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  1. #1
    Administrator Skid's Avatar
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    Assetto Corsa - Updates

    Assetto Corsa v1.3 and Dreampack 2 available!!!

    9 October - Luca
    Assetto Corsa version 1.3 introduces some great improvements to the core game engine and new features to the physics engine.

    The game now supports native 64-bit code. The physics engine has been reworked and is now completely multithreaded. As a result, the driving precision is augmented, the accuracy has further improved and the physics solver has enough horsepower to completely resolve any difficult calculations at any speed, achieving butter-smooth Force Feedback and a complete elimination of signal noise and vibrations.

    Assetto Corsa’s top-class physics engine has been constantly evolving and improving. The AC physics code already includes various industry-first features, such as advanced active aerodynamics, four-wheel drive simulation with active differentials, realistic driving assists systems, unique hybrid engines simulation and advanced tyre-wear features, such as blistering, graining and flat spots.

    With version 1.3 we now present you a completely reworked tyre model that includes new features in connection with tyre-speed sensitivity, combined grip, slip angles and ratios, load sensitivity, rolling resistance and most importantly, separated heating for surface and core temperatures. As a result, driving in Assetto Corsa is now more realistic than ever. The driving experience is more natural while at the same time also more challenging at the limit. Real-life features such as driving carefully in the first two laps to heat the tyres or taking it easy to cool down overheated tyres after a spin, the handling of the car changing from turn to turn depending on your driving style or as a result of driver errors and choosing the correct tyre compound depending on the track and car combination and also your driving style will now become part of your daily driving experience in Assetto Corsa.

    We did not stop at the tyres though. We have improved the ABS system and now depending on the car, Assetto Corsa supports different generations of ABS systems using 1 to 4 channels. We have enabled active differentials also for RWD cars, such as the brand new BMW M4, which is part of the Dream Pack 2 DLC. We also have improved the height sensitivity of front splitters and diffusers making their influence more complex from a setup engineering point of view and more demanding from the aspect of the driver, creating an overall more satisfactory experience for everyone.

    Do not just drive by memory some binary data values that resemble cars on your screen. Drive cars that are “alive”, constantly changing their behaviour from turn to turn as a response to your personal driving style.

    Assetto Corsa 1.3 Changelog

    - 64bit build
    - Car physics is now calculated in separate threads
    - Fixed KERS disabled in pitlane
    - Added soft locks (use [SOFT_LOCK] ENABLED=1 in system/cfg/assetto_corsa.ini)
    - Added support for DRS zones
    - acServer is now stressing much less Go' GC and should offer more stable performances
    - Added FORCE_TGT to force low res timer in assetto_corsa.ini
    - acServer is now using Go 1.5, faster GC
    - Added server welcome message
    - Fixed gear ratio appearing with a double "/" in setup screen
    - Fixed acServer unable to read ini values with a "=" character (ex AUTH)
    - Fixed driver name displayer not obeying to saved settings in MP
    - Fixed acServer not creating "results" folder automatically
    - New algorithms to calculate skid volumes and pitch, now working globally in the entire simulation
    - Added grain and blister readings in the setup info screen
    - Added downshift protection to gearboxes
    - Lap count is now reported using 16bit unsigned integer to server plugins
    - Now using triple buffer when vsync is on to reduce latency
    - Exposure settings are now persistent
    - Fixed audio clicks on surface events
    - Tyre flat spots are now taking into account tyre softness
    - Windscreens now receive shadows
    - ksEditor: now it uses the same ingame engine.
    - ksEditor: added project menagement
    - ksEditor: added user personalizations
    - ksEditor: added floating windows and layout system
    - ksEditor: added Weather and PPfilter loader
    - ksEditor: added recent files/project management
    - ksEditor: added node filter in scene panel
    - ksEditor: added Material by Texture in Materials panel
    - ksEditor: added scene icons and side function buttons
    - ksEditor: added texture detail on Material panel
    - ksEditor: added Texture Review windows in Utilities
    - ksEditor: fixed reload texture function
    - ksEditor: now the default CultureInfo is en-US (number format, ect)
    - ksEditor: added FOV, Near Plane Slider, Mouse sensitivity, camera angle and position under Viewport
    - ksEditor: added Dashboard tab
    - acServerManager: removed some upper limits on parameters
    - acServerManager: preset name/description is more clear
    - acServerManager: added welcome message
    - acServerManager: added qualify limit
    - acServerManager: added fixed setup management
    - acServerManager: fixed upload on ftp. Now cfg folder is not deleted.
    - Fixed driver textures on serveral cars
    - Fixed circuit outline on track selection UI
    - Camera Dev App now save F1 cameras' exposure and pitch, F6 cameras' exposure, fov and position and angle
    - Removed background from Performance Delta App
    - Redesigned and faster code for logging
    - Updated Tyres V5 for GT2 and GT3 cars, should give less understeer.
    - Zonda R and Ferrari 599XX and Formula Abarth now have V5 tyres.
    - Less lift off oversteer for Evora S on street tyres V5
    - GT3 and GT2 cars updated aero stalling for front splitter and diffuser
    - GT3 slight performance balancing
    - Mclaren MP4 GT3 tyre corrections
    - Fixed TC digital item showing 0 based index when multiple TC level are available
    - Now showing Cold and Hot pressure readings in setup status
    - Added "NA" for IMO temps reading when no set has been swapped out
    - Added support for track dynamic objects
    - It is now possible to join a server using admin passoword and be automatically granted admin rights
    - Joining a server with admin password will override the session "closed" status
    - Added "ban_id" admin command to ban a user and send straight to blacklist
    - Remote cars in multiplayer now generate skidmarks
    - Fixed EDL wrong calculation order

