Új hozzászólás Aktív témák
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pRoject22
őstag
Ryzen 2700x , 1080Ti-al 3840x1080 -as felbontásban ( Samsung CHG90 ) minden EPIC-en Vsync: on és Freesync: on alatt esőben 20 kocsival is stabil fix 60 fps-el megy, meg sem akad semmmi probléma nincs vele.
Nagyon aggódni nem kell, hamarosan jön hozzá 1-2 hotfix és teljesen jó lesz, bár hozzá teszem nekem 1.0-ban a megjelenés óta talán 1x ha kifagyott de akkor is replay közben tálcáztam le.
Szóval szerintem egyáltalán nem vészes a helyzet
( szvsz )
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
Én eddig csak multiztam, de egyébként a fagyást az MFD panel okozza, ki kell kapcsolni, erről a hivatalos fórumon az egyik fejlesztő tett egy bejegyzést, hogy az MFD panel ( ami bal alol mutatja a többi embert hány secre van tőled ) okozza a fagyásokat, tudnak róla készül a hotfix de addig azt kérték kapcsojuk ki
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
Felesleges őket hasonlitgatni, amikor az AC megjelent akkor azt még ennyire sem használták mint az ACC-t.
A másik dolog meg ,hogy az SRO-nak ha megnézed a weboldalát akkor láthatod, hogy mennyi féle sorozatot futtatnak, amcsi TCR től az ázsiai GT bajnokságig mindent, azt nyilatkozták ,hogy még nem tudják pontosan mivel bővitsék de fogák, mindenképp fejlesztve lesz, 3 napja jelent meg, ne kiabáljunk már katasztrófát...
Jahh és még egy dolog, amikor az AC kijött az akkori gépeken az is nehezen futott el, most azota mindenki 3x fejlesztett gépet és most az AC jól fut az ACC meg van akinél nem, majd 2-3 év mulva ez is másként lesz, ez next gen szimulátor next gen grafikával, kell hozzá next gen vas is...
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
Az F1 az egy árkád játék, nem szimulátor, felesleges ehhez hasonlitani, a hardcore szimeknek igen kicsi a játékosbázisa, iR-ben is 800-3-4 ezer ember van online.
Rengeteg liga fog ráállni az acc-re, engem nem feltétlen érdekel ,hogy napközben nem használja 5000 ember.
¯\_(ツ)_/¯
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pRoject22
őstag
Akinek van kedve magyarokkal körözgetni,dumálni az jöjjön fel a következő TS szerverre: 79.172.212.177 szerver jelszó nincs, felül van az ACC szoba oda pedig ACC a pw.
Van ACC szerver is, Silverstone megy és a szerver név az : Magyarok ide
¯\_(ツ)_/¯
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pRoject22
őstag
Tegnap mentünk pár jó futamot, volt magyar szerver kb 6-7 magyarral meg pár külföldivel, ha gondolod legközelebb jöhetsz te is, meg ha érdekel akkor átküldöm a facebook linkem és betudlak húzni egy jó kis magyar ligába, 2 hét múlva szombaton lesz az első acc fun race
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
v1.0.1 Changelog
GENERAL:
- Tweaked pit location message for accuracy.
- Fixed wrong dynamic weather appearance during replays.
- Enabled reverse button for the replay HUD.
- Fixed a crash with a specific TV camera at Silverstone.
- Fixed controller issues in Q2 and R2 sessions of Career events.
- Fixed crash on Championship grid generation when circuit had too few pit boxes.
- Fixed wrong audio message when the current penalty is worsen.
- Added cut warning and drive through penalty audio messages.
- Fixed points not loading right away in Main Career page.
- BAT shortcuts added for Oculus and SteamVR launch modes for external game start.
- Fixed wrong physical pit entry zone at Silverstone that lead to confusing penalties.MULTIPLAYER:
- Fixed crash when drivers join under certain circumstances.
- Fixed spectator mode slot assignment.
