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Μετά από πολύ καιρό μπήκα να δοκιμάσω το ACC. 

To sim έχει ΜΕΓΑΛΟ πρόβλημα με τα ελαστικά. Ειδικά όταν είναι κρύα κάνει σβούρες λες και είσαισε Luna Park ! Η φυσική είναι άκυρη !

Aν δεν διορθώσουν τα ελαστικά θα πάει άπατο και είναι κρίμα γιατί έχει potential !

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Changelog v1.2

 

GENERAL:
- AI performance optimizations.
- Fix for track shown at nighttime for a split second when loading into any session.
- Fixed double saving of temporary replays with multithreading enabled.
- Fixed issues with shared memory status.

GAMEPLAY:
- Added car customization. Pick and customize the design of your personal car.
NOTE: custom cars can be used in Quick Race, Custom Race Weekend and Multiplayer game modes.
Disclaimer: customization possibilities may vary on a per car basis due to licensing restrictions.
We will continue to add customizeable livery templates in future updates.
- Added single-make option to Quick Race and Custom Race Weekend game modes.
Possibility to use official liveries and custom-liveried grids.
NOTE: single-make race with official liveries requires an official car to be selected.
- AI update to avoid divebombing in slow chicanes.
- Porsche AI tweaks to mitigate their tendency to dominate sessions.
- AI now use aggressive setup at high levels.
- AI cars will not enter the pits because of weather or damage if less than 5 minutes are remaining in a session.
- Fixed AI aggression setting not producing expected behaviour.
- General AI behaviour and movement improvements.
NOTE: different aggro levels should result in a bigger difference now.
- Engine now shuts down at the end of the pit stop if the player restarts it during the pitstop as a counter-exploit measure.
- Session days are now set up as in real life in championship events.
- Fixed replay time multiplier resetting on highlights switching.
- Automatic highlights now spread across the entire race duration more consistently.
- Fixed marshal flags during single player replay.
- Fixed potentially wrong car setup values in saved games.
- Increased maximum number of highlights (20->30).
- Penalty system changed back to pre-pitlane decision.
NOTE: serving a penalty must be checked in the MFD before entering the pitlane. Serving any pending penalty is always auto-selected by default.
- Driver stint does not reset when serving a penalty - if "serve penalty" is selected before entering the pitlane.
- End of race in Quick Race does not require the opponents to complete the race - race finish is declared when the player presses ESC to return to the garage after crossing the line.
NOTE: to see the complete results, the player must stay on track until all opponents cross the finish line. Other game modes are unaffected.
- Added tyre sets option to Custom Race Weekend (as well as Custom Championship rounds).
- Fixed some bugs with penalty procedure and saved games.
- Fixed Racelogic=digital display time during replay (better with new replays).
- Optimized replay tyre matrix memory occupation, changed replay version (backwards compatible).
- Fixed replay maximum time.
- Added 1 hour and 15 minutes to maximum time in replay options.
- Added auto highlights replay only for the player car and added its menu item, tweaked highlights length.
- Removed time-based replacement of highlights and added an overtake highlight replacement system based on position.
- Fixed saving/loading auto save replay options.
- Avoid camera spline movements during paused replay.
- Longer pre-action time for accident/overtake highlights.
- Fixed pit alarm sound during slow-mo/paused/sped-up replays.
- Kevin Siggy Rebernak, winner of the McLaren Shadow Grand Final, added as a selectable Mclaren Shadow driver.
- Added pit exit blue flag for all types of sessions.
- Driver stint max total time is no longer based on race event but on race length divided by driver count across relevant game modes.
- Added black-orange flag for the player car for heavy suspension damage.
NOTE: also shown for lights damage (during the night and sessions that are declared wet where lights are a requirement).
- Penalty system for black-orange flags (damage and lights off).
The player has 3 laps to pit for repair or turn on lights when the flag is shown, ignoring the flag will result in a DQ.
- Fixed incorrect FOV used by some TV Cams from the 2nd activation.
- Pitlane open is triggered when the leader completes sector 1 after a race start.

UI/HUD:
- New feature: added Customization interface in the car showroom.
- Completely reworked car selection interface.
- Car selection restrictions removed from single-car (Practice, Hotlap, Hotstint, Superpole) game modes.
Each livery variant is now selectable in these game modes without restriction.
- Team and driver nationality added to car selection page.
- Showroom now allows you to turn on the lights and open the doors.
- Team/competitor dual information shown in car selection when relevant.
- Added driver bio on the car selection page. Click on driver avatar in the car selection page to show popup.
- Fixed lack of interactivity in the career showroom.
- Added "Official" filter to the car selection page to show only official car entries.
- Various navigation-related fixes in the user interface.
- Added chat message popup visibility option in the HUD settings page.
- Added highlights info and support for the HUD.
- MFD hides pit stop strategy items when "serve penalty" is selected. See penalty-related changes in the GAMEPLAY section.
- Various fixes for highlights HUD info.
- Various fixes for realtime leaderboard.
- Class filters added to race results and time/points tables.
- Fixed realtime leaderboard positions in non-race sessions.
- Added support for highlights camera override toggle button.
- HUD: server BoP shown in the timetables. See MULTIPLAYER section for more information.
- HUD: opponent ping indicator added to realtime/standings MFD.
- Team points table enabled in Championship mode.
As per real-life rules, only the highest-finishing team entry scores points for the team.
- Added pulse animation to the search bar in the lobby page for easy recognition.
- Fixed tyre sets button not clickable with the mouse.
- Added brake change options to the MFD. See PHYSICS section for more information.
- Added brake pad wear indicator inside the Tyre widget.
- Time delta is no longer shown during the first 2 laps of a race to avoid data flickering.
- Finished cars are now marked with a checkered flag in real-time on the timetables and standings widgets.
- Virtual mirror is forced to hide in replays.
- Video Options: ability to save and load different Custom Video Presets.
Save and load multiple custom video presets for different display setups and racing scenarios.
- Revised Setup load/save function with overwrite warning warning.
- Added HDR exposure and HDR contrast to ingame View Settings. When HDR is enabled, they replace the regular exposure and contrast settings in the Video Options in the UI.
The options in the View Settings are enabled in HDR mode only and vice versa:
HDR enabled: the settings in the ingame View Settings are used.
HDR disabled: the ones in Video Options are used (saveable with custom video presets).
- Added messages about replay saving operations and fixed replay saving for the first minute.
- Updated texts and localization.