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  2. #2
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    Insti-buy

  3. #3
    Administrator Skid's Avatar
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    V1.3.. (Free auto) @498.7mb & D/server @3.5mb
    Dreampack #2
    .. (Purchase separately) $7.99 USD = $11.02 AUD (ATOP) @507.4mb
    Last edited by Skid; 09-10-2015 at 11:53 AM. Reason: sneezed

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  4. #4
    Quote Originally Posted by Kaiza View Post
    Insti-buy
    Planning to join in on some multiplayer races?

  5. #5
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    One day! Saturday's are not great for me.

  6. #6
    AEF Member Davos's Avatar
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    Turns out I cant make this saturday. Gutted

  7. #7
    AEF Member Matt's Avatar
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    Quote Originally Posted by Kaiza View Post
    One day! Saturday's are not great for me.
    Skid,
    What about trying it 7.30 Sunday for this week. It's a bit short notice, but would help Kaiza and Davos maybe.

  8. #8
    AEF Member Felix_Culpa's Avatar
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    Assetto Corsa v1.3.5 update is now available!

    26 November - Luca


    Changelog:

    1.3.5
    - New Audi R8 V10 Plus bonus car
    - Fixed Nissan GT-R Nismo fuel gauge
    - Fixed Mercedes SLS GT3 default tyre texture
    - Fixed Lamborghini Huracan GT3 Hard tyres name, causing issue on MP tyre compound restriction
    - acServer: fixed issue with timing who caused session skipping
    - ksEditor: Added fuel and brakes script tools
    - Corrected Alfa Romeo 4c alignment and setup values
    - Eliminated wrong tags from Ford GT40
    - Works on the tyre heating model continues with new surface rolling heat generation on some cars
    - Performance optimization on car multithread physics
    - New improved smoothing and "anti lag" systems for both client and server

  9. #9
    Administrator Skid's Avatar
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    What we know so far....

    Dream Pack #3.. Available 15/12/15.
    Brands Hatch ..most likely 2 versions.
    10 cars, with these 7 already confirmed:
    Lotus 25 1963
    Lotus 72D
    McLaren 650 GT3
    Mercedes AMG GT3
    Abarth 500 Assetto Corsa
    Ford Escort MK1
    Lamborghini Gallardo LP 570-4 Superleggera


    Could this be a C7 Corvette spotted?


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  10. #10
    AEF Member Felix_Culpa's Avatar
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    Dream Pack 3 - 15 Dec

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    The Escort and the little Lotus should be heaps of fun!
    Last edited by Felix_Culpa; 09-12-2015 at 06:35 PM.

  11. #11
    Administrator Skid's Avatar
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    Only thing that tells me that this ^ is not real, and is the new ingame AMG GT3 Merc, is it's too bloody clean!... Well I guess we'll soon find out in the morning. (DP#3 releases @ 4am AEST)

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  12. #12
    Administrator Skid's Avatar
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    Assetto Corsa v1.4 and Dreampack 3 - Now available!




    Assetto Corsa v1.4 update.


    Graphics
    Several features related to post processing effects have been refined, including the FXAA filter that has been significantly improved using Kunos' own shader. The new build also introduces a new reflection rendering system: these feature result in a substantial improvement in how the cars look. The HDR algorithm now matches real-life photographic references, resulting in much more natural lighting and reflections.

    Build 1.4 introduces also a new font rendering system for dashboards, bringing about in a higher level of graphics and definition. Digital instruments have been updated for all available cars, while the exaggerated motion blur effect for some camera modes has been eliminated.

    Artificial intelligence

    The new build introduces a new algorithm to improve the ability for AI drivers to stick to the intended racing line, resulting in better behaviour in close racing. The code related to braking algoritghm is now able to understand and use locked inside tyre for FWD.

    Multiplayer

    The antilag/antiwarp system has been vastly improved, introducing a new netcode prediction algorithm that is now used to handle missing packets that used to generate warps and lags, providing a more stable and consistent online experience.

    Audio
    Since the first Dream Pack, a lot of effort has been put into the audio, especially for exterior sounds. The Dream Pack 3 is no exception with each car having its distinctive note, from the little mighty 500 Assetto Corse to the screaming DFV V8 engine of the legendary Lotus 72d. Furthermore, "old" cars are also undergoing a sound revamp: the 1.4 update will bring to you new exterior sounds for the BMW M3 e30 DTM/Group A.