- Fixed Silverstone short formation lap not triggering correctly.RATINGS:
- Fixed "too slow" (TR+CC) for tricky corners like Eau Rouge.GRAPHICS:
- Fixed endurance light emissive on the Lexus RC F GT3.
- Fixed missing auxiliary lights on the Honda NSX GT3.
- Fixed flipped mirror reflection in the Mclaren 650S GT3
- Fixed car position offsets in the showroom.UI:
- Fixed preset for Fanatec Podium DD wheels.
- Fixed various presets with wrong steer rotation values.
- Fixed incorrect maximum opponent count in championship.
- Removed incorrect texts mentioning early access from the user interface.
- Fixed navigation in Setup page.
- Fixed navigation in Main menu page.AI
- Increased AI minimum distance during formation laps.AUDIO:
- Fixed bass frequencies/LFE not redirected/working properly for some cars.
- Fixed gearbox compressor sound plays on some cars that don't have it.
- Minor audio tweaks.¯\_(ツ)_/¯
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pRoject22
őstag
Ha a monitorod tudja a free vagy g syncet akkor azt kapcsold be, illetve fontos ,hogy a vertikális szinkronizáció is be legyen kapcsolva, jött ki nvidiához egy acc update a legfrissebb driver tartalmazza.
Nálam vsync on és 60 fps korlát mellett freesync 2 vel minden epic-en és egyszer meg nem akad, szereintem még a fix 70-et is birná, ahogy néztem nem mindegy ,hogy van bekonfigolva illetve sokat számit a legfrissebb bios, driver és win10.
De abból kiindulva ,hogy nálam gyengébb VGA-val megy tökéletesen lehet ,hogy nálad van valami elszaródva
¯\_(ツ)_/¯
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pRoject22
őstag
Jahh még egy dolog, ezt amit jelöltem az nvidia panelben ha nálad be van kapcsolva akkor tedd off ra
¯\_(ツ)_/¯
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pRoject22
őstag
Szerintem nem feltétlen a magas fps szám a legjobb, inkább legyen 10-el kevesebb de ne ingadozzon, ha 20 kocsival a rajtnál tartja a 70-80-at akor vsync: on mellett egy fps limitet adjál meg neki, sokkal jobb és stabilabb lesz, egyenletesen fog a kép menni, nem lesz apro akadás.
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
1.0.2 béta tölthető!
1.0.2 Preview (eventual public hotfix changelist subject to changes)
GENERAL:
- The .exe now starts in "-nohmd" mode if "-vr" is not specified.
This now allows direct shortcuts with "-vr" command and reduces the number of required launch modes in Steam.
- Fixed a crash when pausing the game from the helicam.GAMEPLAY:
- Added savegame system in Career and Championship modes.
- Savegame feature is not available in Hotlap and Hotstint mode
- Improved general .json encoding system.
- Added structure to manage multiple savegames (Single Player).
NOTE: not yet enabled in the public build.
- Added auto-saving after complete sessions in Career and Championship.
- Fixed driver stint status in savegame.
- Fixed incorrectly forced 10-minute driver stint length in championship and career.
- Fixed inaccurate session results in some savegames.
- Fixed Fanatec LEDs building in reverse order (due to a change in the Fanatec SDK).
- Updated controller presets.
- Fixes to MP replays (e.g. flickering spawned cars when the replay was shorter than the session).
- Fixes to game stability.
- Tweaks to accident/yellow-flag highlights.
- Fixed a bug of 'ghost cars' appearing in some cases in multiplayer highlights.
- Added option to customize weather for championship rounds.
NOTE: selecting "Custom" weather allows the player to customize the weather for every championship round before each event.
- Fixed end-race cameras and car positions (e.g. back from replay after end-race highlights).
- Fixed HUD disappearing after trying to play an invalid replay.
- Revised AI skill levels in Career in various difficulty settings.
- More straightforward session-end:
Added status message at the end of sessions informing the player to wait for all opponents to cross the finish line before proceeding to the next session.
