Assetto Corsa Competizione

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Re: Assetto Corsa Competizione

Post by Duke »

Marco Massarutto has teased a first image of a soaking wet Paul Ricard circuit in Assetto Corsa Competizione - demonstrating a frighteningly lifelike looking image.
Coming very soon as part of the Steam Early Access release program for Assetto Corsa Competizione, Kunos Simulazioni own Marco Massarutto couldn't help but spread some of the excitement by pushing out an early preview of the track under wet conditions - an image that really does showcase what is an incredible graphics engine in play with this already very impressive feeling racing simulation.
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Re: Assetto Corsa Competizione

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Blimey.
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Re: Assetto Corsa Competizione

Post by w00dsy »

It won't look like that on my PC.
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Re: Assetto Corsa Competizione

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Re: Assetto Corsa Competizione

Post by DarrenM »

New version seems a little improved. Lots of complaints of crashes though, and the MP servers got taken down after getting hammered.

UI is still garbage for VR. Can't even remap controls etc without a mouse. I found some settings on the forum that make it look ok though. They've also added a proper vr pixel density setting which works better than supersampling. Supersampling has to be at 100 in order to change the vr pixel density setting.

They have to be pasted into
C:\Users\YourUserName\AppData\Local\AC2\Saved\Config\WindowsNoEditor/engine.ini
[ConsoleVariables]
vr.oculus.pixeldensity.adaptive=1
r.Streaming.FullyLoadUsedTextures=1
r.SimpleForwardShading=1
r.volumetricfog=0
r.fog=0
r.TemporalAACurrentFrameWeight=0.1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1.5
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=2
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=1
r.SSR.Quality=0
r.DepthOfFieldQuality=0
r.SceneColorFormat=2
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=4
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.RefractionQuality=2
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
r.OcclusionQueryLocation=1
r.GBufferFormat=0

[/Script/Engine.RendererSettings]
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=False
r.EarlyZPass=1
r.EarlyZPassMovable=True
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Re: Assetto Corsa Competizione

Post by norbs »

Yup, back to a crash fest for me. Fucking hell, they talk a big talk, but their track record is fucked for hitting targets.
Sarc ; my second favourite type of gasm.
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Re: Assetto Corsa Competizione

Post by Duke »

Now, Kunos Simulazioni deployed a new hotfix for the Assetto Corsa Competizione early access version, featuring a number of important fixes for the Multiplayer system, but also implements a few UI enhancements, and improvements for the Singleplayer mode.

Important note for server admins: The accServer.exe is updated, old servers won’t show up in the server selection anymore. Please update the binaries.

ACC v0.3.1 Changelog
Enabled Chat Widget in Multiplayer Mode
Fixed laptimes not showing up in Special Event leaderboards
Fixed label switch in singleplayer mode
Fixed label name during Replay after a restart
Fixed Starting camera if when it has saved custom offset
Fixed Spotter saying “go go go” message twice after pitstop
ACCServer improvements and diagnostics
Added message for possible Multiplayer downtimes
Temporarily disabled pitstop during Replay
Temporary fix for BMW M6 GT3 fuel consumption. The setup fuel estimate remains broken, fix on next release
Tyre scrub/vibration FFB fine tuning
Fixed missing D-Pad navigation for “Brake ducts” and “Caster” options in Setup Page
Fixed help text not changing when hovering options in MatchMaking Advanced options page
Fixed MatchMaking Advanced options “Preferred drivers count” decrementing by 2 when confirmed
Improved positional sound for exteriors
Reworked distance attenuation, distance filter and reverb dynamic for exterior sounds (still WIP)
Improved remote car movement for speeds below ~30 km/h
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Re: Assetto Corsa Competizione

Post by Duke »

The hard-working development team at Kunos Simulazioni deployed hotfix V0.3.4 for the Assetto Corsa Competizione early access version featuring a number of important fixes and tweaks.

ACC v 0.3.4 Changelog
Optimized net-code to prevent certain spikes, causing high pings for all clients
Fixed Chat Widget timestamp overflow and timezone
Lowered Chat position
Fixed nameplate visibility
Fixed possible memory leak for long replay recording
Increased FOV and slightly increased maximum distance of the mirrors
Improved AI line at start straight to avoid incidents with cars exiting pitlane
Paul Ricard asphalt grip fine tuningFixed BMW M6 automatic clutch not holding idle at 2nd or higher gear
Improved (more permissive) Paul Ricard track limits at T2, T5 and outside of T11

Important note for server admins: Please update the binaries.
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Re: Assetto Corsa Competizione

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Kunos Simulazioni deployed hotfix V0.3.5 for the Assetto Corsa Competizione early access version. This hotfix addresses a new batch of issues reported by the ACC community and the official Beta tester.

