Another massive update, another massive Assetto Corsa AI glitch video

And it ain’t pretty:

Over nine minutes of video from known forum troll Hexagramme paints a very grim picture of Assetto Corsa’s latest update, one which caused FPS drops and total game meltdowns for some users while adding a paid DLC pack to the popular Italian racing sim. While the messenger himself doesn’t have the greatest reputation, and people are already claiming he’d hacked the game…

Untitled-2we at PRC.net ourselves have experienced these similar issues with the artificial intelligence in a former update and basically had to make a video backing everything up that had already been displayed just to confirm the issues were legitimate and not the result of a crazed rFactor 2 fanboy trying to shit on the competition:

Essentially, legitimate game-breaking bugs are pushed under the rug because people don’t like the person who discovered them. While harassment and shit-talking are an unfortunate reality of any online community, and certain personalities do develop that rub people the wrong way, even the developers themselves have bought into this witch hunt mentalitynow deeming their own paying customers as suffering from psychological problems just for discovering issues in their game:

Untitled-3To anyone who’s impartial to the current lineup of driving games and the developers creating them, this leads to an incredibly scary situation. Developers are now at a point where they simply don’t care if someone’s found a fatal flaw in their game, as it’s easier to simply label them as crazed trolls and fall back on the numerous ass-kissing comments than actually put forth the effort and create a better product. It is this exact problem with video games in 2015 that leads people like us at PRC.net to sit down and install emulators to play NASCAR games from almost fifteen years ago.

What’s even more hilarious, is that these issues, the same ones that developers labeled certain forum users as suffering from psychological problems just for discovering, are also being found by other users with no connection to the endless internal forum drama whatsoever. In an effort to downplay these numerous issues and prevent people they don’t like from achieving any sort of credibility, these glitch videos are conveniently configured to be unlisted so the majority of potential customers and current users won’t see them.

12312323Assetto Corsa is set to be released in 2016 for the Xbox One and Playstation 4; it’s main competition being Turn 10’s Forza Motorsport 6, and Polphony Digital’s inevitable Gran Turismo release, games with expansive single player campaigns. Meanwhile, Kunos Simulazioni have been unable to succeed in developing competent artificial intelligence despite working on the overall project since 2004, and the videos above are what they have to show for it, while adding yet another paid DLC pack.

ac lcIt’s a very disappointing time to get into racing sims.

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137 thoughts on “Another massive update, another massive Assetto Corsa AI glitch video

  1. Why is it so hard for any of these developers to just admit they screwed up and have work to do? Be honest, the customer will appreciate it. Why do people keep buying sim racing games that are clearly unfinished? Force these people to make a better product by putting aside your need for instant gratification. And why isn’t there a single modern sim out there that feels satisfying to drive?

    Liked by 1 person

    1. We should just all ask Valve/Steam for a refund for this Assetto Corsa shit.
      It’s been out since last year, 2 DLCs already and it’s still in buggy early access state.
      This is unacceptable.

      Liked by 1 person

      1. Don’t race ferrar 312t at Nordschleife. More than clearly that isn’t working properly. If you want your money back, use steam refunds. If not, wait some more updates for it.

        Look, they will bring AC to consoles in 2016, which means the game probably will have single player pitstops and better working AI. For now, try other cars or race online. Ok you can say that you want to race this car in particular, but please understand that in simracing the development of several aspects are harder to get right. So they will need more time, but you won’t have to wait indefinitely due to the reason that they want to put a quality product for consoles, which will benefit the pc version as well.

        A secondary point, please keep in mind that for 1.3 they were very busy working on the tyre model 5 for almost all cars. Which means it didn’t give enough time to test the AI and make it to work. For the next updates there won’t be so much tyre model/car updates that will prevent AI work. And they also didn’t have time to adapt the AI to the updated tyre model. But it works better with slower cars, street cars and GT3 too, but not with the huracan, this one is still not well optimized for AI driver to use it.

        Like

  2. In the same thread where hexagramme reported that video, the user ears1991 posted a video with the same settings and lotus98t at spa, and it didn’t happen the same screw ups as in hex’s video.
    I think it was convenient to only post hex’s video. There are some problems with specific AI cars at specific tracks, but just not as extreme problems as hexagramme.
    PRC, how about a video from you in 1.3 AI race?

    Like

    1. Using a video that shows F1 cars in a Talladega-like NASCAR pack around Spa, randomly brake-checking to avoid killing each other, is probably NOT the best example to use.

      I’d make my own video, but I still can’t play the game due to other issues brought up previously. The game straight up crashes when I try to go to the track, so instead I boot up a different game where I don’t have this amateurish problem.