- Fixed ignition turning off when killing the engine during pit stops.UI:
- Added mouse input in VR.
- Fixed an issue with navigating the MFD in VR.
- Fixed tyre sets section being incorrectly active when wet compound was selected in the tyre and strategy windows in the Setup screen.
- Fixed incorrect title in the Championship car selection menu.AUDIO:
- Audio communications optimization.GRAPHICS:
- Added another AA method.
Temporal is now more effective against jaggies, while KTAA is more effective against ghosting.
- Revised steering animations on various cars to delay hands switching over too early.
- Fixed rim speed different from tyre speed.
- Fixed slow motion rim/tyre speed in replays.MULTIPLAYER & RATINGS:
- Reduced the join lag when a new car model joins a session.
- Drivers cannot join ongoing race sessions anymore (server settings option "isRaceLocked").
- Fixed race track status not being properly reset after the race session.
- Changed the way backend systems store data, so data is still correctly saved even under high loads.
- Racecraft Rating calculations are temporarily suspended.
- Rating widget now will correctly detect reconnections. While disconnected, it will simply dissapear.
- Backend systems performance improvements.
- Advanced MP options: Fixed the slider weights for night and rain.
- Advanced MP options: Increased the significance of "clean": Users with higher SA won't see unrestricted servers anymore, unless "clean" is reduced below 50%.
- Advanced MP options: Increased the significance of "latency": Users with higher SA won't see unrestricted servers anymore, unless "clean" is reduced below 50%.
- Advanced MP options: Increased the significance of track weights, especially low values will massively rank down corresponding servers.
- Matching now (almost) ignores servers in race sessions, instead of ranking them down.
- Fixed CP servers not showing up for a number of user IP addresses.PHYSICS & FFB:
- Force Feedback Post-Processing is now available like in the original Assetto Corsa.
Copy your "ff_post_process.ini" and associated LUTs to "Documents/Assetto Corsa Competizione/Config".¯\_(ツ)_/¯
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pRoject22
őstag
válasz
Richie0116 #939 üzenetére
Még csak majd most fogom tesztelni de az egyik Kunos fejlesztő ezt irta:
"Gain ízlés és hardver szerint, Dynamic Damper 100, többi 0, ez az általunk ajánlott beállítás."
Szóval az FFb-t e szerint ajánlott használni
¯\_(ツ)_/¯
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pRoject22
őstag
Szombat este teszt futam, pálya Brands Hatch időpont 19.30!
Aki szeretne jönni az a következő Facebook csoportban tud jelentkezni
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
1.0.3 beta Preview:
GENERAL:
- Audio optimizations to lower the memory footprint.
- Fixes to overall game stability and added logging.GAMEPLAY:
- Fixed a rare bug that failed to turn on the ignition in AI cars.
- Fixed driver swap missing in Race 2 of career race weekends.
- Fixed autosave not storing tyre set wear data.
- Fixed random weather not randomizing ambient temperature.
- Fixed potential issue not auto saving replaysGRAPHICS:
- Fixed disabled driver foot animations in the Mercedes-AMG GT3.UI/HUD:
- Revamped controller options menu, allowing keyboard, direct-input and X-input customization.
NOTE: old controller presets will continue to work.
- Fixed widget position when the car crosses the finish line.
- Camera movement and look-with-wheel sliders activate/deactivate in relevant camera modes.
- Fixed a bug on the weather page that allowed rain level without cloud level after entering the page.
- Fixed confusing behaviour of random track button on the weather UI.
- Fixed weather summary incorrectly reporting dynamic weather disabled with random weather on.
- Fixed podium sequence not responding to mapped pause key.
- Fixed championship AI aggression being incorrectly limited to 80-100%.
- Default championship settings updated.
- Resume button added inside the main Championship and Career pages.
- Revised layout organization of race-end messages.
- Fixed wind speed not being absolute value.VR:
- Mouse in VR: added wheel and scroll bar support.
