Assetto Corsa Competizione Chit Chat (1 Viewer)

hinesy32

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Oct 22, 2018
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On their webpage their write "Summer 2019" for the 2019 season update.
Yea, but I'm looking out my window and it doesn't look like summer :D

I think the NSX sounds great...almost like an old Porker turbo

 

Exited

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Oct 28, 2018
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I really like the Lexus, the M6 and the Ferrari.

The Lexus and the M6 are suiting my driving style really well and I have a really big confidence in pushing them hard. Also I really like the brutal V8 sound of the Lexus and the 'bang' upshifts of the beamer :)
The Rarri on the opposite is such a sharp knife compared to the two others. I can really feel what Aristotelis in his car dev blog described, that the suspension geometry and design is far ahead of the other, more normal cars. In turns in so sharp, has awesome grip midcorner and the engine power is not really enough to make the car unstable at corner exit. Definitely on my list for a next season in ACC :)

In general I do really like most of the cars in ACC. Even tough I'm a Porsche fanboy I rarely drive the 911 R because I'm not really confident with it on the limit. It is just too snappy for me at corner entry and even tough its really fun and challenging I'm usual off track after couple of laps :)
 

Jeff[NL]

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Man you call yourself a Porsche fanboy....You need to master it i mean i did 99% time in ACC in Porsche i think and i am sort of glad i kept trying. Its now hard for me to jump in other cars they arent as sharp as the Porsche is imo. Looking forward to the new Porsche also.

Maybe i will go try other cars more but as long as i like the Porsche i am staying
 

Morvic

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Man you call yourself a Porsche fanboy....You need to master it i mean i did 99% time in ACC in Porsche i think and i am sort of glad i kept trying. Its now hard for me to jump in other cars they arent as sharp as the Porsche is imo. Looking forward to the new Porsche also.

Maybe i will go try other cars more but as long as i like the Porsche i am staying
Mind to share the secrets of how you mastered it? :woot: It's a killer machine, probably a car built for the chosen ones


I really like the Lexus, the M6 and the Ferrari.

The Lexus and the M6 are suiting my driving style really well and I have a really big confidence in pushing them hard. Also I really like the brutal V8 sound of the Lexus and the 'bang' upshifts of the beamer :)
The Rarri on the opposite is such a sharp knife compared to the two others. I can really feel what Aristotelis in his car dev blog described, that the suspension geometry and design is far ahead of the other, more normal cars. In turns in so sharp, has awesome grip midcorner and the engine power is not really enough to make the car unstable at corner exit. Definitely on my list for a next season in ACC :)

In general I do really like most of the cars in ACC. Even tough I'm a Porsche fanboy I rarely drive the 911 R because I'm not really confident with it on the limit. It is just too snappy for me at corner entry and even tough its really fun and challenging I'm usual off track after couple of laps :)
I don't like the M6 at all, it seems to be weirdly oversteering when I don't expect it to. And the Ferrari is such a good car, also on my list for the next season along with the Lambo I think :cigar:
 

Jeff[NL]

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Mind to share the secrets of how you mastered it? :woot: It's a killer machine, probably a car built for the chosen ones
I dont think its because of my skills hahah maybe my hardware...VR for faster motion/feel and my DD1 more detail in the wheel. I dont even do setup only maybe some brakebalance.
 

Exited

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I dont think its because of my skills hahah maybe my hardware...VR for faster motion/feel and my DD1 more detail in the wheel. I dont even do setup only maybe some brakebalance.
Jeff and the 911... Better Lovestory than Titanic :D:D:D
 

Mazy CZ

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Nov 28, 2018
Messages
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Practice, practice, practice. I bet that every driver, if he jumps from his car which he raced in most races (Audi for me for example) to another car, he will not like the new car at all at first. But if you stay calm and really want to drive it, then you will learn lap by lap and you get used to it. For example, Audi is just very nice for me right now. The closest car I can jump in and be on similar pace is the lambo as it is really close in terms of design and how the car handles. But if I jump into Porsche, that one is even more turn in sensitive and I thrown that in the bin straight away. AMG with M6 feels too heavy and too big, no turn in whatsoever, and so on. But if I tell myself that I want to drive AMG in next races then I would try to forget the Audi and drive AMG and adapt. I believe all cars are really nice to drive once you learn how to drive them. And if I can be good in AMG, then if I switch back to my lovely Audi, I would kill myself in every corner and every kerb :)

Really looking for the 2019 cars. I really hope the NSX will be any good as in PC2 I wanted to drive it (was slow), in ACC I also wanted to try that and turns out is is slow aswell.
 

