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0.3 Changelog
- New Circuit Paul Ricard
- Introduced Practice Session Multiplayer Mode
- Introduced 3 Hours and 6 Hours Endurance race weekend
- New online Special Events with new content and online leaderboard
- Old offline Special Events (quick races) made available
- Setup Alignment Caster modification is now possible
- Setup bumpstop UP range is now in stable offset with wheel rate.
- Adjustments to the dry tyre model rolling resistance
- Adjustments to the rain tyre mode rolling resistance
- Wet and water surface rolling resistance and aero drag adjustments
- Brake ducts preparation on setup screen. Not yet available
- Fixed steering ratio right selector issue
- Fixed values on setup screen
- Improved trasmission and engine wobble and vibration simulation
- Improved start assist
- Improved TC logic
- TC logic simulation now takes into account engine and drivetrain vibration and tries to protect system malfunction.
- Improved pitlane limiter function.
- Pitlane limiter only available in 1st gear, disengages if 2nd gear selected.
- Ram-Air simulation for normal aspirated engines.
- Improvements on Lamborghini Huracán steering geometry
- Improvements and adjustments on all preset setups
- Introducing dirt buildup on cars (step 1)
- Fixed Bentley ABS same value 2
- Fixed Bentley Continental display issues with speed limiter
- Fixed gamepad deadzone forced in UE4
- Fixed z-fighting problem in replays
- Added Pixel Density setting in Video options for VR:
Pixel Density requires Resolution Scale to be set to 100
removing external workarounds (e.g. modified engine.ini) recommended
- Nameplates with text scaling in screen space, and settings in nameplateSettings.json:
textMinSizePerc: to make the text size bigger/smaller
minVisibleSizePerc: to make it disappear sooner/later
- Added Replay tyre compounds, track lights and car dirt status
- New audio device selector in audio options
- Improved spatialization for tyres sound and all related effects
- Reworked logic for skid and scrub sound effects
- Tweaked dirtiness volume related to its level
- Tweaked distance attenuation for exterior sounds
- Radio comms resource usage optimization (loading audio on demand)
- Events poliphony optimization
- Fix missing exterior engine in some rare cases with chase camera
- Minor audio fixes
- Performance optimizations in the game thread
- Mouse not interfering with D-Pad \ Keyboard menu navigation anymore
- Added new menu page Driver Profile (only Rating section available at the moment)
- Fixed drivers without helmet in VR
Test très rapide... Possibilité de régler le PPD depuis le jeu... J'ai laissé sur 100 sur mon test en solo sur le Paul Ricard, ça va chez moi.
A ce propos, ce circuit je ne le connais pas du tout... Ca peut être sympa avec cette longue ligne droite pour les dépassements.
Sympa les essuie-glaces qui bougent à grande vitesse... et les harnais de protection latéraux qui bougent correctement en fonction des forces latérales et les chocs.
Ca pique aux yeux question aliasing avec toutes ces lignes propre au Castellet
Ça devient vraiment super ce jeu
- 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 ingame 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 behaviour
- Added TC2 (TC initial cut) feature of F488. Physics, Controls, Setup
- Fixed Tyres IMO (Inside Mid Outside) HUD visualisation
- 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 start after a restart/next session
- Fixed potential exterior camera issues for multiplayer
- Fixed potential wrong near plane during 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 indicator to 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
De mon côté, c'est pas top!
Je lance directement ma dernière config à savoir une course contre l'AI (16 voitures) sur Paul Ricard, et ça saccade toujours autant... suivi d'un crash (freeze).
Je relance, je choisi la Ferrari et Hungaroring pour un practice en solo. Dans la voiture, je fais ALT-TAB... crash (freeze).
Je relance, je reprends les mêmes et je retente pas le ALT-TAB et je démarre. Pratiquement pas de FFB en ligne droite, 1er virage (je sens revenir le FFB), je passe le 1er virage... crash (freeze).
Je suppose que les crash vont être corrigés dans les futurs patchs.
Par contre, je reste toujours aussi sceptique concernant l'optimisation pour la VR. Aucune amélioration sur cette update et il reste que théoriquement 3 mois avant la sortie.
Je ne suis pas trop les forums, etc. ... donc pas vraiment au courant des possibles optimisations... donc je me trompe peut-être.
Avec la VR chez moi ce n est pas fluide pas beau et pas jouable avec l’IA
Mais je suis lucide , je sais qu il faut que je change de carte video
Pour l’instant je me concentre sur le feeling et le plaisir de pilotage
Le hungaroring est plus sympa à piloter que je le pensais
C etait jouable et je me ssuis bien amusé
Au debut il y avait des flaques d’eau qu’à certains endroit et je sentais bien les pertes d adherence.. top
Par contre il y a un gros bug en VR pendant les courses
Les HUD sont dedoublés !
C est difficile à expliquer mais il y a un HUD en double plus proche du regard et qui suit le mvt de tete
C est super penible
Toche as tu constaté ce bug ?
Essaye CTRL+NUMPAD1 pour désactiver l'ASW.
manifestement je ne suis pas le seul
https://www.assettocorsa.net/forum/index.php?threads/vr-floating-hud-elements.52715/
https://www.assettocorsa.net/forum/index.php?threads/hud-message-bug-in-vr.53838/
Je retesterai... j'ai vu qu'un patch était sorti...
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
Le change log complet:
- 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/index.php?threads/0-6-multiplayer-server-configuration-for-server-admins.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.
