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Ricardo

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Noztra

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THIS.CAR.WOW !!
Maybe it's a huge phrase, but this RSS3 car is for me the best car in AC at the moment.
The looks, the sounds, the FFB and the physics are top top top notch, so much damn fun around Barcelona GP!

If this isn't the car for season 3 -> Riot!!!

:)

Who says there is gonna be a season 3?
 

Exited

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Who says there is gonna be a season 3?
There will be certainly a 3rd season, because you know, I know where you are living and flight tickets to denmark are not that expensive :cool:

Also @Berserkmir cousins are quite good finding people who are trying to hide :p
 

Noztra

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There will be certainly a 3rd season, because you know, I know where you are living and flight tickets to denmark are not that expensive :cool:

Also @Berserkmir cousins are quite good finding people who are trying to hide :p

We already decided on S3 car, but the plan was to reveal it later. But we might as well do it now, so people don't get disappointed.
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Exited

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Noztra

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Shader patch huge update!

v0.1.25-preview112
  • Version ID: 682
  • Tags: buggy
  • Size: 23.36 MB
Changelog:
A lot of bugs were fixed, but some might still be there, so, be ready for upcoming fixes. I’m very sorry it took so long, but there were a few especially difficult to fix bugs with VR and more. If you’re interested in trying new shaders, take a look at BMW M4, McLaren P1, Maserati Quattroporte, Lamborghini Huracan or just check configs here. Please don’t use it in your models for now though, it’s all highly experimental. Not sure if I’ll keep it at all at the moment.
  • Some optimizations:
    • New more context-aware nodes traversal for rendering;
    • Fast skipping of empty nodes branches;
    • Grouped textures binding;
    • Compact checksums for constant buffers to reduce unnecessary DirectX calls;
    • Improved skinned meshes refresh rate;
    • Various limits for visible entities;
    • Limits for patch modules;
    • Choosing LODs for cars on amount of visible cars;
    • Optimized per-object buffer;
    • SSE-accelerated transformations calculation;
    • Global tyre smoke per-frame spawn limit;
    • Better fitting bounding spheres for cars;
    • Improved sorting for cars;
    • Few unnecessary nodes are being removed;
    • Slightly faster mesh rendering preparation for tracks;
    • Slightly faster materials application;
    • Slightly faster culling check;
    • Option to stop AC from altering threads affinity (might help with spikes);
  • New Reflections FX:
    • Interior reflections masking;
    • Option to shot cubemap around focused car rather than camera (not recommended);
  • New Extra FX:
    • Motion blur using actual motion data;
    • TAA (temporal anti-aliasing);
    • SSLR (local reflections);
    • SSAO (ambient occlusion);
    • HBAO+ (ambient occlusion by NVIDIA);
    • SSGI (simple light bounce);
  • New water shader:
    • As fallback for stFlow if it’s missing;
    • Could be set as replacement in configs;
    • Several modes: sea, pond, pool, lake;
  • New car paint shader, simple but compatible with existing models:
    • Colorful specular;
    • Very simple clear coat for absorption;
    • Option for a bit of noise for normals;
  • New digital display shader;
    • Used for rear mirrors acting as monitors;
    • Can be used for other displays;
    • TN and IPS modes;
  • New experimental PBR shaders:
    • Compatible with MultiMap and MultiMap_NMDetail;
    • Works based on occlusion, smoothness, metalness and reflectiveness maps;
    • Versions with proper clear coat;
  • Replace tracks and cars shaders, change textures or parameters with extension config;
    • You can either reference other textures in KN5 file or external textures;
  • Wind affecting visuals:
    • Water;
    • Trees & grass;
    • Flags;
    • Balloons;
    • Cables;
  • Specialized anti-aliasing for cables;
  • Auto-fixing for tracks with distant landscape ring;
  • Mirrors working with F6 and orbit cameras, as well as free camera if nearby;
  • If free camera is nearby, car would be considered focused;
  • Blurred rims for cars with animated suspensions now work with accumulative screenshots;
  • No sun light in rear mirrors for interior;
  • Support for separate meshes for broken tyres;
  • Replace driver models with extension configs (would work for skins);
  • New Python functions for cameras, getting current sector and previous sector time;
  • Improved errors handling for Python apps:
    • Less likely to crash if some app is broken;
    • Proper error messages and stack traces in py_log.txt and as messages (only a couple of times during loading);
    • Detailed description for syntax errors;
  • Option for roads using “ksMultilayer_fresnel_nm” to be reflective;
  • Plus, option for extra reflections for them on a sunny day;
  • Toggleable horn/siren for police cars;
  • Audio API for Weather FX;
  • Alter VAO opacity and multiplier in extended config;
  • Suspension app: set precision;
  • Wipers shaking with speed;
  • Option to disable all seasonal track adjusments;
  • Dynamic ambient now disabled by default, for now (until proper remake);
  • Mark custom spectators on custom tracks as spectators, for optional hiding;
  • Folder “extension/shaders” now is ignored, to reduce potential issues;
  • Various fixes.

v0.1.25-preview114

Changes:
• Stability improved;
• Issue with Particles FX, smoke shadows and missing objects is fixed once more;
• Extra FX: compatibility with AMD GPUs fixed; • Temporary Neck FX fix for online.

Links:
https://acstuff.ru/patch/?get=0.1.25-preview114.
 

Noztra

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Skip Barber is here!

Big update to Okayama.
 

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There is a option in CM, where it will adjust spectators on tracks to improve performance.
 

Exited

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There is a option in CM, where it will adjust spectators on tracks to improve performance.
Ahhh I thought this is about real people joining as spectators for a race :-D
 

Noztra

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Mazy CZ

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I think that is a real life picture and with lambo above aswell...but I have to admit that I was amazed aswell :D I believe that Merc is not in the game :)
 

Noztra

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Just released!
 

Noztra

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