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pRoject22
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válasz
guftabi96 #566 üzenetére
Nekem az általam leírtakkal tökéletesen fut, mint forró kés a vajban. Te azt válaszoltad ,hogy ezeket hagyjuk akkor viszont használd darabosan továbbra is, vagy ne használd
A helyzet az ,hogy szerdán bejelentették ,hogy decemberben elkezdték a netkódot nulláról újra írni, ez sok problémát fog majd elhárítani ha sikerül nekik úgy megoldani ahogy szeretnék, az ,hogy ez mennyi csúszással jár azt nem tudni de én úgy vagyok vele ,hogy jöjjön ki később de akkor amikor kijön legyen jó.
Addig meg 2560x1080-ban minden maxon 130%-os felskálázással nekem fix 75 hz-el ( mert 75 hz-es a monitorom ) tökéletesen, akadás és szaggatás mentesen fut, elvagyok hotlappal amikor belépek, esetleg felmegyek körözgetni valami szerverre is.
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¯\_(ツ)_/¯
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pRoject22
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Azért nem lehetett róla szó mert nem tudta senki mivel szerdán jelentette be a Kunos ad1, ad2 pedig vissza olvasa a fórumot sem látom ,hogy szó lett volna róla...
De részemről téma off, ha nem tetszik nem játszol vele, fikálni meg fikáld ahogy jól esik
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¯\_(ツ)_/¯
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pRoject22
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válasz
guftabi96 #579 üzenetére
De az egy komment egy másik fórumról, ha jól tudom akkor itt ezen a fórumon erről a topikról beszélünk, én is erről beszéltem, plusz nem a "multiplayer részt" írják újra hanem magát a netkódot.
De itt van a konkrét bejelentés olvasd el, más fórumokat meg amiket nem biztos ,hogy itt egyáltalán néznek felesleges ide linkelgetni
Having a look at the 0.5 release patch notes, you will find that most changes are either new content or physics related. Regarding gameplay elements – including Multiplayer features – we decided to opt for a different path, which may need some explanation for non-developers.
While developing software, especially games, you constantly invent patterns and concepts. When we built the ACC gameplay during 2018, we aimed for a certain way to write the game logic, including everything from session handling, race timing, laptimes, penalties and so on. Our solution had some amazing feats and ways of working, but we also had to learn that one of the disadvantages was making the development of Multiplayer features not as efficient as we had wished for. You may have noticed that although we met our roadmap targets on time in terms of content and features, several things involving Multiplayer were late. This is not really unusual or surprising; moving a whole development team to a new engine and framework required us to learn about the new situation as the project evolved (but we didn't know where this would happen, obviously).
In December we faced the choice to either keep proceeding like that, adding as little changes as necessary to achieve a stable 1.0 Multiplayer, and then never to touch it again.
The alternative route is a rewrite of (a lot of) the code to switch to concepts that support our current needs and the things we learned. The disadvantage is obvious; we'd have to spend a lot of work to change ACC without – seemingly – adding gamplay related features and fixes for a certain amount of time, however, the gain is a much more stable environment, where we can keep adding features and also speed up future development.I can tell it's unusual to go for a rewrite, but it expresses our approach and our plans to go on, even beyond ACC 1.0. Technically speaking, a few developers forked off the codebase and worked day and night to do the re-coding, with the goal of bringing those improvements to the main code as soon as possible. The new features on the list therefore are there, but not in this build, and we most probably will also bring them one after another even looking beyond the 1.0 release, since the development will continue to bring our audience the 2019 Season update, and more.
Being myself also responsible for ACC Multiplayer development, I needed to slow down the work on the Rating System, but likely this re-work on some of the code that we use as a foundation will help the Rating System, too, to proceed even smoother.
As a bottom line: enjoy the new content, both the car and track (in my opinion) are fabulous, and see how ACC keeps developing in the future.
I'm writing this between Multiplayer tests (on the new code), we are on a very good way – but sadly we will not see this outside the test systems for the time being.[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
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vertikális szinkronizáció megoldja a szaggatást és a darabos képet és akkor lehet ,hogy fix 60 al megy szebb grafikával is, a manuális fps korlát viszont nagyon belagoltatja a képkockasebességet, szóval azt kapcsold ki és a vsync ugyis lekorlátozza 60-ra a monitorodhoz feltéve ha 60 hz-es a monitorod
¯\_(ツ)_/¯
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pRoject22
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Hamarosan jön a 0.6-os update, monza és a Nissan GTR két verziója, rengeteg bugfix, optimalizáció és új netkód társaságában.