VR:
- Added VR world scale slider to Video Options.
NOTE: lower values increase the world scale, higher values decrease it.
Correct 1:1 scale to real life depends on the headset type.
- Now possible to set resolution scale to <100 while increasing VR Pixel Density to render at a lower resolution to gain performance and upscale later to improve quality (for example resScale=70 and vrPixelDensity=150).
- Minimum resolution scale set to 50 (was 70).
- VR pixel density steps set to 5 (was 10).
- Added specific video presets for VR.

GRAPHICS:
- Added missing unique Spa 24H liveries for the 2019 Blancpain season.
- Ferrari secondary display now has multiple pages to show various stint timers.
- Adjusted stance of the Jaguar G3 in the showroom.
- Pit animation now only shows the lollypop man when serving a Stop&Go penalty.
- No pitcrew is shown when serving a Drive-Through penalty.
- Fixed wrong numberplate layout displayed in MP car selection.
- Fixed shift animations not working with keyboard controls.
- Numberplates and season outfits now work correctly and as intended both in showroom and on-track.
- Zandvoort checkered flag marshal added.
- Visual car dirt now (slowly) accumulates even when driving on on-track surfaces.
- Visual car dirt and dust now accumulates faster in wet conditions.
- Improved LOD switching of wheels, fixed LOD rims not being affected by customization.
- Enabled HDR output in the video settings.
New additions to the video options include:
- Shadow Distance: changes the distance of the more detailed sunlight shadows to trade quality for performance.
- Tone Mapping: selects the new filmic tonemapper (ACES) or the legacy one (Default - used in the previous releases).
The filmic tonemapper gives a cinematic look more similar to the one used for HDR output.
- HDR Color Gamut: selects between REC2020 (standard color gamut for HDR) and DCI-P3 (closer to current HDR displays, colors are more saturated).
- Added support for HDR screenshots (EXR file format) when HDR output is enabled.
NOTE: the Steam screenshot function does not work with HDR screenshots due to incompatibility.
- Forced 100% LOD Scale in TV cameras (F3 and F6): these cameras now ignore the UI setting. F1 and F7 cameras continue to read the UI setting.
- Fixed mirrors showing the last frame when switched off during gameplay (also fixed mirrors showing the last frame when going back to the showroom from a session).
- Custom player teamwear is now showing up correctly in SP and MP sessions.
- Visual damage buildup adjustments.
- Added damage impact effect to the car's bodywork.

PHYSICS:
- Top TC level for storm conditions for all cars.
- Silverstone and Nurburgring 2019 BOP tweak for the Mclaren 720S GT3.
- Tweaks on the front splitter of the Porsche 991II GT3 R.
- Lamborghini Huracan GT3 Spa wet preset tweaks (both non-evo and Evo).
- Rain puddle tweaks.
- Fixed rear wing last value Porsche 991II GT3 R.
- New wet tyres model: less adhession grip, slower laptimes, better control in sliding situations.
- Aerodynamics - vertical fin calculation improvements.
- Aerodynamics - slipstream tweaks and larger turbolence area, can cause slight lateral movements if you follow a car from very near side and behind
- Chassis flex implementation:
Chassis flex is more of a qualitative than quantitative influence. You will notice the car handling kerbs quite better, accepting more steering input when sliding and more willingness to react on your inputs at the limit. At the same time, handling will be a bit less precise and might force you to work harder to be precise with your line, or correct your line during a turn.
Chassis flex also influences setup changes. Cars with more flex (softer chassis) usually need softer springs and better damping. Cars with less chassis flex (rigid chassis) can handle stiffer springs and be more precise, but might suffer at lower speeds and mechanical grip on bumps and kerbs.
- Altitude simulation for all tracks. Higher altitude means less air density resulting in lower engine performance, less downforce but also less drag. The heating model of tyres and brakes is also slightly influenced. Laptimes on some circuits might be a bit lower (i.e. Spa)
- Tyre model: tweaks and fine tuning offer more predictable grip over the limit for both slicks and more importantly wet tyres.
- Brake pads and discs wear implementation and different brake pads choice:
Brake pads and brake discs wear is relative to the brake pad choice, temperatures, driving style, ABS and brake bias usage. Brake disc and pad wear is shown at the end of each driving session, when you return to your strategy setup UI on the "last readings" box.
Normally brake discs should last more than 24 hours race, but because there is no pitstop time penalty (all teams are obliged to at least one fixed time long pitstop so that they can change brakes), all teams prefer to change discs and pads at least one time during long endurance races.
There are 3 different brake pads available to choose from, each with its own characteristics and different brake pads front and rear are permitted.
-- Pad 1: Very aggressive friction coefficient, max braking performance, aggressive disc and pad wear. Pedal modulation can be tricky if out of temperature or as it wears down. Use in hotlap and qualifying sessions, sprint races and can withstand 3 hours races. Risky and dangerous to use over 3 or 4 hours because the pads will wear down, overheat and lose linearity in brake pedal.
-- Pad2: Very Good friction coefficient, very good braking performance, good disc and pad wear. Pedal modulation almost always good and linear, good feedback while overheating and gradual wear. Can be used in hotlap and qualifying sessions as well as sprnt races as what it loses in performance, regains in braking modulation and predictability. Excellent choice for long endurance races, easily makes 12 hours and can make 24 hours race too with a bit of care. Will also overheat and lose linearity in brake pedal feel when worn out, but in a more predictable way and after much longer stints.
-- Pad3: Moderate friction coefficient, braking zones can be longer in dry, very moderate disc and pad wear. Excellent pedal modulation also in cold ambient conditions, very linear pedal feedback. Excellent choice for wet conditions and very long endurance races. Very predictable and easy to modulate brake pad.
-- Pad 4, extreme aggressive fiction coefficient. Max braking performance, extremely aggressive disc and pad wear, bad cold performance. This is a sprint race pad that can last about an hour but will show worse pedal feel, worse performance and overheating towards the end of the one hour stint. Those kinds of pads are not used in endurance racing, but included for demonstration purposes.
- Fixed Aston Martin V8 Vantage GT3 excessive engine damage.
- Bentley Continental GT3 2018 performance tweaks
- Fixed FFB damper not stopping during game pause.
- Fixed an error that could cause wrong relative impact speeds for collisions.
- Reworked damage system with accumulative damage resulting from impacts of various intensity.
A significant improvement over the old system that always required a larger impact per damage zone to produce more damage.
Repetitive impacts now have a much more substantial effect on the car's condition and the car is much less tolerant versus repetitive hits.
All cars have tweaks and fine tuned damage values (physics) but be careful as the damage can easily accumulate and repetitive small hits can result in severe damage in the end. Also introducing damage threshold to allow (reasonable) paint trading without affecting car behaviour.
- Low-speed aero damage now produces less negative effect on drag.
- Reduced front-rear damage detection cone.

