Been looking for more info for ages (i cant wait for this one)
Found this today more than enough to keep us going while we wait :)
http://www.youtube.com/watch?&v=FkyTDugp7kw
I expect the physics should be good in this, LFS is looking dated now.
Really looking forward to this. If it drives even half as good as it looks..... :)
Demo (Tech preview as they call it) out today.
http://www.assettocorsa.net/ac-technology-preview-en/
Cracked and bought Netkar :D .
I tested this today. After some testing I felt a bit indifferent about it. I could not get excited about it… New car, new track, new sim I thought.
Until I realized that I was going to slow. When my times got down abit, I started really to feel how good this is on the limits. It felt very good, maybe like a combo of NKP and iracing with some LFS? Difficult to compare as this car is not in the other sims, but I think they have a winner.
looking forward to see more of this.
Tried this today and did not like it. Whilst the set-up interface is easy to use the driving experience was not good. Every thing seemed to be working slowly and ponderously, the drivers 'arms' reacted half a second later than they should do and the frame rate was ridiculously low (15). I could not get a 'feel' for the car which you do get in LFS.
My verdict? :byebye:
Uninstalled.
Quote from: Lameduck;367283Every thing seemed to be working slowly and ponderously, the drivers 'arms' reacted half a second later than they should do and the frame rate was ridiculously low (15). I could not get a 'feel' for the car which you do get in LFS.
My verdict? :byebye:
Uninstalled.
yeah, you need 60-100fps to get a feel for the sim as the physics is tied to the framerate. bad framerate= bad physics.
I think it is great. FFB is best I have felt since LFS. I love things like:
Foot on the brake= more tension in the wheel turn when stopped (same as in LFS, always impresses me).
Jamming on the brakes from moving, to a dead stop= there is really nice "shudder" through the FFB as the tires are gripping and slipping.
The sounds are great (bits of gravel hitting wheel arches after offroading :) ). It looks great, you even see the dirt on the tires and the lighting/shadows/reflections look fantastic. As long as the MP is decent I will be buying this.
My only problems with it at the moment are spiking FPS (40 fps, 70 fps, 40 fps , 70 fps etc). Also, I can't use proper Anti Aliasing as my card is not DX10.1 compatible.
Bit of a bump, been following the development of this game, have to say it looks very promising. Rumour has it pre orders will begin this month (link from lfsforum : Click (http://www.virtualr.net/assetto-corsa-pre-order-to-start-this-month)) with release within the year.
Another recent (ish) preview vid, other than the wip gear shift animation it looks superb, hopefully the finished project live up to the looks!
Quote from: Gav;375104preview vid, other than the wip gear shift animation it looks superb
+1 to the gear shift animation. It's always a bonus when the gear shift happens at the same time as the animation rather than before it - that lack of synch would drive me nuts. Otherwise it's looking very nice, might join the pre-order when it's out.
Good news, looking forward to this too!
Me too!
New computer up and running!
:woot2:
Just been reading a bit more on this, the level of detail is incredible when you look into the development.
Looks like the lighting model is going to be run in real time with the circuits and suns path lined up so shadows are cast as they would be at the actual track at any given time :
(http://www.deadmen.co.uk/forum/attachment.php?attachmentid=2405&d=1379857514)
Also a pic of Monza during laser scanning, given the tracks they've announced so far I hope they all get the same treatment. Eau Rouge in perfect scale will be worth the price alone :racing:
(http://www.deadmen.co.uk/forum/attachment.php?attachmentid=2404&d=1379857511)
Quotedear followers, finally the ac release is very close.
The assetto corsa's official site, //www.assettocorsa.net is under maintenance: When it will come back online, all the information about the game, its contents and features, the hardware requirements and much more, will be finally available.
More importantly, the release of assetto corsa is imminent. Because of some issues (you can read about that here:
https://www.facebook.com/assetto.cor...26358147390506), we have had to change some assets of our strategy, finding the solution that will make you happy and will let the development team complete its job as soon as possible, and at its best.
Assetto corsa will be available on steam early access very, very soon. The game will cost 34,99 eur (allowing to save 22% of the retail price!) and will give you access to the beta version, including its updates, plus the final version.
The latest news is that we have decided to include the spa-francorchamps track and three additional gt cars (mercedes-benz sls amg, mercedes-benz sls gt3 and lotus evora gtc) in the main build of the game, to offer to you the best selection of cars and tracks that we are able to deliver, without any additional cost. We hope you appreciate it. Thanks to this addition, assetto corsa will include in total 35 cars, 16 vehicle classes, 11 circuits and 3 additional scenarios. Other extra contents will be added in 2014, in order to guarantee a long-life to this simulation.
The first build of assetto corsa includes the main structure of the game and 8 classes of cars for a total number of 11 vehicles, with the aim to guarantee just from the beginning the chance to enjoy the dynamic model of the game racing with different kind of vehicles.
As part of the early access program, an update with new cars, tracks and features will be available every two weeks, adding new contents and improving the existing ones. All the vehicles and tracks will be released in a level of completion close to the final one, with the aim to deliver, starting by the first version, an enjoyable and satisfying simulation, featuring cars and tracks reproduced at their best, with the exception of unknown minor bugs that will be fixed and polished in time for assetto corsa 1.0.
During the whole process, the ai, multiplayer and damage model features will be progressively added in the scheduled time, in order to close in short time the final release, that will include the career mode and other exclusive contents.
Gentlemen, start your modems!
Great news...
but..there's always a flippin'
but isn't there?
No multiplayer on release....
So, they expect to us to plop down â,¬40 on the promise that they will give us a multiplayer system in the near future. I'm sure that works out very nicely for them.
I dunno, this is probably the most frustrating way possible they could have chosen to release this sim. arrrg
I can see Scawen chuckling away now...
"off for another couple years hibernation then" :D
Quote from: Seany;377853I dunno, this is probably the most frustrating way possible they could have chosen to release this sim. arrrg
:D
Yeah, I didn't see that coming. Oh well iRacing, with the last tire model is awesome.
So I think I will stay there until AC is solid, with MP and up and running at dMr.
I will get it when possible though, if only to have something to complain about.
It is available on Steam now.
Quote from: vobler;377919It is available on Steam now.
So no one got it?
I did, it got a lot of bugs (typical Kunos). but if multiplayer is good when released, it will be great.
Not yet, very tempted but may give it a while to settle down, hearing a few people noticing a drop in fps after the latest patch and I was borderline smooth with the tech preview or I may have to upgrade a few bits first!
yeah I got it :)
Seems good, a bit over whelming to really say what the FFB/handling is like yet.
Main problems at the moment are:
My TrackIr is very screwy, It detects Assetto as Lockon and some of my Axis are mixed up. Do you use TrackIR Vobler? If ya do, could you let me know how it is for you?
Very poor clutch/transmission/ignition simulation. Although I have been using Paddles so far.
Contrast/Exposure is extreme in some cases
Antialiasign is not working well, there is a lot of shimmering etc.
Engine sounds are a bit uninspiring in some cars ( other SFX are very good though)
No multiplayer :)
I was surprised none of the cars really "Bit me" when I first took them for a spin. EG like the first time in the FO8 or XRT:- I never put the boot down and then thought, "Woah, I'm gonna have to be carefull with that!". I expected the Lotus 49 to be like that. But perhaps the cars have very safe default setups?
Anyways, I have a lot more testing to do yet before I get a real feel for it.
Quote from: Seany;377967yeah I got it :)
My TrackIr is very screwy, It detects Assetto as Lockon and some of my Axis are mixed up. Do you use TrackIR Vobler? If ya do, could you let me know how it is for you?
I'm not using Trackir anymore in Race sims since I have 3 monitors.
I also had probems with shimmering and AA. Editing the Video.ini to
AASAMPLES=4 and under effects FXAA=6
This gives better, but not perfect AA.
I don't have any clutch issues.( as I have noticed) I can shift most cars (manual) without using clutch, but you need to do rev matching or the gear will grind and not go in.
Yeah the 49 is very easy. I wish it was more like the iRacing 49. That car is very nice now. But many of the other cars is great. I love the small Lotuses (?) and the KTM.
The more I drive it, the better it gets. I have never before felt the grip so good as here. Amazing.
But we just have to wait and see. The MP might destroy everything. Who knows....:D
Quote from: vobler;377975I'm not using Trackir anymore in Race sims since I have 3 monitors.
I also had probems with shimmering and AA. Editing the Video.ini to
AASAMPLES=4 and under effects FXAA=6
This gives better, but not perfect AA.
I don't have any clutch issues.( as I have noticed) I can shift most cars (manual) without using clutch, but you need to do rev matching or the gear will grind and not go in.
Yeah the 49 is very easy. I wish it was more like the iRacing 49. That car is very nice now. But many of the other cars is great. I love the small Lotuses (?) and the KTM.
The more I drive it, the better it gets. I have never before felt the grip so good as here. Amazing.
But we just have to wait and see. The MP might destroy everything. Who knows....:D
3 monitors Nice :D. I have been following the forum and I also saw about those .ini tweaks, which is cool. In fact you can even go to AASAMPLES=8.
I fixed my H shifter earlier so I can try to see what proper manual is like now.
At least they are releasing fixes quickly. I think we are on patch number 3 so far to day :)
Seany,
The devs just replyed to your message about TrackIr, saying it is a "Known Issue"
Quote from: Seany;377977At least they are releasing fixes quickly. I think we are on patch number 3 so far to day :)
Just like Live for Speed 'eh? :nope:
ehem,
new update!
well Deetz, what is next weeks challenge?
Well, it appears Vobler :D wins week 1. (X-Bow round Imola.)
If it's my choice I'll be picking the lightweight cars everywhere. I like the Lotus 11 round Imola, but we have done that track.
mmmm. For Seany.M92 Step 1 round Mugello
1:21:336 current PB, after a few exploratory laps.
Knock yourselves out.
Quote from: Deetz;378407mmmm. For Seany.M92 Step 1 round Mugello
1:21:336 current PB, after a few exploratory laps.
Knock yourselves out.
Mine was 2.18.3- Are you sure that is the correct combo/time?
mmm.
You are right Verner, don't know where I plucked that time from.
Should be 2:17.093
I thought a minute something seemed a bit quick when I posted it.... I should have double checked.
ok, 8 more laps today and a new PB to beat.
2:16.1 :boxing:
More to come, but not huge amounts. Its tricky to string that perfect lap together... One reason I like this game, its a challenge. :D
ok, my current pb;
1:16.88
I'll have a go of that combo later. Best I could do in the KTM around Imola was a 2:06.3. I did do a 2:05.3 in the E30 M3 though.
Do both of you (Deetz and Vob) know these tracks already? They are all brand new for me, so that's my excuse as to why I'm so far off the pace lol. I had never driven Imola/Silverstone Nat/Valeguna(SP?) before. I'd love some Australian or British (touring car) tracks. I'm getting to know them slowly but surely though.
I'm liking the new cars and the track is good too. That Zonda is seriously quick!
How are you guys finding the Extreme/over the top brightness or contrast in cars with windscreens? This is the one thing that is bothering me quit a lot. You can use Page Up/Down to increase and decrease the Bloom effect, but this just make everything too dull. It looks great if we are supposed to be looking out the windscreen with a TV camera (it looks really like TV footage), but not if we are supposed to be using (simulating) a human eye. It's spoiling the nice visuals for me a bit.
New pb guys 2:15.264 (yes I have replay)
Yes Seany, I have driven those tracks before. Vallelunga in Race 07 I think it was. Imola, in various sims. Current Silverstone in Rfactor 2. Mugello in NetKar if I remember correctly. Magione I havent tried until the AC TP.
Nice one Vobler, something to aim for. I just need a lap without a silly mistake somewhere.
Seany, Imola I hadn't raced in ages, I used to race it in rFactor Touring Car Legends. (Escort was my favorite), but Mugello I know pretty well from NetKar Pro.
mutter mutter, cant let Vober be quickest two weeks in a row. :taz:
I got it! :)
There are a few faults that take away the immersion for me, but it's early days yet and I'm looking forward to what this can become.
The tracks are new to me too, so learning them makes it interesting, nowhere near your lap times yet.