- 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
Apparement toujours pas de support triple écran non plus.
C'est sensé être la dernière màj avant la sortie finale... 1er trimèstre 2019. Euhhh ça craint un peu...
Donc, bien qu'en choisissant le mode VR lors du lancement du jeu, il est demandé de mettre aussi -VR dans les propriétés de lancement de jeu.
IMPORTANT NOTE for Oculus Rift users: we recommend launching the game by-passing Steam VR, adding "-vr" to Steam launch options for ACC in order to avoid possible performance issues and stuttering.
v0.6.2 Changelog
- Fixed wrong first lap time when start-finish line is crossed before the green light.
- Fixed AI erratic speeds during formation lap.
- Added lumirank update in replay.
- Enabled detailed animations in onboard cameras.
- Added session over message for qualifying/practice.
- Improved AI pace at Monza and Nurburgring.
- Added intermediate solution to run the formation sequence in Multiplayer. Overtakes may happen, but enables controlled formation sequence.
- Fixed protocol mismatch on the rating backend, resulting in wrong data.
- Fixed SA Rating working in Multiplayer.
- Fixed RC Rating preventing data being stored in Multiplayer.
- NOTE: Due to incompabilities with the data, the Rating Profiles will be reset again.
- Fixed end-sequence in Multiplayer: spotter annoucement, checkered flags and so on will now be correctly triggered.
- Fixed formation sequence not starting when the leader is in the pits.
- Fixed rare crash in the Multiplayer server, possibly also crashing connected clients.
- Fixed races not showing time gaps in Multiplayer races.
- Fixed tyres not being correctly selected based on dynamic weather conditions along with the setup.
- Added "Official Test Server" opened for experimental features and testing. See the official support forum.
- Fixed search and password text input issues in VR.
Ca fait longtemps que je n'étais pas venu sur le forum....
J'ai fait le meme constat que toi toche
Avec la 0,6 c'était injouable (j'étais vraiment dégouté ) et avec la 6.2 je constate une sacrée amélioration
Pour la première fois j'ai pu faire une course réseau dans des conditions correctes
Cette simu est excellente (fanboy assumé )
Qui joue régulierement à ACC parmi nous ? , on pourrait se faire une session
As-tu aussi rajouté le "-vr" dans les options de lancement?
C'est la 1ere fois que j'ai pu faire un tour en entier, en solo, +/- fluide.
Le fait que le triple écran n'est pas géré (d'après le post d'un dev c'est une limitation du Unreal Engine), mais juste en surround... ça freinera bcp de simracers sur écran.
Perso, je vais essayer de trouver du temps pour approfondir ACC... bien qu'iRacing n'a jamais été aussi bon que maintenant (qui a parlé de fanboy? )
Je testerai ce week end sans
En vr il me reste le bug du double HUD je ne sais pas si tu es confronté ?
Pour le contourner faut que je retourne dans l option HUD afficher ou non un hud pour que le probleme disparaisse
Je ne sais pas si je suis clair..
Ps: toujours dans l attente de mon dd1 , normalement à partir du 30/04
Tu as des news fraiches ?
Pour le DD1, ce sera bien le 30/04. Ils avaient postposé pour une raison hardware... mais maintenant c'est OK à ce niveau. Ils disent que les màj ne seront que d'ordre firmware/drivers comme tout volant.
Bon pour revenir ACC... J'ai bcp de mal à y prendre plaisir. A ce stade, c'est assez moche en VR avec des perfs très médiocres. Malgré que j'ai le road effect sur 0, les vibreurs font trembler tout mon cockpit.... Est-ce qu'ils vont ressortir une nouvelle roadmap ou crois-tu qu'ils estiment qu'on pourrait passer là maintenant à une version 1.0?
As-tu des réglages FFB (CSW 2.5), graphisme (VR) et combo (même offline) à conseiller?
EDIT: Ha oui, je trouve bizarre pour une société qui a acqui les droits Blancpain, d'avoir plsein de pub ACC, Sparco, Fanatec... Ca tue le réalisme
Je ne sais pas quoi te dire et te conseiller
Je pense que visuellement tu es beaucoup plus exigent que moi
Faut rappeler que j etais capable de jouer à iracing avec un dk1
Tu arrives à avoir un rendu fluide jusqu à combien en pixel density ?
Je pense qu avec une bonne config , le rendu visuel doit etre quand meme bon
Pour les vibreurs je ne trouve pas que ce soit si violent que ça,
Je me souviens de rf2 , là oui c etait too much.
Pour moi le ressenti volant est excellent
EDIT: On dirait que c'est 1.1 d'après le fichier Engine:
vr.PixelDensity=1.1
r.Streaming.Boost=2
r.SimpleForwardShading=1
r.Streaming.FullyLoadUsedTextures=1
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAACatmullRom=1
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=32
r.TemporalAASharpness=0.8
r.Tonemapper.Sharpen=1
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.PostProcessAAQuality=4
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=1
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.DetailMode=1
r.RefractionQuality=2
r.MaterialQualityLevel=1
sg.ShadowQuality=1
r.MipMapLODBias=-1.5
r.Streaming.MipBias=1
https://store.steampowered.com/news/?appids=805550
https://www.blancpain-gt-series.com/news/1527/assetto-corsa-competizione-confirmed-for-official-public-release-on-29-may-
Autant, c'est une bonne nouvelle... autant j'ai bien peur que ce ne sera toujours pas optimisé VR et triple screen...
C'est quand qu'on refait un championnat sur AC ?