    Assetto Corsa Dream Pack 3
    This package adds the Brands Hatch circuit and eight new awesome cars in a total of nine different versions to the Assetto Corsa racing game. Get it today and join the most thrilling virtual driving experience ever!

    The Circuit of Brands Hatch in Assetto Corsa

    The development of this famous and challenging circuit required six months of work, making Brands Hatch the fourth circuit added to Assetto Corsa during 2015, after the legendary Nordschleife, Zandvoort and Barcelona. As showed in the following video, Kunos Simulazioni development team has reproduced the track paying attention to every single detail and reference point used by real drivers, thanks to an extensive use of Laserscan technology, guaranteeing maximum accuracy. The resulting precision combined with the advanced physics model of Assetto Corsa offers an unprecedented driving experience blurring the difference between virtual racing and reality.

    The Cars
    Similarly to previous Dream Packs, the cars included in this third package were selected through user polls, with gamers voting for their favourite manufacturers and models on our website. The pack includes a perfect mix of vehicles of different classes, types and periods, ready to satisfy our fans’ hunger for racing.


    Dream Pack 3 – List of Contents.


    Track

    Brands Hatch Circuit – GP / Indy version

    Racing cars

    Abarth 500 Assetto Corse
    LAMBORGHINI Huracán Super Trofeo
    McLAREN 650 GT3
    MERCEDES-BENZ AMG GT3

    Historic racing cars
    Lotus Type 25
    Lotus Type 72
    FORD Escort RS 1600

    Production cars

    Lamborghini Gallardo Superleggera
    Lamborghini Gallardo Superleggera S3


    Assetto Corsa 1.4 Changelog

    - New reflection rendering system
    - HDR now matches real life photographic references
    - Improved AI ability to stick to the intended racing line
    - Improved AI braking code (able to understand and use locked inside tyre for FWD)
    - Vastly improved multiplayer antilag/antiwarp system
    - Fixed missing ksBrakeDisc script in all the remaining cars.
    - Tweaked wet volume for reverb on high distance
    - Tweaked dynamics for Audi R8 Plus interior sound
    - New Bmw M3 e30 DTM and Group A exterior sounds
    - New font rendering system for dashboards
    - Fixed fadeout timing for gravel particles
    - Improved digital instruments of all cars
    - Fixed some bugged special events
    - Tweaked most of the special events to be compatible with tyre model 5/6
    - FXAA is now using Kunos' own shader
    - Fixed blurred rim/tyres on car with animated suspensions on farther Lods
    - ksEditor: added node grid
    - Introduced [DRS_ZONES] IGNORE_ZONES in drs.ini to allow road cars to ignore DRS zones (ie. McLaren P1)
    - Fixed exaggerate motion blur for some camera modes
    - Added serial opponent selection on Options->General: if flagged then opponents skin is not randomly chosen, but alphabetically
    - Fixed unrealistic qualify times when session is skipped
    - Fixed LaFerrari rear wheels
    - Fixed Huracan GT3 model to update it from the pre-season version
    - GT3 and GT2 cars tyre heating improvements
    - Ferrari 312T Tyre v6
    - Audi R8 Plus front torque vectoring and central differential improvements.
    - Headlights revised on all cars
    - Added missing dashboard lighting to cars where present
    - Fixed various LOD issues on a large number of cars
    - Car shader overhaul
    - Skins fixes and updates on various cars
    - Added templates for DP3 cars and Audi R8 Plus
    - Optimization across the entire car range (should help with large fields)
    - Digital instrument updates
    - Fixed collision boxes on various cars


    Please Use default Post Processing effects with 1.4 update


    16 December - Luca
    **********************************

    PLEASE SELECT ONE OF THE DEFAULT PP EFFECTS AND WEATHER AVAILABLE IN AC.

    DO NOT USE THIRD PARTY PP EFFECTS AND WEATHER WITH 1.4

    **********************************

    With the imminent release of AC version 1.4 (and Dream Pack 3) we are introducing some great improvements in the reflections, FXAA antialias, exposure and general image quality.

    Unfortunately though, this means we had to break compatibility with old ppEffects.ini files. This means if you have added third party ppEffects.ini's you will have exposure problems or other issues.

    We know this might cause a bit of frustration but as you will find out by yourself, it is worth it, as it is a great improvement and will also enable modders to achieve even better photorealistic ppeffects in the near future.

    Cheers.


    Assetto Corsa + Dreampacks 1, 2 and 3 -
    NOW on SALE! -30%
    (until 21/12/15) > http://store.steampowered.com/app/42...1_5_1100__1100

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  13. #13
    AEF Member Felix_Culpa's Avatar
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    Some impressive news in the changelog. Pleased to note that multiplayer anti-lag/warp has been "vastly" improved.
    Update includes a new AC Server. (Skid are you going to update the AEF Server?)
    Will pick up DP3.

  14. #14
    Administrator Skid's Avatar
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    .....Server update underway.


    Last edited by Skid; 16-12-2015 at 11:43 AM.

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  15. #15
    AEF Member Felix_Culpa's Avatar
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    Just had a quick dash around Brands Hatch with the Escort. A fun track, as you would know if you have seen an event on TV. Short but undulating with blind corners. The Escort is a really nice addition.

