When we got to drive Assetto Corsa on consoles for the first time the other day (click here for our impressions), we were really pleased both by the gamepad-friendly GUI and the natural, realistic feeling of the Force Feedback we got from the racing wheel.
In order to learn more about these aspects, and to show you how they actually work, we asked the developers to tell us a bit more on both.
In the following clip, executive director Marco Massarutto tells us how Kunos Simulazioni has redesigned the driving simulator menus for PS4 and Xbox One and also gives a detailed explanation on how Force Feedback works in Assetto Corsa and what does each of the five available adjustable options/sliders do.
The studio have been comparing wheel response 1:1 between PC and consoles, trying "to get same feedback and feeling". Starting at the 3:00 minute mark, Massarutto explains the following settings point by point:
• FFB (overall gain /strength)
• Curbs FFB - (as some users want to "feel something" even with flat curbs, )
• Road FFB - (suspensions)
• Slip FFB, (in order to feel when you're losing grip)
• Understeer FFB, (to understand if you're steering too much)
All the system has been streamlined to these simple options, and the results are really promising and easy to understand already. Besides, regarding wheel rotation (270, 540, 720, 900, etc), the director also confirms that degrees of rotation come by default from each car itself, always matching on screen movements, so you don't have to keep adjusting this parameter like with other simulators.
Assetto Corsa is one of the best racing sims on PC and launches on consoles on April 22, 2016.
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