Intercontinental GT Challenge kommt für Assetto Corsa

Kunos hat heute offiziell verkündet, dass die Intercontinental GT Challenge offizieller Bestandteil von Assetto Corsa Competizione sein wird.

Introducing The Intercontinental GT Pack, coming soon to Assetto Corsa Competizione!

The Intercontinental GT Pack, to be fully dedicated to the Intercontinental GT Challenge, will feature new tracks such as Suzuka, Mount Panorama, Laguna Seca and Kyalami, with the South African circuit reproduced for the first time ever in a racing simulation using laserscan technology, just like all other tracks in the pack, in order to guarantee the ultimate accuracy.

(Link zu Facebook)

Die Strecken der Serie sind die folgenden:

  • Suzuka International Racing Course
  • Laguna Seca Raceway
  • Mount Panorama Circuit – Bathurst
  • Kyalami Grand Prix Circuit
  • Circuit de Spa-Francorchamps

Zusätzlich schrieb Kunos, dass das kostenloses Update zur Saison 2019 voraussichtlich innerhalb der nächsten drei Monate (Fall 2019) veröffentlicht wird. Es enthält sechs neue Autos sowie die zusätzliche Strecke Zandvoort:

KUNOS also confirms that the team is working hard to release the 2019 GT Championship update, featuring 6 new cars and Zandvoort circuit, as a free update to the base game within Fall 2019.

Mount Panorama Circuit – Bathurst – WIP

1.0.8 Hotfix

GENERAL:

  • Fixed “Skip Intro Sequence” setting not working.
  • Added driverStintTimeLeft and driverStintTotalTimeLeft to sharedMemory.
  • Added rainTyres flag to shared memory and digital displays.
  • Fixed sessions in shared memory, added session index.
  • Fixed current lap time in shared memory, added deltaLapTime and estimatedLapTime.
  • Fixed bug with fuelUsed value in shared memory.
  • Fixed tripDistance in shared memory.
    NOTE: more documentation on shared memory data is available in the following link: https://www.assettocorsa.net/forum/i…ntation.59965/
  • Replay version is changed.
  • Fixed MOTEC venue name bug.
  • Exposed forceFeedbackIntervalSteps in the controls.json in documents/Assetto Corsa Competizione/Config to increase Force Feedback frequency (0= 333Hz 1=222Hz 2=111Hz, default is 2).
    NOTE: high-end wheels will benefit from using a higher frequency, but older wheels should keep setting “2” for compatibility.
Weiterlesen

1.0.7.1 Hotfix

GENERAL:

  • Added enable TrackIR camera setting.
    Disabling the plugin eliminates possible view-related issues caused by tracking devices used in other games.
  • Possible fix for localVelocity in shared memory struct.

GAMEPLAY:

  • Fixed inconsistent AI skill levels when reloading a saved game.

GRAPHICS:

  • Removed slow convolution bloom from intro sequence cameras in Monza that caused massive performance drop and possible crash on ultrawide screen resolutions when entering a session.
    i5 9600k | 16GB Corsair 3200Mhz | Zotac GTX 1080 | Iiyama G2730HSU-B1 Triple | DIY Alu Ri

1.0.7 Hotfix (beta)

GENERAL:

  • CPU optimization on the game thread resulting in less CPU usage with AI.
  • Added all cars’ locations to shared memory.
  • Added electronics channels to shared memory, in particular TC, TC Cut, ABS, fuel cons, engine map, exhaust temps, lights and wipers stages.
  • Added initial TrackIR plugin implementation.
    NOTE: a specific profile is required to be set up, please follow our forums for more information.

GAMEPLAY:

  • Mid-session saving is re-enabled.
  • Added ability to save multiple games and load then individually.
    NOTE: Championship and Career can still only have a single saved instance.
  • Now save games correctly handle car damage.
    NOTE: it will only work with new saved games.
  • Fixed a bug where restarting the engine was not possible in certain cameras.
  • Fixed a bug with championship status when starting a new championship with another season in progress.
  • Fixed wrong blue flag when only one car remains on the track.
  • Reworked driver stint logic in Endurance game modes.
  • Added driving time limit per driver in Endurance game modes.
  • Added driver stint requirements per different Endurance modes as per real-life regualtions.
  • Improved AI strategy in stint-based game modes.
Weiterlesen

5-Punkt-Reifenmodell

Kunos arbeitet derzeit an einer neuen Art zur Berechnung der Kontaktpunkte der Reifen zum Untergrund. Anstatt eines zentralen Punktes, soll es jetzt mehrere Kontakpunkte geben. Die Gefahr des “Curb of Deaths” wird somit erheblich reduziert. Auch Vibrationen sollen deutlich realistischer dargestellt werden. Weitere Informationen finden sich im offiziellen Forum: https://www.assettocorsa.net/forum/index.php?threads/introducing-the-5-point-tyre-model-for-acc.59307/

Das neue Reifenmodell


1.0.6 Hotfix

GENERAL:

  • Fixed a potential crash when resuming career and championship.
  • Added first implementation of blue flags during qualifications.
  • Tweaked MP highlights to avoid unnecessary out-of-track highlights.