ACC V0.3.5 Changelog
Fixed setting the wrong Audio driver in some cases
Removed start sequence for the first player in the server
Fixed auto pit limiter spam when gear was not allowed
Fixed wrong fuel amount during AI pitstops
Fixed lack of correct driver head motion in Bentley Continental GT3
Changed local account data handling, improved delays caused by backend updates/restarts
Using Steam check to prevent unusable online profiles
Fixed issues causing Track Medals earned and laps posted to the Event Leaderboards not being saved
Fixed missing endurance kit joining a server
Fixed skidmarks when the car is drifting
Fixed wrong tyre wear influence to rolling resistance
Reworked timetable logic
Added combined lap times to the timetable
Fixed wrong car update during pitstop after replay
Fixed wrong car camera target after disconnection or coming back from replay
Fixed highlights not recording after a session restart
Fixed cars not removed when Multiplayer server connection is lost
Fixed possible server issue on Linux emulators
Optimized account data storage/synchronization
Added Night + Rain preferences in Multiplayer server selection
Activated Night, Rain, Latency and Target Driver Count rankings in M server selection
Added search box to MP server selection
Increased amount MP servers displayed
Reduced MP server bandwidth usage
Removed leaderboard/server list response delay
Standing widget: visual hint about disconnect state
Multiplayer chat keeps messages after opening the pause menu
Improved backend server efficiency on session/menu changes
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Re: Assetto Corsa Competizione

Post by Duke »

Next week (December 12), Kunos Simulazioni will release part 4 of the Assetto Corsa Competizione early access version.
The new update will add the Ferrari 488 GT3 to the ACC car list and will include the Hungaroring circuit. On the features front, the update will introduce the spectator mode, and the rating system will be expanded with a Driver Category, and Overall Rating. To get us all excited, Kunos Simulazioni posted a few stunning teaser screenshots of both the Hungaroring circuit and the Ferrari 488 GT3.
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Re: Assetto Corsa Competizione

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With anticipation and excitement building up for release four on Wednesday 12th December 2018, Kunos have dropped new teaser images of the feature piece of new content coming to the sim - the wonderful Ferrari 488 GT3...
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni has deployed the fourth part of the Assetto Corsa Competizione racing simulator Early Access version bringing the title to Version 0.4.0.
Content-wise, this new update introduces the highly anticipated Ferrari 488 GT3 and adds the Laser scanned Hungaroring circuit to the ACC track list.
The Early Access Release 4 build also brings us a set of new gameplay features such as the new Custom, Sprint and Endurance race modes in both Single player and Multiplayer mode.
The custom racing weekend includes a standard racing scenario for those willing to compete using classic settings: free practice, qualification, race.
The Endurance and Sprint modes realistically recreate the Blancpain GT Series ruling, defining the qualification and racing slots for each driver involved in the race.
Furthermore, build 0.4.0 introduces the first version of the Broadcasting Mode SDK which is a new application in the installation folder of the game will allow Steam users to share in streaming and comment the multiplayer races of Assetto Corsa Competizione. Thanks to this new Open Source app, users gain access to a real control room (with camera-swap commands, interactive cams and additional options for editors and commentators) .
The next version is scheduled to be released on January 16, 2019.