      Like

      1. There is an easy solution until a patch. Either force 32bit in options-general, or do the following:

        C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\system\cfg open assetto_corsa.ini
        In the [Threading] section, change use_timer_process from -1 to 0.

        Like

      2. So what your saying is, you’d make a video of the AI failures you expect to see, even though you haven’t actually tried them out yet? Biased? not here

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    2. Haha. A video where the poster doesn’t attempt to race with the AI. Sweet. Quite clearly that would have ended bad for you if you had tried to race them. Which you did not. You took up position in back to record static laps. Proved PRC’s point for sure.
      I want no part of that crap.
      Keep your garbage AI off the consoles please.

      Liked by 1 person

      1. And hex attempted to race the AI normally? Nope. He is just showing errors with certain AI cars on certain tracks. I have never seen hex post a normal race without any video editing.
        But don’t try ferrari 312t at nordschleife, this one is clearly bugged, and maybe other cars too. But try on other normal tracks until they fix this AI, since they were busy with the new tire model and had to release this update now. Besides they also need to adapt the AI to the new tire features.

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      2. Why can’t we drive the 312T around Nordschleife. Sounds like a shitting fucking bug that some, if not all fanboys are learning to accept as “normal”

        Would it be acceptable if you had just bought a new car and the dealership told you not to turn on the air conditioning when you’re travelling above 30km/h because your air bag will explode, however it will be fine lower than that?

        Liked by 1 person

      3. Cmon dude. This is an evolving process. Sometimes it takes a couple steps back, and others advances.
        The ferrari 312t or any other higher powered cars are getting some problems since 1.3
        We bought the game a long time ago, and it wasn’t like that. Please show me the same problem with an older version of AC.
        This is an occasional thing that is happening now with 1.3 and the tyre model updates, and maybe AI work was left untested since they had to release the 1.3 update. With the physics devs being busy to finish most of the cars on time.

        Like

      4. Clearly a part of the problem may be that the older open-wheels are still running the unadjusted tyre model, while the AI appears to have been tuned with the new model in mind.

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      5. Yes we wouldnt want the useless drone ai of the gran turismo series to be tainted by sharing a platform with a sim that is at least attempting to get ai right? And consoles are such a holy ground for sim racing?

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  3. When the AC tech demo came out, I was very optimistic about this game. They had solid foundation going on. And well, that’s about that.

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  4. “game-breaking” “fatal flaw”

    I’ve done at least 20 AI races with 1.3 and haven’t seen a single issue even close to what hexagramme’s video shows. The same was the case with the 1.2 update. The AI needs a hell of a lot of improvement for sure, but portraying it as completely broken like this is ridiculous.

    “Meanwhile, Kunos Simulazioni have been unable to succeed in developing competent artificial intelligence despite working on the overall project since 2004”

    Here you go parroting Associat0r’s exact “research” again. Assetto Corsa begun development in 2010 from scratch. That Stefano tried to code AI for a completely different game six years prior is irrelevant, and calling it part of “the overall project” of Assetto Corsa is completely dishonest.

    “Assetto Corsa 0.2 hrs last two weeks”

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    1. Yet the same “in development since X” is a perfectly fine argument when we talk about how iRacing uses Y amount of source code from NR2003. Why is that allowed there, but not here?

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      1. Because every part of AC was created from scratch. It doesn’t use a single line of code from NetKar Pro. iRacing uses mountains of code from NR2003, most obviously from collisions, netcode, replays, and UI. rFactor 2 was basically developed as a series of plug-ins for rFactor 1, RealRoad and rain being the largest of them.

        In AC’s case, starting from scratch meant great performance and moddability, but not having the benefit of literally 15+ year old AI and MP codebases meant it turned out fairly barebones in terms of features.

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      2. What a load of BS. ISI creates and owns the rF1/2 source code. They didn’t use plugin code for those features.
        Those rF1 plugins only had limited functionality and is only useful for modders and small time devs like Reiza.

        Kunos creating AC from scratch is all marketing BS. Most of the same Nkpro algorithms are used and most of the same issues such as netcode are still there.

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      3. “Kunos creating AC from scratch is all marketing BS. Most of the same Nkpro algorithms are used and most of the same issues such as netcode are still there.”

        The devs said that AC doesn’t share code with nkpro. You can say that we shouldn’t trust them. But why should we trust you? Especially since you don’t have access to the source code from both games, but the devs do and early on the development of AC they said it all started from scratch.