    I have scorched up the RSR ladder to #167!

    Click image for larger version. 

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    Only 12-13 secs off #1

  16. #16
    Administrator Skid's Avatar
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    Yep.. The little souped up RS1600's are a blast!


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  17. #17
    AEF Member Felix_Culpa's Avatar
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    I presume that was you out front Skid!
    I think I saw me!

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  18. #18
    Administrator Skid's Avatar
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    pffft.. I wish.

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  19. #19
    AEF Member Felix_Culpa's Avatar
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    1.4.1 22 Dec 15

    1.4.1
    - New formula to correctly deal with lateral grip at positive cambers
    - Fixed Lotus 72d max rpm indicator
    - Fixed Lotus 72d Engine parts missing
    - Fixed GTA wrong transparency interaction between windshield and driver visor
    - Fixed GTA blurred rims
    - Fixed Lamborghini Gallardo aero
    - Improved Lamborghini Gallardo and S3 central differential logic
    - Fixed wrong rear hard tyres names on Lamborghini Huracan GT3, Mercedes GT GT3, McLaren 650S GT3
    - model updates to the Huracan ST interior
    - model updates on the Lotus 72D
    - model updates to the BMW 235i
    - fixed suspension animation on the Lotus 25
    - fixed minor 3D bugs on Mercedes AMG GT3
    - added interior light indicator on several cars
    - added fuel indicators for some cars
    - Abarth Racing "stiching" light fixed
    - Lotus Evora GTC/GX headlight texture fix
    - various LODs issues fixed on several older models
    - tweaks to lights
    - various fixes in the UI
    - fixed several skin-related issues

  20. #20
    Administrator Skid's Avatar
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    "- Abarth Racing "stiching" light fixed"

    What the hell is stiching?

    Are they talking about
    upholstery "stitching" in the car and how the light hits it?

    If so...Blimey Charlie, who ever would have thought. ..lol

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  21. #21
    AEF Member Felix_Culpa's Avatar
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    Yeah, the stitching was a bit sus, surprised you had not noticed it.
    ...
    ...
    Actually, when viewing the Abarth from the rear in replay mode it sometimes had what looked like a series of "truck trailer lights" that looked like stitching or dashes!
    So no improvement to the upholstery!

    The first item is the controversial "lateral grip at positive camber" issue, vastly over-hyped by the AC kickers and Aliens. Be interesting to hear if anyone notices anything different in the transition stage from high slip condition to positive camber (and sidewall). Theoretically, traction falloff should accelerate.

  22. #22
    Administrator Skid's Avatar
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    Posted by KS-dev on Mar 29, 2016 in v1.5 Blog, Cars, Uncategorized



    In our previous diary we told you about the new Black Cat County scenic track that will allow you to focus on pure driving pleasure, giving you also the opportunity to rediscover some of the legendary cars that were not originally designed for the track by their manufacturers.
    Before we would go deeper into some of the new features and improvements that will come with the new build in the third part of the diary, let us say a few words about what you can expect in the new version of Assetto Corsa in terms of new and updated content.



    Three new cars

    Assetto Corsa 1.5 brings to our users two car models highy requested by our fans, plus a little surprise that we are glad to give you as well, the little Abarth 595.


    The Ford Mustang 2015 is the latest revisiting of what is probably the most iconic american car ever.A proper V8 of traditional 302 cubic inches (4951cc for the rest of the world) under the bonnet, delivers a healthy 435hp at 6500rpm. A round and plenty 400 lb-ft@4500rpm of torque (again over 540Nm for Europeans) is also available at any time. Now you might think that all this muscle can hit the wall very fast (power!) and then move the wall much further (torque!). After all 1700kg of weight is certainly not the definition of lightness… But if you think that’s muscle built with fast food and light beer, you’d be very wrong. The latest American muscle cars are built with many hours of hard work at the gym, using the latest technologies to improve flexibility and agility. You name it, you got it.
    Front McPherson strut double lower links on separated ball joint in pure BMW fashion? Check!
    Massive 6-piston front brake callipers? Check! 4-piston rear brake callipers? Check!
    Massive 19” 255 front and 275 rear Pirelli P Zero tyres? Check! Torsen rear differential? Check!
    and finally, get ready for it, a true independent multilink rear suspension!
    If all of this sounds very similar to an M3 E92, maybe you’re right or maybe someone on the other side of the Atlantic ocean was doing his homework… the end result is a car that can stay composed and neutral when pushed, but at the same time produce so much tyre smoke that NASA scientists might accuse you as the main cause for climate change.