- Fix to the HUD stereo layer clipping with the car geometry.RATING & MULTIPLAYER:
- The "too slow for Eau Rouge" fix introduced in 1.0.1 is now more accurate.
- Fixed an issue where cars can load without setup (=no ABS/TC) applied / HUD invisible.
- Entrylists can now use "isAdmin" as intended.
- Entrylists can now use "overrideDriverInfo" as intended.
- Added ServerAdminHandbook v1 to the server folder.¯\_(ツ)_/¯
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pRoject22
őstag
Appdata és dokumentumokból összesen 2 acc mappát kell törölni, majd uninstall a játék és nulláról kell feltelepiteni, vsync mindenképp legyen bekpacsolva plusz akinek mvidia kártyája van az az nvidia panelben a DSR-t kapcsolja ki.
Nekem minden maxon és epic-en fagyás nélkül megy online sok letálcázással is, szóval megfelelően bekonfigolva semmi baja
¯\_(ツ)_/¯
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pRoject22
őstag
Public Beta 1.0.7.:
GENERAL:
- CPU optimization on the game thread resulting in less CPU usage with AI.
- Added all cars' locations to shared memory.
- Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
- Added initial TrackIR plugin implementation.
NOTE: a specific profile is required to be set up, please follow our forums for more information.GAMEPLAY:
- Mid-session saving is re-enabled.
- Added ability to save multiple games and load then individually.
NOTE: Championship and Career can still only have a single saved instance.
- Now save games correctly handle car damage.
NOTE: it will only work with new saved games.
- Fixed a bug where restarting the engine was not possible in certain cameras.
- Fixed a bug with championship status when starting a new championship with another season in progress.
- Fixed wrong blue flag when only one car remains on the track.
- Reworked driver stint logic in Endurance game modes.
- Added driving time limit per driver in Endurance game modes.
- Added driver stint requirements per different Endurance modes as per real-life regualtions.
- Improved AI strategy in stint-based game modes.AUDIO:
- Disabled possibility to trigger the Helicam audio during intro sequence.
- Stop&Go penalty engineer audio message.CONTROLLERS:
- Mouse steering overhaul.
- Steering linearity added to controller settings.
- Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
- Fixed clutch limit bug when using maximum deadzone.UI/HUD:
- Added Save Game window in the main menu to load saved games.
- Fixed chat window auto pop-in bug when receiving messages.
- Electronics and pitstop MFD page made more compact.
- HUD and car dash delta relinked to same source.
- Adjusted button alignment in the Replay menu.
- Fixed a bug where saving a setup with "/" in the file name would create a new folder.
- Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
- Car previews now reliably load high-res textures in preview screens.
- Small car previews now reliably load on the Special Event pages.
- Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
- Removed redundant "Driver" button on Player page.
- Updated UI background images and logos.
- Championship end-page logic review.
- Restyling of the championship and career pages.
- Added option to scale race HUD widgets.
NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
- Added "Continue" button for championship weather page.
- Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
- Replay HUD now allows camera cycling during free camera.
- Disabled ideal line during replay.
- More reliable 'stop the engine' message during pitstops.
- Improved lapped information for realtime leaderboard when the cars are on the same lap.
- Improved filter for gap information in the realtime leaderboard.
- Added driver stint and remaining driving time information in the pit strategy page of the MFD.
- MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
NOTE: maximum driving time is the key information to follow in endurance races.
- Added pit limiter popup display when entering the pit entry zone.
- Added helicam and onboard cameras to the broadcasting app.GRAPHICS:
- LOD adjustments on various models.
- Wheel rim material adjustments for various cars.
- Update to Black Falcon team liveries.
- Potential fix for the random open-close car door animations during gameplay.
- Fix for brake lights of hidden cars visible when limited opponents visibility is used.PHYSICS:
- New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
- Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
- Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
- Tweaks to tyre model rolling resistance model. (Fixed and speed sensitive RR variations).