Majdnem mindent átírtak ill újraírtak
With the 6th update, we will introduce many interesting additions (besides the iconic Monza Circuit and both Nissan GT-R Nismo GT3s), but it will also be the first public version based on the significant changes and refactoring we decided to go for back in December.
You will for sure notice small enhancements such as improved camera features, up to possible game changers like the radar widget, performance gains and massively improved overall stability. On top of working on several gameplay-related concepts, we also evaluated much of the experience we had already collected during the first 5 releases in the Early Access programme. For instance, in multiplayer we reworked (if not changed completely the concepts of) the netcode, session handling, entry lists, timing, leaderboards and configuration (server admins: massive changes, see here).
First of all, it means that none of the reports and bugs for earlier versions are valid anymore, and we need to look if we find new things. But this also means that we applied the same changes to the corresponding singleplayer modes, so most of our efforts actually were aimed at the complete gameplay instead of being restricted to multiplayer.#1 Multiplayer
As already noted, the multiplayer changed a lot from a technical point of view, while the end-user experience should be pretty much the same. You will find the same server selection, join a server and go out and drive. Aside from a few menu changes, if we did the job well, you won't find too much of a difference from the 0.5 multiplayer version, except in:- improved performance (mostly CPU side)
- improved stability
- reduced ping peaks
- no unexpected situations due to invisible server settingsThe last point is quite important: unlike the previous versions, we sharply restricted what server admins can configure - the goal is to avoid a situation where for example a StabilityControl user could join a server, notice the grip is low (but the admin only disallowed SC use). We will open up options when the time comes, but the interesting ones (and their consequences) will be understandable in the server list, even before you join a server.
At this point I need to make a note: it is very possible, that some of our official servers will introduce a few different settings, so it's entirely possible that there will be surprises for you - however the servers will be named accordingly.
Server admins additionally will notice that the bandwidth required to run a server is reduced by ~30-40%, depending on the amount of drivers online. Full servers will be close to those 40%. Will be happy to hear how your benchmarks confirm those estimates.
The main goal of our past efforts are to build the foundation of a rock solid multiplayer system, and now is the time to identify things we could not see in our internal tests - but I'm highly confident that you will find yourself in exciting racing action with 0.6
(and I can't wait to join).#2 Ratings
As being said, the focus on 0.6 was clearly put on the gameplay aspects, but we will still see a bit of movement on the side of the ratings:- Track Competence (TR) now has a slightly improved feedback UI, where you see the total sections/corners to make for the next progress level
- Consistency (CN) was sharpened a bit (and is the rating with the biggest impact due to the refactoring)
- CarControl (CC) took the biggest hit; it is a lot easier and a lot harder at the same time now - depending on your personal level. Inexperienced drivers will have a hard time to reach the 50 CC value to unlock PC, but will receive the feedback they should need to improve their driving
- Pace (PC) is not changed yet, but will be during the next days: So far we had a linear dependency between leaderboard ranks and PC rating; however this resulted in getting 98 or 99 rating for most experienced drivers. After this change, you will find the 50 PC mark untouched, but the higher values are more in line with CN and CC; 98 or 99 will *really* mean something
- Total (TO) is not changed, but for sure needs a recalibration once we finalize the other ratings
- General: also within the next days, you will find the new maximum value will be 99 (opposed to 100)
- General: the 0.6 client has an array of preparations included that allows us to do a sequence of planned changes during the next weeks, so be aware of improvements for RC and the TO rating.Right now I'm very happy about especially CC - but as usual we will need to look at real world data and reports before we can close this book. Grateful for any feedback and reports.
#3 Ratings reset
We knew this day would come: With 0.6, everybody will start out from 0. This allows us to precisely see how everyone is progressing through the lower ratings (and also allowed some fundamental changes on the server side).Note: It's entirely possible that we reset again, but it's also possible that this was the last reset.
#4 Broadcasting disabled
For the moment, we had to disable the broadcasting UDP interface we introduced with 0.5. We will try to do our best to bring it back as soon as possible, but right now the priority is to make the overall game as good and stable as we want it to be.
Question for the modders here: Sadly, the interface was made based on the concepts we rewrote with 0.6, so the easiest (and most future-proof) way to go would involve changes in the protocol, which would require changes in the code you've written since 0.5. How do you feel about this?That's it from my side for today - I hope you enjoy the eagerly awaited 0.6 version.