Corentin_Bergès

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Practice, practice, practice. I bet that every driver, if he jumps from his car which he raced in most races (Audi for me for example) to another car, he will not like the new car at all at first. But if you stay calm and really want to drive it, then you will learn lap by lap and you get used to it. For example, Audi is just very nice for me right now. The closest car I can jump in and be on similar pace is the lambo as it is really close in terms of design and how the car handles. But if I jump into Porsche, that one is even more turn in sensitive and I thrown that in the bin straight away. AMG with M6 feels too heavy and too big, no turn in whatsoever, and so on. But if I tell myself that I want to drive AMG in next races then I would try to forget the Audi and drive AMG and adapt. I believe all cars are really nice to drive once you learn how to drive them. And if I can be good in AMG, then if I switch back to my lovely Audi, I would kill myself in every corner and every kerb :)

Really looking for the 2019 cars. I really hope the NSX will be any good as in PC2 I wanted to drive it (was slow), in ACC I also wanted to try that and turns out is is slow aswell.
On my opinion this is exactly the reason we don't need too many cars in acc, getting used to a car and learn to drive one of these beauty is something I love in this game.
 

Morvic

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On my opinion this is exactly the reason we don't need too many cars in acc, getting used to a car and learn to drive one of these beauty is something I love in this game.
Also how the cars are all somewhat equal but all are so different, they're GT3 cars in the end so that's even better that all cars can shine
 

deadmeat2k

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Jun 22, 2019
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So how about this full blown RSR ACC league? I vote for a full course 10 race sprint league. Each race could be 45 minutes. I would not mind another 24h x10 Spa race in the end :cool:
 

Noztra

Assetto Corsa Lead
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Joined
Oct 21, 2018
Messages
777
Still in public beta!

Full 1.0.7 changelog:


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.
 

Morvic

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Joined
Oct 31, 2016
Messages
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I think it will be really good :D
 

Exited

Well-Known Member
Member
Joined
Oct 28, 2018
Messages
266
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View
Still in public beta!

Full 1.0.7 changelog:


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.
Tried the Beta for 2h yesterday and I have to say, that the 5 point tyre model isn't that spectacular, because nothing spectacular or strange happens anymore (does this makes sense?) :)
You can attack the kerbs now pretty hard, they still upset the car but in a much controllable way. Laptimes stayed pretty much the same for me, the driving feels even more natural now.
The change to the TC logic is much more prominent. Traction got a lot better for almost every car and traction loss is not so harsh anymore.

Feels really good atm and I'm looking forward to try this some more!
 

Morvic

Active Member
Member
Joined
Oct 31, 2016
Messages
233
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Tried the Beta for 2h yesterday and I have to say, that the 5 point tyre model isn't that spectacular, because nothing spectacular or strange happens anymore (does this makes sense?) :)
You can attack the kerbs now pretty hard, they still upset the car but in a much controllable way. Laptimes stayed pretty much the same for me, the driving feels even more natural now.
The change to the TC logic is much more prominent. Traction got a lot better for almost every car and traction loss is not so harsh anymore.

Feels really good atm and I'm looking forward to try this some more!
How to get Beta access? I checked on steam there and there's nothing there, only room for code
 

Mazy CZ

Active Member
Member
Joined
Nov 28, 2018
Messages
146
Did some runs yesterday with the beta.
Boy oh boy, what an improvement. you can use kerbs now as your instinct says you have to but still you can upset the car (depends on which car, Audi and lambo especially) on middle/high speed inner kerbs/bumps (Ascari exit for example) but other than that, you can now ride kerbs much more predictable and consistent which is really nice. It just feel how it should. Also the TS and electronic now feels more natural aswell nad the TC is not kicking as hard as it used to. For example exit of Bus stop at Spa. You can ride the inside kerbs and get on throttle nicely and have nice grip out of corner with TC kicking in but not slowing you down as much.

I still can't believe how far this sim went form EA. I remember first playing the game and it felt ok, the ffb was different, the car felt a bit odd, but now it is just awesome. And with the accuracy of the circuits it is just madly great. I haven't played AC since the test season so I have no idea if I iwll be any good in that F3 car :)

Looking forward to first propper league in ACC here
 

Jeff[NL]

Active Member
Member
Joined
Oct 22, 2018
Messages
147
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I am a bit i dont know...dissapointed....Tried some laps with my old time fav Porsche on Nurnbergring and well they changed its behouvior or something or its something else i cant do more then 2 stable laps anymore the rear just says goodbye and goes his own way. Also the curbs....cant feel them anymore feels like they are to weak now or can i change settings somewhere?
 

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