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  1. #31
    AEF Member Kurbs's Avatar
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    Porsche cars aren't they. Isn't that what the 2nd vid shows

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  2. #32
    AEF Member Felix_Culpa's Avatar
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    Re Porsche
    The iR RUF/Porsche is so superior to the AC version in every way it is not funny.
    The Automo Porsche is way better than AC re the feel/handling.

    Had a quick drive on the server with the Cat County (is that it?) track. Fun track in many ways. Noticeably flat looking compared to iR (re more trackside objects in 3d to give illusion of depth).

    I guess I've been involved with iR for 4 months or so now. So I have had a chance to try a range of tracks and cars (Mazda MX5, Mustang, Formula Renault, Porsche/RUF, Skip Barber, Spec Racer Ford, Cadillac CTS-V, Lotus 49).

    Positives: track and car models range from very good to superior.
    Negatives: if you like odd car types, eg Lotus 49, it can be difficult to find a race in our time zone. The current trending car, at the moment Formula Renault 2.0, is pretty easy to find a good field - same for Skip Barber and the introductory cars - cadillac, mx5.
    Last edited by Felix_Culpa; 04-07-2016 at 12:40 PM.

  3. #33
    AEF Member Kurbs's Avatar
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    https://www.reddit.com/r/assettocors..._bad_handling/

    this explains the RUF in assetto corsa quite clearly
    Last edited by Kurbs; 07-07-2016 at 12:07 AM.

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  4. #34
    Administrator Skid's Avatar
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    This upcoming "Red Pack" DLC is due this 14th of July and "Porsche" (well, last time I checked) is definately not an Italian manufacturer.

    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.

    If you guy's are referring to > THIS < announcement 2wks ago.. The two DLC packs for "Porsche" aren't due until their fall 2016. (can't wait, whenever that is..lol)

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  5. #35
    AEF Member Kurbs's Avatar
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    Roger

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  6. #36
    Administrator Skid's Avatar
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    Found this wicked machine that could be added to the list...





    .... Quote: "This car is BONKAS!" ..lol.

    Now, I wonder what the other 3 might be... (hmm).
    Last edited by Skid; 06-07-2016 at 01:47 PM. Reason: +Clip

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  7. #37
    Administrator Skid's Avatar
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  8. #38
    Administrator Skid's Avatar
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    and this makes 5 of 7....

    Last edited by Skid; 10-07-2016 at 01:30 PM.

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  9. #39
    AEF Member Kurbs's Avatar
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    Nice...5 bucks a car and 10 for the track makes this worth 35 bucks. I wonder what it will be. Better check that out right now

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  10. #40
    Administrator Skid's Avatar
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    Ferrari 488 GT3 unveiled... Pics> https://www.facebook.com/Assetto.Cor...67891826570464








    PS: There's a question mark on the previous FXX K ...but we'll soon find out in a few hours I guess.
    Last edited by Skid; 14-07-2016 at 10:14 AM. Reason: ps

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  11. #41
    Administrator Skid's Avatar
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    The "RED PACK" DLC with "RedBull Ring" circuit.. NOW AVAILABLE!




    KUNOS Simulazioni and 505 Games are proud to present the "RED PACK", DLC package for ASSETTO CORSA that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit.
    Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme, the RED PACK includes some of the most wanted cars from the most iconic italian Factories, Ferrari, Lamborghini and Maserati...


    The "RED PACK" DLC is now available as premium DLC content for the PC and will be available on the forthcoming console editions of Assetto Corsa. ($12.60 AUD)

    Download on Steam now: http://store.steampowered.com/app/493190

    Information and pre-order details for the console releases can be found at: http://console.assettocorsa.net




    REDPACK DLC – List of Contents

    Track
    Circuit of RedBull Ring – GP / NATIONAL version

    Cars
    Ferrari SF15-T
    Ferrari F138
    Ferrari 488 GT3
    Maserati 250F 6C
    Maserati 250F 12C
    Maserati GranTurismo GT4
    Lamborghini Aventador SuperVeloce


    Assetto Corsa 1.7 Changelog

    - Added Maserati Levante S - (free)
    - Performance Delta App: Added instant velocity difference bar
    - Realtime App: Added road/ambient temperatures and grip
    - Fixed system messages when ABS and TC are not available
    - Added loading/saving system for fixed setup sessions
    - Added audio device selector on Audio App. If saved device is not there, main device will be used
    - Added volume ramp function to overcome issues with logitech headphone drivers
    - Added Precision slider in Photo App
    - Added missing icons on replay interface
    - Added QUANTITY_MULT in system/cfg/skidmarks.ini
    - Fixed RX-7 Tuned turbo sound behavior
    - Fixed Alfa 155 mixing route for external sounds
    - Fixed Ferrari F40 low-pass filter and some events volume
    - Balanced exterior volume for all the cars
    - New Bmw M3 e92 external sounds
    - Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante)
    - New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants
    - Tyre pressure now influences temperature spread and build up
    - Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller.
    - Added daylight function on "lights" script
    - Added multiple turbo analogue instruments management
    - Added server hints on RaceControl screen
    - Added TC, ABS, Turbo keys to controller interface (both up and down)
    - now TC and ABS can be cycled back through CTRL + SHIFT
    - Added Flashing lights
    - Showroom: Added video editing camera controls
    - Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights)
    - Showroom: Added support for extra animations (extra_animations.ini). Numkey_6
    - Added blinking light system
    - Fixed Volume App not saving bumper audio
    - Added jump start
    - Added penalty for "ESC to pits" during race
    - Fixed some car/track combination resetting to pits at the start of HotLap sessions
    - Improved remote cars movements over curbs
    - AI is not making brake mistakes for cars that have ABS available
    - Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E)
    - Added graphics smoothing for rigid bodies coming from physics
    - Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini
    - Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters
    - Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps
    - Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise)
    - New camera view at start, showing car instead of track
    - New AI algorithms for race craft
    - AI drivers are now much more variable in performance during a single lap and during a session
    - "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly
    - Tyre radius is now also a function of tyre angular velocity
    - Fixed self align torque going to negative values too early
    - New Tyre Model V10 for selected cars
    - Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content
    - 3D improvements on the Nissan R34 Skyline
    - 3D improvements on the Nissan 370Z Nismo
    - 3D improvements on the Ferrari LaFerrari
    - General bugfixes in several tracks
    - New clouds textures
    - Improved PPeffects
    - Improved Weathers
    - Fixed GUI not showing on Oculus with PP off and AA on
    - Added the possibility to launch sim directly. Add section
    [AUTOSPAWN]
    ACTIVE=1
    To race.ini then start AssettoCorsa.exe
    - Added experimental Bandwidth Optimizer to acServer

