I think its the shorter shifting time wich gives you the advantage while accelerating. Cars with Racecar like shifting and clutching system will not be faster (maybe a tiny bit shorter brake distance) with manual clutch. You can hear the difference between different clutch systems, or not, while shifting.
Its understandable to give some advantage if you raise the difficulty. But i think ABS brake distance and the possibility to use RPMs better with manual transmission has to be enough. Or at least optional for multiplayer as i mentioned.
Just to clairfy, no one in the motorsport series is using automatic to set the fastest times. Its either manual or manual w/clutch. The rule of thumb is the less a car is away from a modern race car, the greater the advantage with the clutch. The rule also applies to the age of the car to some extent.
Top times are typically not set with TCS unless the build and a few instances the car dictates otherwise. Usually its the build. TCS also is a big hinderance unless you can run at peak grip. In older forzas, if you could do that without flashing the TCS light, you would tap into better rear grip. It was a common exploit, but wasnt easy to pull off consistantly; especially in a race environment.
Also top times are usually achieved via sim steering as you can get noticeable better front end response. However it came at a cost if you couldnt avoid a tank slapper. It was also harder to control when getting tapped in the rear.
Top times can be done with a wheel, but controller has always been superior. Historically someone using a wheel to set top times was a unicorn. In FM7 that changed to an extent, but the top brass are almost all controller users since there is a bit extra stability with controller. Motorsport series has always been the weird sim-like racer where the wheel was a disadvantage.
One of my favorite things about the clutch is hearing that little chirp out of the tires when shifting gears whith the throttle pegged. And if i get it right can get that chirp in two successive gear shifts. Have not been able to get it out of three in a row (yet).
Assetto Corsa (Italian for "Race Setup") is a sim racing video game developed by the Italian video game developer Kunos Simulazioni. It is designed with an emphasis on a realistic racing experience with support for extensive customization and moddability. The game was first released through the Steam Early Access program on 8 November 2013,[1] and officially left Early Access as final release version on 19 December 2014.[2]
Publisher 505 Games in partnership with Kunos Simulazioni announced on 3 June 2015 that they would bring the game to Xbox One and PlayStation 4 in 2016[3] and on 20 January 2016 revealed a release date of 22 April 2016.[4] On 24 February 2016 it was announced that the console release was delayed to 3 June 2016.[5] 505 Games and Kunos Simulazioni announced another delay and a new release date for the console versions on 6 May 2016, the game was released on consoles on 26 and 30 August 2016 in Europe and North America respectively.[6][7] A second game, Assetto Corsa Competizione, was released in May 2019,[8] while Assetto Corsa EVO is set to be released in 2024.[9]
Assetto Corsa is a racing simulation that attempts to offer a realistic driving experience with a variety of road and race cars through detailed physics and tyre simulation on race tracks recreated through laser-scanning technology. It supports a range of peripherals like mouse, keyboard, wheels, gamepads, triple-displays, TrackIR head tracking and VR head-mounted displays as well as Nvidia 3D Vision and professional motion systems. The software can be extended through modded third-party content.
The game allows to adjust realism settings fitting the experience of the player, ranging from artificial to "factory" or entirely disabled assists. A variety of session modes and session settings are available for offline and online play. Offline campaign, special events, custom championships, hotlap, quick race, drift, drag and race weekend sessions can be played alone or against AI. A server manager tool allows to create servers for online sessions, LAN sessions are also supported.
When joining an offline/online session players can adjust their car through a setup interface. Depending on the car this includes gear ratios, tyre compounds, tyre pressures, fuel, suspension settings like anti-roll bars, wheel rates, ride height, packer rates, travel range, damper settings like bump stops and rebounds, heave dampers, alignment setting, drivetrain settings for differential lock and pre-load, hybrid settings, adjustments to the wings, brake bias, brake power, engine limiter, etc. Assists like traction control and ABS, turbo boost, KERS, ERS and engine brake settings and brake bias can be adjusted on the fly through hot-keys.