V0.4.0 Changelog
New Ferrari 488 GT3
New Hungaroring circuit
Preview: Race weekends in Multiplayer
Added version 1 of the Broadcasting SDK (including test/example application)
Fixed look around in chase camera
Added Lock to Horizon option for Cockpit cameras (Alt+H to toggle, Shift+H and Ctrl+H to increment/decrement partial effect)
Added Confirm popup for NextSession, Restart, Pits and Quit button in the in-game menu
Mirror options are now split in two: “Quality” and “View distance”
Added Fuel indicator in car HUD
Added Laps information for Hotstint online leaderboards on “Special events” page
Corrected brake heat influence on core tyre temps
Adjustments in cars inertia
Adjustments in tyre model and tyre flex, should result in better kerb behavior
Added TC2 (TC initial cut) feature of F488. Physics, Controls, Setup
Fixed Tyres in my opinion (Inside Mid Outside) HUD visualization
Fixed Ferrari 488 AI stopping without fuel in long races
Fixed wrong car systems during replay
Added lap tag in the replay HUD
Fixed cumulative automatic highlights endtime
Instant replay support for Broadcast app
Fixed focused car when entering or leaving replay
Fixed wrong time session starts after a restart/next session
Fixed potential exterior camera issues for multiplayer
Fixed potential wrong near plane during the starting sequence
Fixed proximity indicator according to the focused car
Added new skins for featured cars
Car dash luminosity readjusted for new exposure values
New Total (TO) rating representing strength and completeness (visible in the Rating Profile)
New driver category (visible in the Rating Profile)
CarControl Rating adjustments: alien performance now will still have overdrive, but less significant
CarControl Rating adjustments: very good driving performance will show values of CC 95+
TR/CN/CC: Fixed false-positive detection of “way too hard” for bends and kinks
Hotstint now shows laps in the menu leaderboard
Hotstint gaps now correctly display lap gaps/time gap within the same lap
Added backend connection state gaps/time relevant menu pages
Added HUD page for broadcasting
Added HUD page with the current timetables
Holding TAB will temporarily show the timetables HUD page
Prevent Ambient sound to play during in-game menu
Improved camera fading when switching cameras
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Re: Assetto Corsa Competizione

Post by Duke »

Better late than never posting new news...
Kunos Simulazioni has deployed the fifth update of the Assetto Corsa Competizione racing simulator Early Access version.

This latest update adds new content to the official videogame of the Blancpain GT Series championship in the form of a laser-scanned version of the Belgian Circuit Zolder and the Emil Frey Jaguar G3. Furthermore, version 5 also introduces new special events with online leaderboards.
As far as the actual game code is concerned, the last month the ACC development team has been focusing on the overall stability and consistency of the game.

v0.5.0 Changelog
New Emil Frey Jaguar G3 car.
New laser-scanned Circuit Zolder racetrack.
New special events with online leaderboards.
Fixed disappearing main menu UI in VR.
Texture memory optimizations.
Fixed a chase cam rotation bug.
Fixed a TV camera bug.
Car light improvements in TV camera views.
New inertia calculation method and new more accurate inertia value (advice for setups, use a softer fast damper to let the body move and settle, instead of having the car and wheels jumping)
New motion ratio calculation for dampers resulting in more accurate values dedicated to each car.
New ABS feature. ABS now never let’s higher than 70% difference between left and right brake pressure. Improves behavior on extreme torque vectoring, like braking and going through a water puddle with one side of the car, but can result in inner wheel locking if driver insists braking hard while turning into a turn. Might need more rear brake bias on certain cars.
Improved ABS logic, resulting in better turn-in under braking, on certain cars (most notably modern cars such as the Huracán, F488, BMW M6).
Improved TC off on gear-change functionality. TC is instantly switched off and on again when a gear change occurs, in order to protect the engine and drivetrain from heavy vibrations,
especially on situations where kerbs and the engine limiter are involved (part of real cars’ TC logic too, occasionally they will even not allow the gearchange). Now the TC off timing is car-dedicated and optimized. Some cars might handle a gear change better than others.
Improved tyre thermal model, especially wet tyres.
Improved tyre grip when tyres are overheated, such as after a spin.
More tyre wear when tyres are overheated, no free meal.
Corrected bumpstop position and functionality of the Ferrari 488 GT3.
New ECU maps for all cars. ECU maps now influence power, fuel consumption and throttle maps. Usually, the lower number is the more powerful and has the most power consumption. After the initial 3-4 values, it switches to wet ECU maps with similar power and fuel consumption but different throttle maps. Please check the official forum for all the released cars’ ECU map characteristics.
New launch control for all cars. Now with manual clutch, just engage 1st gear, put the clutch and accelerator to the floor and the engine will stabilize around 5000rpm. Release the clutch gradually while keeping the accelerator fully open to avoid stalling.
Audio engine optimizations
Fixed potential wrong volumes switching cameras
Fixed time multiplier for the end race replay
Fixed wrong track map cars position during replay
Intro sequence updated

The ACC development team has added the first (rather small) hotfix patch for the current version of the racing simulator, adding some minor tweaks for the Jaguar G3.
Since the release of the latest update, some users have complained about a problem with the Multiplayer list feature, so we expect more hotfixes to be released soon.

v0.5.1 Changelog
Improved intake sound EQ (onboard view) for the Emil Frey Jaguar G3
Minor LOD tweaks on the EF Jaguar G3
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni have confirmed a sizeable rewrite of ACC is underway.

