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Showcases Addition Corvette C7 Stingray, Ford Mustang , New “Black Cat County” Track, and an unexpected surprise
505 Games and Kunos Simulazioni today announce a free PC Bonus Pack update to the acclaimed racing simulator game Assetto Corsa -- coming March 31 on Steam! The game’s first bonus content of 2016 is highlighted by the launch of a hot new trailer, featuring a high performance Corvette C7 Stingray and Ford Mustang battling it out for road supremacy, before a face-off with the game’s latest addition, a nice, "little" surprise from Kunos's development team. The special spaghetti western-style trailer also gives a first-look at the picturesque new “Black Cat County” track, which will be added to the simulator in three configurations as part of the free PC Bonus Pack update. A category defining racing simulator, Assetto Corsa features spectacular realism which has upped stakes by emphasizing and focusing on pure physics realism, with precision accuracy across every aspect from the meticulous car handling to the laser-measured tracks.
The "little surprise" will be also available in the console version at launch, and the Corvette C7 Stingray and Ford Mustang are available as part of the ‘Prestige Pack’ pre-order incentive at select retailers. Joining the available PC version, Assetto Corsa will hit the track on Xbox One and PlayStation®4 on June 3rd in Europe and June 7th in North America. Information and pre-order details for the console releases can be found at: http://console.assettocorsa.net
Mauvaise nouvelle... On aura pas droit au support des nouveaux casques VR avant l'été
Tyre model & physics
Starting with tyres; the 1.5 build optimizes the work started with the previous version and brings all the cars to the latest tyre model and tyre features. Tyres have now a more realistic load sensitivity, a variable grip curve after peak, closer performance level between compounds, a brand-new surface and core heating model as well as more realistic heating operation range. Modders will be delighted with the new features and available values, but most importantly, drivers will now be able to discover even more exciting handling characteristics. Our goal is always the same, an easy-to-understand handling model thanks to the improved feedback, which is also more demanding once over the limit. From street tyres that are easy to maintain in drift but at the same time more willing to spin once over the optimum grip to slick tyres that can be very slippery when cold to very sticky once hot but at the same time nervous and unwilling over the limit, requiring fast hand movements and skilful footwork.
Additionally, finding the correct compound might not be as straightforward as before, and a careful study of the circuit characteristics, ambient and asphalt temperatures as well as car behaviour and the tyres’ operating range is now obligatory in the search of maximum performance.
To help you with choosing the correct compound and keeping under control the tyres temperature, we are working on a new “Tyres” app that has been added to the list of system apps included with Assetto Corsa. The new app shows real-time information about core and surface tyre temperatures, pressure, wear and provides basic graphical feedback of the general grip level of the tyre.
Assetto Corsa’s advanced aerodynamics have always been a highlight of our title’s physics engine. Active aero, speed, height sensitivity, stalling and a practically infinite number of aerodynamic surfaces, permit an ample customization and simulation of the most aerodynamically advanced cars. Now, with version 1.5, brand-new equations for yaw sensitivity are included in the core model and new values for aero stalling depending on yaw for every single aero surface are available for modders. Feel what real professional drivers struggle to describe to their engineers when they drive their cars over the limit and discover strange handling characteristics when the yaw angle becomes severe. Depending on the car and its aero configuration, one car might be extremely stable and grippy until the limit, only to transform into a nervous and wild animal once a slight drift angle is achieved. Other cars might maintain their character, thus enabling the driver to push over the limit for that last split of a second. As a general rule of thumb you can expect cars with advanced aerodynamics to be the most sensitive and in need to be driven smoothly.
Additionally, there has been a ton of little bug fixes, fine tuning, tweaks and optimisations on practically every single car available in Assetto Corsa.
Pitstops
One of the most awaited features for single player is finally here. Pitstop functionalities open Assetto Corsa to endurance racing thanks to the option of refuelling the car and changing tyres, using the compounds available for each single car. The pitstop menu also allows repair to the car body (that affects aerodynamics), suspensions or the engine, with the same functionalities available for multiplayer racing.
