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ACC (Update) News!
#21
v1.0.3 Changelog:

GENERAL:
- Audio optimizations to lower the memory footprint.
- Fixes to overall game stability and added logging.

GAMEPLAY:
- Fixed a rare bug that failed to turn on the ignition in AI cars.
- Fixed driver swap missing in Race 2 of career race weekends.
- Fixed autosave not storing tyre set wear data.
- Fixed random weather not randomizing ambient temperature.
- Fixed potential issue not auto saving replays

GRAPHICS:
- Fixed disabled driver foot animations in the Mercedes-AMG GT3.

UI/HUD:
- Revamped controller options menu, allowing keyboard, direct-input and X-input customization.
NOTE: old controller presets will continue to work.
- Fixed widget position when the car crosses the finish line.
- Camera movement and look-with-wheel sliders activate/deactivate in relevant camera modes.
- Fixed a bug on the weather page that allowed rain level without cloud level when after entering the page.
- Fixed confusing behaviour of random track button on the weather UI.
- Fixed weather summary incorrectly reporting dynamic weather disabled with random weather on.
- Fixed podium sequence not responding to mapped pause key.
- Fixed championship AI aggression being incorrectly limited to 80-100%.
- Default championship settings updated.
- Resume button added inside the main Championship and Career pages.
- Revised layout organization of race-end messages.
- Fixed wind speed not being absolute value.

VR:
- Mouse in VR: added wheel and scroll bar support.
- Fix to the HUD stereo layer clipping with the car geometry.

RATING & MULTIPLAYER:
- Solved "No CP server in your region" display for users that should actually see them.
- Server pings are now displayed accurately in the UI.
- The "too slow for Eau Rouge" fix introduced in 1.0.1 is now more accurate.
- Fixed a an issue where cars can load without setup (=no ABS/TC) applied / HUD invisible.
- Entrylists can now use "isAdmin" as intended.
- Entrylists can now use "overrideDriverInfo" as intended.
- Added ServerAdminHandbook v1 to the server folder.
#22
v1.0.4 Changelog

GENERAL:
- Fixed gameplay freezes.
#23
v1.0.5 Changelog:

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.

GAMEPLAY:
- Fixed tyre wear incorrectly resetting in pit stops.

UI:
- Fixed issues with rebinding an existing control and saving presets.

AUDIO:
- Audio scale improvements.

PHYSICS:
- Fixed Mercedes engine damage raising too much at engine limiter. Additional damage tweaks for Audi R8, Lamborghini Huracán and BMW M6.
- Fixed Honda NSX too high fuel consumption.
- Honda NSX AI tweaks.
- Fixed missing Porsche aggressive Nurburgring setup.
- Fixed astroturf grip level at some locations on Spa.

AI:
- Improved AI movement when they are on the outside.
#24
v1.0.6 Changelog:

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.

AUDIO:
- Reworked audio bank loading logic.
- Reworked pitlane audio listener priority.
- Improved exterior and blow-off valve sounds for Ferrari 488 GT3
- Volume level minor tweaks

RATING & MULTIPLAYER:
- Server admins can assign a free formation lap (without limiter) via /manual start during the wait time.
- Private servers can set up a full formation lap via "shortFormationLap": 0 in the settings.json.
- "Setup" cannot be selected as Spectator.
- Fixed Pit MFD page not always visible in driver swap scenarios.
- Improved timing accuracy in driver swap scenarios.
- Session overtime will now be skipped in more clever ways.
- Fixed HUD disappearing under certain circumstances.

PHYSICS:
- Fixed Mercedes-AMG GT3 excessive fuel consumption.
- Fixed setup UI showing excessive blistering and graining values.
- Fixed aggressive setup selection for Porsche GT3 at Nurburgring.
- Fixed Mercedes GT3 brands hatch aggressive setup TC, ABS and ECU values.
- Bentley 2018 ECU is not zero-based (starts from 1).
- Porsche 991 GT3 R ECU maps between wet and aggressive setup corrected (now inverted).
#25
v1.0.7 changelog

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:
https://www.assettocorsa.net/forum/index...st-1079785
- Texture memory optimization.

GAMEPLAY:
- Mid-session saving is re-enabled.
NOTE: 1.0.7 adds a new version of saved games and will make any saved games from earlier releases obsolete.
The feature will require saving in the most recent game version to function currently.
- 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.
- Fixed bug with brake ducts and brake temperatures in saved games.
- Fixed a bug with loading incorrect brake bias and other setup values in saved games.
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 regulations.
- Improved AI strategy in stint-based game modes.
- Fixed rare bug with engine failure when saving a game on gear change.
- Fixed 24H total driver stint time.

AUDIO:
- Disabled possibility to trigger the Helicam audio during intro sequence.
- Stop&Go penalty engineer audio message.

CONTROLLERS:
- Mouse steering overhaul.
- Steering linearity added to controller settings.
- Race commands will not longer be intercepted for UI commands other than the directional pad (up, down, left and right).
- Fixed clutch limit bug when using maximum deadzone.