    Are we done? Not really. If the Mustang is transformed into a fitness hero, the new Chevrolet Corvette C7 Stingray has Usain Bolt level of performance! A true purebred that has evolved into one of the greatest sports cars available today. They say America is the land of excess and surely in an era of engine downsizing we can’t do other than admire this “small block” V8 of 6.2 litres that easily produces 460hp at 6000rpm and 630Nm of torque at 4600. Let me say that again, six hundred and thirty newton-meters of torque… Watch out how you press the accelerator or people will complain that they had one hour less of sleep again and this time it won’t be because of the daylight-saving but because you sped up the rotation of the Earth! You think the excess would end up in the engine? How about a 7-speed manual – yes you read that correctly – gearbox. All-around independent suspension with active magnetorheological dampers is available to the Z51 option. The active limited slip rear differential always provide the optimum traction aided by the 20” 285 wide rear tyres.
    The end result is impressive. The handling is extremely neutral and very capable. Overwhelming at times when you expect a car with such power to just spin its tyres and drift but instead just grips and goes! Chassis and suspension work perfectly together and lap times are impressive. It’s not a coincidence that in terms of handling and grip is compared to the finest European sports cars and… often comes out as the winner! Be careful though. As it is so focused on grip and performance, it might not always like been driven at an angle and might turn around and bite you.
    On top of all of that, its straight-line performance is impressive as you might expect. 0–60mph in less than 4 seconds, standing mile (400m) in 12.3 seconds and a top speed of over 180mph (290kmh). And all this from the… base model. American muscle you say? Think again as this muscle is so lean and explosive it can put to shame many of the European beliefs and traditions.

    Last but not least… ok well maybe it is last after all......




    The Abarth 595 EsseEsse brings you back to the glories of the ‘60s, when people began to consider that cars were no longer a luxury item for a select few but an accessory to evolving and improving their lifestyle. Especially in Italy, the Fiat 500 represents an icon that every family has owned at least once. Abarth decided to tune this car to its best – so we did as well – tuning the Abarth version and giving it some decent power with two additional “S” versions. An interesting fact: the performance granted by the little 595 was considered very good in the ‘60s, and we like to think that in Assetto Corsa you can also taste and appreciate the technological evolution between the two centuries in terms of handling, balance, braking strength, torque and sheer power. Therefore, we are very glad to offer you this “small but actually quite big” icon of the Italian automotive industry that we believe will be a favourite choice for relaxed and fun multiplayer races.



    A new layout for Vallelunga


    Prior to 2005, “Trincea” was the most challenging bend on the Vallelunga circuit before it was modified to host Formula 1 tests. Trincea (“trench”) is a blind high-speed corner that joins the straight after “Ciminis” to the slower section of the circuit. On the real track, in spite of Trincea being permanently closed, the road is still there and it has been captured in our laser-scan point cloud, which is why we decided to give you the thrill this bend was able to offer, bringing the number of layouts available for “our” home circuit up to three.


    Sound environment

    The 1.5 version brings some interesting updates regarding sounds, an element absolutely relevant to guaranteeing proper immersion and to get you in the car. As we are gaining experience with FMOD, we can take further advantage of its features, while we continue to expand our recordings database. Thanks to our relationship with racing teams and their kind cooperation, we aim to keep improving our recording techniques and the overall product.
    We always take into consideration our users’ feedback, so the 1.5 build finally features basic reverb effects along the tracks and the car sounds are differentiated by internal and external cameras. This means that cockpit cameras use internal sounds, while you can hear the powerful intake sound from the bonnet camera or the distinctive exhaust sound from the chase camera. This vastly enhances immersion and realism and gives modders the chance to further enhance their amazing projects.
    Additionally, we now provide an in-game app that permits changing sound volumes on the fly, so you are not forced to exit a game session. And that’s not all, since the free cameras now use the same distance attenuation of the track cameras, this is also great news for race broadcasters and video makers.
    Not only does the build bring new features, but also many fixes as well, most importantly gear shift and backfires sounds are now shared by the engine volume. Sounds are also an important information to the driver: now you can hear the bottom of the car scraping against the asphalt or any other surfaces.


    Graphics


    The 1.5 version also takes an important advantage from the strong and direct connection with the porting process of the code to the consoles, and brings improvements and new features in the graphics department. Post-processing filters have been improved, and the improvements also affect how the cars look. The graphics of the internal instruments have been improved, as well as car details, shaders and materials. The new build features two new driving views: an additional exterior view and the “dashcam”, based on the suggestions given by real drivers and simracers and feedback from our PS4 press tour in January: in the absence of triple screen support on consoles, it was requested that we add an internal view that is set as close to the dashboard as possible without showing steering wheel and driver hands, conceived to be ideal when driving on a simulator rig. We listened, finding the ideal position on each single car that not only improves overall immersion but also allow the driver to see better from cars that feature wraparound cockpits that block peripheral view. These new visuals are now available also on PC. Up until recently, backfire graphics did not follow the overall evolution of the production. Finally, they have been completely redesigned, and now they match perfectly the engine behaviour, granting a better graphics performance as well.