Bought it on Steam last night and downloaded. Totally peed off to discover that it wont run, as I need I need a DirectX 10.1 graphics card which I didnt need to run the demo a few months ago. Arrgh!
This might help. Copyed from support forum
As reported in the "minimum requirements" FAQ, Assetto Corsa doesn't support DirectX 10.0 cards and will never do, due to technical factors. If you want to play with an old dx10.0 card, you need to edit a file by yourself.
Go in "(steam installation folder)\SteamApps\common\assettocorsa\system\cfg"
Open "dx11.ini"
Change this line:
ALLOW_UNSUPPORTED_DX10=0 ; UNSUPPORTED USE AT YOUR OWN RISK
becomes:
ALLOW_UNSUPPORTED_DX10=1 ; UNSUPPORTED USE AT YOUR OWN RISK
Save the file and launch the game. Now the game should start but you may encounter artifacts and strange errors. Use at your own risk.
Thanks for that Vobler. :worshippy:
I've also discovered that Nvidia did a firmware upgrade so I'm trying to locate that as well, but if needs must, a card upgrade as
an early Xmas present seems like a plan.:w00t2:
More comebacks than Frank Sinatra, if I hear you saying you're putting your wheel in the loft again, I'll come over there and glue it to the table :narnar:
I have never put my wheel away in the loft, I hide it in the wardrobe so the wife and doc dont see 'em and sneak it out when she's away spending me brass,:boxing:
Quote from: Lameduck;378449I have never put my wheel away in the loft, I hide it in the wardrobe so the wife and doc dont see 'em and sneak it out when she's away spending me brass,:boxing:
Hehe. Like it :thumb:
LameDuck, new hardware is always welcome for Christmas.
Pitty I cant order a new skeleton. (missing the arthritus) or a new pancreas. That would be fantastic.
Yea, Assetto Corsa is by no means perfect, the upgrade seems to have removed a few bugs, but some remain, and some cars feel better than others.
I've done a little shaving off Vobers time, and had another even better one on the go till I put in the kitty litter in the last corner. Doh.
2:15.212
(I wonder how many days until Vober puts that one to bed?)
Quote from: vobler;378444This might help. Copyed from support forum
As reported in the "minimum requirements" FAQ, Assetto Corsa doesn't support DirectX 10.0 cards and will never do, due to technical factors. If you want to play with an old dx10.0 card, you need to edit a file by yourself.
Go in "(steam installation folder)\SteamApps\common\assettocorsa\system\cfg"
Open "dx11.ini"
Change this line:
ALLOW_UNSUPPORTED_DX10=0 ; UNSUPPORTED USE AT YOUR OWN RISK
becomes:
ALLOW_UNSUPPORTED_DX10=1 ; UNSUPPORTED USE AT YOUR OWN RISK
Save the file and launch the game. Now the game should start but you may encounter artifacts and strange errors. Use at your own risk.
This works like a charm, and as far as I can see, there are no downsides. Thanks again Verner.:D
Tried the E92 around Mugello tonight and although I'm slow (twas always thus) @ 2:27:632 I thoroughly enjoyed it.:D
Quote from: Lameduck;378457Tried the E92 around Mugello tonight and although I'm slow (twas always thus) @ 2:27:632 I thoroughly enjoyed it.:D
Nice to hear you got it going! :-)
Quote from: Deetz;378455I've done a little shaving off Vobers time, and had another even better one on the go till I put in the kitty litter in the last corner. Doh.
2:15.212
(I wonder how many days until Vober puts that one to bed?)
I'll see if I get the time to try. Not sure I can do it. :)
2:14.264 thought i had a 13 but the ghost car stole my line lol
Keep meaning to ask; are we using Street tires or Semi Slicks for that S1 E92 round Mugello?
Quote from: Seany;378480Keep meaning to ask; are we using Street tires or Semi Slicks for that S1 E92 round Mugello?
I'm on Street tires. I run abt 2 sek faster on the SemiSlicks
Quote from: vobler;378488I'm on Street tires. I run abt 2 sek faster on the SemiSlicks
Ah ok
I was on semi slick (assumed hotlap challenge = use best available doh)
That means you can run low 13s or 12s with semi slicks (i give up and wait for next weeks)
Quote from: Blindfury46;378494That means you can run low 13s or 12s with semi slicks (i give up and wait for next weeks)
I did only try the semis for a couple of laps to check, and I did a 13.7, with some small mistakes.
Don't give up, You are always faster than me in LFS.
I suggest we agree on Hotlap mode as the mode to run (I think it has track limits on), and every week select a tyre so there will be no more problems.
New Pb as of tonight;
2:14.76
Link to replay in my Dropbox (if this works)
https://dl.dropboxusercontent.com/u/8185860/hotlap__bmw_m3_e92%40mugello_20131127193022
Tips;
Less fuel, Less toe
Edit; yes and do it on lap one or two. Otherwise the tire temps go too high.
There are semi-slicks..... how did I miss this...:doh:
Lol, all time's done on stock street tyres unless stated, sounds like a new rule to me.
Yep, the quickest laps come before you start frying the tyres. As for changing setups and dumping fuel.... that's fighting talk. :devil:
Well done all who are having a go.
Someone else want to choose a combo ?
(if not, I'll make an executive decision tomorrow.)
Best I could do was a mid 18! Doh!
458 (semi slick) or Zonda arrrrh ?
can we can we ?
E92@ Mugello. New gfx card, new PB :thumbsupsmileyanim:
5 secs off @ 2:22:360 :haha:
Well done!
Well done Lameduck, that's more like it :D
After having the update for a week I finally discovered the Zonda on Friday..... Nice, very nice.
However I don't think it will be to suited to the remaining tracks (though I'm probably wrong), so using Blindfury46's other suggestion, I guess the 458 it is.
(Though I think the 458 is one of the poorer cars, in real life its know for its very direct steering, which does not seem to be emulated here, plus it has so... much understeer, I thought it should feel a bit more alive, but catchable due to all the electronics. I know powerfull cars need a bit of understeer to balance the power, but.... maybe its just me.)
Anyway I can offer a 1:50.824 to beat round Vallelunga on street tyres, lets allow Semi Slicks, as it will prob help with the understeer.
Let battle commence.
Ferrari 458 @ Vallelunga 1.49.47 on street tyres is my offering. Yes, lots of under-steer.
Quote from: Deetz;378701....understeer, I thought it should feel a bit more alive, but catchable due to all the electronics.
Remember that some cars, and I think this one, has Traction Control even if you are running in Pro mode. Ctrl-T I think to select different profiles, and off. Same with ABS (Ctrl-A).
Quote from: Dee_Slider;378704Ferrari 458 @ Alleluia 1.49.47 on street tyres is my offering. Yes, lots of under-steer.
You get right after them Dee.
Ant
Ferrari 458 @ Vallelunga 1.46.7 on both tires. On semislicks I can do several laps, but the streets heats up after one lap. TC3
I'm right behind you Dee, (as usual) 1.55.748 :)
Thats one twisty bleedin' circuit and it will take me a long time to learn.
Well I ended up with a 1:48.676 not brill, but I pretty much hate the 458 as it currently is, so I didn't do much running.
I'll try installing the app Vobler recommends in his other thread.
Some default settings, well Pro realism, Hotlap Mode, 8:00 am 26 Deg are my defaults and open to better offers.
:D
Multiplayer confirmed for May the 2. (one week delay)
http://www.assettocorsa.net/dev-blog-en/
I have to admit to having this in my Steam library. :blush:
Looking forward to trying some multiplayer, especially if we get to run a dedi server.
Quote from: vobler;383627Multiplayer confirmed for May the 2. (one week delay)
http://www.assettocorsa.net/dev-blog-en/
Excuse me while I do a happy dance :taz: :woot2:
Quote from: TeaLeaf;383632Looking forward to trying some multiplayer, especially if we get to run a dedi server.
From the notice:
"We have also made investments to set several free public servers for our users
and a proper lobby for servers created by, users, leagues, simracing websites and so on."
You may guess what I've done today :woot2:
(after struggling for ages with my more-than-a-year-unused win7 Installation) I finally got AC working! Minimal settings, though, but it is playable.
Messed around with the default Lotus today and finally did some hotlapping with a BMW M3, both on Imola. Awesome game I have to say! Hard to play but somehow I expected that :)
Looking forward to first multiplayer combo!
Excellent, great to hear you've jumped aboard Neys :)
How did you get on with Steam? I used to hate third party apps like that.....and still do to some extent. But Steam is the only one I accept ( can't be bothered with EA's Origin for example). Valve has built up a good enough reputation with me over many years, I am happy to have all my games through Steam.
Quote from: Seany;383716How did you get on with Steam? I used to hate third party apps like that.....and still do to some extent. But Steam is the only one I accept ( can't be bothered with EA's Origin for example). Valve has built up a good enough reputation with me over many years, I am happy to have all my games through Steam.
Yeah, that was a good read :). Steam causes me some headaches (beneath the one caused by my current toothache :crazy: :crying:). Normally I don't trust these data thefts - but, well, it's the only Option as it seems, and I still don't like that. At least they are somewhat supporting Linux which is a pro in my view. In the mid term I might be able to switch to linux/wine again.
Just noticed today only Assetto corsa on steam is 50% off (22 hours left £14.99)
Is it good even for a complete newbie?
Quote from: BrotherTobious;385748Is it good even for a complete newbie?
There are various aids traction/stability/racing line.
Although i have to be honest its not the most user friendly regarding setting up and instuctions (no readme lol they assume you can guess or like looking at there forums a lot)
Set up is not the issue more of my racing skills or lack of and hoping not to be the koybashi of dmr
Quote from: BrotherTobious;385750Set up is not the issue more of my racing skills or lack of and hoping not to be the koybashi of dmr
Don't worry about that at all mate, we are all learning the new cars/tracks/physics of this game. And even if we weren't there is no such thing as too slow, the fact that you are worried about your skill is enough to know you will be fine! :D
We'd love to have more racers on! :racing:
Ps, I should prob mention that we arnt playing this multiplayer that much atm, just on monday for now. The whole Multiplayer system is a bit of a mess. I'm still having lots of fun playing off-line though and trying new mods tracks etc. I'd say it's worth it, as long as your aware of the limitations. It looks, sounds and handles great, just all the other stuff needs some work....like an Italian car perhaps.... :doh: :roflmao:
Hi there!
Sales got me, and I installed the complete mess on my laptop. I am not convinced with this Steam thing.
I jumped in, turned off all assists and... it looks and feels good :D
I drove a BMW 1M car, and one with a weird name that sounds like a plane, with a big grin. I also identified the unique UI style - Kunos... shiny, counter intuitive, slow!
I tried to go online but it does not seem that easy :doh: coming from LFS. I saw the DMR server, did not find a way to get in.
It seems I must do my homework first...
I can see and feel a great potential in this game, it already feels tons better than Rfactor even in early stages. I hope multiplayer ends up working properly - it never was convincing in other Kunos sims.
See you on track, if we make it there ;)
PS: Thanks for the heads up Sean
Looks like Kunos is having and Assetto press event this week.
Race Department are posting any interesting announcements or features revealed.
http://www.racedepartment.com/threads/assetto-corsa-press-event-live-blog.93711/
So far they have confirmed Pitstops for multiplayer, Flatspots, blistering, punctures.
Yep, sounds nice. So far the only blistering has happened on my ass when tryed to learn controlling the AC Cobra during the long evening sessions :rolleyes:
Yeah, I definitely had some flat spots :D
Quote from: Seany;388586Looks like Kunos is having and Assetto press event this week.
Race Department are posting any interesting announcements or features revealed.
http://www.racedepartment.com/threads/assetto-corsa-press-event-live-blog.93711/
So far they have confirmed Pitstops for multiplayer, Flatspots, blistering, punctures.