    Added jump start =
    We can now set the server option to "Car Locked", "Teleport to Pit" or "Drive Through" penalty for the "Eager Beavers".

    Server will not allow mixing the new F1's with the other vehicles for group testing. Bummer not getting the FXX K until console is released. Apart from that, the new content is waay well worth it's 12buck tag.
    Last edited by Skid; 15-07-2016 at 07:13 PM. Reason: + info

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  12. #42
    Administrator Skid's Avatar
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    The Tripl3 Pack



    KUNOS Simulazioni and 505Games are proud to introduce Assetto Corsa v. 1.8: the new build of Assetto Corsa which offers all-new free content, updates and improvements. Build 1.8 includes car reflection and shadow improvements, providing a more consistent and polished graphical appearance, as well as improved performance and a much more stable framerate. Please check the full list of updates in the changelog below.

    New content: Audi S1 and the circuit of Monza featuring the Junior layout and Sopraelevata!

    The Audi S1 is the new bonus car included as free content in the latest update of Assetto Corsa. Like all Audi S models, the S1 and the S1 Sportback also come with quattro permanent all-wheel drive onboard. At its heart is a hydraulic multi-plate clutch located on the rear axle. Its specifically tuned control software boasts a decidedly dynamic setup. The electronic differential lock with the fine-tuned wheel-selective torque control is a function of the Electronic Stabilization Control (ESC).

    Let's go back to Grand Prix era!
    Finally, the Sopraelevata is available in Assetto Corsa: The legendary speed ring of Monza is available, as well as the historic Junior layout. The Sopraelevata has been reproduced using Laserscan technology. Get ready to feel the thrill of speed and danger of the 60's, in all its beauty.

    The Tripl3 Pack
    The version 1.8 of Assetto Corsa comes with the all-new Tripl3 Pack DLC, that include the Ferrari FXX K, Ferrari 488 GTB and the Praga R1: get it today at http://store.steampowered.com/app/509350


    Changelog 1.8
    - New Ferrari FXXK (Tripl3 Pack DLC)
    - New Ferrari 488 GTB (Tripl3 Pack DLC)
    - New Praga R1 (Tripl3 Pack DLC)
    - New Audi S1 (A1)
    - New Monza 66 Full Course (sopraelevata)
    - New Monza 66 Junior Course
    - Improved reflection quality
    - Improved shadow stability
    - Improved graphics performances
    - Fixed Tyre Model 10 not updating Dx and Dy value in telemetry app
    - AI improvements on slower reaction after an impact, for more realistic collisions
    - Overlay Leaderboard now shows correct positions on the grid at race start
    - Fixed Laps app showing 0 as first lap
    - Fixed Race Control UI for the low resolution screens
    - Wrong direction penalty gets also time penalty
    - Added float clutch to SPageFilePhysics
    - Fixed turbolevel digital item showing a wrong value
    - Fixed various problems/timing on ghost cars
    - Fixed typo on sound distance attenuation for Lotus Evora GTC/GX
    - Fixed sample attack for BMW M3 e30 GrA/DTM limiters
    - Replay files will not reset anymore at session start (no need to rush out of the server anymore to save a replay)
    - Fixed remote cars head movements in multiplayer and multiplayer replays
    - Fixed typo on LaFerrari active differential lock in coast and small bumpstop stiffness changes
    - General improvements on V10 tyres for rolling resistance, flex, pressures and more.
    - Improved Maserati GranTurismo MC GT4 suspension, should improve braking without ABS
    - V10 tyres for Hypercars LaFerrari, McLaren P1, Pagani Huayra
    - V10 tyres for GT2 cars BMW M3 GT2, Ferrari 458 GT2, Corvette C7R
    - V10 tyres for Racing Hypercars Ferrari 599XX, Ferrari FXXK, Pagani Zonda R
    - Fixed ERS power output when battery is close to 0 and MGU-H is set to battery
    - Removed ERS cockpit controls for MGU-H and Recover in McLaren P1
    - Improvement in performance for collision detection and physic solver
    - Fixed clouds when switching sessions
    - Returning to pit during a time penalty results in a greater time penalty
    - Fixed possible drive through cheat
    - Fixed blurred objects not working if speed was negative
    - Fixed hotlap mode: now valid laps will be correctly registered
    - Removed white flag: a new message will appear the moment the race leader starts his last lap
    - Modding: extra animations now binded to three channels NUM 4, 5 and 6 (group animations to make them play simultaneously, otherwise each clip will be played separately)
    - Modding: rotating object support for cooling fans [ROTATING_OBJECT_0] in extra_animations
    - Modding: series scripts added for digital speed bars [SPEED_SERIE_0] in digital_instruments


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  13. #43
    Administrator Skid's Avatar
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    Preview: Porsche Pack 1 - DLC

    Porsche DLC Volume One will contain the following vehicles: 911 Carrera S, 935 Moby Dick, 918 Spyder, Cayman GT4 Clubsport, 718 Cayman S, 917/30 and the 911 Carrera RSR 3.0 from 1974.