Multiplayer & Artificial intelligence
Visible damage has been introduced on opponent cars in Multiplayer races, adding to the immersion of online sessions.
Time progression has also been added to the Multiplayer game mode, meaning that light conditions are no longer static during Multiplayer races, and time progresses the same way it does in Single Player modes. The feature brings an increased level of realism and immersion to online sessions.In addition, general improvements and optimization have also been made to the Multiplayer mode.
As usual, we have not stopped to keep tweaking and improving our artificial intelligence. Significant improvements have been made, more specifically the AI are now more skilled at navigating through traffic and handle racing situations, offering users who prefer single-player modes an increased level of challenge and more realistic racing environment.
Beyond the 1.5 buid
While looking forward to the release of Assetto Corsa on console, we have some news that will make this summer really hot indeed.
Assetto Corsa welcomes the Mazda Brand!
We are glad to confirm that the Mazda brand has joined Assetto Corsa and will be represented by some of its most iconic models: the first-generation Miata and the brutal and awesome 787B will be added to Assetto Corsa as free updates later this year. The 2015 MX-5, MX-5 2015 Cup and the RX-7 will be part of the upcoming Assetto Corsa Japanese Pack, available on Steam by May 18th. The most-wanted pack, including a number of vehicles requested by the community, will feature the new Mazda MX-5 road/cup car, the RX-7, the 2015 Nissan 370Z Nismo, the Nissan GT-R 34, the Toyota Supra in three versions, and the Toyota AE-86 in two versions. The production team is working hard to complete the work on physics, graphics and sounds, with the aim to produce an unforgettable, massive Japanese pack to be crazy about. The same package will also be available on console after its launch.
The console version of Assetto Corsa will hit the shelves on June 3, and a new package including the Ferrari 488 GTB, FXX K, Praga R1 and Audi A1 S1 will also be available on Steam.
The production of the Spielberg A1 Ring circuit has already started, and our plan is to release the new laser-scanned circuit in time for the Formula 1 race weekend (July 3) to allow AC users to “taste” and enjoy the race even more.
There is a lot going on under the hood with about 30 new vehicles in production, including new entries for classes already included in Assetto Corsa, with the aim to make the simulation even better, more enjoyable, offering a selection of cars suited for everyone. We are evaluating the option of implementing championships in order to allow users to create proper seasons with any car of their choice.
On the physics side, we have scheduled a task related to brakes, possibly with the cooperation of a widely known brand, in order to simulate how temperatures affect the performance and efficiency of braking systems. We also have a new algorithm for AWD drivetrain that it giving promising results in the numerical simulation and that we plan to port to the AC engine soon. The new system will allow a more accurate simulation of AWD cars with unequal torque distribution.
Work is underway to create a function called “Quick Menu”, which will enable the user to control software functions while in the car without resorting to mouse or keyboard.
Designed to allow to pre-selected pitstop operations (tyres, fuel etc.) before reaching the pits, the new system could also be expanded to offer necessary controls in VR, a scenario that is not currently possible to support via the existing mouse-driven GUI, opening the possibility for full car setups, pit and game operations to be accessible for VR users.
By the way, let us say a few words about VR, which is an open and quite talked-about issue at the moment. As you know, Kunos Simulazioni has been supporting the Oculus Rift since the release of the very first kit, and the American company also chose Assetto Corsa for its events thanks to the immersion achieved by Assetto Corsa with its products, up to the DevKit 2. The third time around, the SDK provided by the company to support its device was radically changed, and we simply cannot update the code in Assetto Corsa every time this happens; we need to completely rewrite the dedicated rendering structure. That’s not easy or cheap, as you could probably imagine.