Thanks for sharing this - looks like they are aiming for releasing the 1.0 version end of october with a release candidate before that. I'm excited now :woot2:
Quote from: KunosDear Assetto Corsa fans
We know that in the last few weeks we have been very silent, but there was a valid reason; all our resources and everybody in the dev team have been working real hard in order to finish Assetto Corsa and to prepare a preview Release Candidate version to journalists from all around the world. On September 29, we organized an exclusive event at Kunos Simulazioni headquarters inside "Autodromo di Vallelunga". Over 130 journalists have participated in our event, organized with the precious collaboration of Fanatec, NVIDIA, rSEAT, RSR-Nurburg, Media consultants and Ibuz.com. At the end of the scheduled press conference, during which we illustrated all Assetto Corsa features and the complex development process, our guests got the opportunity to try the release candidate preview of Assetto Corsa in 4 simulators with the latest Fanatec Clubsport Wheel V.2. Additionally, guests could try an amazing rSEAT RS1 M4A Full motion simulator, Fanatec Clubsport Wheel V.2 and pedals and Oculus Rift DK2 . So yes, we know you've been waiting for it, Assetto Corsa supports Oculus DK2!
We could have ended the day there and it would have been a cool typical videogame presentation, but you know we breath motorsport and so we wanted a much more immersive experience for our guests. At the Vallelunga circuit pitlane, 15 real Sportcars that are also included in Assetto Corsa, were available for test drive! We wanted to demonstrate and let our guests compare the fidelity of our simulator with a direct comparison to reality. We will soon post footage, photos and more info about the event, but first let us share with you the info about Assetto Corsa.
First of all, let us thank you for the incredible support we got to this amazing project and to our software house, by participating in the Early Access program. Lot's of you have been following this project and our work for a little bit less than a year and probably do not know that when we decided to create and announce Assetto Corsa in 2011, we were thinking to include in version 1.0, a total amount of 15 cars and 3 to 4 italian circuits. Today, Assetto Corsa 1.0 includes circuits like Monza, NurburgringGP, Silverstone, Spa-Francorchamps and more. All of them created with the use of Laserscan technology. It also includes incredible cars, produced by the likes of Ferrari, McLaren, Pagani, Mercedes, BMW, Alfa Romeo and much more.
Even more circuits and cars are under development and will be released after version1.0 of Assetto Corsa. Lot's of those new contents will be free add-ons! This is our way to say thank you for the support you have given us.
Grazie!
Assetto Corsa Release Candidate will be published in the following days. We're working with the feedback of our internal beta-testing team, in order to iron out bugs and improve features. The Release Candidate version has substantial differences from the current Steam Early Access version. New features and improvements to the graphics engine, a brand new sound engine based on FMOD Studio that guarantees more immersion, reverb effects and the ability to control a whole new series of additional effects. A complete remake of all the sounds of every single car has been necessary; an incredible amount of work for our sound engineer.
Some of the features of the new graphics engine, have been already included in the early access build release at the end of the summer. The fantastic videos and screenshots released by the community have shown the a great appreciation of the new engine, but the best is yet to come. Assetto Corsa v1.0 will include heat shimmering, lens flare, God-rays, depth of field improvements, FXAA, tone mapping and more. Every single post processing effect can be activated from the graphics options in order to give you the freedom to configure Assetto Corsa to your specific needs, both in terms of visual quality and performance scalability. Assetto Corsa guarantees adequate frame rate performances, from the most powerful PCs, to the minimum requested hardware configuration. As a matter of fact, the new release also includes support for 4K resolution, static reflections for low performance PCs, dust and dirt on cars, improved smoke and particles, new pilot 3D model that is more detailed and realistic, and collidable objects on circuits.
Assetto Corsa Release Candidate also includes damage to the car bodies, wings, suspensions, engine, gearbox and tyres. Tyres in particular can now simulate blistering, graining, flat spots and blow ups. Because of all these simulated damages and your always important requests, we work hard to include a feature that we are sure will make everybody excited. Pitstops! We have implemented pitstops with animated cinematic pitcrew. Assetto Corsa v1.0 pitstops implementation will support only multiplayer races, but we're working hard to include single player pitstops in one of our next free updates. The delay on the single player implementation, is caused by the need to define and balance the AI pitstop strategy during races.
Assetto Corsa v1.0 is not the end of the journey. More contents and features are being developed and we will inform you about them in the following days. In the mean time, here is the list of the new contents that you will find in Assetto Corsa Release Candidate:
The Lotus 2-11 GT4 and Lotus Exige S, as well as a unique version of the Evora GTE featuring all body panels made entirely of carbonfibre and substantial weight savings.
The much anticipated Ferrari 458 GT2 and Mercedes-Benz SLS GT3.
Ferrari LaFerrari which includes in Assetto Corsa a very advanced simulation of hybrid systems.
Silverstone National and the legendary SPA-Francorchamps recreated in extreme detail using Laserscan technology.
A surprise new entry that also showcases the close connection of Assetto Corsa dev team with the community. We're extremely happy to announce the Carroll-Shelby Cobra 427SC as an official licensed content.
We had plans to include this car in our officially licensed content, but we were surprised and impressed by the work of a great modder that published some amazing screenshots of his work. His mod has took the community by storm and has been highly appraised by everybody. This convinced us that we had to do something about it. We contacted Carrol-Shelby and got the official license and at the same time we worked with the modder and acquired his work. So here it is, the Shelby Cobra 427SC as a free bonus content for Assetto Corsa 1.0. Obviously the already graet physics have been re-implemented, the graphics and sound assets have been updated and are now completely compatible with Assetto Corsa new graphics and sound engine.
We think this is a great tribute to the modder's outstanding work and a compliment and appreciation to the work of the hundreds of modders that are actively supporting Assetto Corsa.
Please enjoy some in-game screenshots directly from the Release Candidate that will be published as soon as possible.
Again, thank you for the great support!
Sounds pretty damn nice. Good to hear there will be collidable objects on track. I was really hoping they would add this eventually.
And finally it's out! Currently downloading after freeing more space on my HD (the update seems to be huge)...
Strange, I've just done 10 laps on this weeks combo and was not offered an update. Will try again later.
Sweet 3.1gb! Downloading now.... :woot2:
DMR Server will probably be broken now. I'll fix it later.
--edit--
Here is change log for anyone interested:
Quote from: assetto1.0.0 RC
- Assetto Corsa is now feature complete
- General bugfixing and performance optimizations
- Visual damages enabled
- Aero damage implemented for all cars
- Engine damage implemented for all cars
- Suspension damage implemented for all cars
- Tyre Damage System
- Pit stop implemented for online races
- Multiplayer improvements
- New audio engine implemented
- New post processing effects enabled, heat shimmering, god rays etc
- New car : Alfa Romeo Giulietta Quadrifoglio Verde model 2013
- New car : Ferrari 458 GT2
- New car : Ferrari LaFerrari
- New car : Lotus 2 Eleven GT4
- New car : Lotus Evora GTE Carbon
- New car : Lotus Exige S
- New car : Lotus Exige V6 CUP
- New car : Mercedes AMG SLS GT3
- New car : Shelby Cobra 427SC
- New track : Silverstone National
- New track : Spa Francorchamps
- New track : Trento Bondone hillclimb
- Audio sample improvements and volume balancing
- Added track reverb zones
- Fixed Traction Control always engaged in particular conditions
- TC and ABS factory settings now work properly
- Tuned distance filter and attenuation for exterior sounds
- Balanced performances for GT2/GT3 cars
- Lotus 49, Lotus 98T, Ferrari 312T have lower default rev limiters. Can go over 100% but damage may occur on higher revs
- Improvements on digital instruments cockpits for various cars
- Added track sound reverb
- Added different sounds for car to car, car to objects and car to track collisions
- Improvements on automatic gearbox on various cars
- All the tracks have been improved and updated with collidable objects
- Overall interior samples volume correction and balance
- Overall exterior samples volume correction
- Tuned wind and tyre rolling volumes and curves
- Tuned kerb pitch and volume according with speed
- Tuned ambience(crowd) volume
- Tuned interior and exterior gearshift sounds
- Steer animations for Ferrari 458 S3
- Small fix on the front Pagani Zonda R tyres
- LOD4 implemented to increase framerate performances
- Drivetrain damage for cars with H shifter gearboxes.
- Traction control sound now works for all cars
- Showroom bugfixing and improvements
- Added tyre blankets under realism tab. The setting is global for all cars and pre heats tyres at 80 C
- Career now available
- New 3D driver models
- BMW Z4 GT3 aero balancing, rear wings stalls more on low values
- New TCP/UDP server
- All tyres have graining and blistering enabled
- All tyres have rim radius
- Fixed all F1 cameras for all vehicles
- Fixed all F6 cameras for all vehicles
- GUI improvements
- Driver animations improvements
- Replay now records the current leaderboard
- Oculus DK2 support
- Single player Qualify improved
Quote from: Lameduck;389390Strange, I've just done 10 laps on this weeks combo and was not offered an update. Will try again later.
Restarting steam helps sometimes.
The update is quite cool. I immediately damaged my windscreen when trying spa in the cobra :) [The cobra seems to brake a lot better now...]
Quote from: Seany;389391DMR Server will probably be broken now. I'll fix it later.
Just a hint: stracker is not going to work, because the config file settings have changed; I'm going to fix that on friday. In the mean time, it is probably best to stop it via the admin page.
There might be a need to open a new port (we now have UDP_PORT and TCP_PORT instead of just PORT).
After I spotted the release, I had to get it, then run a few laps.
So a late night for me, the download finished after midnight, and with a few laps run it was about a quarter to 1 before trundled off to bed. Of course I was still a bit hyped after the laps, so it took ages to get to kip.
Initial impressions:
I tried the Cobra SC round Imola, lots of nice things to like.
Sounds :-)
Updated Cobra physics. - Lordy, tighten that rear diff. up..POWER SLIDES RULE.
Graphics - not sure if it was just time of day, or post processing or..... but different lighting.
Damage indicator - Not so sure about this one, I might disable, as it was always popping up as I locked a tyre, or slightly over revved the engine etc.
Wow! Tried a few different cars and circuits and was delighted with this version.
Then I noticed an old favourite had been included, the Trento-Monte Bordone Hillclimb.
Using this weeks combo car I was blown away with the simulation. This sim is worth the money
just for that track alone, its outstanding,and the only disappointment was that I didnt set a time.
I guess I hit too many walls and barriers on the way up. Damage indicator was working overtime,
but I was pleased to see that it did indicate red-hot tyres eventually
Lighting is certainly different, and I had to increase the brightness for a change.
I know Vobler liked this climb,as we had a great competition 3-4 years ago, coasting downhill in a soap-box car
when he claimed a sub 20 minute record.
Took me almost the same time going up in the Lotus to-day. Great fun
I just say one word: SPA :woot2:
Quote from: neys;389431i just say one word: Spa :woot2:
x 2 :d
Yea, SPA.
Though.... Is it just me, but the extended runoff area's have robbed a bit of the character.
Quote from: Deetz;389449Yea, SPA.
Though.... Is it just me, but the extended runoff area's have robbed a bit of the character.
Aye, plenty of room for error :D:D
Suits me fine :norty:
Quote from: Deetz;389449Yea, SPA.
Though.... Is it just me, but the extended runoff area's have robbed a bit of the character.
Yeah, I miss the Bus Stop too. That was always a defining feature of Spa for me (Well Eau rouge obviously too). Still, a great track!
Quote from: Deetz;389449Yea, SPA.
Though.... Is it just me, but the extended runoff area's have robbed a bit of the character.
I never raced on this track before - so I can't miss anything :)
Relating to the earlier new features post... "God-rays". What the devil is that? Is it related to the 'death ray' in scifi games? :norty:
It says it is 'feature complete'. I hope they still add weather at least.
Spa...well that track has changed a lot during the years. It was driven already in 1920s. It was longer then and deviated from the present day track before the Eau rouge. The pitlane straight and the needle pin corner were there then too. The section before the pit entry (c Clubman corner) was different what it was e.g in 1990s.
In the last race before the war in 1939, British Richard Seaman got killed there when his Mercedes Benz went out in a heavy rain (he was leading). Seaman was a very talented driver. He was taken into MB team at that time when nazis where backing MB and Auto Union teams heavily and using them in propaganda. This happened even Britain wasn't very pop in Germany and he wasn't even a nazi. Sadly because he was racing in MB and the following WW2 he has been mostly forgotten in British racing history. :learn:
Some nice info there Aquilifer.