    The Porsche Panamera G2 and a 1960's version of the Silverstone Grand Prix circuit will be added to Assetto Corsa as free content in conjunction with the upcoming update to the game, expected to be release at a similar time as the Porsche Volume One DLC, due for release > 26th Nov. 2016.


    "Porsche 918 Spyder"




    Aris:
    Probably the most technologically packed car inside Assetto Corsa. The Porsche 918 spyder has it all. Active aero, brake steering, active differential at the rear, hybrid ERS system with different modes. 2 (two!) electric engines, completely independent front and rear, active antiroll bars (!), active rear wheel steering (!!), active All Wheel Drive with electric motor at the front and active torque vectoring...

    All of that stuff has to comunicate with each other and try to be as transparent to the driver as possible. Not an easy task. Does it succeed? Not sure, you'll be the final judge. But it does succeed on being an amazing driving experience, a totally different level from everything else.

    When you have 900hp, even on hypercar class sticky street tyres, traction is your main issue. While all the other hypercars struggle to find traction on anything less than slicks, the 918 simply digs into the asphalt and manages amazing exit speeds with the pedal to the metal. I wouldn't call it an easy car to push close to the limits. Very stable, amazing traction, especially with the street tyres. It might seem a bit heavy, not easy to stop or even a bit understeery on occasion. But trust it, be smooth but decisive, don't be aggressive mid corner, let it "take a set" and then push through the exit, and you'll be rewarded with some unbelievable laptimes and brand new sensation of traction and acceleration.

    More pics and info of the "PP 1 - DLC" can be found > HERE.
    Last edited by Skid; 21-10-2016 at 11:09 AM. Reason: info

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  14. #44
    AEF Member Kurbs's Avatar
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    Gimme gimme gimme😎

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  15. #45
    Administrator Skid's Avatar
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    Preview: "911 Carrera RSR 3.0" (PP1 DLC)



    "When choosing the most exciting 911 of all time, the Porsche 911 Carrera RSR would come out on top.
    Based on the 911 Carrera RS hom0logation model, the RSR was built in 1972 as a Group 4 race car, whose performance far exceeded that of its predecessors."
    Last edited by Skid; 23-10-2016 at 02:08 PM.

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  16. #46
    Administrator Skid's Avatar
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    Preview: "Cayman GT4 Clubsport" (PP1 DLC)



    Introducing the Porsche Cayman GT4 Clubsport, coming soon to Assetto Corsa! Using the lightweight mid-engine sports car Cayman GT4 as its basis, Porsche Motorsport has developed a racing version solely for the track.
    Geared for performance, just like its drivers.The Cayman GT4 Clubsport is powered by a 3.8 liter mid-mounted flat-six engine, with an output of 385 hp (283 kW) and a maximum torque of 420 Nm. It reaches a top speed of 295 km/h.

    PS: ..and a little something else to look forward to in a few months... "Mazda Raceway - Laguna Seca"!! ...(Confirmed by Marco Massarutto > HERE.)
    Last edited by Skid; 25-10-2016 at 04:17 PM. Reason: PS

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  17. #47
    Administrator ColKlink's Avatar
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    Porsche Carrera cup anyone??

  18. #48
    AEF Member Kurbs's Avatar
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    Sure

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  19. #49
    Administrator Skid's Avatar
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    Update: Assetto Corsa v1.9
    October 25, 2016 10:30 am

    Respecting what is now a very long tradition at Kunos Simulazioni, we are glad to introduce as part of our latest DLC a significant update to the overall build of Assetto Corsa.
    Reaching version 1.9, we welcome another piece of free bonus content, the brand new and recently unveiled Porsche Panamera G2 Turbo, the latest luxury saloon model manufactured by Porsche.

    As you can see it in the complete changelog below, the update continues the process of bringing general improvements to the core game in all areas, incorporating the precious feedback and suggestions of a community that is becoming larger day after day. One of the most relevant upgrades of this build involves the audio environment, taking advantage of the updating of FMod libraries: the development team has reworked FMod interaction within the game, optimizing memory and CPU usage and improving the entire sfx engine, resulting in a much better sound environment and immersion.
    If you wish to learn more about it, please visit the following URL: http://www.assettocorsa.net/forum/in...ct-v1-9.37827/

    In addition to the plethora of audio updates, other improvements extend to introducing the official Sparco licence with brand new driver suit and glove textures and a reworked texture assignment system, race ending, live Time Table leaderboard in the pits and other additions to the Lap Time board, splits and Anti-Wrecker protection in Multiplayer mode, updating all GT3 cars to tyre model 10, AI improvements and numerous other improvements across the entire game engine, including graphics as well as physics.


    Assetto Corsa 1.9 welcomes the first of the three free bonus Porsche cars that will be released within 2016, introducing the Porsche Panamera Turbo, a car that with Porsche test and development driver Lars Kern at the wheel completed a lap around the 20.832-kilometre long Nürburgring Nordschleife in only seven minutes and 39 seconds. The new Porsche Panamera reconciles two contrasting characteristics more than ever before: the performance of a genuine sports car and the comfort of a luxury saloon. It is a Gran Turismo that has been rethought and realigned. The second generation of the Panamera is advancing to become a performance icon of the luxury class.