AUDIO:
- Fixed doppler fluctuation for external engine sound.
- Added tyre brake wear audio.
- Optimized audio channels used for wheel in external/opponent sounds.
- Fixed audio options not applied on start level.
- Reworked spotter damage messages (smarter and based on cumulative damage).

MULTIPLAYER:
- Competition Servers are now running in a schedule, offering up to 3 races per day with variations. Read more in the dedicated forum post: https://www.assettocorsa.net/forum/index.php?threads/1-2-competition-server-changes.61085/
- The region assignment for CP servers is technically different now, potentially fixing the "No servers in your region" error.
- The CP rating buildup is working in a more logical way now, which could cause to reset CP ratings to zero or lower values for some users. This will automatically wash out after a few CP races.
- Significantly improved CPU load with opponent count with certain (most) types of CPU. This is not necessarily affecting FPS, but dramatically increases the number of cars we can run before the 99% CPU occupancy warning.
- Significantly improved collision calculation efficiency, causing to scale CPU load a lot better (with all CPUs) on the physics thread.
- Enabled multiple-pit-assignments for private servers, resulting in higher grid counts for certain tracks. At the moment Monza and Paul Ricard support 60 cars on the grid this way.
- Fixed netcode warping for higher speeds (for certain server operating systems).
- Fixed volatile and too high ping measurement (for certain server operating systems).
- Further netcode improvements that increase the accuracy for cars on straights. This will make cars reliably drive with almost perfect distance, except one of both overtaxes in the player's bandwidth upload (ie by livestreaming).
- Added additional (=custom) BoP for private MP servers: Server admins can now assign and set up additional ballast and intake restrictors.
NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/...ultiplayer-rating-changes.61195/#post-1100520
- Session-over result screen in MP now correctly switches the table between current standing (like 2nd MFD panel) during overtime and the final race results (including disconnected drivers) after the session has ended for all cars.
- Fixed MP car despawn issue in the highlights (and in some cases in the normal replay).
- Fixed replay world time affecting real time in MP (animations).
- Fixed potentially wrong bodykit loaded in MP.
- Servers will now log their current configuration (as it is actually understood by the server) to the "cfg/current" folder; this is helpful for troubleshooting.
- Short formation laps will now always start in "Double file", indepentently of the actual trigger position.
- Fixed a client crash when the selected customized "carX.json" file was physically removed.
- Improved the lead car detection during the formation lap.
- Fixed pit limiter effectively turning off after a driver swap.
- Improved the message the player receives when trying to join a server with the wrong car model (both entry list with forced car model, and CP servers with unknown tracks).

RATINGS:
- SA rating will apply a Trust Bonus for finished races, dependent on the race length.
- SA rating will not assign points to certain situations where the other car is clearly at fault.
- Added more "outcome" scenarios for accidents, to be able to improve the understanding of "nothing happened" in SA considerations.
- Rebalancing of Singleplayer SA values to balance the massively clean AI in 1.2.
- Fixed a timing issue which could make the contact bag inefficient in some situations.
- Overall, SA will be more tolerant and precise, resulting in becoming slightly easier again.
- (Significant) wall contacts now will act like off-track; resetting track medal progress, invalidating laptimes and cause race penalties if the car gained time.
- (Significant) wall contacts are now considered a root contact like mass accidents, so a second car hit by a car bouncing off a wall would not receive SA penalties.
NOTE: read the extended notes on the forum: https://www.assettocorsa.net/forum/...ultiplayer-rating-changes.61195/#post-1100520
- Fixed an issue where Laptime records would be recorded with incorrect times (caused by race starts after the s/f line).