Game wise, I'm still not sure about the lighting, even with the post processing on default, its a bit dark, and there are low sun reflections off the track even with the time set to mid day on certain tracks.
Latest patch 1.0.3 (I think) has done something wierd to the sounds, the sound mix for the various sounds is all to pot. For me in Car (engine) sound are far too weak, cant hear engine well at low / medium revs for some cars (Cobra etc) and sounds seem delayed. Other cars around sound louder than own engine etc.
From the Assetto Corsa forums this is being looked into.
I could not find the love driving last night, everything felt off, then a conversation with Seany (cheers mate) clued me into what was wrong... some traction control was enabled. Once that was turned off, normal service was resumed. :D
So a few niggles remain, but I'm still thoroughly enjoying it.
It should really work so that ABS and TC were off for cars which don't have them in real life. It's bit annoying that when starting a new session and after wondering why the cars feels weirdo you find that you Cobra has ABS and TC.
The force feedback should be worked a bit. Even it might be realistic that the steering wheel rattles so much when going off road that my teeth fillings are dropping.
Quote from: Aquilifer;389472The force feedback should be worked a bit. Even it might be realistic that the steering wheel rattles so much when going off road that my teeth fillings are dropping.
In case you're using a G27, it is highly advisable to change the settings. AFAIK, this rattling is induced by a clipping of the FF values sent from AC to the wheel. I use the following settings for my G27:
Gain: 70%
Filter: 5%
Damping: 3%
Kerb Effects: 35%
Road Effects: 20%
Slip Effects: 3%
With these the rattling is nearly gone. Well - it comes back, if you have flat spots on your tyres :)
Hope this helps
Thanks.
The insane rattling comes when I bang it really bad. Like in the hill climb, hitting the walls, rolling and sliding the hill side. Those values you gave certainly makes it feel better.
New download today:
1.0.3 RC
- Triple screen rendering fixes
- Launcher default theme: server listing behavior change on server selection
- Launcher default theme: list now scrolls to selected server when server name clicked in detail panel
- updated Fmod 1.05.03 (some volume / fading sound issues may occur. Feedback is appreciated)
- fixed audio.ini missing opponents volume value
- fixed opponents volume and attenuation
- reworked distance attenuation management
- tweaked exterior reverb
- fixed wind volume curve
- fixed interior sounds spatial position (for surround configurations)
- fixed exterior sounds envelopment
- fixed surfaces sounds envelopment
- tweaked overall throttle crossfading
- fixed SLS idle sound and some crossfades
- overall volume balancing
Lots of tweaks on the sounds and somehow (although not mentioned) the screen seems much clearer and didn't have to change brightness settings for a change :)
1.0.5 RC
- fixed acServerLaunchers not serializing Tyre Blankets option
- Fixed "Force On" ABS and TC settings not working as expected
- (WAITING FOR CONFIRMED FIX) Fixed AIM telemetry not loading
- Fixed server not sending the right JSON and not showing up properly in LAN
- Fixed some problems with showroom rendering
- Time Attack : time stops while in pause
1.0.4 RC
- Fixed server not properly freeing slots leading to many "no slot available" messages
- known issue: engine sound missing when session starts (camera rotates around the car)
- fixed interior engine sound went muffled in the previous update
- fixed digital clicks coming from AI during fast coast/load transitions
- fixed sound clipping (tuned compressor when many cars are involved)
- fixed opponents distance attenuation
- fixed positional sounds for skids
- improved overall volume balance
- fixed some bodywork samples playing when still
- fixed some sample loops
- improved engine spatial position depending of real car engine position
- improved LaFerrari low freq for interior sounds
Updated a few files on the server (anticheat content files) .
Quote from: Assetto1.0.8 RC
1.0.8 RC
- Audio hotfix
- Fixed career intro issue
1.0.7 RC
- Updated FMOD project (SDK\Audio folder)
- Fixed Fmod error handle caused huge log file (and stuttering in some cases)
- Improved overall volume balance
- Fixed opponents volume and attenuation during gameplay. Situational awareness much improved
- Optimized average number of channels used in FMod with many opponents
- Balance adjustments on BMW Z4 GT3 performance
- Balance adjustments on Ferrari 458 GT2, Mercedes SLS GT3 and Formula Abarth fuel consumption
- Mercedes SLS GT3 Traction Control and ABS levels corrections
1.0.6 RC
- Launcher default theme: fix for opponent skin selection method
- Launcher default theme: fix for special event opponent level
- updated FMod project for modders (in SDK\Audio folder). Please use Fmod 1.05.03 - pipeline still WIP
- exposed MAX_CHANNELS parameter in assetto_corsa.ini. Lower to 32 ONLY IF you experience stuttering/missing audio during gameplay
- fixed missing backfires for some cars
- optimized FMod thread occupancy
- Lotus 98T qualifying turbo and engine rev damage balancing
Quote from: Seany;390446Updated a few files on the server (anticheat content files) .
Thank you :)
1.0 is out !!! :yahoo:
Quote from: Assetto CorsaAssetto Corsa 1.0 is out now! (click here for official website press release)
Assetto Corsa 1.0 is now available for download on Steam:
http://store.steampowered.com/app/244210
Version 1.0 signifies not just the long-term achievement but also a new start. The hugely successful Early Access program is now complete thanks to the contribution of hundreds of thousands of gamers. If you have joined the Early Access program, we are pleased to announce that version 1.0 is available for you as free upgrade.
With the completion of our version 1.0 milestone, Assetto Corsa is now leaving Early Access status, and is available from Steam right now:
http://store.steampowered.com/app/244210
The new version includes an extended career with fully blown championship series’, new features, improved gameplay, new sound sets and sound effects, new and improved post-processing effects as well as several optimizations, including some important refinements in the physics department, an updated tyre model and force feedback guaranteeing an even better driving experience. Assetto Corsa 1.0 introduces also the new Alfa Romeo Giulietta 2014 Launch Edition, available as free bonus content and the sought after Ruf Yellowbird which will be available once again as free bonus content by the end of the year; when available, the game will be updated automatically on Steam.
One journey ends, another begins ; version 1.0 by no means indicates the end Assetto Corsa development, on the contrary, this is now just the beginning of a long journey. The development team is already working on new cars, tracks, features and content that will improve the Assetto Corsa experience even more. As a preview of what to expect, take 50 of the most highly anticipated sport cars and five new tracks, all produced and released as official licensed content in 2015, either in DLC packs or as free bonus content.
What are you waiting for? See you on track!
Once again, we would like to thank our fans and Early Access contributors for your support.
Important news
Since 2011, the dev team have welcomed the New Year by making a very important announcement â€"this year is no different!
2011 - Assetto Corsa project unveiled
2012 - Ferrari license unveiled
2013 - Nurburgring-Nordschleife (laserscanned-based) license unveiled
2014 - To be announced!
where: //www.facebook.com/Assetto.Corsa
when: on December 31th, 15:00, CET
************************************************************************
Assetto Corsa 1.0 è ora disponibile per il download su Steam:
http://store.steampowered.com/app/244210
La versione 1.0 non è soltanto il traguardo di un lungo ed intenso periodo di lavoro, ma segna un nuovo inizio. Il programma Early Access, che ha riscosso un enorme successo, è terminato grazie al contributo di centinaia di migliaia di giocatori.Se hai preso parte al programma Early Access, siamo lieti di annunciare che la versione 1.0 è disponibile per te come upgrade gratuito.
Con il completamento della versione 1.0, Assetto Corsa chiude la fase di Early Access e diventa disponibile su Steam già adesso. La nuova versione include una modalità di carriera estesa con avvincenti serie di campionato, nuove features, gameplay migliorato, nuovi set sonori, effetti grafici di post-processo migliorati e tantissime altre ottimizzazioni, incluse alcune importati rifiniture al comparto fisico, un modello di gomme aggiornato e un force feedback che garantiscono un’esperienza di guida ai massimi livelli.Assetto Corsa 1.0 presenta anche la nuova Alfa Romeo Giulietta 2014 Launch Edition, disponibile come contenuto gratuito e la blasonata RUF Yellowbird, anch’essa disponibile gratuitamente entro la fine dell’anno; quando verrà rilasciata, Steam aggiornerà automaticamente il tuo gioco.
Quando un capitolo si conclude, ne inizia un altro; la versione 1.0 non detta assolutamente la fine dello sviluppo, al contrario, è soltanto l’inizio di un lungo viaggio. Il team di sviluppo è già al lavoro su nuove auto, tracciati, features e contenuti che miglioreranno ancor di più l’esperienza di gioco in Assetto Corsa.Tanto per dare un assaggio di ciò che ti aspetta: 50 delle auto sportive più desiderate e 5 nuovi tracciati, tutti realizzati e licenziati come contenuti ufficiali per il 2015, che verranno distribuiti sia in DLC gratuiti che a pagamento.
Cosa aspetti? Ci vediamo in pista!
Ancora una volta, vogliamo caldamente ringraziare tutti i nostri fans e gli utenti del programma Early Access per il loro fondamentale supporto.
Notizie importanti:
Sin dal 2011, il team di sviluppo ha aperto ogni nuovo anno con un annuncio molto importante…e anche quest’anno la storia si ripete!
2011 â€"Svelato il progetto “Assetto Corsaâ€
2012 â€"Annunciata la licenza ufficiale Ferrari
2013 â€"Annunciato il circuito Nurburgring-Nordschleife realizzato al laser-scan
2014 - Annuncio per il 2015
dove: //www.facebook.com/Assetto.Corsa
quando: 31 Dicembre alle ore 15:00 CET
*********************************
Changelog:
1.0
- AI now brakes better in the pitlane
- Fixed problems with remote car colliders not properly turned off when disconnected
- Fixed DRS triggered from wheels
- More robust session status sync between server and clients
- Improved feedback to the kicked or disconnected user
- Improved car height calculation for a more uniform setup validation
- New Alfa Romeo Giuletta Q.V. 2014 Launch Edition
- Eliminated FFB vibration at 30kmh
- Updated tyre model for all cars
- Corrected bug in F40 old and street tyres
- Modifications on Lotus 98T and F.Abarth Aero map
- Modifications in engine brake on some cars
- Improved post processing effects
S1-Dynamic
S1-Sport
S1-Movie
S2-Photographic
S2-Retro70s
S3-Vignette
- New post processing effects
S1-Evolution
S1-Expanded
S1-Filtered
S1-Soft
S2-B&W
S2-B&W - HI
S3-Sepia
- New and improved photomode feature. Photomode activates from the replay User Interface
- New carbonfibre shader for cockpits of: bmw z4 gt3, bmw m3 gt2, Ferrari f40, Ferrari 599xx, Ferrari 458 gt2, ktm xbow, lotus evora gtc, lotus evora gtx, mclaren mp4-12, mclaren mp4-12 gt3, p4/5, tatuus
- Dirt layer optimization
- New skins for some cars, more to follow
- Small bug and fixes on trento bondone, magione, Spa Francorchamps
- Fmod project updated: no critical changes, just check volumes and envelopment for each event and mixer groups
- New sounds for Lotus Type 49, Ferrari F40 and Ferrari 312T
- Audio latency level can now be set in the launcher: available options are Normal, Low and Very Low
- Fixed FMod bug in multiplayer mode causing FPS drops
- Fixed wind volume for both stereo and surround configurations (default value: 0.7)
- Fixed bodywork sound audible for some cars when standing still
- Improved exterior sounds spatialization for surround speakers configurations
- Improved and balanced gearshift, backfire and limiter sounds
- improved positional sound for surfaces
- Overall volume balance
- Other minor audio fixes and improvements
- Added cutscenes for some of the career series.
- Improved algorithm for AI level while racing should give closer racing
- Inverted steering wheels and negative camber corrected for multiplayer clients
- Multiplayer basic admin tools:
Added simple admin commands using the chat window. It is important to set the "ADMIN_PASSWORD" in the server_cfg.ini file, an empty ADMIN_PASSOWORD will disable admin commands.