    We are also glad to announce that the historic version of the Silverstone circuit is finally available as free bonus content for all Assetto Corsa users, a remarkable addition that will please all fans of historic content already available in Assetto Corsa. The classic Silverstone is a circuit that perfectly matches some of the new legendary Porsche cars included in the Porsche Pack Vol.1. The 1967 version of the track was used between 1952 and 1974, with the overall layout kept largely unaltered for nearly 38 years. This piece of motorsport history hosted fierce competition between racing heroes such as Graham Hill, Jack Brabham, Jim Clark, Jackie Stewart and Jackie Ickx.





    v1.9 Changelog:


    New Porsche Panamera G2 Turbo
    – Added session time/laps on the top of the screen (laps are the leader ones)
    – Now race is over when the car completes its lap and the leader has finished his last one
    – Added dynamic ARB
    – Fixed possible collision still active on race restart
    – Added ERS recharge digital display
    – Improved precision on all digital LEDs
    GT3 cars use tire model v10.
    – Fixed TC sound distortion when triggered for the first time
    – New camber grip variation formula (Thank You Nao!)
    – Simplified DirectX 11 initialization
    – Added official “Sparco” license to Assetto Corsa
    – Added Ballast system through Ballast App (single player only)
    – Added new F9 vertical layouts
    – Added new driver + crew texture system
    – Added new personal driver texture
    – Fixed virtual mirrors rendered when not necessary
    – Fixed KERS and ERS able to rev in neutral and reverse gear and overrev the engine
    – Improved FFB App UI, so label is readable by VR users
    – Added multiplayer splits
    – Added Time Table leaderboard mode: this includes realtime splits and delta
    – Added Fmod optimizations
    – Added Anti-Wrecker protection
    – Fixed AI “flapping” DRS in traffic
    – Improved autoshifter
    – Improved laptimes board by adding splits and tyre compound
    – Fixed backfire animation freezing after session change
    – Fixed leaderboard history in multiplayer
    – Added voting spam protection
    – Horizon locked view removed from Bumper camera
    – Delta App reviewed
    – Fixed possible flickering in case of engine stall
    – Added backfire animation to Zonda R
    – Python new functions and members
    – getCarTyreCompound(carid)
    – Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
    – Fmod updated to 1.08.12
    – Updated SDK for modders
    – Removed reverb snapshot in the Fmod project
    – General audio engine code cleaning and bug fixing
    – Vastly improved Fmod resource usage
    – Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
    – Fixed listener priority for cars in pits. They don’t steal the priority anymore
    – Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
    – Overall volume balance
    – 7.1 surround should now work as expected (on all platforms)
    – Fixed audio initialization pop when the session starts
    – Stereo imaging now works as expected
    – Fixed ambience sound affected by reverb zones
    – Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
    – Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
    – Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
    – Reworked surfaces audio curves
    – Reworked skids logic
    – Fixed skids positional sound
    – New exterior skids sound
    – Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
    – Reworked code management for traction control and limiter events
    – Tweaked wind and limiter sound emitter position in dashboard camera
    – Audio compressor on engine_ext event now works as expected when many cars are involved
    – Surfaces, crashes and skids are now properly audible in chase and track cameras
    – Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
    – Fixed load/coast smooth for AIs and multiplayer
    – Fixed transmission smooth and pitch for multiplayer opponents
    – Engine volume setting is now related to the player/focused car
    – When driving, some opponent events are now audible (e.g. skids, surfaces and gear shifts if available)
    – Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
    – Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc…
    – New dirt sound effects
    – New brake squeal for some “old” cars
    – Added audio fade when track camera changes
    – Added [VERSION] section in audio.ini
    – Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
    – Slightly modified gear grind sound
    – Fixed wrong listener position for track and car cameras in some situations
    – Added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
    – Added templates for Porsche Vol. 1 cars
    – Fixed excessive brake light brightness on Ford Mustang
    – Minor graphics fixes on Triple Pack cars
    – [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
    – [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]

    Last edited by Skid; 26-10-2016 at 08:30 PM. Reason: update

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  20. #50
    Administrator Skid's Avatar
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    Porsche Pack Vol. 1



    After more than 12 years away from the hardcore sim-racing world, the Porsche Brand finally arrives to Assetto Corsa and Kunos Simulazioni is working in a close and official partnership with the prestigious car manufacturer to release a series of three DLC packages that will include the most iconic, authentic, awesome cars created by Porsche during its glorious history, with the aim to provide the most accurate Porsche virtual experience ever.
    The Porsche Pack Volume 1 introduces some of the most iconic Porsche cars ever created, coupled with some of the most recent models of the Porsche 2016 line-up, with the aim to offer a perfect mix between road cars, hypercars, as well as modern and historic GT and racing models.

    THE CARS...
    Porsche 911 Carrera S - Porsche 918 Spyder - Porsche 911 Carrera RSR 3.0 - Porsche 718 Cayman S - Porsche 917/30 Spyder - Porsche 935/78 ‘Moby Dick’ - Porsche Cayman GT4 Clubsport.

    NOW AVAILABLE from STEAM >> http://store.steampowered.com/app/526060/




    PS: The "AC Porsche Pack Vol. 1" is included in the (optional) pre purchase "Season Pass" (3 volumes) if you wish to get even better value!... Not that it's not cheap enough already, but hey.. >_O




    Last edited by Skid; 26-10-2016 at 09:18 PM. Reason: PS

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  21. #51
    Administrator ColKlink's Avatar
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    just bought the season pass on Steam for this but it isn't appearing in my games listing for download.

  22. #52
    Administrator Skid's Avatar
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    The 3 volumes/packs should show up in your DLC list, as below.

    Click image for larger version. 

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  23. #53
    Administrator ColKlink's Avatar
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    ah, OK, got it

  24. #54
    Administrator Skid's Avatar
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    "Porsche Pack 2" - Car List


    • Porsche 911 GT3 RS
    • Porsche 718 Spyder RS
    • Porsche Cayman GT4
    • Porsche 718 Boxster S Manual Transmission
    • Porsche 718 Boxster S PDK
    • Porsche 919 Hybrid 2015
    • Porsche 911 GT1
    • Porsche 962c long tail
    • Porsche 962c short tail






    View pics of all the included cars > HERE


    and seeing that it's the eve before the PP2 release..........