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      4. It’s also fine to claim Kunos are doing nothing bar taking peoples money by bringing our DLC before they fix their issues, But when R3E release new content that you have to pay for before they fix their P2P switch issues it gets ignored as a non issue, like i said before if it doesn’t happen to you it doesn’t seem to happen, if it doesn’t happen for others they are shills

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  5. “deeming their own paying customers as suffering from psychological problems just for discovering issues in their game:”
    No, it’s because paying customers are acting like fucktards on their forums (and here obv.). Whether issues actually exist is entirely irrelevant to associat0r’s weird fixation on AC.

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      1. If your point was anywhere near legitimate, wouldn’t they have banned any of the other people who’ve reported issues on their forums? They’re not going after the people who report issues, they’re going after the people who are shitting up the forum.

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    1. Like for example complaining now that the G27 shift lights now work? but yeah that is clearly a game breaking issue and should be cause to flog anyone who doesnt agree with hex or a$$

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    1. It’s honestly incredible how many problems hexagaramme manages to have, I’ve played 13 hours since the last patch and the biggest issue I ran into is some apps didn’t work anymore (but now they do, because I updated them).

      Like

    2. He responded to someone suggesting that his PC was fucked, by saying that others games ran flawlessly… “Games”. Not “AI”.

      There are plenty of free reading comprehension worksheets online, I suggest you do a few.

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    3. Pcars AI not flawless, but the best in the industry. For sure. Can be overly aggressive, but so can humans.
      Forzas is too aggressive, but dumb and cheat able. Gran turismo’s don’t race, too polite.
      AC AI is just a joke.

      Like

      1. Yeah I definitely do not agree. They aren’t necessarily ‘overly-aggressive’, they just aren’t very good and treat the grass as an optional racing surface, something that AC’s AI also tries now with the update, though not as ridiculously.

        They also do not have very competitive lines and seem to ‘make up’ for their lack of exit speed with mild grip cheats. The physics even look funny, pay attention to how the AI cars move when going over tall curbs on corner exit. It definitely doesn’t look right…

        The games with clearly better AI are mostly older. I would say rf2 is close to being the choice for good AI in a relatively recent title, but at default settings you can give them a damned good thrashing.

        You really have to edit the preferred lines for most tracks if you want top-notch AI racing, when everything is done correctly (which ISI often doesn’t do…), it’s really damned good. That said, the oval AI is really not acceptable yet. Some parts of the oval AI are showing promise, so maybe they will fix it in the next…2 years? I have to say, even if it’s broken from a technical standpoint, it’s still well worth the download. I’m not much of an oval fan, so that says something.

        Getting tired of kunos not fixing basic shit and I’m definitely tired of ISI and their part-time project level of development progress.

        BTW, GSCE AI is almost always better than pcars (rf1 base), along with everything the other two listed.

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  6. I don’t think any of the current devs will ever admit they screwed up (not in sim-racing with so few developpers). The most you’ll see is damage control. All done in the best “marketing-polite” way as possible (to look good on paper), as to not stain the product and dev-house any further.

    Very oftenly we choose to look mostly at positives, and ignore negatives (even excuse them). This is a very bad aproach when it comes to a product that you pay for.
    In my view this is certainly happening with a big part of this new generation of sim-racers because they invest money and time in the product (and higher-end PC components to run them), turning them into some sort of “Stockholm syndrome” loop-hole mentality in relation to the racing-game they defend.

    We like to root for the underdog, and have very selective memories.
    Kunos was the developper of NK-Pro, which was left utterly broken for years on a string. There was a long list of customers divided between a small number of raging fan-boys (on one side) and a big number of extremely disapointed customers (on the other side). All of them grasping at straws for years and years.

    Some food for thought….
    We often think about publishers as the “bad guys”, a result of so many (true) bad stories examples (EA, Ubisoft, etc). But the reality was -and especially for sim-racing- that publishers did impose discipline and control on developers, by setting development milestones.
    Some would only pay to the developer when those milestones were achieved. Others would inject monumental ammounts of money into a project.
    This was to ensure there were the best conditions to working teams, for plenty licenses (also for varied racing-series), and for heavy development of key features that, funny enough, most recent sims are struggling to include or develop today. This does not happen anymore.

    The big difference is that, today, there is no developer currently financed by a publisher.
    In theory, that gives them a lot more freedom but, in practice, the reality is developers need to produce a very quickly and continuously profitable game… or they will go bust.

    We now see many sims released as incomplete betas and, in some cases, development seems absurd with features left broken for years on a string.
    The result of this business practice is that we get all this shit with bugs in newer games, endless development (and plenty broken or poorly implemented features), a sickening ammount of hype and fancy marketing, because it HAS to look interesting, keep on selling, on and on and on.