/help: prints the list of the available commands
/admin: become administrator for the server. ex, if the password is "kunos" the command is "/admin kunos"
/next_session: moves to next session
/restart_session: restart the session
/kick: kick a user using the rules (blacklist etc) of the server. To kick a player named "The Player": /kick The Player
- GT2 and GT3 cars, F.Abarth, Exos and Exos S1, M3 E30 GrA and DTM have now the modified tyre model
- LaFerrari has modified active aero and tyre model
- BMW M3 E30 street car has modified tyres (all compounds) as an example of street tyres new model.
- GT2 and GT3 cars have now the "old" FFB gain settings in their physics. Obviously the min FFB slider still works on them too. Please try and report back
- Zonda R, Huayra, 599XX have now tyres that are more load sensitive and more speed sensitive. Laptimes should be slower. Please give feedback on driving feel. Keep in mind you're going to be slower, give it some time.
- Minimum FF force implemented. Can provoke STRONG vibrations in the center zone, use as low as possible!
- All cars have new FF gain values to eliminate FF clipping. You might need to raise your FF gain values on your configuration or add a bit of minimum. Advice 0.12 for logitech wheels, much lower for other wheels. Experiment and report on beta forums
- Difficulty level slider on career
- Much more laps possible on single player quick and weekend races when fuel consuption is off
- Added diffuser stall on low speed for tatuus formula Abarth.
Server updated. Refreshed all official Content\cars\ folder. Tracks folder looks unchanged.
Haven't tested it yet. Nice to see we have some admin abilities now though!
I suppose we could disable Voting now, what do you think?
Quote from: Seany;392921I suppose we could disable Voting now, what do you think?
Yes, sure. Admin tools are working (you can even ban yourself :-)); I think for now it's best to have
BLACKLIST_MODE=2
in the server config. This means that players actually get banned when they are kicked.
Quote from: Assetto Corsa1.0.1
- Ruf CTR Yellowbird added
- Added /client_list and /kick_id server admin commands to ban drivers with international character names
- Fixed caret bliking period for text input boxes
- Disabled OculusVR demo mode
- Now blurred wheel objects work properly on car lods
- Added support for brake lights dimmed when car lights is on
- Server now correctly answer to launcher in LAN mode
Looking forward to trying out that Yellowbird!
Quote from: Assetto Corsa1.1.6
- Fixed no collision bug between first 2 cars in the server list
- Fixed TCP connection getting dropped for timeout
- Fixed Pagani Huayra rear wings animation bug, wrongly connected to the animated suspensions on the last update. Physics unchanged and unaffected
- Updated suspension on LaFerrari, missed on last updated due to time constrains
- Fixed server output for "LAP WITH CUTS"
- Fixed KERS not recharging when car is reset
- Telemetry speed graph is now autoadjusted for max speed
- Fixed animations running at wrong speed during replays
- Fixed CPU time in render stats with negative numbers on PC with timer drifting
- Fixed pitstop automatic controller not pressing the clutch and sometimes leaving the car moving away
- Fixed Essential and RacePosition app wrong values in replay mode
- Fixed Leaderboard in online races
- Added flags, penalties, kers to the shared memory
- Fixed wrong tyre temperature value in the car setup screen
- Fixed crash if a non existent PP effect is selected
- Fixed problem with TAB leaderboard on change session
- Removed invalidation message from drift and time attack modes
- Change camera button can now be assigned properly to another key
- Fixed penalties on time attack
- Fixed bad rear pressure slider placement on Lotus 2-11 setup
- Default launcher theme: skip YouTube device support message
- Ferrari F40 S3 brake bias adjustments in setup
- Mclaren F1 GTR front left Toe-in setup slider value fixed
- Added Fuel pressure (shows fuel quantity) to BMW M3 E30 DTM and Group A
- Fuel indicator working for Alfa Romeo GTA, Lotus 2-11, Lotus Elise SC, Lotus Exige 240, Lotus Exige Scura, Lotus Exige S & Roadster & V6cup, Lotus Evora S & GTE & GTE Carbon, Mercedes SLS, McLaren MP4 12C, Pagani Huayra
- Corrected fuel indicator scale for BMW M235iR, McLaren P1, Shelby Cobra
- Working LCD screens for Mercedes 190 DTM EVO 2, Mercedes C9 LM.
Collisions finally fixed.
Quote from: Seany;398226Collisions finally fixed.
I'm just wondering if this is the patch which is going to "improve our online experience" as one of the dev's promised... Change log isn't looking too promising if this is it. It's good that collisions are fixed though (after being broken for months :()
Hopefully this is just a start............or were doomed!
neys or sean cant seem to get itto server says unavailable content but have downloaded proper track from server maybe one of u could remote connect and sort me out thx.
Most likely just a different version of the track you have. Delete the existing one from your HD then try to redownload again from here: http://www.mediafire.com/download/atn4zdux44hnr4i/Salzburgring_v1.01.rar
Quote from: KunosChangelog 1.2
- Balanced interior and exterior volume for all cars
- Updated Fmod example project
- Updated Fmod pipeline document
- Fixed some rare FMod crashes
- Fixed bodywork sound when stand still for some cars
- Fixed typos for career descriptions
- Fixed Ferrari 458 and Giulia GTA sound pan
- Fixed flags position for triple screens users
- Fixed replay doesn't show smoke
- Fixed sun visible through barriers
- Fixed flying crew at Mugello
- Fixed delay before gear shift recognised
- Fixed keyboard controller and mouse steering
- Fixed rare pit stop repair bug when clutch is pressed
- Fixed wrong player is selected in the drivers list
- Fixed showroom crashes with Motion Blur enabled
- Fixed tyre blankets weird behaviour
- Fixed front wheels size on Lotus Evora
- Fixed Pagani Huayra broken mirror
- Fixed missing BMW M3 Gt2 rear tow
- Fixed cars already damaged starting a gameplay session at Ring
- Fixed BMW M3 e92 red patch on headlights
- Fixed P4/5 Competizione static calipers
- Fixed 599xx Evo weird LOD effect
- Fixed blurred rims missing from LOD C on some cars
- Fixed fuel calculator on Setup UI
- Fixed 500 Abarth skin issues
- Fixed pit crew panels in Chevy C7r and Nissan GT-R GT3.
- Fixed some broken Steam achievements
- BMW 1M has stock liveries; the previous ones are assigned to the S3 version
- Added FOV system message when using +/- to change the value ingame
- Added visual indication for suggested eyes position and actual eye position for Driver Eyes Positioning app
- Added "Auto Pos" button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
- Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
- Improved AI. AI cars can and will overtake slower cars, lose their stability easier, can oversteer occasionally.
- Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is
using.
TYRES SHORT NAMES
SV= Street Vintage
ST= Street
SM= Semislicks
SS= Slicks SuperSoft
S= Slicks Soft
M= Slicks Medium
H= Slicks Hard
SH= Slicks SuperHard
HR= Hypercar Road
I= Intermediate
V= Vintage
- Fixed tyre - kerb hard collisions
- Adjusted realigning forces from tyres.
- Active differentials
- New Alfa Romeo Mito Quadrifoglio Verde
- New Audi Sport Quattro
- New Lamborghini Miura SV
- New Nissan GT-R Nismo
- New Toyota GT-86
- New Zandvoort circuit
- New interior soundset for 500 Abarth (shared with Alfa MiTo and Tatuus FA01)
- Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
- Added FF low speed reduction factor to avoid oscillations when the car is stationary. (check
system/cfg/assetto_corsa.ini [LOW_SPEED_FF]]
- Multiplayer - Added checksum checks for tracks using the new config system
- Multiplayer - Removed "Track List" feature from AC Server
- Multiplayer - Added "IS_OPEN" key to "[RACE]" to lock new players from joining a race. 0=CLOSED, only players
coming from the previous sessions are allowed in. 1=OPEN, players can join during a race. 2=OPEN DURING WAIT
TIME, players are allowed to join during the wait time only
- Multiplayer - Fixed collision not triggering correct samples
- Multiplayer - Added weather settings to the server side
- Multiplayer - Fixed tyres glued to the road for cars without animated suspensions
- Multiplayer - Added possibility to limit tyre choice
- Multiplayer - Added Server Plugin Auth system to AC Server for customized user authentication.
AUTH_PLUGIN_ADDRESS in server_cfg.ini
- Multiplayer - Added Server UDP Plugin for realtime data input/output from AC Server (check example C# application
and UDP_PLUGIN_ADDRESS in server_cfg.ini)
- Multiplayer - It is now possible to complete last lap during Qualify & Practice
- Multiplayer - Fixed /client_list not showing local car ID
- Multiplayer - Added first ballast implementation (use /ballast [carid] [kg] in the chat as admin or entry list)
- Multiplayer - At the end of a race now the system goes "Race Control" view with leaderboard and chat
- Multiplayer - Exit button in ESC menu is now at safe distance from the others
- Multiplayer - Added option to force virtual mirror ON from AC Server
- Multiplayer - Added acServerManager into server folder.
- Added realtime "relative" time app
- Added glowing brakes graphics effect. [DISCS_GRAPHICS] in brakes.ini
- DRS can now be turned off with the DRS button and not only by braking
- AI grip on corner exit is now more realistic
- Improved loading time ~1s faster per car
- Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution.
This improves FPS CAPS and general fluidity
- Tyres and rims now stay blurred when replay is paused
- Auto shifter has now its own dedicated section in drivetrain.ini [AUTO_SHIFTER] and does not share it with AI any more
- Air density calculation is now using temperature as input
- Proximity indicator now scales with resolution
- AI now properly brakes in time to hit 80Kmh in the pitlane
- Fixed discs object not properly switched with LODS
- Better driver gearshift preload on first gear
- Fixed strong tyre vibration around 40 kmh
- Added EBB (electronic brake balance) support
- Removed user FF damper settings from GUI and setups. FF damping is only used for stationary cars (hard steering
wheel feel) and it is controlled by wheel drivers
- Removed limits from Driver Eyes Positioning app
- Kers is now recharged in pits
- AI is not using "Trail Hint" anymore
Some nice changes here.
Server has been updated, all appears to be running ok. There are quite a few new server.cfg options (including UDP ports for new plugin system etc), so there may be some issues or settings we will have to tweek to our liking :) . Let us know if you see anything odd/broken!
Hmm it doesn't work for me. I tried to log in, but got a checksum failure. Afterwards I updated the server contents, but this did not help. I'm running a Steam Intgrity check now. I hope I did not break the server for you.... I'll keep you updated.
No worries, we'll figure it out. ( I was surprised how easy it was...too easy! :D )
When I updated the server earlier I deleted the Car and Track (Content) folder and clicked the "Update Server Content" button in the new "Assetto Corsa Server Manager" tool (generates the new content folder). Then I uploaded this to the server and replaced the .exe too . I successfully joined and sat in the pits for a moment and all seemed good, I didn't do a lap though. I did this a few times while I was adjusting the track temp.
Where you not able to get in at all?
Everythings good now. Anti-Cheat detection is working also on tracks with configs :) I have had an old version of the track...
Ahh great! :)
Liking everything so far. F40 seems a bit more "slidey" :g:, or is that just me? Quattro is very good, very light ffb and some under-steer but it's fun.
....back to testing more cars :D :racing:
Quote from: kunos1.2.1
- Reduced Nissan GTR Nismo low speed oddities
- Nissan GT-R Nismo corrected typo bugs from suspension alignment.
- Nissan GT-R Nismo different damper settings.
- Fixed some skin names who were shown as "0 name"
- Renamed Audi sport quattro red skin to behave as default skin.
- Fixed "Touring cars battle" special event who was not shown in the list
- Fixed F40 door sound in showroom (both variants)
- Fixed AI choosing to go back to pit on last lap if running out of fuel
- Server forced virtual mirror off is now ignored when Oculus is used
- Corrected McLaren MP4 12C GT3 aero map to be slightly more rear bias.
- Fixed Zandvoort track map.
Updated sever:
new anti cheat files for Nissan GTR and MP4 GT3
Matched temp setting to what what previously set on the F40 combo (Air 26 °C- track 32 °C). This will give us a better idea of what has changed Re FFB etc.
Properly set voting quorums again.