The in-game HUD consists of multiple "virtual desktops" that allow to manually place a wide variety of "apps" anywhere on screen, and the selection can be expanded through custom apps written in the Python language. The API allows access to the session and simulation data through external LCDs or phone apps and the simulation exports telemetry data in a compatible format for professional data analysis software.[10]
Kunos Simulazioni built Assetto Corsa on the experience acquired with the development of netKar Pro and Ferrari Virtual Academy. The studio acquired practical knowledge working closely to real motorsport as their R&D office was located at the time on Vallelunga Circuit, Italy. The game includes renditions of international circuits (surveyed using both traditional and laser scanning technology) as well as many cars from global car brands, ranging from everyday road cars to racing prototypes and historic vehicles. As in case of most car simulators, the car performance is one of the most important factor, including the torque and power in function of the RPM.[12]
Assetto Corsa started development in 2010 with a driving school project for Automobile Club d'Italia. In 2011, Kunos moved to developing the game in Unity engine, however, due to constraints of external integrability i.e. not being modding friendly, and due to long loading times, they decided to leave it be and at the end of 2011 built a new engine completely in-house from the ground up instead.[13][14]
The game is coded in multiple programming languages. C++ is used for the simulation part and Go for the multiplayer server. The user interface and launcher core is coded in C#, but the interface frontend in HTML to allow users to create interface modifications. Python can be used for developing plugins for retrieving simulation data in real time. APIs used are DirectX 11 for graphics, FMOD for sound and ODE for collision detection and rigid body physics.[13][14]
The Assetto Corsa Technology Preview was a playable benchmark that was released on 22 February 2013. It offered one car, Lotus Elise SC, and one track, Autodromo dell'Umbria in Magione, Italy, as well as two playing modes, free practice and time attack. The preview's main purpose was to allow users to get their first taste of the engine, test it, and report feedback. The preview required the player to own a netKar Pro license.
Assetto Corsa was greenlit on Steam Greenlight on 13 June 2013.[15] The game was released through Steam's Early Access program on 8 November 2013.[1] This service allows developers to release a functional but yet incomplete product, such as beta versions, to allow users to buy the title and help provide funding, testing and feedback towards the final production. Through the Early Access programme the game received updates roughly every two weeks, adding new and improving existing content and features.[1]
The Release Candidate, a feature complete version of the game, was released on 15 October 2014. The final version, following general bugfixing and performance optimizations, was released on 19 December 2014. The game continues to receive free updates, new features and paid DLC with additional content such as new cars and tracks.[2]
Since release out of the Steam Early Access program the game content of the PC version has been expanded with several free updates. The later released console versions receive the same content with a slightly different release schedule. On 24 December 2014, shortly after the game's release, patch 1.0.1 brought the Ruf brand to the game in form of the 1987 CTR Yellowbird.[21]
Patch 1.2 on 31 July 2015 saw the introduction of Circuit Park Zandvoort, and added the Alfa Romeo MiTo QV, Audi Sport Quattro, Lamborghini Miura P400 SV, Nissan R35 GT-R NISMO and Toyota GT86 to the game.[22]
With patch 1.5 on 31 March 2016 a major free update was released for the game, bringing a new fictional USA-themed location named Black Cat County, available in 3 layouts, two additional Nrburgring layouts, an additional Nrburgring Nordschleife endurance layout, the Vallelunga classic layout, new drag strip distances, a graphical rework of most existing circuits in the game, as well as the introduction of the Abarth 595 SS (including variants), Chevrolet Corvette C7 Stingray and the 2015 Ford Mustang.[23]
The Dream Pack 1 downloadable content (DLC) was released on 11 March 2015, adding a number of new car licences to the game: Alfa Romeo 155 V6 Ti, Alfa Romeo 4C, Alfa Romeo GTA, BMW M235i Racing, Chevrolet Corvette C7.R, McLaren F1 GTR, McLaren P1, Mercedes 190E Evo II, Sauber-Mercedes C9 and Nissan GT-R Nismo GT3. It also introduces the laserscanned Nrburgring Nordschleife in three different layouts that took over two years to make.[24][25][26]
The Red Pack DLC was released on 14 July 2016, introducing the Maserati brand and the laserscanned Red Bull Ring in GP and National layouts to the game, containing seven cars like the Ferrari 488 GT3, Ferrari F138, Ferrari SF15-T, Lamborghini LP 750-4 Aventador SV, the classic GP six-/twelve-cylinder Maserati 250F and 250F T2 monoposto and the Maserati GranTurismo MC GT4. The introduction of modern Formula 1 extends the simulated hybrid systems in the game with the complex Energy Recovery Systems (ERS) utilised in modern F1.[27][28][29]
b37509886e