 

 

Changelog v1.2.1

  • TAB Timetable HUD overlay now scales properly on all resolutions.
  • Fixed spotter/text messages chain after loading a saved game.
  • Fixed tyre set inconsistency between MFD and setup.
  • Fixed pitcrew spawn in saved games.
  • MP: Fixed zippy netcode for high pings.
  • MP: Removed gaps in grid position caused by disconnected cars.
  • Random weather fix to not only generate rainy conditions.
     

 

 

 

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Ένα review από αληθινό οδηγό αγώνων για το Chassis Flex του ΑCC v1.2

 

Αυτές τις ημέρες θα το δοκιμάσω και εγώ για να δω όχι τόσο το chassis flex αλλά αν έχουν κάνει κάτι με το μοντέλο του ελαστικού.

Επαναλαμβάνω το sim ΔΕΝ είναι Assetto Corsa (δηλαδή simcade), αλλά είναι καθαρόαιμο για αγώνες με physics που δείχνουν ότι γίνεται σοβαρή δουλειά και δεν είναι για τους casual sim racers. Έχει κατεύθυνση για αγώνες και ότι έχει μόνο GT3 αυτοκίμητα λέει πάρα πολλά.

Μετά τις δοκιμές θα πω εντυπώσεις μου.

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Changelog V1.2.2

  • Fixed podium visibility in gallery replays.
  • Fixed pitcrew animation when only refuelling is selected.
  • Fixed brake pads in old savegames.
  • Tweaks for Porsche 991II GT3 R FFB vibration.
  • Tweaks to overall dirt buildup on the car bodywork and windscreen.
  • Fixed Ferrari rim LODs that was causing custom colours to show up incorrectly at a distance.
  • MP: increased private server slots for Hungaroring (50) and Zandvoort (34), Silverstone (50), Nurburgring (50), Misano (50) and Barcelona (50).
  • Fix for shared memory stopping after a transition.
  • Porsche EVO and Huracan EVO Spa aggressive setups updated to mitigate physics-induced vibration on certain DD wheels.

Changelog V1.2.3

  • MP: fixed erroneous teleporting of cars during formation lap.
  • UI: fixed Stats page showing currently inactive content.

 

Upcoming Kyalami track Hot Lap With David Perel

 

 

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Λοιπόν, να πω εντυπώσεις από την τελευταία έκδοση.

Ναι το chassis flex το νιώθεις ειδικά όταν περνάς πάνω από kerbs. Δοκίμασα την τελευταία Porsche αλλά δεν μου άρεσε, δηλαδή δεν ταίριαξε σε εμένα, το Nissan GT-R Nismo GT3 μου ταίριαξε. Δεν δοκίμασα άλλα αυτοκίνητα γιατί έτρεξα online αγώνες για να αναβεσάσω τα rates μου. 
Το ελαστικό έχει βελτιωθεί, σίγουρα καλύτερο από την τελευταία φορά, αλλά έχει ακόμη περιθώρια βελτιώσης, σε μερικά σημεία ακόμη νιώθεις ότι κάνει τα "δικά" του. Αλλά έχει βελτιωθεί, θέλει όμως ακόμη δουλειά. Βασικά σε ένα racingsim αυτό που καταλαβαίνει ο οδηγός είναι το FFB (δηλαδή καταλαβαίνει τι κάνει το αυτοκίνητο, που γλυστρά για να το διορθώσει κ.τ.λ.), έπειτα είναι τα αμορτισέρ και η αίσθηση βάρους και ακολουθούν τα ελαστικά και η συμπεριφορά τους. Σε αυτόν τον τομέα θα βάλω την ακόλουθη βαθμολογία:

1. FFB 7 με άριστα το 10
2. Αίσθηση βάρους 8 με άριστα το 10
3. Αμορτισέρ 7 με άριστα το 10
4. Ελαστικά 6 με άριστα το 10

 

Οι δοκιμές πραγματοποιήθηκαν με


1. ARGON based OSW Kit
2. Fanatec ClubSport Pedale V3 EU 
3. Aiologs Sim Shifter Sequential
4. Oculus Rift S
 

H υλοποίηση VR ακόμη έχει περιθώρια βελτιώσης, αλλά γενικά σαν σύνολο μου άαφησε θετικές εντυπώσεις. Περιμένω θύματα να τα βάλουμε δίπλα-δίπλα...

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Αν είναι κανείς διαθέσιμος για competizione πολύυυ χαλαρό παρακαλείται να προσέλθει κατά τις 6 ώρα Ελλάδος.

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INTERCONTINENTAL GT PACK ARRIVING ON FEBRUARY 4TH

Kyalami, Laguna Seca, Suzuka and Bathurst

 

 

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ACC Changelog  v1.3.1:

  • - Logging re-enabled.
  • - First and full name now displayed in driver swap widget.
  • - Fixed formation widget sticking when switching from a MP session to a SP one.
  • - 50 slots for private MP at Kyalami.
  • - Fixed scripted rolling start positions with random client disconnections.
  • - More permissive threshold on lateral positions during scripted formation.
  • - Penalties now clear on session restart.
  • - Admin command added to clear all penalties ("clear_all").
  • - Updated BMW M6 GT3 Mount Panorama aggressive setup.
  • - Updated Bathurst-spec Bentley M-Sport liveries.

