Kunos you are amazing. AC just keeps getting better with every build http://www.assettocorsa.net/ac-v1-5-dev-diary-part-33/
"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." ermagherd, thats like all my dream cars... massive changelog for 1.5 1.5 - New Abarth 595esseesse and S1, S2 upgrades - 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 - 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 (work in progress) - Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races
FYI There is a poll up on the AC forum: If YOU were the AC Lead Designer, what would be your #1 priority for next update? http://www.assettocorsa.net/forum/index.php?threads/lets-play-game-designer.31615/
Epic looking new mod released, Tarmac and Gravel versions of the Ford Fiesta WRC. Updates to the previously released Citoren DS3 and VW Polo R coming soon. acs 2016-04-11 23-13-58-927 by kelnor34, on Flickr acs 2016-04-11 23-10-31-600 by kelnor34, on Flickr acs 2016-04-11 23-07-14-634 by kelnor34, on Flickr acs 2016-04-11 23-05-00-137 by kelnor34, on Flickr Link for Mod: http://www.assettocorsa.net/forum/index.php?threads/rl100-mod-ford-fiesta-rs-wrc-✔release-tarmac-✚-gravel-spec-good-fun-►►►.19853/ Stages for the cars: http://www.assettocorsa.net/forum/index.php?threads/pine-ridge-rally-released.31609/ http://www.assettocorsa.net/forum/i...ekka-rally-2014-ss1-v0-98-ttm-5-4-2016.29470/ @KoAStR I wonder how this compares to Dirt Rally.
Lol the mixed reality thing. Cool video. Pity it's just a fictional combination (edited). Gave the AC Rally Legends a quick whirl, in the Fiesta. Feels a bit disconnected from the road on gravel, more like driving on ice than a loose mixed surface. Probably need to play with setup as I had alot of understeer and bottom out on bumps. What tyres are they meant to have on? Sorta look like road tyres which might be part of the issue. But for now I will stick with Dirt Rally for my off-road fix. On tarmac it's very fun. Gave it a run on that Dr Doomslab hill climb. Although to get the pointy feel I would expect out of a rally car I had to make some very aggressive setup adjustments (front: min ride height, min spring rate, min ARB, min diff settings | Rear: max ride height, max spring rate, max ARB, max diff power lock/preload, min diff coast). Also set the 'steering assist' setup option to minimum as I felt this just masked the FFB and contributed to that disconnected road feeling. Awesome drifting fun though . Very nice car model and sounds.
I like the feel of the latest update, Cars seem to handle a bit better and driver a bit more precise. I am a Trail Braker so i tend to brake late and brake through the 1st part of the apex and this to me seems to be alot more realistic now. The Wheel settings seem to be a bit off as u use the Logitech Profiler and i have seen guys run with out it to get a more precise range. There is some notes on the AC forum about this so i will try a few of these. I ran the Lotus on the Practise server thats up and i was quite impressed on the feel and drive of the car and track. If kunos keep going in this direction i think it will only get better. Now that the Mazda MX5 is on its way later on, will make a good series in itself.
For interest sake did this calibration process on my wheel. -click- Might be my imagination but the steering response is better on larger steering angles.
ahh ok I seen this in the AC forum HERE So with 900 Degrees Rotation the Scale should be 1-1 . So at 900 the scale should be really 0.90. mine was as below and always felt a bit off. [STEER] JOY = 0 AXLE = 0 SCALE = 1.1 LOCK = 905 FF_GAIN = 0.9 FILTER_FF = 0.25 FF_DAMPER = 0 STEER_GAMMA = 1 STEER_FILTER = 0 SPEED_SENSITIVITY = 0 MIN = 0 MAX = 0 So I went into the Steering config and changed the Lock to 900 and the Scale to 0.90 and its the best its ever been. Feels really nice and precise.
Dream pack 4 available now $4.99 USD BARGAIN . For those that have a PC and don't yet have AC, It's on special for US$35.99 (includes 3 dream packs).
http://www.racedepartment.com/downloads/williams-fw23-f1-2001.10457/ anyone looking for some fun, this things awesome