    We have already mentioned the improvements brought to all circuits featured in Assetto Corsa but let’s go a bit more into details. The first point is that these improvements do not have a negative effect on performance but add camera facing support for crowd on stands.
    The overall look of the tracks has been upgraded with new textures, different shaders and various 3D modifications. Many tracks have now new trackside objects such as cranes, tents, TV vans that give a better racing immersion. The use of camera facing spectators has been extended to all tracks on several grandstands.
    All race tracks received more or less the same treatment with some undergoing a more thorough overhaul. Some noticeable updates include: Nurburgring GP, Vallelunga, Monza, Imola have all been updated to newer versions and now feature new textures and improved shaders for tarmac, sand, curbs, grass, new trees and 3D trees, improved tyre marks, several new trackside objects, and upgraded environments.
    In the final part of this dev-diary we’ll be focused on physics, tyre model, multiplayer and artificial intelligence, and we’ll take a look also to what there’s beyond the 1.5 build of Assetto Corsa.

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  23. #23
    Administrator Skid's Avatar
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    Posted by KS-dev on Mar 30, 2016 in v1.5 Blog, Cars, Uncategorized




    The already top-class driving experience and physics engine of Assetto Corsa have been further improved and enhanced with new features, new content and great attention to detail for every single aspect of the simulation. As a result, Assetto Corsa achieves a new level of maturity and confirms our continuous dedication to a simulator that offers the best driving experience and maximum realism.


    Tyre model & physics

    Starting with tyres; the 1.5 build optimizes the work started with the previous version and brings all the cars to the latest tyre model and tyre features. Tyres have now a more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range. Modders will be delighted with the new features and available values, but most importantly, drivers will now be able to discover even more exciting handling characteristics. Our goal is always the same, an easy-to-understand handling model thanks to the improved feedback, which is also more demanding once over the limit. From street tyres that are easy to maintain in drift but at the same time more willing to spin once over the optimum grip to slick tyres that can be very slippery when cold to very sticky once hot but at the same time nervous and unwilling over the limit, requiring fast hand movements and skilful footwork. Additionally, finding the correct compound might not be as straightforward as before, and a careful study of the circuit characteristics, ambient and asphalt temperatures as well as car behaviour and the tyres’ operating range is now obligatory in the search of maximum performance. To help you with choosing the correct compound and keeping under control the tyres temperature, we are working on a new “Tyres” app that has been added to the list of system apps included with Assetto Corsa. The new app shows real-time information about core and surface tyre temperatures, pressure, wear and provides basic graphical feedback of the general grip level of the tyre. Assetto Corsa’s advanced aerodynamics have always been a highlight of our title’s physics engine. Active aero, speed, height sensitivity, stalling and a practically infinite number of aerodynamic surfaces, permit an ample customization and simulation of the most aerodynamically advanced cars. Now, with version 1.5, brand-new equations for yaw sensitivity are included in the core model and new values for aero stalling depending on yaw for every single aero surface are available for modders. Feel what real professional drivers struggle to describe to their engineers when they drive their cars over the limit and discover strange handling characteristics when the yaw angle becomes severe. Depending on the car and its aero configuration, one car might be extremely stable and grippy until the limit, only to transform into a nervous and wild animal once a slight drift angle is achieved. Other cars might maintain their character, thus enabling the driver to push over the limit for that last split of a second. As a general rule of thumb you can expect cars with advanced aerodynamics to be the most sensitive and in need to be driven smoothly. Additionally, there has been a ton of little bug fixes, fine tuning, tweaks and optimisations on practically every single car available in Assetto Corsa.


    Pitstops




    One of the most awaited features for single player is finally here. Pitstop functionalities open Assetto Corsa to endurance racing thanks to the option of refuelling the car and changing tyres, using the compounds available for each single car. The pitstop menu also allows repair to the car body (that affects aerodynamics), suspensions or the engine, with the same functionalities available for multiplayer racing.


    Multiplayer & Artificial intelligence



    Visible damage has been introduced on opponent cars in Multiplayer races, adding to the immersion of online sessions.
    Time progression has also been added to the Multiplayer game mode, meaning that light conditions are no longer static during Multiplayer races, and time progresses the same way it does in Single Player modes. The feature brings an increased level of realism and immersion to online sessions.In addition, general improvements and optimization have also been made to the Multiplayer mode.
    As usual, we have not stopped to keep tweaking and improving our artificial intelligence. Significant improvements have been made, more specifically the AI are now more skilled at navigating through traffic and handle racing situations, offering users who prefer single-player modes an increased level of challenge and more realistic racing environment.



    Beyond the 1.5 build
    While looking forward to the release of Assetto Corsa on console, we have some news that will make this summer really hot indeed.



    Assetto Corsa welcomes the Mazda Brand!