Only had a quick play offline, but ffb for me on the G27. had to turn off all kerb/slip/road effects and lower overall gain about 5-10% and increase the min force to about 15% from 8. Seems to have got rid of the numbness in the centre but given everything else a good feel.
Yeah, just trying some different cars myself. FFb feels a bit lighter in the middle. I might try increase minimum force too. I think I might need to turn the gain up a bit (60 gain in game and 100% in profiler atm). The effects I used ( very minimal: 10, 10, 5) still seem ok. I might try with these off now too to compare.
cant get into server says checksum failed is this to do with new update does anyone know thx. IS THIS DUE TO SERVER NOT BEING UPDATED
I had this problem too. For me the root cause was that I was running the wrong track version. Downloading the track with the link above solved the issue for me.
https://raceme.io/beta/about
Interesting...maybe soon we will get something what resembles the CTRA servers in LFS and gives a bit of structure like iracing.
I've seen that - but I think this will divide the community into "we pay for raceme.io" and "we don't pay for raceme.io" parties. In the current stage where the community is not that big, I don't really think that this is a good idea. I'm going to be part of the second party. We didn't have a lot of trouble with wreckers recently, did we? So what's the point of this?
CTRA was free so we will see there will be more alternatives. Agree with the dividing part, but i would not mind getting a serverpark with multiple tiers ...
Quote from: Kunos1.2.2
- Fixed acd files reading wrong values creating problems with 4WD (possibly other cars)
- Corrected Nissan GT-R Nismo fuel tank capacity
- Corrected Nissan GT-R Nismo auto clutch assist engadgement
- Corrected Nissan GT-R Nismo weight figure on Interface spech data description (does not affect physics)
- Corrected Nissan GT-R Nismo skins' names.
- Added skin template for Audi Sport quattro
- Improved Audi Sport quattro skins
- Fixed Alfa Giulietta argento skin
- Fixed BMW Z4 red skin
- Corrected low fuel consumption for Lamborghini Miura, adjusted for the rest of the bonus pack cars
- Corrected Audi Sport quattro S1 turbo pressure dial
- Added DAMPER_MIN_LEVEL in assetto_corsa.ini to allow for some residual FF damping once the car is moving (default is 0)
- Small tweak to relaxation length variation vs tyre load
- Corrected Abarth 500 and S1 semislicks tyre heating and small corrections in alignment and bumpstops
- Fixed ghost car
- Corrected Alfa Romeo 155 DTM setup antiroll bar missing, plus some minor adjustments in suspension geometry and differentials
- Added ksBrakeDisc shader to allow modders to implement glowing brakes
- Removed log messages for Python function "getTexture" because some python app dev thought: "Hey, what a nice function! I will call it every frame instead of caching the result" resulting in >60mb logs and stuttering and 10 years less in the life expectance of the AC support guys
Another patch. Updated server with new data.acd for various cars.
Ps The experimental Gyro setting has been reset to 0. You will have to re-enable it, if you where using it.
Quote from: Those Italian blokes1.2.3
- Added MAX_BALLAST_KG to server_cfg.ini (defaults to 100Kg if the value is not there)
- 4WD cars now behave better at very low speed
- New ABS code won't allow individual wheel braking and improves stability and directionality
- Fixed clutch remaining unlocked at high speeds in some occasions generating engine "stutters"
- Fixed tyre blankets not working in HotLap and other oddities
- Nissan GT-R new central active diff logic
- Corrected camber sensitivity values for all tyres
- Corrected brake balance for some cars that had heavy oversteering problems under braking
- Various memory optimizations to allow more cars to be used
- Fixed FPS cap to allow precise FPS selection. Please reset your values from the launcher
- Fixed Alfa Romeo 155 autoclutch range for 1st gear starts
- Tweaked tyres skid pitch, especially for race cars with slicks
- acServerManager : added "Create Manager Package" to use this tool on remote machines
- acServerManager : some performance improvements
- acServerManager : added "External Server" to run multiple servers on the same PC.
- acServerManager : weather settings are no more limited to 3
Updated server. All
seems good :g: :)
Quote from: kunos1.2.4
- Fixed Mercedes SLS GT3 Hard Tyre short name
- Fixed high resolution timer disable notification filling the log
- Improved ABS, cars will now have correct braking distances while braking on a straight line.
- Changed all electronics.ini files with updated frequencies for ABS and TC for all cars.
We advice modders to use RATE_HZ=250 and SLIP_RATIO_LIMIT= from 0.14 to 0.20 for optimum ABS, also use higher frequencies for TC
- Changed brakes.ini for various cars to improve braking.
- Experimental aero ride height values and stalling on Pagani Zonda R, Huayra and Ferrari 599XX to better simulate what happens in extreme curves like Eau Rouge
- Corrected Mercedes Benz 190E DTM steer rod ackerman geometry
- Adjusted Steer ratio on Lotus Exos and Exos S1
- 3D driver preload animation starts earlier on 458 GT2
- Up to 27% more placebo effect
Server updated with content/cars/*.acd
Could this be something for the server
http://www.minorating.com
Quote from: SpikeyMarcoD;402916Could this be something for the server
http://www.minorating.com
Cheers for the link Marco.
It looks interesting. I think it will be very useful for the un-administered public servers ( GT3@spa etc ). As Neys said above, wreckers in AC are, thankfully, few and far between. For example, the last 2 weeks we ran the E30 @ Zandvoort. This has been our most popular combo yet with over 400 unique players connecting in 10 days. Of that 400+ we added about 4 racers to the ban list. Not a bad ratio really.
Again, I think it's a good tool, but not necessary for us. Who knows, if AC gets a lot more busy some thing like this may be useful for us.
Even if we would like to use it now, I think it is too new and experimental. I would be interesting in seeing how it pans out for other servers over the course of the next few months. Once they get all the bugs out etc. I also think there is a conflict with STracker at the moment so again that is a definite reason to not use it atm.
I was also wondering how they will deal with the organised wreckers who will set up their own server to give them selves a really good rating then go onto the public servers and run amok?
---Ps how you doin' Marco? We haven't seen ya racing in a while.
New patch today/free content:
Quote from: AssettoCorsa1.5
- New Abarth 595esseesse and S1, S2 upgrades
- New Ford Mustang GT 2015
- New Corvette C7 Stingray
- New Black Cat County track
- Nurburgring gp circuit updated
- Nurburgring gp circuit now with 4 layouts
- Silverstone circuit updated
- Monza circuit updated
- Spa circuit updated
- Nurburgring Nordschleife circuit updated
- Nurburgring Nordschleife endurance cup layout added
- Mugello circuit updated
- Magione circuit updated
- Imola circuit updated
- Drift circuit updated
- Vallelunga circuit updated
- Vallelunga classic layout added
- Vallelunga circuit (all layouts) now has 24 car slots
- Activated time progression in Multiplayer
- All cars updated to Tyre Model 7
- Pitstop are now available in single player races
- Damage is now visible in Multiplayer mode for remote cars
- Launcher: steam overlay support disabled due to stability issues
- Launcher: re-instated multi-process mode for CEF due to stability issues
- Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
- Fixed Lamborghini Miura gearbox damage
- Updated drivetrain upshift and downshift timings for all cars
- F6 inside cameras use internal sounds
- Free camera now honours distance multiplier for sound attenuation
- Of all Drivable cameras only Cockpit uses internal sounds
- Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
- Gearshift sound shares engine volume
- Backfire sound shares engine volume
- Fixed car sound when bottoming out
- Realtime app shows lapped guys (blue) and lapping guys (green)
- Fixed FuelLapEvaluation function
- Fixed fuel consumption on turbo engines
- Fixed inconsistency on UI tech specs
- Modding : added FormCamera functionality to associate internal/external soundset
- Modding : added console commands "observeLights" and "observeFlames" (work as observeDigital); EDIT_MODE is deprecated
- Modding : added Digital Instrument KERS_CHARGE (percentage)
- Modding : added Digital Instrument TOTAL_LAPS (if session is not race then "---")
- Modding : added Digital Instrument CURRENT_LAP
- Modding : added Digital Instrument EST_LAPS (if est is less than 0 then "--.-")
- Modding : added Digital Instrument AMBIENT_TEMP
- Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or "Kms per Liter" if missing)
- Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
- Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
- All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
- All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
- Changed all tyres flex and pressure relation.
- Changed all tyres footprint and pressure relation
- Modified global aero efficiency with yaw angle. Works on all cars
- Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
- Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
- All GT2/GT3 cars now have minimum height 55mm
- 200,400,500,1000,2000 meters drag circuits now available
- Modding : ksPreviewBuilder added to sdk/dev folder
- Python Interface:
- initFont(fontfamily, italic, bold)
- setCustomFont(fontfamily, italic, bold)
- getCameraMode()
- setCameraMode(acsys.CM)
- getCameraCarCount(carId)
- setCameraCar(F6 camera index, carId)
- focusCar(carId)
- getFocusedCar()
- getServerName()
- getServerIP()
- getServerHttpPort()
- getServerSlotsCount()
- isCarInPitline(carId)
- isCarInPit(carId)
- isConnected(carId)
- getCarBallast(carId)
- getCarState(carId)
- eKersCharge
- eKersInput
- totally revamped backfire system (will not break mods)
- added new F1 "dash camera" and "Chase camera #2"
- CameraManager : fixed issue globalCameraIndex
- Fixed Camera selection on Replay Interface
- Fixed CameraApp to reflect Dash and Chase changes
- Fixed Camera system messages
- Fixed Random camera wrong cameras + message
- added CameraOnBoard offset to avoid car parts on view
- added new driver model with lod
- added Fuel Lut to solve issues with several cars gauges
- SharedMemory : added new members
- SPageFilePhysics
float turboBoost = 0;
float ballast = 0;
float airDensity = 0;
- SPageFileGraphic
int isInPitLine = 0;
float surfaceGrip = 0;
- SPageFileStatic
float maxTurboBoost = 0;
float airTemp = 0;
float roadTemp = 0;
bool penaltiesEnabled = false;
float aidFuelRate = 0;
float aidTireRate = 0;
float aidMechanicalDamage = 0;
bool aidAllowTyreBlankets = false;
float aidStability = 0;
bool aidAutoClutch = false;
bool aidAutoBlip = false;
- fixed several cars still featuring dashboard "floating" digits
- fixed car scraping volume
- added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
- improved camber calculations
- improved tyre heating on low friction surfaces (grass,sand etc)
- added new "Tyres" app
- Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
- Ford GT40 fuel tank position fixed
- revamp of all digital displays and script
- revamp of analogue gauges
- Lamborghini Huracan GT3 3D model tweaks
- Lotus Exige S model tweaks
- Various LOD fixes across the entire vehicle content
- BMW M3 GT2 3D model tweaks
- Roof on the LaFerrari is now customizeable
- Emissive values tweaked on some cars to improve visibility with PP off
- Various skin issues fixed
- PP preset improvements
- Improved AI behavior in traffic
AC back on the steam sale with 40% off, down too £26.99 including the 3 dream packs dlc's http://store.steampowered.com/sub/88782/?snr=1_5_9__403
only on a daily deal though so be quick if you want it.
Sorry for double post..
Thought this might interest anyone who hasn't seen it yet :
[video=youtube;jv-cPGa9Zsg]http://www.youtube.com/watch?v=jv-cPGa9Zsg[/video]
Quote from: Gav;414307Sorry for double post..