See you on the track![ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
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0.6-os update tölthető
¯\_(ツ)_/¯
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pRoject22
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Nekem tökéletesen fut ( megfelelő beállítások ) semmi lag és semmi akadás, nagyon érződik rajta a cpu optimalizáció amiről beszéltek, fizika is jobb lett plusz a kontaktok alatt már nem forog ki élből az autó.
¯\_(ツ)_/¯
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pRoject22
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válasz
Mosqu!to #651 üzenetére
Matchmaking rendszer lesz, egyelőre basic multiplayer státuszban van a program, 1.0-nál lesz komplett matchmaking rendszer mint iR-ben és mindenki a saját képességeihez mérten kerül majd be egy adott futamba.
Ezért van az ,hogy már dolgozik a rating system ,hogy amikor eljön az idő addigra már nagyjából le legyen az is tesztelve illetve az a pár ezer ember aki már most heti szinten nyomja belegyenek normálisan osztva egymással.
¯\_(ツ)_/¯
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pRoject22
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A következő már az 1.0 lesz, Q1 sajnos szerintem sem reális de azért hátha, mivel most a netkóddal elkészültek és ahogy látom elég jól működik maguk a kontentek meg kész vannak ( pályák, kocsik ) csak az össze pakolással kell még dolgozni.
Szóval ha nem is ebben a hónapban akkor legkésőbb május elején vagy április végén valszeg kijön, remélem
¯\_(ツ)_/¯
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pRoject22
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A 2019-es szezonban azt hiszem lesz egy plusz pálya mégpedig Zandvroort és lesz több új kocsi is, Huracan EVO, új McLaren, új Audi, új Aston Martin és ha jól tudom akkor lesz új Porsche is.
GT4, hogy lesz-e az jó kérdés, a Blancpain Gt sorozathoz az is hozzá tartozik szóval van remény
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pRoject22
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Nekem kimondottan tökéletesen fut, 3-4 óra multi alatt egyszer sem fagy ki.
Bios frissítésed volt? biosban a proci és memória beállítások jók? Alaplapi driverek és hálózati driverek frissek? VGA driver?
Windows updatelve? KB4482887-as win10 updatet uninstalláld
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¯\_(ツ)_/¯
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pRoject22
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Fut egy szerver ami csak magyaroknak van, vagyis azoknak akik tudnak magyarul és eltudják olvasni a belépési jelszót a névben.
10 perc időmérő és 10 perc verseny van beállítva száraz körülmények között és nappal.
Itt össze jöhetünk srácok körözgetni mert a szerver menni fog, ha igény van rá akkor lehet pályát is cserélni stb.
Ha itt figyelnük egymásra akkor elkerülhető a nyitott szervereken való roncsderbizés
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¯\_(ツ)_/¯
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pRoject22
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¯\_(ツ)_/¯
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pRoject22
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Srácok ezt a kis bemutatót inkább jelzésképpen osztottam meg ,hogy ha esport rendezvény lesz tartva hamarosan ( áprilisban ) akkor az ütemtervben nem lehet nagy csúszás most megint jött egy patch 6.0.4 és mégjobb lett az egész, ez már lassan használható állapotban van és ezek szerint hamarosan jön az 1.0 verzió
¯\_(ツ)_/¯
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pRoject22
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Háát a Q1-nek ma vége van szóval a Q1-es megjelenésnek RIP, viszont némi infót szorhatna a fejlesztó csapat
¯\_(ツ)_/¯
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pRoject22
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Itt van a 7-es bulid, már tölthető
Changelog v0.7.0
Gameplay:
- Opened SRO E-Sports Series - Round 1 special event.
NOTE: This special event is controlled remotely and may be invisible for a short time after the release.
- Reintroducing Endurance game modes.
- Added Custom Race Weekend mode that allows you to completely customize a race weekend, including number of races, mandatory pit stops and time multiplier.
NOTE: Some features, such as the Superpole session will become available in the full release of the game.
- Introducing penalties for various on-track transgressions: pitlane speeding, cutting, failure to serve mandatory pitstop within the pit window.
Penalties include warnings, drive-through, stop&go and disqualification. Cutting is penalized depending on time gained. Cuts with large gains result in DQ straight away. Speeding in the pitlane may remove your fastest lap in non-race sessions, and serious speeding results in DQ straight away. Added penalty for reversing.
- Introducing pit stops with refuel, tyre change, damage repair and serving penalties.