    Unfortunately, related or not, the content featured has -pretty much- converged in all the new racing-sim titles if you look closely. A sign of times, perhaps.
    Whatever the causes, it makes matters worse because it creates an even bigger constrast with past titles.
    Before, each game-title would feature a different racing-series and specialise strictly on it, a guarantee of best experience for the end-user.
    In contrast, we have these new game-titles that strive to “be all things for all people”, with an inconsistent mix-bag of content that ends up being, pretty much, a “jack of all trades, master of none”.

    Those of us sim-racing in the 1990s and early 2000s were very lucky to see so many different racing-series, and so many varied and polished racing game titles being developped.
    You listen to the current (wrong) gospel saying we currently are in “the golden-age” of sim-racing. That “golden age” was actually 10 or 15 years back in time.

    With all said and done, there’s no wonder that there has been a pretty big migration of racing-sim users to flight-sims (combat or commercial aviation).
    Sim-racing has been actually declining for some time, while flight sims have been recovering in recent years from a noticeable dark-age of sorts seen in past decade and half.
    The roles in the two different genres seem to reverse once again.

    PS: sorry for the long post.

    Liked by 3 people

    1. I agree at large. Although: I only started simracing when I got exposed to liveforspeed s2alpha as early as 2006 (when it came out), getting hooked on it with mouse-steer and then quickly consumed by it when getting my first ffb-wheel&pedal set. So no “GPL”-experience for me.

      liveforspeed to this day remains one of my favourite sims. Even though with the physics-changes it had to endure, what was once “good and solid” AI now appears broken.

      The problem with creating an AI that uses the same physics-model that is given to the player to handle… …you have to create an AI that can actually drive and deal with a twitchy car on the limit. I believe any sim so far that has tried to go that route has failed miserably!

      Those that do seem to sport “capable AI” usually do not design that to use the same complex physics& and handling-model as is given to the human player. Which creates other issues of it’s own.

      So this is probably where the disparaty in progress can be found: AI-development is simply a whole different ballgame from just making a sim “feel realistic to drive”. It is most-certainly not the current generation of developers’ forté!

      On another note: “golden age for simracing” … a myth! I would personally account the introduction of capable – yet affordable(!) – ffb-wheels as the most-important advancement in simracing. The next big advancement will only then start to be realised when new simulations start to back off reaching for the highest amount of graphical fidelity (however shallow the advances present that themselves are) … as to allow for a lower cost of entry into a capable setup. AND to allow for higher framerates than the age-old 60fps-limit that the industry has imposed upon us for the longest time since moving to flat-screens. For the moment I do not see this happening.

      And isn’t it one big “plus” for simracing that it is considered less-expensive than risking your life on a real track?

      Also — @PRC:
      attacking independant efforts like Assetto Corsa for pumping out additional paid-for content (for the simple reason to keep the capable talent sustainable, food on the table and simply “grow” without going bankrupt and extinct) … not a fine move in my eyes.

      There is a fine line between warranted criticism and plainly “badmouthing” people for things that don’t fit your personal set of needs or preferences! Keep your blows to the upper body, please. Factual shortcomings of A.C.: Ai-behaviour on some combos & the all-important netcode. That’s it! Ranked/Sanctioned multi-player is a topic that outside of paid-for matchmaking isn’t exactly embraced by any sim. And has not been anywhere else for that matter.

      Like

  7. This site had some potential in the beginning but now you’re just starting flame wars based on stuff that’s not even legit. Here is a lap with 98t’s on Spa at 100% grip and 100% AI strength in-case one user posting it wasn’t enough PS: I’m not very good with this car.

    Looking forward to some quality posts here.

    Like

    1. That’s not a competition you’d want to enter. Kunos are champions of making absolutely shitty AI, no way you’d be able to beat them at that.

      Like

  8. This sort of AI issues in $50 game are unacceptable and embarrassing, hell rFactor had better AI 10 years ago let alone today. Let me tell you console players response won’t be pretty if they release it in this state for ps4/xbox ( not to mention all other missing essential features that console players are used to in gt/forza). They won’t tolerate broken game like PC players.

    Liked by 2 people

    1. Do you have any figures on how many console players tolerated PCars’s hilariously broken release vs. how many did… wtf ever you think they did?

      Like

      1. What I have read a lot console players have been really pissed of with Pcars issues. They won’t be fooled twice with pretty bullshot screenshots and cinematic trailers. Pcars 2 will be major fiasco sales wise.