Thought this might interest anyone who hasn't seen it yet :
AC is getting better and better :) This deal is one of the best moves of Kunos so far, given the long absence of Porsche in the sim racing scene. Looking forward to those DLC's.
mmmm 959 vs F40, all my 80's childhood dreams will come true! :D
New patch/ Content today. Server Updated:
Quote from: Kunos1.8
- New Ferrari FXXK (Tripl3 Pack DLC)
- New Ferrari 488 GTB (Tripl3 Pack DLC)
- New Praga R1 (Tripl3 Pack DLC)
- New Audi S1 (A1)
- New Monza 66 Full Course (sopraelevata)
- New Monza 66 Junior Course
- Improved reflection quality
- Improved shadow stability
- Improved graphics performances
- Fixed Tyre Model 10 not updating Dx and Dy value in telemetry app
- AI improvements on slower reaction after an impact, for more realistic collisions
- Overlay Leaderboard now shows correct positions on the grid at race start
- Fixed Laps app showing 0 as first lap
- Fixed Race Control UI for the low resolution screens
- Wrong direction penalty gets also time penalty
- Added float clutch to SPageFilePhysics
- Fixed turbolevel digital item showing a wrong value
- Fixed various problems/timing on ghost cars
- Fixed typo on sound distance attenuation for Lotus Evora GTC/GX
- Fixed sample attack for BMW M3 e30 GrA/DTM limiters
- Replay files will not reset anymore at session start (no need to rush out of the server anymore to save a replay)
- Fixed remote cars head movements in multiplayer and multiplayer replays
- Fixed typo on LaFerrari active differential lock in coast and small bumpstop stiffness changes
- General improvements on V10 tyres for rolling resistance, flex, pressures and more.
- Improved Maserati GranTurismo MC GT4 suspension, should improve braking without ABS
- V10 tyres for Hypercars LaFerrari, McLaren P1, Pagani Huayra
- V10 tyres for GT2 cars BMW M3 GT2, Ferrari 458 GT2, Corvette C7R
- V10 tyres for Racing Hypercars Ferrari 599XX, Ferrari FXXK, Pagani Zonda R
- Fixed ERS power output when battery is close to 0 and MGU-H is set to battery
- Removed ERS cockpit controls for MGU-H and Recover in McLaren P1
- Improvement in performance for collision detection and physic solver
- Fixed clouds when switching sessions
- Returning to pit during a time penalty results in a greater time penalty
- Fixed possible drive through cheat
- Fixed blurred objects not working if speed was negative
- Fixed hotlap mode: now valid laps will be correctly registered
- Removed white flag: a new message will appear the moment the race leader starts his last lap
- Modding: extra animations now binded to three channels NUM 4, 5 and 6 (group animations to make them play simultaneously, otherwise each clip will be played separately)
- Modding: rotating object support for cooling fans [ROTATING_OBJECT_0] in extra_animations
- Modding: series scripts added for digital speed bars [SPEED_SERIE_0] in digital_instruments
New patch/DLC today
Server updated
Quote from: AssettoCorsa1.9
- New Porsche 991 Carrera S (Porsche Pack #1 DLC)
- New Porsche 918 Spyder (Porsche Pack #1 DLC)
- New Porsche 718 Cayman S (Porsche Pack #1 DLC)
- New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
- New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
- New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
- New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
- New Porsche Panamera G2 Turbo
- New Silverstone 1967 historic track
- Added session time/laps on the top of the screen (laps are the leader ones)
- Now race is over when the car complete its lap and the leader has finished his last one
- Added dynamic ARB
- Fixed possible collision still active on race restart
- Added ERS recharge digital display
- Improved precision on all digital leds
- GT3 cars use tire model v10.
- Fixed TC sound distortion when triggered for the first time
- New camber grip variation formula (Thank You Nao!)
- Simplified DirectX 11 initialization
- Added official "Sparco" license to Assetto Corsa
- Added Ballast system through Ballast App (single player only)
- Added new F9 vertical layouts
- Added new driver + crew texture system
- Added new personal driver texture
- Fixed virtual mirrors rendered when not necessary
- Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
- Improved FFB App UI, so label is readable by VR users
- Added multiplayer splits
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI "flapping" DRS in traffic
- Improved autoshifter
- Improved laptimes board by adding splits and tyre compound
- Fixed backfire animation freezing after session change
- Fixed leaderboard history in multiplayer
- Added voting spam protection
- horizon locked view removed from Bumper camera
- Delta App reviewed
- Fixed possible flickering in case of engine stall
- Added backfire animation to Zonda R
- python new functions and members
- getCarTyreCompound(carid)
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
- added templates for Porche Vol. 1 cars
- fixed excessive brake light brightness on Ford Mustang
- minor graphics fixes on Triple Pack cars
- [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
- [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
- Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
- Packers now use bump stop rates
New Patch/DLC Today
Server Updated
Quote from: Assetto Corsa1.11.0
- New Porsche 919 Hybrid 2016 LeMans configuration (Porsche Pack 3)
- New Porsche 908 Lang Heck (Long Tail) (Porsche Pack 3)
- New Porsche 917 K (Porsche Pack 3)
- New Porsche 911 R (991) (Porsche Pack 3)
- New Porsche 911 GT3 Cup 2017 (Porsche Pack 3)
- New Porsche 911 GT3 R 2016 (Porsche Pack 3)
- New Porsche 911 Turbo S (991) (Porsche Pack 3)
- New Porsche Macan Turbo (free bonus)
- New Championship gameplay. Create your own championship, select cars, tracks, laps, points, rules and compete against the AI.
- Fixed wing damage model on Nissan GTR
- Shared Memory :
- Fixed kersCharge and kersInput for ERS system
- Added system/cfg/messages.ini to filter system messages out
- Added Print function in Time Table (export in Documents\Assetto Corsa\out)
- Fixed Setup Electronic tab issue on ABS level for cars featuring no TC
- Reviewed damage curve + repair times
- New formula for effective radius calculation
- Pitstop is possible also in Practice session
- Fixed Confirm button in Pitstop screen to work without any requested operation
- Fixed UI resetting AI level at start
- Corrected front wheel 3D placement for Lotus Evora S and Step 2
- Pitstop animation disabled for VR users
- New V10 tyres and updated physics and inertias for all GT3 cars
- New V10 tyres and updated physics and inertias for all GT2 cars plus Glickenhaus P4/5C and Evora GX and GTC
- Updated V10 tyres and updated physics and inertias for Hypercars (LaFerrari, 599XX, FxxK, P1, Aventador SV, Huayra, Zonda R), more experimentation
- Updated V10 tyres and updated physics and inertias for Ford GT40
- Corrected Porsche 917/30 inertia values
- Corrected Porsche 917/30 ackermann and front bump steer suspension
- Corrected aero downforce and drag values for Porsche 962 Short Tail
- Corrected drag values for Porsche 962 Long Tail
- Porsche 962C Long Tail now has passive wastegate pressure map that permits user controlled overboost as a % of a turbo boost map. 0-9 keys
- F4 key sets camera on the player car
- Added Delete function on Setup screen
- Added electronic controller cltr_wastegate[X].ini to control wastegate levels on turbos
- Fixed potential track cut on Nordschleife Endurance and Cup layouts
- Fixed AI steer "snaps" when near track lateral limitsp
New patch / Content today.
Server updated
Quote from: AssettoCorsa1.12
- WARNING: this update resets assetto_corsa.ini, we advise to check values for gyro, free camera etc
- New Audi Sport quattro S1 E2 group B rally car
- New Highlands track in four layouts
- Removed on screen Fuel Indicator for cars except the player's one
- Fixed Setup Tab sorting
- Added online Timed Races (with and without additional lap)
- Added online ResultScreen time
- Tweaked all the system apps regarding Timed Races
- Fixed online pit crew locations
- Added pressure meter color on Tire App (based on compound ideal pressure)
- Updated minimum pressures and optimum pressures for various cars
- New v10 tyre wear algorithms more sensitive to load for all cars
- Graining is now reducing when driving in good temperature conditions
- New and updated V10 street, semislick, vintage, and race slicks tyres for all cars. A total of 151 cars updated.
- Updates for cars that already had V10 tyres as well.
- Updated chassis balance and inertias for all 151 available cars.
- Updated engine coast braking for street cars
- Updated antiroll bars for Porsche 911 GT3 Cup car as per suggestion of Porsche that asymmetrical antiroll bar settings are not advised, so now settings are back to 7 in setup screen.
- Updated rear wing aero for Porsche 911 GT3 Cup to allow for lower rear wing at high speed tracks like Monza
- Added rear vertical fin for Lotus 98T
- Updated Brake fade for
Shelby Cobra
Lamborghini Miura
Alfa Romeo GTA
Abarth 595
Ford Escort RS
Ford GT40
Lotus 25
Lotus 49
Maserati 250F 6C and 12C
Lotus 72D
Ferrari 312T
Ferrari F40
- Fixed penalty detection
- Online cut reporting (Throttle Cut disabling)
- Added acServerManager 1.12.0
- Added timed race management
- Added result screen management
- Track with 2 pits are allowed
- Added option for online cut reporting (with Throttle Cut disabling)
- Pitstop: Suspension repair will automatically fix body too
- Added Tyre compound on race_out.json and server result
- Fixed Gt3 AI crashing at Nordschleife
- Added DigitalLed Tyre lock/slip script
- implemented in the latest Porsche racing cars, GT3 Cup, GT3 R and 919 Hybrid 2016
- Added Decimals to DigitalItem Fuel script
- Added local velocity to Shared Memory
- FF_SKIP_STEPS now defaults to 0. Wheels with problematic FF can have it set back to 1 if necessary
- Added new
[FF_SKIP_STEPS]
VALUE=0
optional parameter in controls.ini
- Added Fanatec leds support (system/cfg/fanatec.ini)
- Added Pitstop to Qualify session
- Tweaked confusing "Drive through penalty" message
- Fixed Pitstop times for Porsche race cars
- Tweaked M4 Akrapovic engine volume
- Fixed Porsche 911 GT3 RS coast volume
Minor patch, server.exe updated
Quote from: Assetto Corsa1.12.1
- skin template added for the new Audi Sport quattro S1 E2
- Fixed Ferrari LaFerrari erratic aero behavior on Highland high speed jumps
- Fixed shadows caster on grass at highlands long
- Tweaked city surface ffb effects at highlands, long and drift
- Fixed mirrors UV on Audi Sport quattro S1 E2
- Fixed Lotus 98T yellow tyre wear indicator on new tyres.
- Updated Lotus 98T performance envelope by tyres, diffuser and front wing ride height sensitivity and other changes.
- Fixed Tatuus FA01 tyre compound wear
- Updated acServer with a fix for bookmark registration mode
- Added IGNORE_RESULT_TELEPORT in system/cfg/options.ini to avoid teleport to pit at the end of each online session.
- Updated walls on highlands track in order not to use them as advantage
Server Updated
Quote from: kunos1.13
- New Porsche 911 RSR 2017 for Porsche Pack 3
- New Mazda MX-5 Miata NA
- New Mazda 787B: mod skins made for the original 787B mod will need to be updated using the new template
- Added OpenVR/Vive support (beta)
- Fixed Mazda MX-5 ND setup ride height false indication
- Fixed Alfa Romeo Giulietta QV gearbox damage
- Adjusted Lotus 72D and Ferrari 312T tyre compound wear and heat ranges
- Fixed Flag rendering for VR
- Fixed colour balance for emissive items (lights+digital) when Post Processing is turned off
- Added downshift protection alert (can be disabled through the launcher options)
- All GT2/GTE cars default to Medium tyres now (also for AI)
- Fixed broken rendering when OCULUS mode is selected but no Oculus is actually connected
- Added Pitstop arrows to DirectInput Dpad: bind to the wheel dPad: can be overidden by controls.ini [ADVANCED]DPAD_INDEX_OVERRIDE=0
- Added Pitstop quickmenu + Setup pitstop strategy: this can be custumized and disabled by system/cfg/pitstop.ini [SETTINGS]USE_MOUSE_PITSTOP=0
- Updated Fanatec library to support new wheel bases.
- Fixed possible CPU warning when player gets retired.
- Multiplayer features:
- Added reversed grid races: the race session will be restarted in reversed grid order based on the standings of the previous race. Players disqualified in the first race will start from the back of the grid in the second race, regardless of their position being within the reversed grid range.
- Added locked entry list in pickup mode: same as in booking mode, only players already included in the entry list can join the server (password not needed).
- Added car Steam ID sharing in entry list: each car in the entry list can feature multiple GUIDs. Players can share that car (one at once). The name inserted in the entry list is used as driver name.
- Fixed server result log not displaying invalid laps.
- Fixed end-of-race session status for lapped players in lap races.
