Hardcore Parkour – The ultimate Assetto Corsa setup guide

Hardcore Parkour – The ultimate Assetto Corsa setup guide


Intro

In my last article I spoke about how to effectively drive a racing car. I’d hope that after reading it that you now feel more comfortable in separating the ill handling of your car from your own inputs.

In this article I’ll cover how to create a new setup from scratch. I’ll take you through step by step and underpin it with some philosophical concepts of why I approach it so. From there I will talk about my process in detail and provide a clear path that you can follow every single time like a recipe. I’ll not be talking about troubleshooting specifics, as it is impossible to cover every situation, however what I can do is break it down into two categories: Technical & Instinctual – both of which need to be addressed correctly to set the car up effectively for the individual. In a nutshell: There are some aspects when it comes to car setup that can be purely technical based decisions, whilst other aspects defy logic, and really just come down to personal taste, feel and instinct.

The following terms are used throughout as ways to describe the behaviour you’ll be observing, so in case you aren’t familiar with them, this is what I take them to mean:

  • Oversteer – Tendency to break away at that rear when turning
  • Understeer – Tendency to continue straight on when turning
  • Manoeuvrability – Tendency to move freely without hesitation
  • Stability – Tendency to resist sudden changes

I’ll be using the Formula Abarth as an example here but a lot of what I talk about could also be applied to other AC cars. Only the degree of influence of these components on each specific car will vary.

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7 Comment responses

  1. Avatar
    July 29, 2015

    Great guide. Can’t wait to apply what I’ve learned

    Reply

  2. Avatar
    January 23, 2016

    Fast vs slow bump / rebound – the fast or slow bit is the speed of the compression / extension in the shock itself, NOT the speed of the car. Fast is generally due to bumps kerbs, slow is due to vehicle weight transfer i.e. under braking and acceleration.

    Reply

  3. Avatar
    January 23, 2016

    Fast vs slow bump / rebound – this is the speed of compression / extension of the shock itself, NOT the speed of the car. Fast is generally due to bumps and kerbs etc in the road, slow is generally due to vehicle weight transfer under braking and acceleration.

    Reply

  4. Avatar
    January 24, 2016

    Thank-you Tim & Timbo, you have each made your point :-p

    Reply

  5. Avatar
    April 01, 2016

    Well thought-out, reasoned and written!

    –Steve Smith (I wrote the original strategy/setup guide that shipped with GPL).

    Reply

    • Avatar
      April 04, 2016

      Awesome Steve! Absolutely loved GPL, classic game.

      Reply

  6. Avatar
    April 15, 2019

    Thank You Parkour! It’s really enjoyable and useful help.

    Reply

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