- Introducing dynamic weather, custom weather and track status presets: the Weather page in the menu now allows you to select existing presets and enable dynamic weather for each single one of them. The preset defines the starting conditions, and also have a significant effect on what you can expect. Weather variability can range from 1 to 100%.
The Custom weather preset allows you to set each aspect of the conditions, including cloud cover, the intensity of rain and levels of track wetness and standing water.
NOTE: Selecting the Clear weather preset and high variability doesn't mean that you can expect drastic changes over a short period. Cloudy weather on the other hand, has a much bigger probability of producing precipitation, but variability can also render conditions to improve significantly.
NOTE: The weather is designed to be dynamic over realistic periods of time. However, as it uses game-time, the player can accelerate weather transitions by using the time multiplier.
- Various improvements in cut detection and corresponding penalties.
- Fixed engine start assist sometimes failing to restart the car.
- Added input to change secondary (Racelogic device) pages. Cycles between current laptime, delta, stint time and speed). Default key is ALT+D.
- Added input to toggle wiper on and off. Uses last selected wiper speed. Default key is ALT+W.
- Replay pause: now updated on random access.
- Replay pause: now possible to use the free camera controls with the same speed as 1x speed.
- Improved management of automatic highlights priority and avoiding flood.
- Option file for replay in [Documents/Assetto Corsa Competizione]/Config/replay.json
- Added possibility to reduce saved replay time in options/general.
- Fixed wheel speed with different replay playing times.
- Fixed replay focused camera for disconnected cars during random access.
- Next car/previous shortcut is now based on relative car positions.
- Improved logic for white/yellow/blue flag and optimizations for marshalls.
- Fixed fireworks/tracklight/endmode for replay.
- Permanent spotter message groups.
- Added short wait time at the start of the formation to allow enough time for manual starting procedure.Ratings:
- Fixed Safety Rating (SA) decaying in both race and solo conditions.
- Improved Racecraft Rating (RC) development directly after unlocking.
- Improved Consistency Rating (CN), should now be more sensitive to inconsistencies.
- Improved Consistency Rating (CC) to be less volatile.
- Improved ingame rating widget to highlight rating value gains.
- Rating widget will now allow to unlock the highest rating Competition (CP) and remain in collapsed state then.
- Added data charts and insights for SA and RC rating Driver Profile Rating Page.
- Fixed driver category assignment in Total Rating page, added Beginner and Rookie categories.
- Due to the significant changes in RC and SA, both ratings will be reset. Progress in TR, CN and CC will remain.Visuals:
- Fixed a bug in VR that caused the racing HUD to flicker and hit performance by constantly re-rendering the overlay.
- Introducing visual and mechanical damage:
Mechanical damage affects bodywork, suspension, aero and tyres.
Visual damage affects bodywork, windows, can deform body parts and also affects the functionality of headlights.
- Added dynamic windshield dirt effects that are cleaned off during pit stops.
- Added blurred brake disc visuals.
- Fix for Dash and DashPro cameras having wrong offset/rotation when using custom settings.
- Fix for wrong camera pitch after F1 cycle with lock to horizon enabled.UI/HUD:
- First release of the new multi-page and multi-functional widget, replacing the old Standings widget.
It contains a real-time track position page, standings, pit stop strategy and car electronics. Navigation is possible with all navigation inputs, including keyboard arrows, D-Pad and mouse.
It enables the player to control all car-related inputs (TC, ABS, wiper, lights, rain light etc.) on the fly, without having to map each key to the steering wheel/button box.
NOTE: the MFD uses navigation inputs, which means input overlap may need some bindings to be remapped.
NOTE: the MFD navigation in VR is not yet functional, thank you for your patience.
- Introducing weather forecast and grip status widget: a simple widget on the HUD that alerts the player of changing weather forecast in 10 and 30-minute projections. It is also visible on the race and setup screens.
NOTE: It shows weather forecast in real-world time, which means in accelerated sessions the forecast will be translated to a time that is easier to understand for the player.
- Fixed timing issues on car dash displays.
- Additional server information on Multiplayer lobby page, including session status and dynamic weather indicator.
- HUD pages can now by cycled backwards using Shift+F2.
- Added realtime track position widget.
NOTE: it is now the default page inside the MFD in multi-car sessions.
- Weather and Track status summary now visible on the weather tile in the Single Player page.
- Added helper information for various single player pages and the new weather page.