 

ACC Changelog v1.3
General:

  • Enabled Intercontinental GT Challenge Pack DLC (requires additional purchase).
  • Adding 4 new tracks, a lot of new entries and relevant season and game modes:
  • Mount Panorama Circuit
  • WeatherTech Raceway Laguna Seca
  • Suzuka Circuit
  • Kyalami Grand Prix Circuit
  • Added IGTC 2019 entries and liveries.
  • Added IGTC 2019 championship mode.
  • Added IGTC race weekend modes (8H, 9H, 10H and 12H race weekend).
  • Fix to occasional freezes with Fanatec wheels caused by having the Fanatec LED option enabled without using Fanatec hardware.
  • Shared memory unmapping when quitting the game.

Gameplay:

  • Fix for incorrect driver stint limits in Custom Race Weekend mode.
  • Fixed checkered flags seen as real flags in final race sector.
  • Fixed drive-through penalty for exceeding driver stint and added S&G penalty in case of double violation.
  • Pitlane logic moved from trigger to surface system for more reliable detection.
  • Fixed replay driver info memory occupation.
  • Better recognition of non-overtake highlights during incidents.
  • Collision enabler has been changed to the overlap-based system.
  • Collisions are enabled by mesh and no longer based on distance – fixes rare occasions when cars spawned too close to one another and continued to have no collision after the green light.
  • New spawn system and track slots sorting:
  • Grid and fast start spawns are built at runtime, pitlane slots are sorted by spline.
  • Reduced yellow flag threshold for offtrack cars.
  • Added replay event type dependency in gallery replays (replay version changed).
  • Reviewed formation lap and start triggers.
  • Fixed issue with destructible objects in gallery replays.

UI/HUD:

  • UI integration for DLC.
  • Fixed MFD pitstop validity with pit window rules to be green already while on the track.
  • Pitstop is now shown valid in the MFD before entering pitlane when all conditions are met.
  • Navigation: restored damage MFD selection logic to correct one.
  • MP and Championship car selection boxes now point to the new showroom.
  • Appearance update to normal/high/max priority race communication messages.
  • Added more highlighted player-specific communication messages.
  • Communication panel positioning and minimum message priority exposed as options in the HUD options screen.
  • The previously used center position can be restored via the HUD options.
  • Added engine map setting display to the clutch bar in the gear widget.
  • General styling updates to the gear widget.
  • MFD tyre set condition indicator added in the pit strategy page of the MFD.
  • Brand new sets are marked white, used sets are marked with a black dot for easier selection on the fly.
  • MFD pit strategy now shows both fuel to add and total fuel calculation.
  • HUD and real-time widget now use official position from race start to the first split to show more reliable positions at the start and less flickering.
  • “Randomize” button is now part of the Custom weather group.
  • Fixed camera cycle inconsistency in replay when the car is in the pits (difference in cycle up vs. down).
  • Weather forecast widget sensitivity increased.
  • Added green lights widget with the setting to be disabled via HUD options.
  • Real-time page update in the MFD to account for lapped cars and large gaps that are not relevant for the player.
  • Extra highlighting for the player row in the real-time position widget for easier tracking.

Graphics:

  • Fixed near plane with F7 free camera (now depends on camera distance from the focused car).
  • Alternative rendering method for marbles.
  • NOTE: works only when material quality is set to MID (should help when using FXAA).
  • Additional custom templates for the Porsche 991II GT3 Cup and Lamborghini Huracán Super Trofeo cars.
  • Improved car visibility system when max opponent visibility setting is used.
  • Cars in pitlane should now be ignored when on track to not steal focus for cars driving in front. Cars in front also have render priority over cars behind the player.
  • Disabled behind-player-car light cone optimization for opponent cars in chase-cam and dashpro views to fix an unwanted pop-in effect.
  • 3D grass updates on all tracks.
  • Unique display brightness curves for individual tracks.
  • Fixed national flags going hectic during the pause menu.
  • Updated season-independent numberplate/banner layouts for custom cars and custom game modes in all seasons.
  • Fix for issue with car decals when car visibility limit is used.

Physics:

  • All cars BOP assignments for IGTC circuits.
  • All cars have now safe, aggressive and wet presets for new IGTC circuits.
  • Audi R8 LMS EVO new Spa aggressive preset.
  • Bentley 2018 new Spa aggressive setup.
  • Honda NSX GT3 (old) new Silverstone aggressive preset.
  • Honda NSX GT3 EVO rev limiter tweaks.
  • Lexus RC F GT3 all presets modified brake balance.
  • Slipstream optimization in CPU performance with many AI cars.
  • Chassis flex optimization in CPU performance with many AI cars.
  • Slipstream simulation fine-tuning. Leading car now gains less speed, while the following car gains more.
  • Tyre model fine-tuning. Pressure sensitivity and influence on flex and slip angle/ratio.
  • Wet tyre wear and grip adjustments.
  • Slick tyres now drain less water on a wet track.
  • Porsche 991II GT3-R performance tweaks on sprint circuits.
  • Optimizations to AI CPU occupancy.
  • Fixed brake wear after loading a saved game.
  • Fixed occasional bug with broken suspensions when pitting after loading a saved game.
  • Fix for MoTeC not saving if the username had special characters.
  • MoTeC now exports in 200hz frequency for suspension travel, wheel speed, dampers, and relative math channels.
  • MoTeC new channels export on/off when suspension travel touches bumpstops.
  • Improved engine response at low revs and manual clutch release scenarios for easier starts.
  • It also improves driveability for “starting over grass after a spin” scenario.
  • Less sensitive launch control activation. Now needs almost 100% accelerator to engage. Improves slow launches with clutch without engaging always.

Audio:

  • Improved “Green flag” message timing at the race start.
  • New crew chief/spotter messages.