        Liked by 1 person

    1. Boycot? We should celebrate it by hiring your whore of a mom to give some blowjobs for free! So she gets to spend that saved money on a shrink to get your brain checked out…

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      1. Fucking hell, did you guys see F1Racer lose his shit the other day? Crazy paranoia, and even wishing a couple of his readers dead. VirtualR has gone to shit.

        Like

  9. I think it’s hilarious that he went ahead and bought the DLC just so he could include it in the video. I guess some people never learn.

    Like

  10. This site is comedy central, I love it. Always a good read. I boycott any site, especially VirtualRcade if it transpires the owners of said sites are on the pay role of game devs, once they start getting paid from devs they arn’t neutral in the reviews or coverage anymore.
    Kunos have lied since the tech demo about everything and still insist on calling the game your “racing” simulator, even though it has more racing features missing than it actually has implemented. Its a canned shit fest that pulled my pants down and nailed my hat on when I hit the purchase button. I never get involved with your sim my sim mud slinging because AC shouldn’t even be comparable to pCars (which is shit) as a racing game. All it is, is a pretty looking lame car collecting, hotlapping driving game.

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  11. Both those posted vids were bunk. Neither attempted to race AI. Just followed it around and let it by to avoid getting punted. They quite clearly don’t know how to pass clean, let alone race side by side.

    Liked by 1 person

    1. If you attempt to pass that goddamn horrendous AI you get punted off the track. So what he did was actually pretty wise. Unless you start from pole in an AC race you’re royally fucked.

      Anyway, great article as usual. Kunos are the biggest scam artists in all of sim racing.

      Like

      1. Yea right, but okay.

        There is an easy solution until a patch. Either force 32bit in options-general, or do the following:

        C:\Program Files (x86)\Steam\steamapps\common\assettocorsa\system\cfg open assetto_corsa.ini
        In the [Threading] section, change use_timer_process from -1 to 0.

        Like

      1. How cute you are bing bong when you post pictures of you in your superman suit trying to look like your life hero associator. Moar please.

        Like

  12. If you look hard enough for AI issues, you will find them in any racing game.

    For example Forza Mortorsport 6, with a massive studio behind it, 10 years of experience in coding AI across 6 games and a multi-million dollar budget, comes up with this when you race any car at Silverstone in the wet:

    The AI in AC is OK in 95% of situations. Hex’s video seems to show incidents mostly in fast, hard to handle cars at some of the fast twistier sections of the Nordschleife. Localised issue at best really.

    I’m sure if you put in as much effort as Hex does to make these videos and troll forums, you’d find videos of AI doing funky things in many gMotor sims too. No sim has perfect AI 100% of the time in all situations.

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    1. To be fair in that video you linked this seems to be more of a pathfinding issue/bug when the AI goes off track rather than a general issue with the AI. It drove pretty decent other than that.

      Like

  13. This thread is so shockingly bad, I could throw up all-day…
    1. AC 1.3.1 works just perfect, I played it for close to 10 hrs this weekend, several setups, online races, career, hotlaps -> AI is not perfect, but very playable, makes me use race modes again (PCars still better though). I can imagine that there are some problems as with every f** game out there, but how this is overhyped in forums is just ridiculous.
    2. Physics-wise, this is (by far) the best title – together with Pcars. And I include Stockcar, rfactor2 and iRacing in that evaluation which I use as well. None of them are even close to the physics/ffb of AC. It is that good, that I actually dont care about if it works as a game – if you are really a racing enthusiast all you want is just hit the track with a car and mastering it.
    3. BUT: If you dont own proper equipment like wheels/pedals/shifters from Fanatec, you never find out. To experience the full detail & complexity of the physics & ffb you need to have a good wheel (same goes for Pcars btw) which brings me to the last point
    4. If you are not a racing enthusiast and cant afford the equipment for these games: DONT BUY THEM! Go for Mario Carts or Driving Club and get happy with those. There are already enough crashboys and people that do not have a clue about proper driving around online (actually the only, really the only plus point of iRacing).

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    1. >AC works just perfect
      >”AI is not perfect”
      Nigga wat. AI is still buggy, and people can’t even play the game because it’s buggy

      >PCars
      >good physics
      please tell me what you are smoking, must be some good shit

      >muh DD wheels
      nigga just stop talking please. owning a fanatec wheel doesn’t make you a faster driver. I bet James would btfo you with a $50 wheel with no ffb :^)

      Like

      1. >”Nigga wat. AI is still buggy, and people can’t even play the game because it’s buggy”
        Sorry i don’t speak “G” why is his skin color and issue, and no-one can play? I believe you Some and small % can’t play for various issues, Including but not limited to having system specs that fall below the minimum requirements
        >PCars
        >good physics
        please tell me what you are smoking, must be some good shit
        No argument from me here

        >muh DD wheels
        nigga just stop talking please. owning a fanatec wheel doesn’t make you a faster driver. I bet James would btfo you with a $50 wheel with no ffb :^)

        From my own personal experience, I went from a G27 to a T500rs and most people who race with me have commented on how much faster i have become, sometimes the increased fidelity of the FFB can actually help you out
        Again though. why does his race matter ?

