Autore Topic: [PC][PS4][XO] Assetto Corsa  (Letto 107109 volte)

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Online atchoo

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Re: [PC] Assetto Corsa
« Risposta #660 il: 04 Giu 2015, 08:32 »
Sì, a prezzo pieno molti utenti gli farebbero pubblicità negativa, così come la stanno facendo per alcuni aspetti di Project CARS (numero vetture incluse: per alcuni sono poche!)
Su PC c'è gente che si è assemblato un PC appositamente per Assetto Corsa, su console rischia di passare inosservato o quasi... O, e sarebbe peggio, far pensare "Beh, tutto qua?" a chi ne ha letto lodi, in alcuni casi eccessive, ovunque.

Sui diritti Ferrari c'è un po' di confusione, bisognerebbe capire quali accordi hanno preso, se possono "subappaltarli", ecc. ecc.

Intanto c'è già un'intervista: http://www.eurogamer.it/articles/2015-06-04-assetto-corsa-su-ps4-e-xbox-one-intervista
L'immagine della postazione vede Shaun Cole (famoso per i video di InsideSimRacing prima e di The SimPit poi) alla guida in... iRacing! :D
« Ultima modifica: 04 Giu 2015, 12:37 da atchoo »

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Re: [PC] Assetto Corsa
« Risposta #661 il: 07 Giu 2015, 12:34 »
riprovato con il pad, dopo un paio di prove con il settaggio sulla velocità dello sterzo risulta gradevole
ho utilizzato il pad della one

Online atchoo

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Re: [PC] Assetto Corsa
« Risposta #662 il: 08 Giu 2015, 08:06 »
Queste sono le prime immagini delle versioni console: http://www.drivingitalia.net/index.html/_/software/assetto-corsa-console-in-screens-r22193

Altra intervista a uno dei capoccia di Kunos: https://www.facebook.com/GTItalia/posts/962918330406591
« Ultima modifica: 08 Giu 2015, 13:16 da atchoo »

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Re: [PC] Assetto Corsa
« Risposta #663 il: 18 Giu 2015, 18:27 »

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Re: [PC] Assetto Corsa
« Risposta #664 il: 18 Giu 2015, 18:54 »
bene dai, un po' alla volta continuano a implementare cose nuove, ho visto che ora si può anche decidere il tipo di asfalto
ho letto che parecchi vorrebbero la pioggia, il 90% dei player che si trovano online non sanno manco tenere dritta l'auto... e vogliono la pioggia...
mah...

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Re: [PC] Assetto Corsa
« Risposta #665 il: 31 Lug 2015, 19:56 »
È arrivata la 1.2.0!

Citazione
ASSETTO CORSA 1.2.0 + FREE BONUS PACK AVAILABLE TODAY AT 10.00 AM Pacific Time / 19.00 CET

The new build 1.2 of Assetto Corsa is finally available for all users on Steam today, at 10.00 AM Pacific Time / 19.00 CET, at the URL
http://store.steampo...com/app/244210/. The new version provides a considerable update and adds five new cars and one circuit as free bonus content. The free bonus pack does not introduce only new content but, more importantly, new features and sensible improvements, in all sectors: artificial intelligence, physics, multiplayer features, graphics and general performance.
The changelog lists all the updates, fixes and modifications applied to the new build of Assetto Corsa, that now is even more stable, and includes new physics algorithms regarding the tyre model, force feedback and artificial intelligence.
Here is a description of the main areas of fixes, content and features included in the Assetto Corsa v.1.2 update:

General
The updates related to the physics engine and force feedback allows to appreciate even more the new cars included in the bonus pack and rediscover the old ones, since all the previous and existing content available in Assetto Corsa have been updated to take advantage of the latest improvements. Some graphics glitches known since the 1.0 version have been fixed: motion blur feature now works properly on any circuit, tyres “glued” to the road in multiplayer have been corrected, and two new features have been added for the driving view: now the dedicated app allows to find automatically the proper eye position, showing also a visual indication for suggested eyes position and actual eye position for Driver Eyes, in order to help gamers to find the correct match, if they desire to set it manually. All content has been updated in order to set a better driving view position with any car. Also, the limits from Driver Eyes Positioning app have been removed, in order to allow players with dedicated rigs or cockpits, free to set their prefered driving view. A huge operation of fine-tuning has involved all the car values, including lods, instrumentation, 2D/3D details, skins, and so on. Furthermore, continuing the general process of improvement, the game now features glowing brakes for high performance
and racing cars.