The full Kunos statement:
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.
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni deployed the second hotfix following the fifth update of the Assetto Corsa Competizione Early Access version.
Patch v0.5.2 is mainly fixing some minor issues with the newly added Circuit Zolder and Emil Frey Jaguar G3 content.

v0.5.2 Changelog
Jaguar collider fixed with soft collisions
Minor updates to Zolder
Fixed incorrect sound played in UI when Zolder is selected
Fixed look left/right with chase camera when Lock to Horizon is enabled
Fixed camera pitch change when Lock to Horizon is enabled
Enabled look left/right with dash and bonnet cameras
Fixed look back input using a controller binding
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Re: Assetto Corsa Competizione

Post by Dr. Pain »

Well I bit the bullet and purchased. I like the look of the Jag. Yet to try but I'll give it a run in VR tonight :driver:
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Re: Assetto Corsa Competizione

Post by Dr. Pain »

So I gave this a go and it worked on my i5 4670K ok, better than what I thought in 2D. It was only shit driving ruining it. But VR was something else. The driving improved but the game performance died. Granted there's still go a way to go. I drove the Ferrari 488 and the Jag and both felt good to drive. I got into it fast and enjoyed it. The cars look good in VR. They were giving me a better feel of what it might be like to park your arse in one. Far better than AC and PCars2. But the engine/car noise got me especially the 488. That felt raspy and raw with the back fires and over run.

It reeks of cross platform and they have a shit load of work to do to improve performance. I feel they are going to have to improve performance by 60% so everyone can access this. Even then it's not going to set the world in fire sales wise. It should be good to play but limited to GT-3 with hurt it. Still I look forward to giving it a good flogging.
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Re: Assetto Corsa Competizione

Post by Duke »

Dear Early Access users of Assetto Corsa Competizione,

As you might know if you follow our activities on the official support forum, after releasing the first set of multiplayer features we decided to re-write some of the gameplay logic elements related to session handling, race timing and penalties, which manage both single and multiplayer game modes. The decision came in order to make improvements to the overall game structure, and ensure that multiplayer features are as efficient as possible to suit our goals, since they are a highly important component of Assetto Corsa Competizione.

Refactoring is never an easy task, but the good news is that the surgery has been successful. The code is recovering well, but we need a bit of time to properly test all aspects of the title to make sure all functionalities and updates that will arrive in the 0.6 release work as we – and you – expect them to.

Therefore, we now plan to release v 0.6 next week.

The new build will include the Monza circuit and both model years of the Nissan GT-R Nismo GT3 cars, 2015 and 2018, which – for the time being – will replace the 2018-spec Honda NSX GT3, previously expected to be released in February, and now scheduled to be included in the 1.0 version of Assetto Corsa Competizione. The reason for this change is that we simply require more time to finalise the NSX package to provide you the best possible virtual counterpart of this amazing racing car.

To most early adopters, these slight changes should not come as a big surprise, since they are part of an early access programme: nevertheless, we would like to thank you for your patience and the amazing support we have received from you, which is the key reason why we continue to work hard to deliver a simulation game that can meet your expectations. As soon as we have more info to share and a confirmed launch date, we will let you know

Sincerely,
The Kunos Simulazioni Team​
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Re: Assetto Corsa Competizione

Post by Duke »

Marco Massarutto has shown a first preview of the upcoming Nissan Nismo GT-R GT3 at Monza that is set to form part of the new ACC Release 6 content update.
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Re: Assetto Corsa Competizione

Post by Duke »

Dear ACC users,

We would like to share some updates on the current situation of the next version of ACC: Early Access 6th release. Our development team is still working hard to close the current stage of the refactoring operation we announced after our previous release. Since there are also new features coming together with the content update that includes the two Nissan GT-R Nismo GT3 cars and Monza Circuit, such as camera updates, telemetry features, netcode improvements, CPU optimisations etc., we prefer to take the right amount of time to deliver a stable package. Our plan currently is to release when we feel comfortable showcasing the current stage of development to the general public.

Our progress to version 1.0 and beyond will be explained during the following weeks, and we have some interesting and unexpected news coming pretty soon, but since this is the last scheduled update of the Early Access Programme, we would like to offer a solid update while waiting for what is to come.

We would like to use this opportunity to say our thanks regarding your feedback on our official forums and your patience to prefer to wait for a solid update rather than a fast one.
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Re: Assetto Corsa Competizione

Post by Duke »

Kunos Simulazioni has posted a few sneak peek in-game screenshots of the new content in release 6. Have a look at the ACC Nissan GT-R Nismo GT3 at the Autodromo Nazionale Monza.