    Switch your peepers into full screen mode, turn up the volume and watch these informative clips of the "LeMans winning Porsche 962" test drive.. and "Timo Bernhard explains the Porsche 919 Hybrid".

    ..............
    Last edited by Skid; 22-11-2016 at 09:30 PM. Reason: none

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  25. #55
    Administrator Skid's Avatar
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    Here we go....

    Now Available > "Porsche Pack 2"

    Preview & Changelog:




    v1.10 Changelog:
    - New Porsche 718 Boxster S Manual gearbox (Porsche Pack #2 DLC)
    - New Porsche 718 Boxster S PDK gearbox (Porsche Pack #2 DLC)
    - New Porsche Cayman GT4 (street version) (Porsche Pack #2 DLC)
    - New Porsche 911 GT3 RS (street 991 version) (Porsche Pack #2 DLC)
    - New Porsche 718 Spyder RS60 1960 (Porsche Pack #2 DLC)
    - New Porsche 962C Short Tail 1985 (Porsche Pack #2 DLC)
    - New Porsche 962C Long Tail 1987 (Porsche Pack #2 DLC)
    - New Porsche 911 GT1-98 1998 (Porsche Pack #2 DLC)
    - New Porsche 919 Hybrid 2015 (Porsche Pack #2 DLC)
    - New Porsche Cayenne Turbo S (free bonus car)

    - Improved Porsche 911 Carrera S electronics
    - Improved Porsche 918 Spyder electronics
    - V10 street tyres for BMW M4 and Corvette C7 Stingray for comparison reasons (v10 still beta)
    - V10 street tyres performance improvements
    - V10 tyres for McLaren F1 GTR
    - V10 tyres for Mercedes C9
    - Improved Porsche 917/30 physics with more accurate data from h0mologation papers.
    - Corrected typos on Porsche Cayman GT4 Clubsport rear suspension toe link
    - Added vertical wing ("fin") simulation in Porsche 917/30
    - VR: now cockpit camera position is always on the driver eye position (this is overridden by the onboard camera settings)
    - Fixed WBCAR_TOP_FRONT not being modified by RIM_OFFSET
    - Fixed CX_MULT only using the last value in the INI for every compound
    - Added BRAKE_DX_MOD parameter to have slip ratio vs FX curve different on the brake side
    - Fixed some too low turbo volumes
    - Improved FXX K downshift sound
    - Added electronics tab in the car setup
    - Fixed ERS energy deployment wasn't resetting in Hotlap mode
    - Body work has now some flexibility when colliding with ground
    - Improved tyre load formula
    - Fixed Lock Controls penalty when player is AFK during race start
    - Added brake pressure setup options for all cars
    - Added vertical wings ("Fins") simulation
    - Added Energy deployment limit from a single front MGU
    - Added majorly IMO tyres temperature to shared memory
    - Fixed Porsche Panamera wrong alignment setup options
    - Fixed Lamborghini Miura long pitstop refueling time
    - Fixed Lamborghini Countach S1 long pitstop refueling time
    - Fixed rear damping ratio in Car Engineer app
    - Fixed Autoshifter shifting too early in race start
    - python new functions and members
    - getTrackLength()
    - Fixed Default ABS/TC and current ABS/TC level not being synchronized
    - Tyre explosion temperature is now configurable by modders by using the optional section in tyres.ini :
    [EXPLOSION]
    TEMPERATURE=350
    - Gamepad can now use legacy code for vibrations and speed sensitivity by setting USE_LEGACY_CODE=1 in system/cfg/assetto_corsa.ini
    - Enabled camera shake and g-force movements for OculusVR

    KS Dev. Programmer | Stefano Casillo
    PS: Download and more preview screens via Steam >> http://store.steampowered.com/app/540710/



    Also, for a limited period....

    The "AEF Racing Australasian Server" is now hosting the new Porsche Pack 2 DLC in a "track cycling sprints format" for any social, low ping, public testing.











    Last edited by Skid; 23-11-2016 at 01:06 PM. Reason: none

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  26. #56
    Administrator Skid's Avatar
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    Changelog v1.10.2:


    1.10.2
    - Added acServerManager tyre models for Porsche Pack 2
    - Fixed Ford Escort missing brake power setup screen
    - Fixed Porsche 935/78 "MobyDick" missing brake power setup screen
    - Fixed Porsche 911 Carrera RSR 3.0 missing brake power setup screen
    - Fixed Porsche 962 Longtail AI using low turbo boost
    - Adjusted Porsche 718 RS60 spyder rev red needle, now showing around 7600rpm
    - Fixed Porsche 718 Cayman S very fast gearchanges on manual gearbox.
    - Fixed Porsche 718 Cayman S wrong UI tech specs weight and power to weight ratio. Physics were ok.
    - Fixed typo on Porsche Cayenne brake power, stronger brakes
    - Corrected Porsche 962C Short Tail and Long Tail tech specs information. (Physics were ok)
    - Fixed McLaren 650 GT3 front toe setup range
    - Python new functions and members
    - Added isAIControlled(CarID)
    - ERSMaxJ gives back KERS or ERS relatively to the system
    - Shared Memory
    - Added isAIControlled to Physics
    - Added ersMaxJ to Static
    - ERS/KERS currentJ is now reset when crossing the starting line during the first lap.
    - Camera shake in VR is now off by default, enable it by setting ENABLE_CAMERA_SHAKE=1 in system/cfg/assetto_corsa.ini under [VR]
    - Fixed the UI Setup Electronics - Engine Brake levels to be synched with the current physic values
    - Tweaked livery on the Porsche 919 Hybrid
    - Fixed windscreen reflection on the 911 Carrera S and 991 GT3 RS
    - Fixed Dynamic Index formula... AGAIN!
    - Fixed smoke renders in mirror even when the option is off with high quality mirrors

    1.10.1
    - Fixed Porsche Cayenne Turbo S not working
    - Fixed (AGAIN!) Dynamic Index formula
    .... AEF Server now updated.
    Last edited by Skid; 19-12-2016 at 09:34 PM. Reason: update

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  27. #57
    Administrator Skid's Avatar
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    Porsche Pack#3 - Preview of the "917K"







    And just to show a perspective of how small these cars actually are...... . . .




