Hi guys, I'm Ben new to this online racing. Did a few races with xgn group. Still got some learning to do about safe passes. Find it difficult to stay close to someone for fear of tapping them and then if you go for a pass there is a risk of tapping each other. Had a tap with Cyber, be good if there was a race Marshall calling shots realtime so you new whether a move was legit or not. Perhaps it would be good to have a few examples of good passes where both drove really well. Anyway enjoy your races and let me know if my racing is ok. Somehow I missed the lights like I was blind and lost 8 spots at the start. Didn't see the AC lights come up for some reason. Was happy with my tune. Had plenty of toe and camber. Cuss next time
Only about 4 hours to go for 1.9, lots of new goodies to investigate! 1.9 - 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 - 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]
All good mate it's part of the fun. Helicorsa is a big help in showing you proximity to other racers around you. grab that app if you don't have it already. General rule of thumb, to stick a move up the inside you must have approx 3/4 overlap to the car in front, so your front bumper should be along side their front pillar, and you must be able to hold your line without shunting them off theirs or off track.. a little squeeze and rubbing to swap some paint without bending panels is OK. There is more info here http://raceonoz.com/forums/index.php?threads/racing-rules-regulations.70/ http://raceonoz.com/forums/index.php?threads/the-good-racecraft-guide-rooz-racing-ettiquette.419/
Porsche GT4 clubsport for next season's car please! Gave it a hoon around the 'ring and it's bloody awesome!
Is it just me or is there something wrong with mp servers showing. I get an error msg saying cant retrieve servers.
With @JayJAY throwing in the towel @Ben787 is moving to TGM to even up the numbers a bit. OP and last weeks results update. Minor impact to teams championship standings.
Thanks mate. But I can't match that since the v1.9 update Lost nearly half a second. Plus I will have ballast on raceday.
Ben use this for a voice "race chief" to remove some decision/placing pressures" http://xgn.com.au/index.php?topic=1600.0 "Crew Chief" and for close "tap preventtion" http://xgn.com.au/index.php?topic=791.0 "Helicorsa"
Div 1 http://simresults.net/161031-V5a Eeeeeepic racing tonight with @Tovey_4saken and then @Cherno in each race. WD @ed40t and @Shaun_A
Bit of a shake up again in Div 2 championship this week. In the teams champ TTB manage to hold onto the top spot despite a below average points haul, but still faired better than HTO who are now floundering at the bottom from leading after the first round, hampered this week DNSs so only 3 drivers scoring points for the team.
Race 2 was the highlight for me. Qualified 6th then lost a couple of spots at T1 as I was being cautious. S4ved and Krunch decided to go offroading on Lap 3 which put me on the back of cyber and pete c and for the next 11 odd laps it was the best racing I've had as I was able to stick with them. S4ved and krunch were slowly gaining on us and then I buggered up my line into the last turn and got a bit too much kerb letting them through. What could have been if i didn't stuff that up .