Release 6 of the ACC Early Acces title will ad the Italian Monza circuit to the ACC track portfolio. However, the update will not include the originally planned 2018 spec Honda NSX GT3. The Honda NSX will be replaced with the 2015 and 2018 Nissan GT-R Nismo GT3 models. The Honda NSX package requires more time to be finalized and is now scheduled to be included in the release version of Assetto Corsa Competizione.

Furthermore, Kunos also revealed that with release 6, MoTec i2 native format export will be compatible with Assetto Corsa Competizione. ACC V0.6 will be the last update of the Early Access roadmap before releasing the V1.0 full game.
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Re: Assetto Corsa Competizione

Post by Duke »

Assetto Corsa Competizione 'release 6' is here!
Welcoming Monza, two wonderful Nissan GT-R GT3 cars and a massive change log...

IMPORTANT: Before you go ahead and update, camera, game, graphical and menu settings will be lost as a result of the update.
So you might want to screenshot / write down the important ones in advance in case this could cause you any headaches.

Release 6 Update Notes:
Added Nissan GT-R Nismo GT3 2018 model year.
Added Nissan GT-R Nismo GT3 2015 model year.
Added Monza Circuit.
Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
IMPORTANT: old camera settings will be lost.
Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
TV onboard (F6) cameras added for available cars.
Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
Rewrite of multiplayer/gameplay code to improve stability and session progression.
Ingame menus restructured and divided into Garage and Pause menu.
Ingame HUD reorganised and added session status widget.
New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/inde ... ins.54830/
Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
IMPORTANT: your previous menu, graphical and game settings will be lost.
Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
Added session type tags in the UI car selection page to help identify entries eligible in different race types.
NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
Added model year tag in the UI car selection to help identify car models in different evo versions.
Assist options will now reliably update when changed during a session.
Further adjustments to headlight effects in TV cameras.
More realistic full formation lap with AI.
AI aggressiveness tuning.
AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
Improved raindrop effects on car windshields.
Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
Automatic wiper assist now reacts to water spray and not just rain.
Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
Improvements to car vs. track surface collisions.
Audio channel usage optimization.
Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
Added new spotter messages.
Added race communication alerts.
Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
Important race communication alerts are displayed for a longer time.
Better highlights overtake detection.
Optimized CPU use on all threads.
Optimized replay memory usage.
Optimized netcode and bandwith usage for Multiplayer servers.
Volume and audio settings now affect the intro music.
Added video sequences volume.
Fixes to various car LODs to reduce pop-in in racing scenarios.
Adjusted driver position in the BMW M6 GT3.
Adjusted driver steering animations.
Adjusted wet tyre shader and added ambient occlusion on tyres.
Fixed potentially wrong resolution and crashes when starting the game.
Fixed multiple crashes occurring when quitting sessions.
Fixed replay time multiplier not resetting on session change.
Fixed potentially wrong car location detection.
Fixed static car shadow fading out at high speeds.
Improved tyre model combined grip.
Improved tyre heat model, especially in overheat conditions.
Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
Tweaks in preset setups for all cars (we highly advise to not use older setups).
Improved vertical surfaces aero model.
MoTeC Telemetry implementation.
Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
Added native DBox SDK support.
Added option to enable/disable native Fanatec LEDs.
Setup minimum fuel load set at 2 litres for all cars.
Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
Steering ratio tweaks for all cars.
Monza BoP A adjustments for all cars.
Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
Sand traps now slow the cars down.
Fix to unreliable car spawn in certain situations.
Flipped cars will automatically spawn in the pits.
Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
Backend servers: improved reconnection stability.
Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
Passworded servers can now be created.
NOTE: passworded servers must be searched for manually in the lobby search field.
Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
NOTE: The Broadcasting API is temporarily disabled
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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StanDaam
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Location: Sydney

Re: Assetto Corsa Competizione

Post by StanDaam »

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norbs
fucking right wing vegan lesbian
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Re: Assetto Corsa Competizione

Post by norbs »

And the Kunazis will be defending their idols with a passion not seen since Stan's latest sex tape, "Unload on my face Stefano". :D
Sarc ; my second favourite type of gasm.
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StanDaam
Posts: 865
Joined: Thu Dec 23, 2004 10:45 pm
Location: Sydney

Re: Assetto Corsa Competizione

Post by StanDaam »

I did suspect that you might have become one of my subscribers...

Still no luck with getting it to run well on your triples Norbs? Or do the memories still haunt...

:p
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