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    2. “2. Physics-wise, this is (by far) the best title – together with Pcars. And I include Stockcar, rfactor2 and iRacing in that evaluation which I use as well.”

      This is all anyone needs to know you are a complete fucktard.

      Like

    3. Uhm. Okay…

      “if you are really a racing enthusiast all you want is just hit the track with a car and mastering it.”

      No. This is called “hotlapping”. Hotlapping is not RACING. AC is a hotlapper, has been since launch.

      Like

    1. This is not even ass0ciator, he`d never post anything like this. I guess you can sink lower as a human being, impersonating Ass0ciator is really one of the most pathetic things i`ve ever seen on the internet. Well done sir…

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      1. however this ass0factor impersonating the real ass, he is still trashing AC at every opportunity. So his impersonations are spot on, except the way he writes +-.

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      2. Yeah, it’s clearly not the same person.

        On that note, I wonder if we will see the real associator attempt to change his posting style. I noticed he tries to use sockpuppets and doesn’t seem to understand that everyone knows his posting pattern.

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  14. Ferrari F1 racing team, McLaren and pretty much the whole F1 grid and all Nascar teams use rFactor Pro for race car prototyping and development, they could never use game like AC which is broken mess and full of major physics flaws.

    Liked by 1 person

    1. lol.. rfpro is not rf2. You should read their website: http://www.rfactor-pro.com/about.aspx

      rfpro was built in 2007 with an F1 team and they use rf1’s graphic engine.

      rfpro is not a game, is a working tool. The automotive industry and some f1 manufacturers could use games, but they would strip down those games to build their own things. So instead they use rfpro, which is done by a company in UK. rfpro isn’t developed by ISI, they are only using rf1’s graphic engine.

      Like

      1. Not really.

        “ISI continues to license isiMotor2 to other companies such as 2PEZ Games Development, Reiza Studios, Ignite Game Technologies, Blimey! Games, Slightly Mad Studios and The Sim Factory. Some of these companies went on to produce very successful software titles. ISI, meanwhile, used isiMotor2 in Superleague Formula: The Game and began to further develop the software engine.

        isiMotor2 became the software engine used by most of the Formula One grid when various advancements and a further opened architecture led to rFactor Pro. This product, which continues to evolve, has become the leading software solution for racing teams and automotive manufacturers.

        Taking what was learned from isiMotor2 and rFactor Pro, ISI began development of rFactor2, a huge step forward in the simulation of track, tire, weather and physics, with a newly improved graphics engine.”

        “Taking what was learned from isiMotor2 and rFactor Pro, ISI began development of rFactor2, a huge step forward in the simulation of track, tire, weather and physics,”

        “with a newly improved graphics ”

        http://imagespaceinc.com/software.php

        Liked by 1 person

      2. http://www.planetmarrs.net/rfactor-full-steam-ahead/

        “Early 2012 ISI released rFactor 2, an evolution of the original version. It contained a lot of code that had been developed as part of rFactor Pro, a version of the simulation that is sold to professional racing and formula one teams, backported into the new “consumer” version. It enhanced the original with a more sophisticated tire and physics model and features like variable weather and a “real road” track surface that changes over the course of a race and really takes into account where cars drive instead of relying on some pre-defined “ideal line”.”

        Like

    2. Multiple members of ISI have been at pains to quite explicitly state in public that rFactor Pro and rFactor 2 are separate products that are operated by two completely different legal entities (the intellectual property rights to rFactor Pro are owned by Kangaloosh Ltd., a UK registered specialist outfit). Furthermore, the founder of Kangaloosh Ltd., Chris Hoyle, has never been an employee of, or worked in any capacity for, ISI – he made his own way into the software industry as a programmer.

      What ISI has is a consultancy agreement with Kangaloosh Ltd. – in other words, if Kangaloosh Ltd. wishes to make changes to rFactor Pro, ISI will then proceed to make alterations to that product on their behalf. Whilst ISI can utilise the experience they gain in developing the software for Kangaloosh Ltd. in rFactor 2, that is not the same as saying that the two are functionally interchangeable – a transfer of acquired skills is very different to a transfer of acquired technology.