    We are glad to confirm that the Mazda brand has joined Assetto Corsa and will be represented by some of its most iconic models: the first-generation Miata and the brutal and awesome 787B will be added to Assetto Corsa as free updates later this year. The 2015 MX-5, MX-5 2015 Cup and the RX-7 will be part of the upcoming Assetto Corsa Japanese Pack, available on Steam by May 18th. The most-wanted pack, including a number of vehicles requested by the community, will feature the new Mazda MX-5 road/cup car, the RX-7, the 2015 Nissan 370Z Nismo, the Nissan GT-R 34, the Toyota Supra in three versions, and the Toyota AE-86 in two versions. The production team is working hard to complete the work on physics, graphics and sounds, with the aim to produce an unforgettable, massive Japanese pack to be crazy about. The same package will also be available on console after its launch. The console version of Assetto Corsa will hit the shelves on June 3, and a new package including the Ferrari 488 GTB, FXX K, Praga R1 and Audi A1 S1 will also be available on Steam. The production of the Spielberg A1 Ring circuit has already started, and our plan is to release the new laser-scanned circuit in time for the Formula 1 race weekend (July 3) to allow AC users to “taste” and enjoy the race even more. There is a lot going on under the hood with about 30 new vehicles in production, including new entries for classes already included in Assetto Corsa, with the aim to make the simulation even better, more enjoyable, offering a selection of cars suited for everyone. We are evaluating the option of implementing championships in order to allow users to create proper seasons with any car of their choice. On the physics side, we have scheduled a task related to brakes, possibly with the cooperation of a widely known brand, in order to simulate how temperatures affect the performance and efficiency of braking systems. 

We also have a new algorithm for AWD drivetrain that it giving promising results in the numerical simulation and that we plan to port to the AC engine soon. The new system will allow a more accurate simulation of AWD cars with unequal torque distribution. Work is underway to create a function called “Quick Menu”, which will enable the user to control software functions while in the car without resorting to mouse or keyboard.
    Designed to allow to pre-selected pitstop operations (tyres, fuel etc.) before reaching the pits, the new system could also be expanded to offer necessary controls in VR, a scenario that is not currently possible to support via the existing mouse-driven GUI, opening the possibility for full car setups, pit and game operations to be accessible for VR users.
    By the way, let us say a few words about VR, which is an open and quite talked-about issue at the moment. As you know, Kunos Simulazioni has been supporting the Oculus Rift since the release of the very first kit, and the American company also chose Assetto Corsa for its events thanks to the immersion achieved by Assetto Corsa with its products, up to the DevKit 2. The third time around, the SDK provided by the company to support its device was radically changed, and we simply cannot update the code in Assetto Corsa every time this happens; we need to completely rewrite the dedicated rendering structure. That’s not easy or cheap, as you could probably imagine.
    Although the retail version of Oculus Rift is finally available, at the moment our core team is focused on the submission and release of Assetto Corsa for consoles, which at the same time brings a huge update for the PC version with the 1.5 build thanks to the fact that part of the code is shared between the platforms. Since working on Oculus support requires us to allocate extra time and resources – because of its complexity it cannot be managed easily or in a few days – we will have to take a moment and consider when our current development schedule will allow us to do so, but realistically not before this summer. Our aim is to support VR – and not necessarily only the Oculus Rift – when we will be able to take the time and resources required.
    We fully understand that people who have invested in the purchase of a VR device want to use it as much as possible, and we know that Assetto Corsa guaranteed a ton of fun with the Oculus SDK2 (that could only be better with the retail version), therefore we promise that we will take the time to evaluate the option of creating proper VR support in harmony with other tasks and priorities that we have already scheduled. Finally, let us thank you for your awesome support that gives us the resources and motivation to do our best to make Assetto Corsa even better day after day.

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  24. #24
    AEF Member Kurbs's Avatar
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    Ahhh. Im very excited about the Jap stuff coming. Tested the Mustang and the Corvette the other night (just the Vett really). I loved the thing. felt like a real yank. I must say that if this were a true sim then the doors should have fallen off the F%#@ or something terrible should have gone wrong after 10 laps but no. Anyway, the new track showcased the different surfaces that can be used, exciting to think about the possibilities for modders there. Loved the ups and downs around the track. Don't really have a lot of time to do much as far as testing but reading about tyre updates. The AI feels alot better this time around although I havent done too much with them yet, I havent been pushed off the track by them as yet. The game feels better. Looking forward to the next update as we know it will be around the corner.

    Life is not straight forward...so go around

  25. #25
    AEF Member Kurbs's Avatar
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    Highly recommend watching Empty Box's review here

    Life is not straight forward...so go around

  26. #26
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    Assetto Corsa v1.6 available!

    .
    Assetto Corsa 1.6
    and "Japanese Pack"............. NOW AVAILABLE!


    KUNOS Simulazioni is glad to announce that Assetto Corsa v1.6
    and the new DLC Japanese Pack are now available on Steam! >> http://store.steampowered.com/app/467980

    Also, you might be glad to know that Assetto Corsa 1.6 offers a first pre-alpha support for Oculus VR CV1.





    Welcome to the JAPANESE PACK, the newest add-on content pack available for ASSETTO CORSA, featuring all-new cars chosen by our community.

    Directly from the very best of the Japanese Domestic Market (JDM), Assetto Corsa proudly presents the Japanese Pack, introducing seven new cars in a total of twelve versions, creating the perfect mix of vehicles of different classes, types and ages, ready to satisfy the taste of Assetto Corsa fans!
    The development team has worked incredibly closely with car manufacturer with the aim to reproduce each car in all their detail, as well as the heritage, atmosphere and thrilling driving experience that only this combination of car models can guarantee.