Multiplayer:

  • All tracks in base content now have 50 slots for private MP.
  • Server formation trigger is set 500m earlier when full-lap formation is used.
  • Cars are now always positioned in 45 degrees in FP and Q sessions.
  • Player car is now locked until green flag + 20 seconds when teleported from the grid or formation lap.
  • Added IGTC tracks to server configuration: kyalami_2019, mount_panorama_2019, suzuka_2019, laguna_seca_2019.
  • NOTE: non-DLC owners can also set up servers with DLC tracks.
  • Formation lap type is now configurable via settings.json: New system (default), old system (with limiter), free (for private servers)
  • New Formation lap type for Multiplayer, including position tracking widget – to be used in official and CP servers and optional in private MP servers.
  • Guidelines:
  • – In “Single file” phase, player must follow the target widget, it should be relaxed enough to allow for warming up tyres and brakes.
  • – Being out of target by significant margins results in teleport to pits.
  • – In “Double file” phase, players should find their target position as soon as possible and hold speed and side once there.
  • – In the “Pre-green” phase (when the speed delta appears), players must lock their speed to the delta.
  • – Speeding or moving out of lateral and longitudinal position during the pre-green phase grants a penalty based on severity.
  • – The system works on a protect-the-innocent basis, the player can ignore what other cars are doing around them, the important thing to pay attention to is their own position and speed.
  • – Collisions are disabled during the formation lap and regained once any overlap is ended.
  • New dynamic fast formation spawns for MP.
  • Server and client penalties now correctly accumulate.
  • Server post-race time penalties are now applied on top of mid-race penalties.
  • Pitlane speeding in non-race sessions no longer disqualifies the player, only teleports the client back to the pits.
  • Fixed missing lap countdown for Race Control penalties.
  • Temporarily disabled server settings: “isRaceLocked” (active by default) and event rules “driverStintTimeSec” and “maxTotalDrivingTime”.
  • Updated server admin handbook to provisional version 6a.

Ratings:

  • Added new track medals for DLC owners.
  • TR rating now scales dependent on DLC ownership.
  • SA Trust generation adjustments.
  • CP servers will run DLC tracks in a parallel schedule.
  • CP servers will adaptively select DLC tracks on unknown track days when a large majority of registrations owns the DLC.
  • Upvote 1

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Changelog v1.3.2:

  • - Cleared leftover pit strategies from all car preset setups.
  • - All car preset setups tyreset is now set to the default set 1.
  • - Updated race number generator when non-unique numbers are used.
  • - Start procedure triggers revised for Mount Panorama.
  • - Added lateral position indicator when delta speed is active in scripted formation.
  • - Various minor livery updates.
  • - Added option to disable the audio driver selection to use the default OS driver:   "enableAudioDriverSelection" in moduleenabler.json.
  • - MP: Servers will let team members join as spectators, independently of the isRaceLocked state.
  • - MP: Added server admin commands /sg10, /sg20, /sg30 and /clear_all (clears all penalties from all cars).
  • - MP: Scripted formation reliability improvements.
  • - MP: Fixed <no name> entries for a special configuration of entry lists.
  • - MP: Server will now write .txt files into the "current" folder, which implies the logging purposes better.

NOTE: it is recommended to clear this folder.

  • - MP: Renamed current/setting.json to current/settings.txt.
  • - MP: Entrylist property defaultGridPosition is now 1-based, resulting in 1:1 grid positions (ie 1 is pole, 13 is really 13).
  • - MP: Fixed an issue where defaultGridPosition would always start with position 2.
  • - MP: Incremented the server version, please update the servers.
  • - MP: Added server handbook version 7.

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Δοκίμασα την τελευταία έκδοση χτες στον server. 

Μεγάλη βελτίωση στο ελαστικό, η συμπεριφορά μετά από μερικούς γύρους και αφού έχουν την κατάλληλη θερμοκρασία είναι πολύ καλή.

Πιστεύω για τα GT3 είναι μονόδρομος πλέον.

Eπίσης πρέπει να διορθωθεί η συμπεριφορά στα kerb. Γλυστρά περίεργα και δεν έχει καλή συμπεροφορά. Δηλαδή εκεί που κερδίζεις με το chassis flex και εννοώ την αίσθηση την χάνεις στα kerb. Δεν ξέρω αν είναι θέμα αμορτισέρ αλλά πρέπει να διορθωθεί !

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Changelog v1.3.5

  • - MP: Fixed total driving time counter behaviour in MP.
  • Now total driving time correctly freezes on pit entry and resumes on pit exit.
  • - Minor fix to the time multiplier display on session summary.
  • - Stint timer is now linked to the timing HUD when auto-repositioning.

Changelog v1.3.4

  • - Fixed inconsistent F6 cameras for some of the Evo cars.
  • - Driver stint message now correctly follows if maximum driving time left is shorter than the current stint time.
  • - Fixed "Max Time Left" widget behaviour in single-car sessions.
  • - MP: Fixed visual damage not resetting for swapped cars with repair
  • - MP: Added live electronics settings transferring across swaps (TC, ABS, BBias, Map).
  • - MP: Added new chat command to hand over the car during FP and Q sessions:
  • "§swap X" (where X is the number of the target driver in the team list; 1 selects the first entry).
  • NOTE: the player giving away the car in the garage screen must not press the Setup button!
  • - Rating: Fixed wrong rating data when loading savegames or swapping into cars.
  • - MP: Added server admin handbook v7.

 

Changelog v1.3.3

GENERAL:

  • - Fixed frame drops after a set amount of sessions, causing lower performance after multiple sessions for some users.