- Added Mandatory Pit: a pit window can be added to the race session. As a design choice, players need to stop at their pit box within the pit window to have a valid pit stop. Players with pit boxes further down the pitlane need to take this into account before deciding on their strategy. Players may make additional pit stops before and after the pit window, but only making a mandatory stop in the indicated pit window will validate their race. Server admins must decide on a pit window that allows all players, regardless of their pit box position, to comfortably make a pit stop under normal racing conditions.
- Updated Shared Memory
Server updated
Quote from: Kunos1.14
- New autosaved replay options and UI added to launcher main theme
- New Audi TT Cup
- New Audi TT RS (VLN)
- New Audi R8 GT3 2016
- New Audi R18 LMP1 2014
- New Lotus 3-Eleven (race)
- New McLaren 570S
- New McLaren P1 GTR
- New Maserati MC12 GT1
- New Toyota Celica ST185 Group A
- New Toyota TS040 Hybrid 2014
- Mandatory pitstop window is now related to pit entry timing (replacing old system)
- Pitstop animation enabled with oculus or STAY_IN_CAR enabled (system/cfg/pitstop.ini)
- Added Position set digital script
- Added ballast and restrictor option offline for championships and multiplayer. Work in Progress for offline quick race and race weekend UI
- Added wind algorithm
- If controller is keyboard then Pitstop app is replaced by mouse pitstop
- Mouse pitstop with Mouse Steering enabled is now working correctly
- Tweaked backfire flash flames in many cars
- Realtime app: qualify/practice colors are based on leaderboard position, race color on current position
- Added DIGITAL_PANEL script to display current position and P2P on car's external panels (Audi TT Cup)
- Added FUEL_PERC script to show fuel quantity as percentage (McLaren 570S)
- Fixed broken UI interaction due to session switching when pitstop was not finished
- Fixed rare automatic pitstop activation at car spawning in the pit
- Fixed deadzone for gamepads
- Fixed Tyre App thermal value for exploded tyres
- Minimum for automatic reset tyre on track is now 2
- Fixed flag rendering in VR with PP off (again, hopefully for real this time)
- Fixed Achievements from unlocking when car is blackflagged
- Pitstop app: new tyre pressure can only differ from the current one by 4psi (because of minimal height rule)
- Added Push To Pass system (Audi TT Cup), P2P amount depends on grid position, enabled in Practice and Race sessions only
- Added physics option for different fuel weight/density (optional section in car.ini [FUEL_EXT] KG_PER_LITER=value)
- Adjusted Lotus 98T tyre wear
- Fixed old pitstop UI from allowing more fuel when setup is fixed
- Added Black Flag description
- Added Online time of day multiplier (x1 to x10)
- Added track animated starting lights
- Added blink feature to RPM SERIES script (updated all relevant cars)
- Added acServerManager 1.14.0
- Added Time multiplier
- Added Wind
- Added Restrictor (BoP)
- Fixed BoP server message to client
- Fixed bug on client fixed setup 2nd reloading
- Added resolution string on splash screen
- Added "safe mode" initialization when first DX11 init fails, it will try again with desktop resolution and AA/Fullscreen off
- Added AI Aggression selection
- More AI differences within a single lap to generate more battles
- Added AI wing setup variations
- Added new Random camera mode algorithm
- Fixed driver model visibility bug in Random camera mode
- Removed AI slowdown hack for cars with spool differentials
- Improved Downshift Protection algorithm
- Fixed AI giving away green light by flooring gas 500ms in advance
- New AI algorithms for understeer detection and downshifting
- Fixed Car Engineering app sometimes reporting wrong total and sprung weights
- Added Fuel x Time on Setup Fuel tab and pitapp
- Added best splits at the end of the race on leaderboard timetable
- Tweaked leaderboard to show player name/position even if that player has disconnected
- Updated Steam statistic reader to synchronize steam achievement
- Added "virtual desktops" functionality to in-game GUI (cyclable through ctrl+u key combination)
- Fixed session synchronization issue when session switches while a new player is joining
- AI is now using kers
- Fixed Nissan Skyline R34 having downshift protection when it should not
- Added "variation" slider for AI. It will randomize the AI level in the range selected.
- Fixed Nissan GT3 texture map on lod B
- Added player's nation flag support (not valid flag will be rendered as AC logo)
- Added new Driver Label GUI (customizable in \system\cfg\name_displayer.ini)
- Added nation flags on leaderboard GUI
- Tweaked opponents list to include nationality
- Update special events to include nationality
- Added Mandatory Pit warning message at the start of the race
- Added minisectors to overlay leaderboard and performance delta app, this can be disabled through [Documents]/Assetto Corsa/cfg/gameplay.ini
- Some template updates to existing content
- Porsche 911 RSR 2017 template added
- Templates added for Lotus 3-Eleven, Audi TT Cup, Audi TT VLN, McLaren 570S, Mclaren P1 GTR, Toyota Celica ST185, Maserati MC12 GT1,
- Minor graphical updates on the Porsche 911 GT3 Cup and Lotus Exige V6 Cup
- Digital display script tweaks across the board
- Fixed a bug on Nissan GTR GT3 LOD B
- Minor livery fix on Glickenhoue SGC003
- Python new functions:
getWindSpeed
getWindDirection
getDriverNationCode(CAR_ID)
getCarSkin(CAR_ID)
- Added deactivation on lateral G on McLaren P1 and P1 Gtr (optional [DEACTIVATION] LIMIT_G=- Porsche 911 RSR 2017 official WEC liveries added
Today I've updated the MR plugin. You will notice some new features once we are on an official track again:
QuoteNew:
Pit exit lines
may not be crossed when coming from the pits. See also rule /mr rule 5
There is a penalty applied to every MR/MP session where there is a clear pit exit line, in any session type. You get at least 1 CP for each invalid crossing, and even more if you have cars around you put into danger.
As this is a new feature and many drivers consider this rule optional, everybody will receive 3 warnings (in total) before the first penalty.
This is done for all official Kunos tracks, so it doesn't include modded tracks for now. You can always ask for a popular mod track, but it has to have a real line and I'll need a download link (and some time).
Cut penalties (test)
can enhance the official Kunos system by putting severe and permanent penalties for deliberate cuts which exploit the current system. Monza T1 or Imola Variante Alta are good examples where the potential gain can outnumber the penalty.
I expect not to see anybody around higher MR grades soon who is abusing the current mechanics. In the same time I'm doing a lot not to put too many points on evasive actions and accidents, which is a significant decision - the MR cut detection therefore cannot substitute the Kunos system.
Again this is a new feature and we will see the 3 warnings as well. After that the cuts will display the correct message including CPs, but the CPs won't be assigned. Currently I'm waiting for your feedback how well the prevention of accidential CPs works in your opinion. This can change over night without further notification, so please do not test the deliberate cuts but drive as clean as usual and tell me where you scored significant CPs that can be regarded as flaw.
And honestly, please don't cut deliberately. I don't see any excuse and this feature can give you double-digit CPs, if the code has to assume this was deliberate, offensive and selfish.
If you find yourself in the outzone of a chicane please rejoin the track very slowly (the Kunos 35 kph are a good number) and make sure you give up any advantage.
The cut detection is handcrafted per corner, so here again you can ask (don't try^^) for specific ones and I'll put the definitions in. Assume all of the official Kunos tracks have cut detection on those corners which might bring an significant advantage.
A+B grades
I dropped the restriction that A and B grades are regarded the same. This applies to driver messages, AUTH and - theoretically - helicorsa. Yes, it means you can try your luck setting up a MR-A only server and get it populated.
The reason is that we have a certain shift in numbers due to changes in the past, and I can either tighten the B grade and fiddle around here, or just use A as the new MR-AB. The first approach has the effect that many people would be downgraded to C for no obvious reason, something I won't do until really necessary. Adding A only also doesn't remove anything like MR-AB, just giving you server admins more flexibility and control.
I know I will regret this :)
A grade adjustment
Although it's hard to estimate the effect of the new CP sources I slightly reduced the A-grade requirement. I expect the A grade to grow around 7%, so it's a tiny bit easier to achieve.
You might call it the cut-penalty-collateral-damage adjustment. A graders are expected not to gain significant pit exit line penalties.
Kunos have announced their upcoming Ferrari DLC (Autumn release I think). Comes with 6 nice Ferrari's with a good spread of eras and types. We also get the chance to pick what the seventh car in the DLC will be. The list of choices is quite big! I really hope we don't end up getting a silly* (*personal opinion :D) modern F1 car :/ .
I can't decide between ;
250 Testarossa - 1957 racing
512M - 1970 racing
Ferrari 641 - 1991 F1
I'm swaying more toward the 512m as I do love those older sports cars/ prototypes, I think it would also be some competition for the Porsche 917K.
So hard to choose :taz: !
http://www.assettocorsa.net/ferrari-70th-anniversary-pack/
Update 1.14.4 today:
Quote- Real-life racing liveries added for the Maserati MC12 GT1
What a shame. Two days after we left the GT1 combo :/
Heh heh yeah saw that!
There isn't that many though, about 3 + the blue one, if I recall.
acServer.exe updated
Quote from: Kunos1.15
- New Ferrari 250 GTO (Ferrari Anniversary Pack)
- New Ferrari (288) GTO (Ferrari Anniversary Pack)
- New Ferrari 312 F1-67 (Ferrari Anniversary Pack)
- New Ferrari 330 P4 (Ferrari Anniversary Pack)
- New Ferrari F2004 (Ferrari Anniversary Pack)
- New Ferrari 812 Superfast (Ferrari Anniversary Pack)
- New Ferrari SF70H (Ferrari Anniversary Pack)
- Templates for Ferrari 250 GTO, GTO, 312 F1-67, 330 P4 and 812 Superfast
- Official Kaspersky team livery added for Ferrari 488 GT3
- Updated template for Ferrari 488 GT3 (related to rear wing shape, it might affect a low % of mod skins)
- Alpinestars gloves are introduced in Porsche cars
- Fixed reflection issue on Corvette C7R skins
- Minor graphical and skin-related fixes across all content
- Updated Lotus 49 minimum weight
- Updated Mazda RX-7 Spirit R rear wing setup and aero figures
- Added automatic Force Feedback configuration for old wheels (ie MS Sidewinder)
- MODDING REQUEST: Added blanket temperature to tyres.ini under [ADDITIONAL1] BLANKETS_TEMP
- MODDING REQUEST: Added pressure vs temperature gain in tyres.ini. under [ADDITIONAL1] PRESSURE_TEMPERATURE_GAIN
- MODDING REQUEST: Added camber spread tweak value in tyres.ini under [ADDITIONAL1] CAMBER_TEMP_SPREAD_K (AC default is 1.4, higher numbers=more spread)
- MODDING REQUEST: Added new LUT based system to handle camber D variations. Example, (for every compound):
DCAMBER_LUT=(|-145=0.8|-15=0.9|-3=1.01|0=1|3=1.005|15=0.9|145=0.8|)
DCAMBER_LUT_SMOOTH=1
This will override DCAMBER_0/1 behavior (values still need to be there tho)
- MODDING REQUEST: Added explicit inertia instead of box based. Use
[EXPLICIT_INERTIA]
INERTIA=1300,1400,500
in car.ini
- Suspension travel is now recorded at 166Hz in telemetry
- Fixed AI not exiting pitlane at full speed in some cases
- Added "ABS" FF enhancement effect
- Added FF enhancement effects controls ingame in the "Force Feedback Controller" app
- Added track models ini checksum on server. In order to gain full protection from cheating the server needs to include kn5 files
- Added optional COMBINED_FACTOR value per compound. Thanks to Stereo & Jackson Papageorge (mclarenf1papa)!
- MODDING REQUEST: Added variable throttle response as function of RPM. Add:
[THROTTLE_RESPONSE]
RPM_REFERENCE=6000
LUT=throttle_max.lut
to engine.ini. throttle.lut will be used for 0 RPM and whatever LUT you specify will be used at RPM_REFERENCE
- MODDING REQUEST: Added progressive bump stop rate. In suspensions.ini under [FRONT] and [REAR] add BUMP_STOP_PROGRESSIVE . Look for "Using progressive bump rate..." in the log for confirmation
acServer.exe updated
Quote from: kunos1.15.1
- Minor graphical tweaks on the new Ferrari cars
- Removed wrong path checksum on acServer