    You'd have to be pretty close friends to ride shotgun in one of these pint sized slot cars, I'd say.... O_o



    Some wicked (RL) Porsche 917 - Walkaround pics can be viewed > HERE


    For anyone who has ever driven one of these Porsche demons, the experience almost defies description. But Canepa tries.
    “It’s still one of the best race cars in the world,” says the racer, who has turned many a Porsche race car wheel in anger on the track, including 917s. “This is not a luxury sit-back-and-drive type car. Modern racers, the computer does this and that. These cars, you’ve got blisters when you’re through.”
    He says “every element of a racer’s experience and talent is brought to bear on this car, because they don’t drive themselves. You’re putting them sideways, rotating them through corners. But it does everything right if you know what you’re doing.”

    By way of proof, Canepa cites a recent Le Mans Prototype-class car posting a 1:19 time at Laguna Seca, a track Canepa covered in this 45-year-old racer in 1:30.
    “I had no electronics, no aides, no ABS and no slicks, and its stock engine,” says Canepa with a chuckle. “That’s all you need to know.”




    (PP3 releases 21st Dec.)
    Last edited by Skid; 20-12-2016 at 12:55 PM. Reason: info

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  28. #58
    Administrator Skid's Avatar
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    Porsche Pack #3 + v1.11 update NOW AVAILABLE


    Assetto Corsa v1.11
    brings offline custom championships, further improvements on the tyre model and physics, improved damage and repair times, VR usability improvements and many other fixes. Check the changelog for further informations.

    Porsche Pack Volume 3, the last of the Porsche DLCs to be released for Assetto Corsa on PC, is available and introduces seven different Porsche vehicles. The pack focuses on modern-day Porsche racing cars, including the latest 2016 Le Mans-winning 919 Hybrid, while also featuring two of the brand’s most iconic racing cars, the 908 Lang-Heck and 917 K.
    Volume 3 also brings players one of the most coveted modern road cars from the current Porsche line-up, the Porsche 911 R, completing a perfect blend between road cars and historic racing models.

    The Porsche 911 RSR 2017 model, which was expected to be available in this pack, will not be included, as this is a completely new model for Porsche. It will be replaced with the Porsche 911 Turbo S as this is a top requested car from the Assetto Corsa community. Players can expect to see the Porsche 911 RSR 2017 model arrive early next year as part of a free update.


    About the DLC Cars:


    Porsche 911 GT3 Cup 2017

    The rear of the world's most-produced GT racing car now houses a 4-litre, six-cylinder flat engine for even more drive. Thanks to thoroughbred motorsport technology, the compact engine with direct fuel injection delivers peak performance of 357 kW (485 hp).
    A range of innovative details also improve efficiency in addition to engine perfor-mance, ensuring even better durability of the naturally aspirated engine in racing mode and reduced maintenance costs.
    Porsche manufactures the 911 GT3 Cup on the same production line as the 911 road car in its main plant in Stuttgart-Zuffenhausen. The basic race tuning is performed at the Weissach motorsport centre, where vehicles are also thoroughly tested by a professional race driver prior to delivery to the customer. Some 3031 units of the 911 GT3 Cup have been built in the 996, 997 and 991 model lines since 1998. This makes the brand cup racing car from Stuttgart the most-produced and most-sold GT racing car in the world.
    The new 911 GT3 Cup will be used in the 2017 race season, initially exclusively in the Porsche Mobil 1 Supercup and in the Porsche Carrera Cup Deutschland, as well as in North America.


    Porsche 911 GT3 R 2016
    Based on the 911 GT3 RS production sports car, the 911 GT3 R has been designed as customer sport race car for GT3 series around the world.
    In developing the more than 368 kW (500 hp) racing nine-eleven, special attention was paid to lightweight design, better aerodynamic efficiency, reducing consumption, improved handling, further optimised safety as well as lowering service and spare parts costs.
    The lightweight body design of the 911 GT3 RS production sports car featuring intelligent aluminium-steel composite construction has proven to be the ideal basis for the race car and its cutting-edge four-litre flat-six unit is largely identical to the high-performance production engine of the road-legal model.

    Porsche 919 Hybrid 2016
    The WEC regulations lay down strict requirements relating to efficiency, safety and sustainability in motorsports. In short: vehicles that are designed for the future. These requirements have inspired Porsche's engineers to carry on what Porsche has been doing for over 60 years. Avoiding an either/or approach to isolated technologies, and instead examining every possible detail without losing sight of the overall picture.
    In the LMP1 class, the principle of dominance through maximum performance will give way to the demand for efficiency. For the first time in the race’s history, all of the works teams in the top classification must compete with hybrid racing vehicles.
    Porsche's choice of combustion engine was born out of an efficiency-optimized approach: a highly compact, turbocharged four-cylinder 2-liter engine with direct fuel injection. The combustion engine is supported by two energy recuperation systems. Years of experience in designing Sports Cars helped us to reduce the weight of individual components even further. The sports prototype is made mainly of carbon. In addition, the engine made of high-strength aluminum and the use of magnesium and various titanium alloys also helped to achieve the ideal system weight.