Physics
Differential were updated with the latest electronic wizardry in order to simulate the intricate torque vectoring system at the base of the Nissan GTR incredible handling. Tyre model was also improved by refining the pneumatic trail math
model to generate a more self aligning torque, together with improved relaxation length model it will now feature a much smoother ride and more consistent steer feedback.

Artificial intelligence
Artificial Intelligence is sensibly improved both by making it closer to humans performance in corner exit and in general race craft during the race; AI is now able to choose the proper tyre compound for a given session, better handle turbo strategy during qualify and race, improved DRS usage. Driving lines have been improved, as well as the ability of AI drivers to overtake each other and the player. Now they are more aggressive, and they take advantage of any mistake to take your position.

Multiplayer
The update of multiplayer is the result of the feedback received by the community, that asked for more stability and better tools for a more consistent multiplayer experience and leagues organization.
Amongst the various bug fixes included in this update, like the corrected checksum for circuits that use the new configuration system, better collision samples triggering, tyres that properly jump together with the car and so on, we
also get some brand new and highly requested features.
We now offer you the possibility to limit the tyre choice, weather settings on the server side, lock of new players joining races, complete last lap in qualify and practice, add ballast for players and much more.
Even more importantly a new complete server side UDP plugin for real time data input/output has been implemented. This particular feature will be of great help to all the league organizers and could bring very important developments in
AC multiplayer in the near future.

New content
Regarding the selection of the new cars, the Alfa Romeo Mito Quadrifoglio Verde joins the fight versus the 500 Abarth EsseEsse and can also teach a thing or two against some older RWD machinery; the Audi Quattro is a legendary car so loved by car enthusiasts. The Audi had over 300bhp and 4 wheel drive in the mid 80s. A tuned step1 version with locked differentials and more power has been added to satisfy the hardcore car enthusiasts! The Lamborghini Miura SV is the first Lamborghini model officially added in Assetto Corsa. It defined the term supercar back in the 60s and now we give
you the opportunity to drive this million value piece of car history. The Toyota GT86 is a very balanced car, and for this reason, maybe is one of the most wanted model included in the new package. This car has been developed in
cooperation with RSR Nurburg, that knows each single secret of this modern hachi-roku (eighty six), a car that makes every car enthusiast yell with excitement and every tyre tremble with fear. The Nissan GT-R Nismo introduces in Assetto Corsa the active central differential and it's the second 4WD car now available after the Alfa Romeo 155 DTM.
The Circuit of Zandvoort, a well-known motorsport race track located in the dunes north of Zandvoort, Netherlands, is the latest addition of the new build: the circuit gained popularity because of its fast, sweeping corners such as Scheivlak as well as the "Tarzanbocht" (Tarzan corner) hairpin at the end of the start/finish straight. Tarzanbocht is the most famous corner in the circuit. Since there is a camber in the corner, it provides excellent overtaking opportunities. It is possible to pass around the outside as well as the easier inside lane.