- New Traction Control operation. TC now simulates a two step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
- New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allow him to use the power at will.- Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
- Car collider tweaks for various models.
- Fixed tyre core temps not properly saved and loaded.
- Fixed incorrect tyre wear when restarting race after loading a saved game.
- Tweaks to weather temperatures and sun phase.
- Tweaks to water dissipation rates.
- Fixed a setup bug with wet/dry setups on session changes.
- Fixed bugs related to setup naming.
- Fixed a bug with speed limiter status in neutral gear.MULTIPLAYER & RATINGS:
- Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
- Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
- "Speed up to 50kph" message will not trigger when starting in the pitlane.
- Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
- Entering an empty server as spectator will now properly start with the pitlane camera.
- Slightly increased the ping limit for CP servers.
- Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
- Added server health diagonistics, usable in the UI for further client updates and as admin command.
- Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers.
- Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
- Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
- Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
- Reduced the rate of weather changes for high randomness settings.
- Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
- Added "dumpEntryList" flag, usable on non-public servers.
It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
- Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
- Fixed total race time having an offset in result jsons.
- Fixed playerIds not filled in the json results when defined by entry list.
- Fixed car category not being configurable in every scenario (using the entry list).
- Collisions during the race wait time won't affect the SA rating.
- Removed randomization from "wrong tyre" warnings.¯\_(ツ)_/¯
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pRoject22
őstag
1.0.7. Out Now!
GENERAL:
- CPU optimization on the game thread resulting in less CPU usage with AI.
- Added all cars' locations to shared memory.
- Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
- Added initial TrackIR plugin implementation.
NOTE: a specific profile is required to be set up, please follow our forums for more information:
https://www.assettocorsa.net/forum/index.php?threads/trackir-how-to.59489/#post-1079785
- Texture memory optimization.GAMEPLAY:
- Mid-session saving is re-enabled.
NOTE: 1.0.7 adds a new version of saved games and will make any saved games from earlier releases obsolete.
The feature will require saving in the most recent game version to function currently.
- Added ability to save multiple games and load then individually.
NOTE: Championship and Career can still only have a single saved instance.
- Now save games correctly handle car damage.
- Fixed bug with brake ducts and brake temperatures in saved games.
- Fixed a bug with loading incorrect brake bias and other setup values in saved games.
NOTE: it will only work with new saved games.
- Fixed a bug where restarting the engine was not possible in certain cameras.
- Fixed a bug with championship status when starting a new championship with another season in progress.
- Fixed wrong blue flag when only one car remains on the track.
- Reworked driver stint logic in Endurance game modes.
- Added driving time limit per driver in Endurance game modes.
- Added driver stint requirements per different Endurance modes as per real-life regulations.
- Improved AI strategy in stint-based game modes.
- Fixed rare bug with engine failure when saving a game on gear change.
- Fixed 24H total driver stint time.AUDIO:
- Disabled possibility to trigger the Helicam audio during intro sequence.
- Stop&Go penalty engineer audio message.CONTROLLERS:
- Mouse steering overhaul.
- Steering linearity added to controller settings.
- Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
- Fixed clutch limit bug when using maximum deadzone.UI/HUD:
- Added Save Game window in the main menu to load saved games.
- Fixed chat window auto pop-in bug when receiving messages.
- Electronics and pitstop MFD page made more compact.
- HUD and car dash delta relinked to same source.
- Adjusted button alignment in the Replay menu.
- Fixed a bug where saving a setup with "/" in the file name would create a new folder.
- Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
- Car previews now reliably load high-res textures in preview screens.
- Small car previews now reliably load on the Special Event pages.
- Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
- Removed redundant "Driver" button on Player page.
- Updated UI background images and logos.
- Championship end-page logic review.
- Restyling of the championship and career pages.
- Added option to scale race HUD widgets.
NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
- Added "Continue" button for championship weather page.
- Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
- Replay HUD now allows camera cycling during free camera.
