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Itt a legújabb Assetto Corsa frissítés!

17Mint tudjátok a Kunos Simulazioni gárdája egy új kiegészítéssel készült az Assetto Corsához, aminek megjelenését a legújabb patchel egyszerre kívánt kiadni a gárda.
A tegnapi napon meg is érkezett a Porsche DLC Pack első része, amiben olyan autók kaptak helyet mint a 911 Carrera S, 935 Moby Dick, 918 Spyder, Cayman GT4 Clubsport, 718 Cayman S, 917/30 és a 911 Carrera RSR 3.0 1974.

Természetesen az 1.9-es változat is számtalan javítással és újdonsággal vár benneteket, aminek részletes tartalmát kicsit lentebb olvashatjátok angol nyelven. A letöltés a Steam rendszerén keresztül automatikusan megtörténik.

Changelog

– New Porsche 991 Carrera S (Porsche Pack #1 DLC)
– New Porsche 918 Spyder (Porsche Pack #1 DLC)
– New Porsche 718 Cayman S (Porsche Pack #1 DLC)
– New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
– New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
– New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
– New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
– New Porsche Panamera G2 Turbo
– New Silverstone 1967 historic track
– Added session time/laps on the top of the screen (laps are the leader ones)
– Now race is over when the car complete its lap and the leader has finished his last one
– Added dynamic ARB
– Fixed possible collision still active on race restart
– Added ERS recharge digital display
– Improved precision on all digital leds
– GT3 cars use tire model v10.
– Fixed TC sound distortion when triggered for the first time
– New camber grip variation formula (Thank You Nao!)
– Simplified DirectX 11 initialization
– Added official “Sparco” license to Assetto Corsa
– Added Ballast system through Ballast App (single player only)
– Added new F9 vertical layouts
– Added new driver + crew texture system
– Added new personal driver texture
– Fixed virtual mirrors rendered when not necessary
– Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
– Improved FFB App UI, so label is readable by VR users
– Added multiplayer splits
– Added Time Table leaderboard mode: this includes realtime splits and delta
– Added Fmod optimizations
– Added Anti-Wrecker protection
– Fixed AI “flapping” DRS in traffic
– Improved autoshifter
– Improved laptimes board by adding splits and tyre compound
– Fixed backfire animation freezing after session change
– Fixed leaderboard history in multiplayer
– Added voting spam protection
– horizon locked view removed from Bumper camera
– Delta App reviewed
– Fixed possible flickering in case of engine stall
– Added backfire animation to Zonda R
– python new functions and members
– getCarTyreCompound(carid)
– Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
– Fmod updated to 1.08.12
– Updated SDK for modders
– Removed reverb snapshot in the Fmod project
– General audio engine code cleaning and bug fixing
– Vastly improved Fmod resource usage
– Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
– Fixed listener priority for cars in pits. They don’t steal the priority anymore
– Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
– Overall volume balance
– 7.1 surround should now work as expected (on all platforms)
– Fixed audio initialization pop when the session starts
– Stereo imaging now works as expected
– Fixed ambience sound affected by reverb zones
– Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
– Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
– Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
– Reworked surfaces audio curves
– Reworked skids logic
– Fixed skids positional sound
– New exterior skids sound
– Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
– Reworked code management for traction control and limiter events
– Tweaked wind and limiter sound emitter position in dashboard camera
– Audio compressor on engine_ext event now works as expected when many cars are involved
– Surfaces, crashes and skids are now properly audible in chase and track cameras
– Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
– Fixed load/coast smooth for AIs and multiplayer
– Fixed transmission smooth and pitch for multiplayer opponents
– Engine volume setting is now related to the player/focused car
– When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
– Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
– Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc…
– New dirt sound effects
– New brake squeal for some “old” cars
– Added audio fade when track camera changes
– Added [VERSION] section in audio.ini
– Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
– Slightly modified gear grind sound
– Fixed wrong listener position for track and car cameras in some situations
– added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
– added templates for Porche Vol. 1 cars
– fixed excessive brake light brightness on Ford Mustang
– minor graphics fixes on Triple Pack cars
– [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
– [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
– Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini
– Packers now use bump stop rates[paypal_donation_button]