      For example, in this thread, we see individuals asking about the relationship between rFactor Pro and rFactor 2. Noel Hibbard, one ISI employee, points out that “It’s always been Kangaloosh (Chris Hoyle) who owned rFPro.” – he acknowledges there is a commercial link, through the fact that rFactor Pro is based on their software, but makes clear that there is separate legal ownership and separate development of those packages.

      Similarly, Tim Wheatley has also stated that rFactor 2 is not a commercial implementation of rFactor Pro, as some have claimed, stating unambiguously that “Pro, or rather the engine it evolved to from rF1, is only available to auto manufacturers.”
      http://isiforums.net/f/showthread.php/19743-Does-rFactor-2-replace-rFactor-Pro-aswell

      Also, the reference to a “newly improved graphics engine” is in relation to the original rFactor – it is nothing to do with rFactor Pro being modified in any way to market it to the wider public.

      Like

      1. http://www.planetmarrs.net/rfactor-full-steam-ahead/

        “Early 2012 ISI released rFactor 2, an evolution of the original version. It contained a lot of code that had been developed as part of rFactor Pro, a version of the simulation that is sold to professional racing and formula one teams, backported into the new “consumer” version. It enhanced the original with a more sophisticated tire and physics model and features like variable weather and a “real road” track surface that changes over the course of a race and really takes into account where cars drive instead of relying on some pre-defined “ideal line”.”

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    1. And yet again, your lack of technical knowledge results in copy/paste of a problem that is actively being addressed and already was partly addressed in 1.3

      The opinion of uninformed is valueless.

      Like

      1. Oh yeah, you’re definitely right. I don’t know who this is (we both know who it isn’t) and I don’t really care. pro-ISI propaganda using old information (one of the real associator’s favorite screenshots) and expecting people to not know better…tsk.

        It’s similar to an associator post, but it’s also missing one or two very important things.

        Like

  15. yup confirmed you have become a total tool james.

    Let me help you just a little:

    There is a difference in raising an issue an then continuing to shit post 24/7 about it.

    If there is a proper presentation it usually goes well. But just like this shit site now it has become a shit show full of shit post with a self congratulatory circle jerk. It is so bad it looks like Derek Smart blog for fucks sake.

    So stop jerking off in articles, stick to facts and have a proper presentation. Address the issue properly. You might find proper results. Hell a good article may even get you off just like before! But we the readers wont be sticky and dirty because of it.

    Like

  16. This AI is completely broken compared to the 2 decades old Indycar Racing 2, Nascar Racing 2 and Grand Prix 2 etc. and this is just the tip of the iceberg tbh.

    Like

  17. To be honest, the lord kunos response screenshot has nothing to do with the hex ai issues thread, is the response to “the great fanboys MsportDan” (i’m still laughing at that, that user didn’t do nothing else apart complaining about every sim for the least 2 years in every internet place) who got a 3 days ban by polluting with the same complaint every thread of the kunos forum 🙂

    I honestly love this blog, and don’t play ac at all at the moment; but if you want some respect for what you wrote you have to wrote something at least reasonable, not taking screenshot completely out of context to prove a point – my 2c.

    Liked by 1 person

  18. I wouldn’t judge those old tyre model cars before they get updated. Also perfectly fine mod car AI turned into shit after the update.

    Like

    1. Exactly. It’s interesting that previously fine mod AI is messed up now… I wonder what Kunos did to make the AI work, surely not new pathing? Mods just need adjustment hopefully.

      Like

      1. This is something I wasn’t aware of, but do find intriguing. I ran some A.I. races at Catalunya with the Formula Renault 3.5 this past weekend, and they did seem a bit off from how they ran before (basically 2-wide all lap), but I just chalked-it up to track differences (used Silverstone prior). But if Mod-A.I. has been affected with 1.3 that’d explain it.

        Like

  19. Just did 8 laps with the 312T at the Nordschleife (100% AI, optimum and slow grip), and had no major issues. Every now and then a car would go off track, but would rejoin quickly and safely. They were a bit slow at a couple of corners, but not enough for an easy overtake. I had much more fun than rFactor 2 with the classic F1 cars at the Nordschleife, which were always super slow through Flugplatz, making it easy to overtake five cars down the following straight.

    Like

    1. I think they just released a patch that worked on the AI some on that track. :p

      Though, that just goes to show, if you actually post issues, they’ll listen.

      If you sit on the steam forums and troll with outdated information, they’ll likely just be like whatever. Or no see it at all because it’s all done on the steam forums and not through the official forum.

