Assetto Corsa Competizione Chit Chat (4 Viewers)

JetPistol

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The whole grid lacks balance performance-wise. Too many vehicles are virtually useless for (close to) competitive league racing. We all agree that a certain spread reflects real world differences between the vehicles, but the spread - as it is by now - is fairly big.
 
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Noztra

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The whole grid lacks balance performance-wise. Too many vehicles are virtually useless for (close to) competitive league racing. We all agree that a certain spread reflects real world differences between the vehicles, but the spread - as it is by now - is fairly big.

The BOP could always be better, but the racing Ive done so far against others, the cars feels fairly equal. Some of better than others on certain tracks, and vise versa.

So pretty good imo, with room for improvement.
 

Ricardo

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Dear #ACCompetizione racers,

this update introduces some quite interesting improvements like MOUSE SUPPORT IN VR, fix for the majority of severe crashes and some more. The mid-session Save functionality has been de-activated while we are working hard to bring it back in for the next hotfix. We are working on a second hotfix, also planned for this week, that will aim to introduce a brand new Controls Options page, together with a Load Saved Game page that will allow to Save and Load multiple sessions.

Have fun and #beACC

____________
v1.0.2 Changelog

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".
 

Noztra

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The pros disagree :p

But hey it’s cool, we can do 3 ACC leagues, Porsche GT3 Cup, ST and GT3 :D

Well tbh in every competitive game, people tend to lean towards a single car, gun, team, etc, even If its only 0,01% better than the rest.

In FIFA online everyone uses Man City, Barcelona because they are the best.
 

Jomba

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When i'm in cockpit view (VR), UI elements and menus are (partially) covered by cockpit elements making them very hard if not impossible to read. Is there a graphical setting to get rid of this?
 

Noztra

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When i'm in cockpit view (VR), UI elements and menus are (partially) covered by cockpit elements making them very hard if not impossible to read. Is there a graphical setting to get rid of this?

You can move the HUD. Can’t remember the shortcut, but I am sure that @Battenberg knows it. :)
 

Tom

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It's Shift & Arrow keys, and Ctril+Shift & Arrow Keys to scale & move the hud if anyone didn't know.

I think with the BOP, some cars will have better absolute pace over others, but since the cars behave differently and find their pace in different ways (and favor different circuits), the ability to extract that potential differs with driving style, or willingness to adapt your approach. I imagine with enough work anyone can be competitive with the majority of the cars. It'll be interesting to see which cars people click with in time.
 

Darksi

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It's Shift & Arrow keys, and Ctril+Shift & Arrow Keys to scale & move the hud if anyone didn't know.

I think with the BOP, some cars will have better absolute pace over others, but since the cars behave differently and find their pace in different ways (and favor different circuits), the ability to extract that potential differs with driving style, or willingness to adapt your approach. I imagine with enough work anyone can be competitive with the majority of the cars. It'll be interesting to see which cars people click with in time.
Can i get 10 minutes with you at some point to see what your graphic settings are, i am having massive troubles with VR, its like im driving an 8bit game
 

Noztra

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I'll be on tonight, although with the new patch my settings might be changing.

if people are on tonight we can do a little bit of racing and see how it runs with the new patch?
 

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