    Porsche 908 LH
    The 908 debut came in the Monza 1000km race on April 25 1968. In September of the same year it was driven at the 24 Hours of Le Mans: here the 908s were the fastest cars in qualifying and the early stages of the race, however, unlucky for them the repair rules were misinterpreted by Porsche team leaders, resulting in their disqualification.
    Things went better in next year's race: although Jacky Ickx won in a Ford GT40, Hans Herrmann' 908 LH finished in 2nd place, just a few seconds behind due to a brake pad issue towards the end of the race.


    Porsche 917 K
    The bad results of the 917 in the 1969 forced Porsche to review the aero design, since its main problem was handling at high speeds. Those improvements gave birth to the 917 Kurzheck: that year this car won 7 out of 10 races, smashing the record distance by 190 miles at the 24 Hours of Daytona (724 laps).

    Porsche 911 R
    The chassis of the new 911 R is based on the 911 GT3 and provides extremely sporty day-to-day driving. The tuning is extremely direct and the vehicle lies as low as the 911 GT3. All the chassis control systems have been adapted to the manual transmission.
    At low speeds, the specially adapted system on the new 911 R steers the rear wheels in the opposite direction to the front wheels. This increases agility, particularly in tight bends. During high-speed manoeuvres, the system steers the rear wheels in the same direction as that of the front wheels. This enhances stability, particularly at high driving speeds.
    The large-volume flat-six naturally aspirated engine sits right at the back of the new 911 R. Its high-performance unit delivers an impressive maximum engine speed of 8,500 rpm. With its 4-litre displacement it delivers 368 kW (500 hp), corresponding to an output of 92 kW 125 hp) per litre. The maximum torque is 460 Nm at 6,250 rpm.
    With the very short shift travel of the 6-speed GT sports manual transmission, the 911 R accelerates from 0 to 100 kmh in only 3.8 seconds – provided you're nimble with the shift lever. Top speed is reached in 6th gear: at 323 kmh.
    Power development of this kind is only possible with a high power-to-weight ratio. With the new 911 R this is a remarkable 2.7 kg/hp.


    Porsche 911 Turbo S
    Porsche has always promised performance. The 911 Turbo S keeps that promise in an exceptionally impressive way: with a 3.8-litre, twinturbo six-cylinder engine that has even larger turbochargers than the 911 Turbo. Developing 427 kW (580 hp), the maximum torque is 750 Nm. You accelerate from 0 to 100 kmh in a breathtaking 2.9 seconds. And reach 200 kmh in 9.9 seconds. Top speed: 330 kmh.
    From a technical point of view, the 911 Turbo S is just as well equipped as the 911 Turbo. In terms of performance, however, the specification is even more elaborate.
    Porsche Dynamic Chassis Control (PDCC) provides active roll stabilisation and enhances the neutral handling further. The Porsche Ceramic Composite Brake (PCCB) improves braking performance. New 20-inch 911 Turbo S wheels have a central locking device – technology derived directly from motor racing.
    The design of the 911 Turbo S is accentuated in a number of ways: on the outside, tailpipe trim in black chrome and SportDesign exterior mirrors with their V-shaped base





    v1.11.0 Changelog


    - New Porsche 919 Hybrid 2016 LeMans configuration (Porsche Pack 3)
    - New Porsche 908 Lang Heck (Long Tail) (Porsche Pack 3)
    - New Porsche 917 K (Porsche Pack 3)
    - New Porsche 911 R (991) (Porsche Pack 3)
    - New Porsche 911 GT3 Cup 2017 (Porsche Pack 3)
    - New Porsche 911 GT3 R 2016 (Porsche Pack 3)
    - New Porsche 911 Turbo S (991) (Porsche Pack 3)
    - New Porsche Macan Turbo (free bonus)

    - New Championship gameplay. Create your own championship, select cars, tracks, laps, points, rules and compete against the AI.

    - Fixed wing damage model on Nissan GTR
    - Shared Memory :
    - Fixed kersCharge and kersInput for ERS system
    - Added system/cfg/messages.ini to filter system messages out
    - Added Print function in Time Table (export in Documents\Assetto Corsa\out)
    - Fixed Setup Electronic tab issue on ABS level for cars featuring no TC
    - Reviewed damage curve + repair times
    - New formula for effective radius calculation
    - Pitstop is possible also in Practice session
    - Fixed Confirm button in Pitstop screen to work without any requested operation
    - Fixed UI resetting AI level at start
    - Corrected front wheel 3D placement for Lotus Evora S and Step 2
    - Pitstop animation disabled for VR users

    - New V10 tyres and updated physics and inertias for all GT3 cars
    - New V10 tyres and updated physics and inertias for all GT2 cars plus Glickenhaus P4/5C and Evora GX and GTC
    - Updated V10 tyres and updated physics and inertias for Hypercars (LaFerrari, 599XX, FxxK, P1, Aventador SV, Huayra, Zonda R), more experimentation
    - Updated V10 tyres and updated physics and inertias for Ford GT40

    - Corrected Porsche 917/30 inertia values
    - Corrected Porsche 917/30 ackermann and front bump steer suspension
    - Corrected aero downforce and drag values for Porsche 962 Short Tail
    - Corrected drag values for Porsche 962 Long Tail
    - Porsche 962C Long Tail now has passive wastegate pressure map that permits user controlled overboost as a % of a turbo boost map. 0-9 keys
    - F4 key sets camera on the player car
    - Added Delete function on Setup screen
    - Added electronic controller cltr_wastegate[X].ini to control wastegate levels on turbos
    - Fixed potential track cut on Nordschleife Endurance and Cup layouts
    - Fixed AI steer "snaps" when near track lateral limits





    Some added info from KS Dev: Aris Vasilakos (AC Physics Guru)

    Hello everybody.