GAMEPLAY:

  • - Fixed AI tyre wear in saved games.
  • - Fixed a bug related to track surfaces when loading a saved game resulting in pitstop and stint timer issues.
  • - Cutting last chicane in Suzuka now invalidates the next lap.
  • - Cutting last chicane in Suzuka during the first lap after a short formation lap will now trigger the penalty as intended.
  • - 12H race weekend game mode now has a limit of 15 tyresets.
  • - Fixed a bug with Superpole game mode, allowing the player to set more than 2 fast laps.
  • - Wrong lap remaining value corrected for SG penalty for pitlane speeding.

GRAPHICS:

  • - Fixed numberplate appearence in gallery replays of MP sessions.
  • - Suzuka reflection map position update to remove unwanted green tint.

UI/HUD:

  • - Audiocomms text message category and priority tweaks.
  • - ECU setting changes (TC, ABS etc.) now have their own race comms category.
  • - Time multiplier is now displayed in session summary page both in SP and MP.
  • - Added Championship replay category.
  • - Updates to driver stint messages and message behaviour.

PHYSICS:

  • - NSX engine power adjustments.
  • - Mount Panorama grip adjustments.
  • - Suzuka asphalt abrasivity (tyre degradation) adjustments.
  • - Fix for occasional setup corruption that caused a broken car state.
  • - Fixed car spawn issues in certain conditions.

MULTIPLAYER:

  • - Server result.json now writes metaData, serverName and sessionType as intended.
  • - Fixed an incompability with the allowAutoDQ setting, causing post race penalties not being applied when enabled.
  • - Re-enabled driver stint time and total driving time rules for non-public MP.
  • - Re-enabled isRaceLocked, so joining races can be allowed again.
  • - Client should now handle all disconnect scenarios properly.
  • - Various improvements for driver swaps and spectator mode:
  • - Stint and driving time rules now work reliably in swap situations.
  • - Mandatory pit stop rules now work reliably in swap situations.
  • - Penalties now transfer correctly across clients in swap situations.
  • - Prevented server misconfiguration that led to join order relevance.
  • - Missing mandatory state update after swaps corrected.
  • - Tyre compound, pressure and brake strategies transfer reliably in swap situations.
  • - Fixed a bug that prevented the player from adjusted pressures when selecting wet tyres in the MFD on track.
  • - Pit crew visibility fixed for spectating client.
  • - Fixed swap widget disappearing for some players in multi-car sessions.

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Changelog v1.3.6

  • - Fixed AI cars repeatedly pitting in race weekend game modes.
  • - Fixed occasional stuttering using the opponent visibility setting against AI cars.
  • - Setup UI and functionality bugs and fixes

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Mπήκα σε έναν server Kyalami...

1.44.680 με 80lt, χρόνος από αγώνα...δηλαδή τι αγώνας, sprint ήταν 40min...

Δεν ξέρω τι γίνεται στα άλλα τιμόνια, στο δικό μου τιμόνι το FFB είναι πολύ καλό. 

Aν με ρωτούσε κανείς με τι θα έτρεχα GT3, μπορεί να έλεγα ACC...

  • Upvote 1

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5 hours ago, mad_dog said:

μπορεί να έλεγα ACC...

Δεν το λες όμως. xD

Πάντως το "Πατάω κουμπί τρέχω online"  νομίζω είναι από τους πιο σημαντικούς παράγοντες(factors) στο sim racing.

Αν το είχε αυτό το (rFactor) θα ήταν το κορυφαίο με διαφορά και με την περισσότερη πελατεία. 

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4 hours ago, andre said:

Δεν το λες όμως. xD

Πάντως το "Πατάω κουμπί τρέχω online"  νομίζω είναι από τους πιο σημαντικούς παράγοντες(factors) στο sim racing.

Αν το είχε αυτό το (rFactor) θα ήταν το κορυφαίο με διαφορά και με την περισσότερη πελατεία. 

Εδώ δεν μπορεί να επιλέξει με τι αυτοκίνητο θα τρέξει κι εσύ θέλεις να επιλέξει ολόκληρο παιχνίδι;; 😜 

  • Haha 1

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Για να καταλάβεις αυτό που εννοεί ο @andre

Έκανα server στο rF2 δεν πάτησε κανείς. Κάνω στο ACC με 18 άτομα και τρέχεις αγώνα με 18 άτομα.

Ένα άλλο που παρατήρησα είναι η Bentley. Για παράδειγμα, βάλε την Bentley στο rF2 στην Mid-Ohio (με chicane). Mετά το chicane που είναι η κλειστή δεξια κατηφορική το αυτοκίνητο γλυστρά περίεργα. Ενώ στις μεγάλες ταχύτητες κάνει μπάσιμο ωραίο εκεί στις χαμηλές στροφές γλυστρά περίεργα. Τουλάχιστον αυτή την πληροφορία έχω στο τιμόνι μου. Μετά πάρε την Bentley τρέξε Kyalami (την πίστα δεν την ήξερα, αλλά μιλάμε έχει γίνει η αγαπημένη μου, πολύ γρήγορη πίστα με τεχνικά κομμάτια) και δεν συμπεριφορά στις κλειστές χαμηλές ταχύτητες. Η Βentley μου άρεσε περισσότερο στο ACC. 

Spoiler

Eδώ να αναφέρω ότι το ελαστικό των Group H Special δεν έχει τέτοια συμπεριφορά όπως τα GT3 του S397. Στα κλειστά κομμάτια έχει συμπεριφορά όπως πρέπει να έχει. Το ελαστικό έχει άκρως ρεαλιστική συμπεριοφορά και ας το επιβεβαιώσουν και αυτοί που τρέχουνε τα Group H Special.