GAMEPLAY:

  • Sprint Race driver assignment now matches real-life rules. (Drivers are designated to Q1, Q2, R1, and R2 based on license).

UI:

  • Added chat window on Multiplayer menu screens.
  • Fixed a bug where the player could remain stuck in the podium animation sequence when using VR.
  • Fixed wrong default tyre set when opening MFD pitstop page without going to setup before the session.
  • Fixed MFD not updating in non-interactive phases.
  • Removed engine repair option from MFD.
  • Relocated “lock to horizon” setting from video settings to view/camera settings page.
  • Now possible to save driver profile with a blank nickname.
  • All setup strategies start from 0 litres of fuel instead of 2.
  • MFD now correctly shows 0 fuel to add from pit strategy.
  • Player now receives alert of pitlane speeding in real time, not at the end of the pitlane.
  • Disabled an obsolete PP effect that resulted in heavy GPU load in the user interface with ultra-high resolutions.
  • Pit window message now includes a timer with time left until it closes.
Weiterlesen

1.0.5 Hotfix

GENERAL:

  • Potential fix for failure to start the game with a particular combination of characters in the username.
  • Added logs for autosave replay issue.

RATING & MULTIPLAYER:

  • Minor changes to the server ping system.
  • Fixed CP servers memorizing disconnected users in certain situations.
  • Added 2nd results json file (via dumpLeaderboards) that contains more information.
  • Enabled Lumirank display in Multiplayer.
  • (Slightly) reduced amount of necessary netcode packets, especially while other cars are changing setups.
  • Fixed server trying to connect to the secondary lobby backend first.
  • Race weekend resets now reset the track grip as intended again.
  • Added configuration option “randomizeTrackWhenEmpty”.
  • Added “forceEntryList” option for non-public servers.
  • Fixed “maxClientsOverride” not working as indented, including the calculation for spectator slots left on busy servers.
  • Improved “/next” admin command, which now always forces the end of the session instead of skipping to the next one.
  • Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over.
  • CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known.
  • Teleports of own car will now re-focus it in the last drivable camera.
  • The initial CP Rating (until a certain amount of races/positions have been completed) changed. Winning points will move the CP Rating more directly to the target, while losing only gives a comparably tiny progress.
  • Improved backend stability, moved one in-memory cache layer to hard disk.
  • Server now creates the required folders if necessary.
  • The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types.
  • Updated Server Admin Handbook v2 to cover: “Custom cars”, “overrideCarModelForCustomCar”, “customCar”; “forceEntryList”; “randomizeTrackWhenEmpty”
  • Fixed setup and timing serialization in driver swap situations. The car taking over should now be able to use the Pitstop MFD as intended.
Weiterlesen

1.0.5 Hotfix (beta, build 3952167)

RATING & MULTIPLAYER:

  • Minor changes to the server ping system.
  • Fixed CP servers memorizing disconnected users in certain situations.
  • Added 2nd results json file (via dumpLeaderboards) that contains more information.
  • Enabled Lumirank display in Multiplayer
  • (Slightly) reduced amount of necessary netcode pakets especially while other cars are changing setups.
  • Fixed server trying to connect to the secondary lobby backend first.
  • Race weekend resets now reset the track grip as intended again.
  • Added configuration option “randomizeTrackWhenEmpty”.
  • Added “forceEntryList” option for non-public servers.
  • Fixed “maxClientsOverride” not working as indented, including the calculation for specator slots left on busy servers.
  • Improved “/next” admin command, which now always forces the end of the session instead of skipping to the next one.
  • Race weekend simulation now allows to chain sessions, so the weather and track condition will just carry over.
  • CP Servers will now chain the Qualifying session into the Race session, so the starting conditions are well known.
  • Teleports of the own car will now re-focus it in the last drivable camera.
  • Improved backend stability, moved one in-memory cache layer to hard disk.
  • Server now creates the required folders if necessary.
  • The Pitstop MFD can now be used in FP and Q while driving in a team, allowing swaps in all session types.
  • Updated Server Admin Handbook v2 to cover: “Custom cars”, “overrideCarModelForCustomCar”, “customCar”; “forceEntryList”; “randomizeTrackWhenEmpty”