Changelog 1.2
- Balanced interior and exterior volume for all cars
- Updated Fmod example project
- Updated Fmod pipeline document
- Fixed some rare FMod crashes
- Fixed bodywork sound when stand still for some cars
- Fixed typos for career descriptions
- Fixed Ferrari 458 and Giulia GTA sound pan
- Fixed flags position for triple screens users
- Fixed replay doesn't show smoke
- Fixed sun visible through barriers
- Fixed flying crew at Mugello
- Fixed delay before gear shift recognised
- Fixed keyboard controller and mouse steering
- Fixed rare pit stop repair bug when clutch is pressed
- Fixed wrong player is selected in the drivers list
- Fixed showroom crashes with Motion Blur enabled
- Fixed tyre blankets weird behaviour
- Fixed front wheels size on Lotus Evora
- Fixed Pagani Huayra broken mirror
- Fixed missing BMW M3 Gt2 rear tow
- Fixed cars already damaged starting a gameplay session at Ring
- Fixed BMW M3 e92 red patch on headlights
- Fixed P4/5 Competizione static calipers
- Fixed 599xx Evo weird LOD effect
- Fixed blurred rims missing from LOD C on some cars
- Fixed fuel calculator on Setup UI
- Fixed 500 Abarth skin issues
- Fixed pit crew panels in Chevy C7r and Nissan GT-R GT3.
- Fixed some broken Steam achievements
- BMW 1M has stock liveries; the previous ones are assigned to the S3 version
- Added FOV system message when using +/- to change the value ingame
- Added visual indication for suggested eyes position and actual eye position for Driver Eyes Positioning app
- Added "Auto Pos" button in Driver Eyes Positioning app to automatically move the eyes position to the suggested value
- Added Exposure system message when PGUP/PGDOWN are used to change the value ingame
- Improved AI. AI cars can and will overtake slower cars, lose their stability easier, can oversteer occasionally.
- Tyres now have a short name that is visualized on the classification, so that players can know which tyres the AI is
using.
TYRES SHORT NAMES
SV= Street Vintage
ST= Street
SM= Semislicks
SS= Slicks SuperSoft
S= Slicks Soft
M= Slicks Medium
H= Slicks Hard
SH= Slicks SuperHard
HR= Hypercar Road
I= Intermediate
V= Vintage
- Fixed tyre - kerb hard collisions
- Adjusted realigning forces from tyres.
- Active differentials
- New Alfa Romeo Mito Quadrifoglio Verde
- New Audi Sport Quattro
- New Lamborghini Miura SV
- New Nissan GT-R Nismo
- New Toyota GT-86
- New Zandvoort circuit
- New interior soundset for 500 Abarth (shared with Alfa MiTo and Tatuus FA01)
- Added dynamic controllers to drivetrain (Nissan GT-R Nismo)
- Added FF low speed reduction factor to avoid oscillations when the car is stationary. (check
system/cfg/assetto_corsa.ini [LOW_SPEED_FF]]
- Multiplayer - Added checksum checks for tracks using the new config system
- Multiplayer - Removed "Track List" feature from AC Server
- Multiplayer - Added "IS_OPEN" key to "[RACE]" to lock new players from joining a race. 0=CLOSED, only players
coming from the previous sessions are allowed in. 1=OPEN, players can join during a race. 2=OPEN DURING WAIT
TIME, players are allowed to join during the wait time only
- Multiplayer - Fixed collision not triggering correct samples
- Multiplayer - Added weather settings to the server side
- Multiplayer - Fixed tyres glued to the road for cars without animated suspensions
- Multiplayer - Added possibility to limit tyre choice
- Multiplayer - Added Server Plugin Auth system to AC Server for customized user authentication.
AUTH_PLUGIN_ADDRESS in server_cfg.ini
- Multiplayer - Added Server UDP Plugin for realtime data input/output from AC Server (check example C# application
and UDP_PLUGIN_ADDRESS in server_cfg.ini)
- Multiplayer - It is now possible to complete last lap during Qualify & Practice
- Multiplayer - Fixed /client_list not showing local car ID
- Multiplayer - Added first ballast implementation (use /ballast [carid] [kg] in the chat as admin or entry list)
- Multiplayer - At the end of a race now the system goes "Race Control" view with leaderboard and chat
- Multiplayer - Exit button in ESC menu is now at safe distance from the others
- Multiplayer - Added option to force virtual mirror ON from AC Server
- Multiplayer - Added acServerManager into server folder.
- Added realtime "relative" time app
- Added glowing brakes graphics effect. [DISCS_GRAPHICS] in brakes.ini
- DRS can now be turned off with the DRS button and not only by braking
- AI grip on corner exit is now more realistic
- Improved loading time ~1s faster per car
- Game timing is now using high resolution timer unless a drift is detected and the timer is switched to 1ms resolution.
This improves FPS CAPS and general fluidity
- Tyres and rims now stay blurred when replay is paused
- Auto shifter has now its own dedicated section in drivetrain.ini [AUTO_SHIFTER] and does not share it with AI any more
- Air density calculation is now using temperature as input
- Proximity indicator now scales with resolution
- AI now properly brakes in time to hit 80Kmh in the pitlane
- Fixed discs object not properly switched with LODS
- Better driver gearshift preload on first gear
- Fixed strong tyre vibration around 40 kmh
- Added EBB (electronic brake balance) support
- Removed user FF damper settings from GUI and setups. FF damping is only used for stationary cars (hard steering
wheel feel) and it is controlled by wheel drivers
- Removed limits from Driver Eyes Positioning app
- Kers is now recharged in pits
- AI is not using "Trail Hint" anymore