- Disabled ideal line during replay.
- More reliable 'stop the engine' message during pitstops.
- Improved lapped information for realtime leaderboard when the cars are on the same lap.
- Improved filter for gap information in the realtime leaderboard.
- Added driver stint and remaining driving time information in the pit strategy page of the MFD.
- MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
NOTE: maximum driving time is the key information to follow in endurance races.
- Added pit limiter popup display when entering the pit entry zone.
- Added helicam and onboard cameras to the broadcasting app.
- Added option to toggle Server Stats widget in HUD settings.
- Minor restyle of the Special Events pages.
- Fixed excessive memory footprint of loading screen images in certain scenarios.
- Minor restyle of the Tyre widget.
- Weather Forecast widget visibility tied to Tyre widget.GRAPHICS:
- LOD adjustments on various models.
- Wheel rim material adjustments for various cars.
- Update to Black Falcon team liveries.
- Potential fix for the random open-close car door animations during gameplay.
- Fix for brake lights of hidden cars visible when limited opponents visibility is used.
- Fixed missing front indicators on the Porsche 991 GT3 R.
- Fixed indicator bug on the Lamborghini Huracán ST.
- Minor model updates on the Audi R8 LMS.
- Fixed Porsche Cup not interacting with collidable objects.
- Fixed bug with driver visibility in the Porsche Cup.
- Some optimization on scene polycount by adding missing automatic LOD stages of wheel rims on certain cars.
- Fixed wrong visual representation of wet surfaces introduced in 1.0.6.PHYSICS:
- New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
- Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
- Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
- Tweaks to tyre model rolling resistance model. (Fixed and speed-sensitive RR variations).
- New Traction Control operation. TC now simulates a two-step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
- New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allowing him to use the power at will.
NOTE: please follow our forums to find more information about the tyre model update:
https://www.assettocorsa.net/forum/...oducing-the-5-point-tyre-model-for-acc.59307/
- Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
- Car collider tweaks for various models.
- Tweaks for all circuits asphalt abrasivity and tyre wear influence.
- Tyre wear tweaks
- Fixed tyre core temps not properly saved and loaded.
- Fixed incorrect tyre wear when restarting race after loading a saved game.
- Tweaks to weather temperatures and sun phase.
- Tweaks to water dissipation rates.
- Variability is adjusted so medium values give more medium weather change rates.
- Fixed a setup bug with wet/dry setups on session changes.
- Fixed bugs related to setup naming.
- Fixed a bug with speed limiter status in neutral gear.MULTIPLAYER & RATINGS:
- Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
- Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
- "Speed up to 50kph" message will not trigger when starting in the pitlane.
- Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
- Improved race weekend simulation to deliver more gradual grip differences for friday, saturday and sunday.
- Entering an empty server as spectator will now properly start with the pitlane camera.
- Slightly increased the ping limit for CP servers.
- Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
- Added server health diagnostics, usable in the UI for further client updates and as admin command.
- Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers. Can be enabled via HUD options.
- Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
- Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
- Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
- Adjusted the weather randomness to be closer to the Singleplayer "Variation". Value range now can be used in a better way, where 1 - 5 should result in plausible weather.
- Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
- Added "dumpEntryList" flag, usable on non-public servers.
It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
- Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
- Fixed total race time having an offset in result jsons.
- Fixed playerIds not filled in the json results when defined by entry list.
- Fixed car category not being configurable in every scenario (using the entry list).
- Collisions during the race wait time won't affect the SA rating.
- Removed randomization from wrong tyre warnings.
- Server performance and timing improved (massively).
- Server logfile is now readable while the server is running.
- Updated server admin handbook version 3.¯\_(ツ)_/¯
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pRoject22
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pRoject22
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pRoject22
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válasz
19ati93 #1068 üzenetére
Volt egy interjú az egyik fejlesztővel, volt szó arrol is ,hogy lesz új ac de az még kérdés, hogy UE4 vagy valami más motorra váltanak, bár amennyi baj van az UE4-el nem lennék meglepődve ,hogy ha váltanának szóval vagy új ac bejelentés vagy 2019-es szezon megjelenési dátum szvsz
¯\_(ツ)_/¯
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pRoject22
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Na ez már jóféle hir
Introducing The Intercontinental GT Pack, coming soon to Assetto Corsa Competizione!