      Like

      1. They didn’t actually fix anything in that regard.

        So it just goes to show, if you actually post issues, they’ll either close your thread, ban your ass, or worse.

        Lord Kunos, everybody. Give him a round of applause.

        Like

  20. I’m too busy getting fucked in the ass by Assetto Corsa’s netcode to care about how the AI plays. I don’t know what’s changed, if anything, but I’ve had a couple of my recent races completely ruined by something completely out of my control. The worst part is this doesn’t just ruin my race, but others as well.

    Liked by 1 person

    1. Honestly, the last time I experienced netcode issues like that was when they first released multiplayer.

      Even playing on servers in other countries I can run close races and not have that happen… Not saying it didn’t, it happened earlier on iRacing when someone collided with someone else but when you watch the replay, they weren’t even close.

      Though, if you think you can write better networking code, brush up on your berkeley sockets and get to town. 😀

      Like

      1. Like I said, I don’t know what changed, if anything, but having two back to back races end like this has been really damn off-putting. I didn’t used to have any outstanding networking problems (just normal AC networking problems) so maybe it’s partially on my end and AC doesn’t handle whatever is happening well.

        Like

      2. Either you, the server or the player(s) that teleport are experiencing packet loss or very high sporadic packet latency.

        This is a problem for all games and seen more often in AC partly because AC just isn’t as aggressive in kicking a technically disconnected player. It allows too much time for the connection to recover, meanwhile the player may be causing havoc unintentionally.

        The whole ‘I can’t even pass this guy because who knows where he really is on the track’ could be largely solved by quickly disconnecting when people drop packets or ping spike. It doesn’t work well in ANY game (most don’t do well with over-seas servers) and AC does pretty well when I consider the international server performance. Since other decent games and sims disconnect players at a lower threshold, kunos should as well. People just get pissed off eventually and make videos if you don’t disconnect players for their own good.

        I’ve seen 300 ms+ latency work just fine, all because the packets still arrived in a consistent manner. Needs something like if X amount of packets arrived outside of threshold within a certain period of time (and make the time dependent on the relative inconsistency) = disconnect. Their current method seems to be more like ‘allow everyone by default and give them every chance of restoring their upload rate’.

        99% of the problems with packet delivery are due to people with sporadically saturated upload, though everything can still seem fine to them if enough data is sneaking through. Those are the guys you can’t pass and really… It can obviously be used to cheat intentionally if someone wanted to.

        Hope to see them address this, I don’t think it requires much work and the problem imo is simple.

        Like

      3. You can’t really depend on replays unfortunately, they only capture what one computer thought happened – there are really 3 versions of events, player A, player B, and the server, and with high latency, they cannot be identical since they’re predicting what the players are actually up to. (some games only use the canonical server version of events to prevent cheating and when clients get out of sync they get snapped back to where they should be; works better with games like WoW than with racing games)

        I’ve seen some pretty bad rubber banding in every racing game I played online, it’,s just a fact of life – you’re on maybe a 50ms time delay at a minimum, when it starts getting worse (and everyone’s connection has its moments) the predictive code has to adapt and no matter what approach you take, you can’t simulate another driver’s actions perfectly, you need to constantly adapt your predictions based on packets being received.

        It’s just one of the ways you need to drive defensively; watch your ping (and their ping) and decide how close is a good idea, or you’ll have a problem. I’ve had people on iRacing that I couldn’t drive behind, I’ve had people in AC I couldn’t drive behind, sure it sucks, but it’s part of winning.

        Liked by 1 person

    2. Oh wow, you got fucked good by that netcode, huh?
      That’s the reason I never go anywhere near AC online.
      And with the AI being completely broken as well…

      Like

      1. Not to mention other essential features that are missing like offline pit stops, night time racing, rain, false starts, brake temps and the list goes on.

        Like

  21. lol..look like this site is heaven for shitty like Hexagramme n ass0ciator.. I mean wtf are they? Are they iSI ver of iRacing Greger Huttu..nope they race n drive like shit..or are they resourceful like Simpit,Empty Box or ISR..James u are an idiot.

    Like

    1. My butthurtry detector just exploded. Crying over the internet while impersonating someone else. HAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

      I mock you.

      Like

  22. Long time since you don’t write on PCARS James. There’s an interesting story going on, they’re STILL trying to undo an exploit where low camber levels boost straight line speed as much as taking wing off the car. It’s so bad that their DLC cars won’t let you go over -0.9 (towards 0.0) to avoid this being exploited.

    In PCARS camber tuning isn’t a compromise between lateral grip and braking/traction. It also affects top speed to a ridiculous degree. As some imbecile usually says here “top KEK”

    Like

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