Although the retail version of Oculus Rift is finally available, at the moment our core team is focused on the submission and release of Assetto Corsa for consoles, which at the same time brings a huge update for the PC version with the 1.5 build thanks to the fact that part of the code is shared between the platforms. Since working on Oculus support requires us to allocate extra time and resources – because of its complexity it cannot be managed easily or in a few days – we will have to take a moment and consider when our current development schedule will allow us to do so, but realistically not before this summer. Our aim is to support VR – and not necessarily only the Oculus Rift – when we will be able to take the time and resources required.
We fully understand that people who have invested in the purchase of a VR device want to use it as much as possible, and we know that Assetto Corsa guaranteed a ton of fun with the Oculus SDK2 (that could only be better with the retail version), therefore we promise that we will take the time to evaluate the option of creating proper VR support in harmony with other tasks and priorities that we have already scheduled.
Finally, let us thank you for your awesome support that gives us the resources and motivation to do our best to make Assetto Corsa even better day after day.
Voici le changelog:
1.5
– New Ford Mustang GT 2015
– New Corvette C7 Stingray
– New Black Cat County track
– Nurburgring gp circuit updated
– Nurburgring gp circuit now with 4 layouts
– Silverstone circuit updated
– Monza circuit updated
– Spa circuit updated
– Nurburgring Nordschleife circuit updated
– Nurburgring Nordschleife endurance cup layout added
– Mugello circuit updated
– Magione circuit updated
– Imola circuit updated
– Drift circuit updated
– Vallelunga circuit updated
– Vallelunga classic layout added
– Vallelunga circuit (all layouts) now has 24 car slots
– Activated time progression in Multiplayer
– All cars updated to Tyre Model 7
– Pitstop are now available in single player races
– Damage is now visible in Multiplayer mode for remote cars
– Launcher: steam overlay support disabled due to stability issues
– Launcher: re-instated multi-process mode for CEF due to stability issues
– Launcher: changes to memory usage policy, more aggressive memory releasing thresholds
– Fixed Lamborghini Miura gearbox damage
– Updated drivetrain upshift and downshift timings for all cars
– F6 inside cameras use internal sounds
– Free camera now honours distance multiplier for sound attenuation
– Of all Drivable cameras only Cockpit uses internal sounds
– Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini)
– Gearshift sound shares engine volume
– Backfire sound shares engine volume
– Fixed car sound when bottoming out
– Realtime app shows lapped guys (blue) and lapping guys (green)
– Fixed FuelLapEvaluation function
– Fixed fuel consumption on turbo engines
– Fixed inconsistency on UI tech specs
– Modding : added FormCamera functionality to associate internal/external soundset
– Modding : added console commands “observeLights” and “observeFlames” (work as observeDigital); EDIT_MODE is deprecated
– Modding : added Digital Instrument KERS_CHARGE (percentage)
– Modding : added Digital Instrument TOTAL_LAPS (if session is not race then “—“)
– Modding : added Digital Instrument CURRENT_LAP
– Modding : added Digital Instrument EST_LAPS (if est is less than 0 then “–.-“)
– Modding : added Digital Instrument AMBIENT_TEMP
– Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or “Kms per Liter” if missing)
– Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT)
– Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini
– All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet)
– All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet)
– Changed all tyres flex and pressure relation.
