but nope...why go with a known / proven entity? That would be, um....well...there ya go....so glad that I did not enter / participate!

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