- Added tyre pressure readout on tyre app to help users who do not use cockpit cameras monitor tyre pressure.Physics:
- Optimizations in multithreaded CPU calculations.
- Brake duct simulation. Influences brake disc heat and braking efficiency, but also rim and air temperature inside the tyre and thus pressure and general tyre temperature.
- Brake duct settings in setup aero screen for all cars. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for simracer's gratification. Setting 6 is completely open and can keep the brakes very cold.
The peak temperature is of course important but keep in mind that a low setting not only heats up more, but doesn't cool down the brake in the straights, so the heat accumulates and keeps dissipating heat to the tyres.
Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don't judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition.
- Suspension damage for all cars (WIP).
- Basic aero damage for all cars (WIP).
- Optimizations to tyre flex at very low speeds, to diminish or even eliminate an FFB vibration around 50kmh.
- Added tyre pressure and potential puncture influenced by riding kerbs aggressively.
If you ride stepped kerbs with low tyre pressure (cold tyre) the tyre flex might provoke pressure loss. How much pressure loss is not easy to predict, but the lower the pressure the more pressure loss will happen. Hitting the kerbs and sliding laterally over them with low pressures can result to a tyre deflation losing all pressure instantly in less than a lap. Avoid kerbs with very cold tyres at all costs. When the tyre has adequate pressure, the risk of loss of pressure is almost null so you can attack kerbs again. Be careful when racing on slick tyres when it starts raining. The tyres will lose temperature very fast and so you must avoid kerbs until you enter for your pitstop. Any pressure over 26psi is relatively safe. The whole system is complex, brand new and we are still working on it. Thank you for your patience.
- Improved collision model, which significantly benefits car-to-ground collisions. Also brings significant improvements to car behaviour when attacking any kind of kerbs.
- Start ECU assist now has more discreet intervention because of the launch control implementation. To start, just floor it in 1st gear with clutch on and revs will be limited to 5000rpm. The less start assist should aid when trying to spin around on grass after a track exit.
- Tweaked TC logic for all cars. Permits more slippage in straight line and more angle. Can result in more oversteery cars in lower TC settings so take care when track is slippery.
- Fixed bug that could cause an event to start with tyres in ambient temperature if user clicked directly on drive.
- Wet tyre adjustments.
- Slick tyres optimum pressure range now 1-2 psi higher.Audio:
- Exterior engine volumes are now higher.
- Interior engine volumes are now higher.
- Fixed wind sound in tunnel/underpass sometimes not played properly.
- Fixed pit alarm sirens sometimes not played properly.
- Tuned exterior volume for engine reverb and reflection.
- Tuned volume attenuation curve for opponents when the player is in cockpit/chase cameras.
- New radio messages and alerts, including penalties, damage, tyre pressure warning.
- Fixed possible crash changing device for xaudio2.
- Fixed inconsistencies in ambient zone audio.
- Updated fmod to version 1.10.10.Multiplayer:
- Fixed issue where the HUD would vanish after a session transition.
- Enabled server rating requirements, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
- Added dirt and visual damage to Multiplayer.
- Improved server lobby stability.
- Enabled dynamic weather in multiplayer server configuration, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
- Improved race-weekend track condition simulation in Multiplayer when dynamic weather is used.
- Safety (SA) and Racecraft (RC) ratings will change with a drastically reduced rate on password protected servers.
- Added server admin commands: /kick and /ban.¯\_(ツ)_/¯
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pRoject22
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Changelog 0.7.1
- Fixed a bug in some tracks where pitwall proximity would invalidate the lap.
- Removed penalty audio message at the end of the race.
- Fixed incorrect #26 Special Event description.
- Fix for MFD losing focus after a pitstop.
- Fix for potential setup initialization issues when changing game modes.
- Fix for Real-Time display showing lapped entries in non-race sessions.
- Missed changelog entry from initial release: default keyboard mappings have been changed to free up the arrow keys for MFD navigation.
Custom mapping for various controllers will be implemented at a later time. Thank you for your patience.
- Fixed auxiliary light mesh not fitting the Nissan GT-R Nismo GT3.
- Fix for lack of expected rain probability with high variability percentages when setting high cloud density and dry track surface.
- Repair time added to teleport during race.
- Fixed wrong damage message after teleporting to pit.
- Enabled 10 laps telemetry saving by default on Huracan GT3 monza preset setups.