– Changed all tyres footprint and pressure relation
– Modified global aero efficiency with yaw angle. Works on all cars
– Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle
– Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T
– All GT2/GT3 cars now have minimum height 55mm
– 200,400,500,1000,2000 meters drag circuits now available
– Modding : ksPreviewBuilder added to sdk/dev folder
– Python Interface:
– initFont(fontfamily, italic, bold)
– setCustomFont(fontfamily, italic, bold)
– getCameraMode()
– setCameraMode(acsys.CM)
– getCameraCarCount(carId)
– setCameraCar(F6 camera index, carId)
– focusCar(carId)
– getFocusedCar()
– getServerName()
– getServerIP()
– getServerHttpPort()
– getServerSlotsCount()
– isCarInPitline(carId)
– isCarInPit(carId)
– isConnected(carId)
– getCarBallast(carId)
– getCarState(carId)
– eKersCharge
– eKersInput
– totally revamped backfire system (will not break mods)
– added new F1 “dash camera” and “Chase camera #2”
– CameraManager : fixed issue globalCameraIndex
– Fixed Camera selection on Replay Interface
– Fixed CameraApp to reflect Dash and Chase changes
– Fixed Camera system messages
– Fixed Random camera wrong cameras + message
– added CameraOnBoard offset to avoid car parts on view
– added new driver model with lod
– added Fuel Lut to solve issues with several cars gauges
– SharedMemory : added new members
– SPageFilePhysics
float turboBoost = 0;
float ballast = 0;
float airDensity = 0;
– SPageFileGraphic
int isInPitLine = 0;
float surfaceGrip = 0;
– SPageFileStatic
float maxTurboBoost = 0;
float airTemp = 0;
float roadTemp = 0;
bool penaltiesEnabled = false;
float aidFuelRate = 0;
float aidTireRate = 0;
float aidMechanicalDamage = 0;
bool aidAllowTyreBlankets = false;
float aidStability = 0;
bool aidAutoClutch = false;
bool aidAutoBlip = false;
– fixed several cars still featuring dashboard “floating” digits
– fixed car scraping volume
– added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini)
– improved camber calculations
– improved tyre heating on low friction surfaces (grass,sand etc)
– added new “Tyres” app
– Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
– Ford GT40 fuel tank position fixed
– revamp of all digital displays and script
– revamp of analogue gauges
– Lamborghini Huracan GT3 3D model tweaks
– Lotus Exige S model tweaks
– Various LOD fixes across the entire vehicle content
– BMW M3 GT2 3D model tweaks
– Roof on the LaFerrari is now customizeable
– Emissive values tweaked on some cars to improve visibility with PP off
– Various skin issues fixed
– PP preset improvements
– Improved AI behavior in traffic
C'est clair !
J'avais manqué cette vidéo, on dirait qu'il est sur un "buzz de poudre" mais ça semble tellement excitant que les "triple screen" ça va être démodé. On va voir une tonne d'écran en vente sur ebay
http://www.cdiscount.com/jeux-pc-video-console/ps4/assetto-corsa-jeu-ps4/f-1030401-8023171037110.html#mpos=3|cd
Tu avais eu vent de cette chose?En tout cas si cela fonctionne ce serait une petite révolution pour les fans d'Assetto Corsa,meme s'il y a du taf pour concurrencer IR.
http://www.virtualr.net/sim-racing-system-ac-now-available
Hello Gams !
Pour le moment je suis complètement en dehors du coup.. pas encore testé la dernière beta
Non pas au courant... dire qu'on était tout près de lancer le truc.. (et ça avait une autre gueule !).. mais je vais aller tester de ce pas
http://www.gameblog.fr/news/58715-assetto-corsa-ps4-et-xbox-one-decale-encore-sa-date-de-sorti
Changelog 1.6.0
Il devrait y avoir une promo sur les DLC précédents aussi sur Steam !
Bien joué
Faut être patient avec les DLC...
Y a que sur iRacing que les prix ne diminuent jamais.. ... non pas la têêêêête !!!
J'voudrais le changer dans la KTM, mais je ne trouve pas l'option..
When I look fast, I'm not smooth and I am going slowly. And when I look slow, I am smooth and going fast. - Alain Prost
Edit : nan ça y est, je suis tombé dessus par hasard.. lol
En mettant la souris complètement sur la droite, on a accès aux différents menus.
'tin.. fallait le savoir !
Merci quand même Rusty
When I look fast, I'm not smooth and I am going slowly. And when I look slow, I am smooth and going fast. - Alain Prost