    Assetto Corsa V1.11 brings some new updates and improvements to the core tyre simulation. On top of that, more adjustments have been made on the tyre values themselves to accommodate the core updates and take advantage of the new features and calculations. As a result, we have some big changes in the GT3, GT2 and Porsche Cup tyres.

    Tyre pressure.
    Cold
    pressure now starts from 16psi.
    Hot pressure is optimum around 26psi.
    As usual the optimum pressure will take a bit of experimentation depending on the track configuration, setup configuration and driving style. A good range would be from 24 to 28psi.

    The lower pressures offer a better control of the cars over low kerbs. Together with changes on camber sensitivity, slipratio calculation, effective radius calculations and more, result in a more involving driving experience and more realistic values and behavior.

    More tyre compounds will get updated on all the cars, as we are bringing V10 tyre model to maturity and time permits to update the rest of the cars.
    Hope you like it

    KS Dev. Vehicle physics, Ui, Web | Aristotelis Vasilakos

    GRFOCO said: Ciao Aris, just 2 words for us, can you?



    For your experiences, how the feel change with this new upgrades on tires?
    I mean... i don't know but... "the cars now seems a bit more heavy / slippery / stable/ unstable near the limit / whatever"...
    Just a little description on the most differences.





    IMHO, the cars feel more agile, move around more, bounce a bit more, need more inputs to go where you want them (subtle though) while still maintaining stability. Sometimes, at least for me, you feel some very special moments.

    For example, for very short wheelbase cars with very small inertia, it can happen that the car will go sideway on brake/turn in, and you can keep it on that angle by just countersteering while still braking. It's like a go-kart. You don't have to let go the brakes and go on the gas, you find a balance between countersteering and just modulating the braking and the car stays on that almost "wild" angle. Very go kart feeling, very cool, but you lose a lot of time.
    Other example, now you can go over low kerbs and you can feel the car getting more nervous. It's not that "snap" feeling you had before that you knew something was about to go bad in the physics. You feel somehow the tyres vibrating and the body bouncing and you know you must stay very alert but still maintain control.

    Finally, another thing I like, is how small inertia, especially mid engined cars rotate mid turn, especially when you go on gas. It's not a slide rotation, you don't really feel the tyres slide, like drifting, it's a proper low inertia rotation, completely different feel. At the same time, it keeps a good stability. When you lose it, it's more nervous than before and makes you waste more time. On some cars you need proper fast hands reaction, especially on re-aligning.
    Last but not least, some good 180°-360° spins can happen in a more natural way. We always had this feeling that something was "slowing" a spin at around 90°. We believe this is gone now, except when you have specific aerodynamic features that might provoke it, like vertical fins.

    Keep in mind, all of this is subtle, some people might not feel it, some people might think I'm hyping, some people might think the opposite... those are just my personal impressions. Most devs and beta testers seem to agree with me, but the placebo is strong amongst us


    KS Dev. Vehicle physics, Ui, Web | Aristotelis Vasilako

    yusupov said: Does anyone know the difference b/w 2016 919 & 2015? wasnt the 2016 car slower for some reason?






    Yes, the 919 2016 has restrictions in the fuel economy that make the ICE engine less powerful and more importantly, restrictions to the electric motor that can't go over 300KW (around 400bhp) on the LeMans version we are simulating.
    For the same reasons the electric energy deployment is different, they try to deploy as much as possible from low speed and cap it from above 260kmh or so... The aero package is more efficient too, with less drag for more or less the same downforce. Some extra differences in the suspension geometry make so that the car can use the front engine sooner and with more aggressive deployment.


    KS Dev. Vehicle physics, Ui, Web | Aristotelis Vasilakos






    Porsche Pack 3 available from Steam >> http://store.steampowered.com/app/540711/
    Last edited by Skid; 21-12-2016 at 03:51 PM. Reason: info

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  29. #59
    Administrator Skid's Avatar
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    The AEF Server has been updated to v1.11.. and now open for "Porsche Pack #3" testing.

    AEF Australasia - [PP#3 TrackCycle Test Sprints]
    Q=30, R=6 laps - Rotating 29 tracks - 24pits - 3 or 4 of each vehicle.

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  30. #60
    Administrator Skid's Avatar
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    UPDATE - V1.11.1 Changelog.
    1.11.1
    - Fixed Rear Right camber setup slider visualization for BMW 1M/S3, BMW M235iRacing, Porche Cayman S, Porsche Boxster S manual/PDK, Porsche Cayman GT4, Porsche Cayenne, Porsche Macan, Lotus Exos/S1
    - Fixed Porche 911 Carrera RSR 74, ratio of 5th gear on default setup
    - Fixed Porsche 908LH automatic gears hesitation on specific situations
    - Corrected Porsche 911 GT3 Cup 2017 wheels 3D placement and setup camber range, to avoid clipping with body at 0 camber.
    - Corrected Ford GT40 suspension travel limit and bump steer, to avoid suspension out of bounds and flex on severe compressions. (after all the car was made for LeMans which was flat...)
    - Corrected Porsche 911 GT3 Cup AI shift rpm range
    - Updated V10 tyres, physics and inertia for Praga R1
    - Missing corner placed RPM indicator lights added to 919 Hybrid 2016
    - Fixed Championship gameplay wrong AI level values
    - Fixed very long circuit names, covering the lap slider in Championship creation
    - Instrument backlighting added to 908LH and 917K
    - Fixed Italian Ring special event
    - Fixed Shared Memory Physics->BrakeBias

    PS: AEF Server now updated.
    Last edited by Skid; 22-12-2016 at 03:47 PM. Reason: PS

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