NOTE regarding old setups: setups created in older builds will have extreme brake duct settings and may cause braking issues and overheating. Please adjust accordingly.
https://www.assettocorsa.net/forum/i...-damage.55903/
NOTE regarding control presets: old control presets created in previous versions may cause issues. It is recommended to delete your old controls.json in Documents/Assetto Corsa Competizione/Config/ and start from scratch.¯\_(ツ)_/¯
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pRoject22
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válasz
Mosqu!to #705 üzenetére
Thx
Én sosem rakom max erősségűre az ffb-t. 70%-on van, igy nem rángatja agyon, egy minmális max fél-1 cm es mozgása van de az teljesen elhanyagolható, pl egy osw-hez már nem lenne elég de a CSW 2.5-höz, elég nekem.
Obuttón agyaltam, de úgy döntöttem , hogy nem jobb annyival mint amennyivel drágább
¯\_(ツ)_/¯
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pRoject22
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Changelog 0.7.2
- Fixed qualifying rule bug in Custom Race Weekend when the number of race sessions set were fewer than the number of qualifying sessions.
- Fix for cut warnings used in non-race sessions.
- Improved AI behavior under braking in traffic.
- Added AI reaction time at race start.
- Cars lapping the focused car now indicated red on the real-time display.
- More consistent real-time display.
- Fixed controls lock issue after a race restart.
- Enabled refueling in Multiplayer pitstops.
- Fixed potential freeze/crash in Multiplayer.
- In Multiplayer, players who are late to press "Drive" before the formation lap will be sent to pitlane with controls locked.
- Fixed mandatory pit calculation for AI if Driver Stint pitstop mode is selected.
- More reliable blue flag triggers.
- On race-end, the real-time display now shows the official finish position.
- Fixed track getting dry too quickly when rain goes down in small increments.
- Disabled "Remove fastest lap" penalty from practice and qualifying.
- Fixed MFD taking mouse focus away from the Pause menu.
- Possible fix for missing Force Feedback in VR mode.
- Fix to a bug that switched the F3 camera set when switching cars (both in replay and in game using shift+arrows).
- Improved manual and automatic clutch issues and functionality.
- Fixed VR navigation in the Multiplayer lobby page.
- Navigation is now possible in the MFD in VR mode.
- Fixed a bug in dynamic weather that removed the starting rain from the Light Rain preset with dynamic mode enabled.
- Fixed replay searching for a car that is already disconnected in Multiplayer.
- Added priority to player-related penalty messages in race communication.¯\_(ツ)_/¯
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pRoject22
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Akit érdekelnek zárt gyakorló szerverek magyarokkal illetve teszt futamok szintén magyarokkal az látogasson el ide és nézzen szét
http://forum.gtr-masters.hu/showthread.php?6845-ACC-Masters-hotlap&fbclid=IwAR0jLjQiuhbgMhGGc8uNPxMyKi4p8DXxhlAuqSS9z0oVCmeh50kffNUnciU
¯\_(ツ)_/¯
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pRoject22
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Élő közvetités
https://www.twitch.tv/racedepartment?no-mobile-redirect=true
¯\_(ツ)_/¯
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pRoject22
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Sziasztok!
Ma este 20-00-tól teszt futam, magyar szervezéssel, magyarok ellen zárt szerveren, 8-10 ember biztos lesz, gyertek ti is nyugodtan.
http://forum.gtr-masters.hu/showthread.php?6875-ACC-teszt-Hungaroring-04-18
¯\_(ツ)_/¯
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pRoject22
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pRoject22
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¯\_(ツ)_/¯
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pRoject22
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Hello all!
Akinek van kedve magyarokkal zárt szerveren 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.
Szerveren pálya stb megbeszélés kérdése
¯\_(ツ)_/¯
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pRoject22
őstag
Jövő hét szerdán kijön 1.0-ban, késő délután/este leszünk egy páran, csinálunk privát szervert és körözgetünk, próbálgatjuk, van TS3 szerverünk is ott is fent leszünk, akinek van kedve csatlakozhat majd hozzánk
Addig is vegyél fel steam-en nyugodtan
üdv
https://steamcommunity.com/profiles/76561198015524442/
¯\_(ツ)_/¯
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pRoject22
őstag
¯\_(ツ)_/¯
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pRoject22
őstag
Holnap 1.0
[ Szerkesztve ]
¯\_(ツ)_/¯
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pRoject22
őstag
Van magyar szerver, igy keressetek rá :
Magyar szerver jelszo magyar
Spa van beállitva
¯\_(ツ)_/¯
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