A few years ago, SRO Motorsports Group introduced the Intercontinental GT Challenge, the first ever global GT3 Series, aimed to represent the highest achievement in long-distance GT racing. Its calendar includes some of the most iconic tracks in the world.
The Intercontinental GT Pack, to be fully dedicated to the Intercontinental GT Challenge, will feature new tracks such as Suzuka, Mount Panorama, Laguna Seca and Kyalami, with the South African circuit reproduced for the first time ever in a racing simulation using laserscan technology, just like all other tracks in the pack, in order to guarantee the ultimate accuracy.
More news about release date, features and media content will be available later this year. KUNOS also confirms that the team is working hard to release the 2019 GT Championship update, featuring 6 new cars and Zandvoort circuit, as a free update to the base game within Fall 2019.
The release date and pricing of the Intercontinental GT Pack DLC will be announced later on.¯\_(ツ)_/¯
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pRoject22
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Nekem 76-ról 62-re esett vissza és alig használtam az ACC-t
¯\_(ツ)_/¯
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pRoject22
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Kár, hogy VR-ban használhatatlanul ocsmány..
¯\_(ツ)_/¯
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pRoject22
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https://youtu.be/KfYK8zG1A0g
¯\_(ツ)_/¯
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pRoject22
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De neked CV1-van az megint más mint a ReverB ami nekem van, most megnéztem és minden lowon, még a tükör is kikapcsolva van csak meg a fix 90 fps 20 fős szerveren, ha egyedül megyek akkor pár dolgot fel tudok kapcsolni de az alap probléma akkor is megvan, hogy vagy élsimitás nélkül megyek full pixelesen vagy ha bekapcsolom az élsimitást akkor meg olyan homályos mintha fikás lenne a szemüvegem
Szóval ez VR-ban számomra továbbra is kuka. iRacing és sima AC ReverB-vel még high grafikán is tartja a fix 90 fps-t full szerveren és arról nem is beszélve ,hogy már már HD monitor minősgében.
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
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19ati93 #1125 üzenetére
Szerintem monitoron a grafika teljsen jó, volt egy chg90-es 32:9-es samsung monitorom mint amivel a SRO esportban mennek, azon full max epic grafon megvolt a fix 60 fps full szerveren akadás mentesen, én nem mondom ,hogy nem szép, a hangok is nagyon jók, a fizika sem rossz, egész egyszerűen VR-ban az UE4 motor alapvető hiányosságai maitt a fejlesztők nem tudják megoldani, hogy szép legyen. Remélem több szim fejlesztő nem esik abba a hibába, hogy UE4-el csináljon szimet, totálisan alkalmatlan az a motor erre és erre jó példa lesz a GTR3 is ami már éveket csúszott és lehet ,hogy sosem jelenik meg, valszeg ott is hasonló bajok vanak amik szinte megoldhatatlanok ( sajnos )
¯\_(ツ)_/¯
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pRoject22
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guftabi96 #1127 üzenetére
Az a poén, hogy iRacing-ben high grafikai beállitások mellett full szerveren is megvan a fix 90 fps és arról nem beszélve ,hogy olyan éles a kép mint ACC HD monitoron. itt egy HP ReverB lencse felvétel:
https://youtu.be/cpUt-fkVswc
Azon kell elgondolkozni a jövőben kunoséknál ,hogy kidobják-e a kukába az UE4 motort mert eddig ezzel ők is meg mi is csak szopunk keményen, amikor I9 9900K és 2080 Ti melett sincs meg a fix 90 fps akkor ott már vannak bajok.
¯\_(ツ)_/¯
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