Δεν ξέρω σίγουρα θέλει δοκιμές πολλές ακόμη να βγάλεις συμπεράσματα. Αν εξαιρέσεις ότι δεν έχει ζημιές στο ACC (αυτό είναι arcade στοιχείο πρέπει να αλλάξει) δείχνει καλά σημεία. Και πρόσεξε στο λέει ένας που τρέχει 8000 hours rF2. Ναι σωστά διαβάσατε, οκτώ χιλιάδες ώρες (μαζί με εποχή που ήταν εκτός STEAM).

Εν κατακλείδι, τα GT3 μου αρέσουν στο ACC, περισσότερο. Το ACC έχει κανόνες σημαίας, έχει ποινές τα έχει όλα για αγώνες. Επίσης θποστηρίζει 24h και αλλαγή οδηγών. Και στο setup κλειδώνει και ελαστικά, πόσα set θα χρησιμοποιήσεις. Επίσης έχει στον Server Quali 1 και αν θες βάζεις και Quali 2. Δηλαδή το sim είναι για αγώνες και όχι κατεβαίνω βόλτα να κάνω hotlap.

Aλλά, έχει σημεία που πρέπει να διορθωθούν.

1. Το ελαστικό είναι καλό, θέλει ακόμη βελτίωση. Το ελαστικό του ACC πατά σε 3 γραμμές. Αυτό έχει σαν contact pitch με την άσφαλτο. Για αυτό η πληροφορία με το καινούργιο ελαστικό έγινε καλύτερη.

2. Το μειονέκτημα είναι μετά η άσφαλτος. Δεν μιλάω για την laserscan. Μπορεί να έχεις laserscan και η άσφαλτος να είναι αεροδρόμιο. Παράδειγμα. Brands Hatch:

Μετά την εκκίνηση, περνάς την πρώτη δεξιά, κατεβαίνεις αριστερά και μετά ανεβαίνεις αριστερά και μπαίνεις στην πατημένη. Εκεί έχει δύο στρώσεις άσφαλτο. Δεξιά μια μάυρη λωρίδα και αριστερά η παλιά άσφαλτος. Αν πατήσεις στην δεξιά την μαύρη δεν θα καταλάβεις τίποτα. Βάλε την Brands Hatch στο rF2 και πέρασε στην μαύρη και μετά πάλι στην παλιά, Ε καταλαβαίνεις την πληροφορία στο τιμόνι, καταλαβαίνεις ότι πατάς στην μάυρη γιατί εκεί είναι λίγο ψηλότερα. Είχα πει τότε στον @liakjim ότι στο rF2 πατάς στην γραμμή στα pit και καταλαβαίνεις ότι πατάς γραμμή. Δηλαδή τι να το κάνω το laserscan, αν η πληροφορία είναι πτωχή στο τιμόνι.

3. Βροχή. Εδώ δεν μπορώ να πω τίποτα, δεν έχω τρέξει πολλές φορές με βροχή, αλλά αυτό που έλεγα να νιώθεις στο τιμόνι, με τα νερά κάτω που λιμνάζουν και περνάς από πάνω και μπουκώνει το αυτοκίνητο είναι επιτυχία.

4. Setup. Kαι εδώ φτάνουμε στα μεγάλα προβλήματα που είχε το πρώτο AC. Στο πρώτο AC η ανάρτηση είναι άκυρη, όπως και το ελαστικό (βγάζεις αγώνα 24h Le Mans χωρίς να έχεις φθορές λέμε !!!). Εδώ στο ACC η ανάρτηση διορθώθηκε δήθεν με το flex chassis. Δηλαδή περνάς πάνω από kerb και το αυτοκίνητο λόγω του flex chassis έχει καλύτερη συμπεριφορά. Στην ουσία φτιάξανε την ανάρτηση και πουλήσανε flex chassis. Το άλλο θέμα είναι το ελαστικό. Εκεί πάμε καλά, αλλά θέλει ακόμη δουλειά στο βρόχινο τουλάχιστον.

Τα έβαλα στο κεφάλαιο setup, γιατί το πρώτο πράμα που δοκιμάζεις στο setup και πως πατά το αυτοκίνητο είναι η ανάρτηση και μετά έρχεται το ελαστικό (μιλάμε πάντα για συμπεριφορά, το ελαστικό δεν μπορείς να το κάνεις τίποτα εκτός από τον αέρα). Και όμως πρέπει να δοκιμαστεί αν τα κάνεις τα ελαστικά τούμπανο όπως στο AC έχει καλύτερο grip ή όχι.  Και μετά να δοκιμάσεις την ανάρτηση. Σκληρή ή μαλακή και πως συμπεριφέρεται το αυτοκίμητο. Αν έχω σκληρή μπροστά για παράδειγμα και μαλακή πίσω δεν μου φεύγουν τα μούτρα για παράδειγμα κ.τ.λ.

Αν τώρα στο setup οι τιμές δουλεύουν όπως στην πραγματικότητα τότε έχουμε setup επιπέδου rF2. Που εκεί αλάζεις ένα κλικ και το καταλαβαίνεις. Μετά πάμε στην αεροδυναμική και αν οι τιμές αλλάζουν την συμπεριφορά. Δηλαδή μεγαλύτερο φτερό, καλύτερο κράτημα αλλά χαμηλότερη ταχύτητα κ.τ.λ.

Αυτά είναι κατά την γνώμη τα θέματα που πρέπει να εστιάσουν οι προγραμματιστές στο ACC.

Καλησπέρα σας κύριοι και καλό απόγευμα.

assetto-corsa-competizione-kyalami-preview-4-jpg.335954

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