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Re: [PC] Assetto Corsa
« Risposta #666 il: 31 Lug 2015, 20:14 »
appena provata la Toyota GT86, è veramente molto molto fedele a quella reale
la aspettavo appunto per provare il motore quanto fedele fosse alla controparte reale, e avendola guidata qualche tempo fa posso dire ciò

ora manca solo provare la 458 e laferrari :D

Online atchoo

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Re: [PC] Assetto Corsa
« Risposta #667 il: 01 Ago 2015, 11:24 »
Niente, come sensazioni di guida è ottimo, non lo scopriamo ora, e le piste sono fantastiche, ma il resto...
L'IA è migliorata, ma funziona bene solo in condizioni ottimali: un imprevisto e va nel pallone. Se si rimane fermi alla partenza le auto dietro si bloccano in preda al panico, incapaci di sorpassarvi. :no:
Nello stato in cui è ora è impresentabile su console.
Aspetterò la 1.3, ma, a questo punto, spero che incarichino qualcuno con esperienza di IA... C'è chi si diverte nella guida e chi online. Però c'è anche chi lo fa gareggiando con un'IA credibile.

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Re: [PC] Assetto Corsa
« Risposta #668 il: 01 Ago 2015, 13:05 »
sì beh fosse solo l'IA che lo rende impresentabile, vedi mezzo menu tradotto e mezzo no, canzoni assenti, modalità quasi inesistenti ecc...
tutte cose di contorno, io credo si concentrino di più sul motore fisico, e un po' alla volta sistemino tutto il resto o almeno è quello che hanno fatto fino ad ora
credo anche che per la versione console implementino una sorta di storia o di livellamento, tipo GT e Forza

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Re: [PC] Assetto Corsa
« Risposta #669 il: 01 Ago 2015, 13:09 »
Sì, io ho parlato dell'IA perché è la cosa che più mi sta "a cuore", ma hanno parecchio lavoro da fare...
Una cosa molto attesa riguarda la simulazione del surriscaldamento e del consumo dei freni, attualmente assente. Sono curioso di vedere quanti giri si riusciranno a fare con molte delle stradali del gioco, che non hanno impianti frenanti "da corsa", ma che viene facile mettere alla frusta.
L'interfaccia su console sarà completamente rivista, comunque.

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Re: [PC] Assetto Corsa
« Risposta #670 il: 01 Ago 2015, 13:18 »
per quanto riguarda il discorso dei freni penso sia applicabile solo alle auto vecchie e anche anche, non ci sono modelli di serie che non siano almeno un po' costruiti per la corsa et simila
le auto tipo abarth ecc, hanno sempre impianti frenanti buoni, raffreddati ottimamente, e difficilmente si ha un consumo sulla singola prova, anche a più giri
forse potrebbero mettere la feature che ogni tot bisogna cambiarli
altra cosa interessante, che non so se ci sia in questo momento, è il fatto che i dischi da corsa sono in carbonio e danno il meglio quando sono caldi, cioè si sente un effettivo incremento della forza frenante, dopo qualche frenata

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Re: [PC] Assetto Corsa
« Risposta #671 il: 01 Ago 2015, 19:56 »
No, non c'è... Altri simulatori ce l'hanno, però.
Le Abarth di AC sono auto preparate, da corsa. Io pensavo più ad alcune Alfa e ad altre ancora. Di sicuro le hyper car hanno impianti frenanti adeguati, anche se dopo due o tre giri al limite potrebbero entrare in difficoltà (ma non lo fanno perché non è previsto).

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Re: [PC] Assetto Corsa
« Risposta #672 il: 01 Ago 2015, 20:45 »
2 3 giri?
no no, tengono veramente tanto
hypercar e supercar non hanno problemi con i freni, a meno che non siano consumati
questo è di una 458, giusto per capire cosa montano :D

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Re: [PC] Assetto Corsa
« Risposta #673 il: 02 Ago 2015, 02:21 »
Sì, dubito abbia problemi! :D
Però di sicuro le prestazioni cambiano in caso di uso intensivo, ora come ora sono sempre e comunque ottimali. Secondo me è un aspetto che merita di essere simulato al meglio.

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Re: [PC] Assetto Corsa
« Risposta #674 il: 02 Ago 2015, 02:59 »
Credo lo lavorino in un prossimo futuro, giusto oggi provavo le migliorie alle gomme, ora dono simulate così bene che se si prova a sterzare da fermi si fa molta più fatica, e pare proprio che le gomme facciano attrito. Il prossimo passo potrebbe veramente essere i freni.