    - Features Mazda MX-5 2015
    - Features Mazda MX-5 CUP
    - Features Mazda RX-7 Spirit R + tuned version
    - Features Toyota Supra MK IV + time attack and Drift version
    - Features Toyota AE86 Trueno + tuned and Drift version
    - Features Nissan 370Z NISMO
    - Features Nissan GT-R R34 Skyline V-Spec









    More screens and purchase "Japanese Pack" ($4.99USD) to download
    > HERE




    Changelog 1.6.0
    - Oculus Rift SDK 1.3 (WIP Pre Alpha)
    - Fixed self shadowing on tyres
    - Fixed wrong log output
    - Dynamic controllers for turbo boost
    - Added RPMS input to dynamic controllers
    - Implementation of Scalable Apps
    - Fixed replay Interface
    - Fixed setup info screen
    - Fixed race non progression when player is not moving
    - Improved MP collision system
    - Improved AI fuel handling
    - Fixed Hotlap Mode unlocking achievement through not valid laps
    - Fixed deltaT for renderAudio
    - Bodywork and horn volumes uses engineVolume
    - Bodywork's smoothvalue use a different alpha
    - Added analogic placeholder for car modellers
    - Added option to draw driver's label on focused car (system\cfg\name_displayer.ini -> DRAW_FOCUSEDCAR)
    - Fixed CameraCar bad nearplane when forcing camera mode change (see exiting from replay)
    - Implementation of Chat App (system\cfg\chat_app.ini)
    - SharedMemory: Moved AirTemp/RoadTemp from Static to Physics, old values in static are deprecated
    - Timing use also the hour/minutes format
    - Fixed GoToPits Cheat to start from the pits.
    - Added 4 Wheel Steer systems (Nissan Skyline , Mazda RX7)
    - acServerManager : storing Driver data also save the current model/skin, so through drag&drop the saved skin can be used on a new slot)
    - Added flags indications for completed session in leaderboards
    - F9 overlay leaderboard is now avoiding red colours for better differentiation of opponent proximity indicators
    - Added new [ASSETTO_CORSA] SIMULATION_VALUE parameter. Increase the number to increase simulation value. Defaults to 0 for obvious reasons
    - Engine performance is now dependent on air density/temperature
    - New AWD transmission code, still WIP (Nissan Skyline & Alfa 155)
    - Fixed pitstop window not appearing when AI retired some car
    - Experimental heating corrections on semislick tyres for Lotus 2-11, Exige Scura, Exige 240 and S3, Lotus Elise SC, KTM X-Bow, Mazda MX5 ND, Toyota AE86 Tuned and Drift
    - BOP for GT3 cars
    - Improved Mercedes AMG GT3 data

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  27. #27
    AEF Member Kurbs's Avatar
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    Looks very reasonable. All those cars and updates for 5 bucks. Can't go wrong with that.

    Sent from my Samsung Note2 on tapatalk about x klms from my pc

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  28. #28
    Administrator Skid's Avatar
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    The AEF TrackCycling Public Server is now up and running with the new "Japanese Pack" cars for testing and discussions at tonight's AEF|RT STD session... Refer > HERE.

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  29. #29
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    Update v1.6.3 - 27/5/16

    v1.6.3 changelog
    - Lamborghini Huracán rear ligths updated to latest racing specs
    - Fixed random bug causing a wrong position in the system message at the end of a race
    - Fixed pit limiter "clutch cheat"
    - Added new skins for Supra mkIV Tuned
    - Added localAngularVelocity and finalFF to shared memory (physics rate)
    - acServer : fixed sync message spam
    - Corrected Traction_Control.lut files. Initial value must start with 0. Traction control levels are functional again.
    - Additional model updates on the Nissan R34 Skyline GTR
    - Shelby Cobra model updates
    - New Mazda RX-7 Tuned sounds
    AEF AC Server.. updated.

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  30. #30
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    ANNOUNCEMENT/PREVIEW:



    Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme; KUNOS Simulazioni and 505 Games are proud to unveil the "RED PACK", the DLC package for ASSETTO CORSA that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit.

    Today we are excited to introduce the awesome Ferrari SF15-T car, driven by leading drivers Sebastian Vettel and Kimi Raikkonen in the 2015 season.

    The Ferrari SF15-T is the first Ferrari GP car to debut for ASSETTO CORSA - launched on 30 January 2015, it is the second car made by Ferrari since the reintroduction of turbo engines in 2014.
    The red single seater has been reproduced in cooperation with Ferrari (and will be available as well in the simulators of Ferrari centres).

    The Red Pack unveil trailer shows the Ferrari SF15-T in action at the RedBull Ring.
    The RedBull Ring has been reproduced for Assetto Corsa to the highest level of detail through the use of laserscan technology.

    The Red Pack DLC will be available to purchase July 14th on Steam and will be coming to home consoles later in the year.
    Assetto Corsa is out now on Steam PC and will be released on home console on August 26th in Europe and August 30th in North America.

    The 'Red Pack' DLC will contain 7 new car models as well as the much anticipated laser scanned version of the Red Bull Ring circuit.

    ...Any thoughts on what the other 4 could be?

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