UI/HUD:
- Added Save Game window in the main menu to load saved games.
- Fixed chat window auto pop-in bug when receiving messages.
- Electronics and pitstop MFD page made more compact.
- HUD and car dash delta relinked to same source.
- Adjusted button alignment in the Replay menu.
- Fixed a bug where saving a setup with "/" in the file name would create a new folder.
- Fixed a bug where controller input was lost on the leaderboard page of the career and championship.
- Car previews now reliably load high-res textures in preview screens.
- Small car previews now reliably load on the Special Event pages.
- Added replay leaderboard and 'Toggle HUD' button in the replay HUD.
- Removed redundant "Driver" button on Player page.
- Updated UI background images and logos.
- Championship end-page logic review.
- Restyling of the championship and career pages.
- Added option to scale race HUD widgets.
NOTE: in this implementation it allows the player to resize the elements of the race HUD overall.
- Added "Continue" button for championship weather page.
- Added Save Replay and Save Highlights as configurable controls (the saving will have a 1-minute cooldown before allowing it again).
- Replay HUD now allows camera cycling during free camera.
- Disabled ideal line during replay.
- More reliable 'stop the engine' message during pitstops.
- Improved lapped information for realtime leaderboard when the cars are on the same lap.
- Improved filter for gap information in the realtime leaderboard.
- Added driver stint and remaining driving time information in the pit strategy page of the MFD.
- MFD now displays mandatory pit stop requirements in relevant game modes on the pit strategy page.
NOTE: it also displays whether the selected options meet the requirements and thus count towards a valid mandatory pit stop.
NOTE: maximum driving time is the key information to follow in endurance races.
- Added pit limiter popup display when entering the pit entry zone.
- Added helicam and onboard cameras to the broadcasting app.
- Added option to toggle Server Stats widget in HUD settings.
- Minor restyle of the Special Events pages.
- Fixed excessive memory footprint of loading screen images in certain scenarios.
- Minor restyle of the Tyre widget.
- Weather Forecast widget visibility tied to Tyre widget.

GRAPHICS:
- LOD adjustments on various models.
- Wheel rim material adjustments for various cars.
- Update to Black Falcon team liveries.
- Potential fix for the random open-close car door animations during gameplay.
- Fix for brake lights of hidden cars visible when limited opponents visibility is used.
- Fixed missing front indicators on the Porsche 991 GT3 R.
- Fixed indicator bug on the Lamborghini Huracán ST.
- Minor model updates on the Audi R8 LMS.
- Fixed Porsche Cup not interacting with collidable objects.
- Fixed bug with driver visibility in the Porsche Cup.
- Some optimization on scene polycount by adding missing automatic LOD stages of wheel rims on certain cars.
- Fixed wrong visual representation of wet surfaces introduced in 1.0.6.

PHYSICS:
- New 5 collision points tyre model. Tyres now "climb gradually" over kerbs, sausages, bumps both in lateral and longitudinal motion.
Completely eliminates the "rail kerb" effect. Greatly improved behaviour over all kind of kerbs, improved precision, improved bumps absorption.
- Tyre model improvements to better handle high load peak situations and high rolling resistance peaks.
- Tyre model now simulates lowering of profile while the tyre flexes. Ride heights will be lower during turns.
- Tweaks to tyre model rolling resistance model. (Fixed and speed-sensitive RR variations).
- New Traction Control operation. TC now simulates a two-step operation, acting on the engine ignition timing (lowering power) and if that is not enough, cutting ignition all together as before.
This permits the TC to have a smoother operation at the start of a slide, permitting the driver to use the slide to turn the car without extreme vibrations or engine cut.
- New Traction Control logic. TC now takes into account the yaw acceleration, simulating gyroscope sensors as the real cars.
As a result, even if the slide or slip of the tyres is not enough, a sudden yaw acceleration (a fast rotation of the car) will activate the TC to save the car from spinning. It also works intelligently so that it can check if the yaw rotation is under control by the driver, allowing him to use the power at will.
NOTE: please follow our forums to find more information about the tyre model update:
https://www.assettocorsa.net/forum/...od...acc.59307/
- Tweaks on the tyre pressure loss on rough surfaces (kerbs, off road etc).
- Car collider tweaks for various models.
- Tweaks for all circuits asphalt abrasivity and tyre wear influence.
- Tyre wear tweaks
- Fixed tyre core temps not properly saved and loaded.
- Fixed incorrect tyre wear when restarting race after loading a saved game.
- Tweaks to weather temperatures and sun phase.
- Tweaks to water dissipation rates.
- Variability is adjusted so medium values give more medium weather change rates.
- Fixed a setup bug with wet/dry setups on session changes.
- Fixed bugs related to setup naming.
- Fixed a bug with speed limiter status in neutral gear.

MULTIPLAYER & RATINGS:
- Automatic engines will start when the Pit Menu closes, so all engines should be on at the start of a formation lap.
- Rejoining a server while disqualified is now detected in all situations, locking down the car in the pitlane (instead of doing so on the straight after the first lap).
- "Speed up to 50kph" message will not trigger when starting in the pitlane.
- Pit menu selections now are more adaptive, also removing the "Setup" button as spectator.
- Improved race weekend simulation to deliver more gradual grip differences for friday, saturday and sunday.
- Entering an empty server as spectator will now properly start with the pitlane camera.
- Slightly increased the ping limit for CP servers.
- Fixed long formation lap to not allow waiting in the first sector. Doing so will ignore the first lap.
- Added server health diagnostics, usable in the UI for further client updates and as admin command.
- Added UI element (next to the tyre app) indicating server health stats, and colorful warnings for overloaded servers. Can be enabled via HUD options.
- Replaced "result" json outputs by a new structure containing more information like track, session data, all laps and all penalties.
- Json outputs now are also written when the session is advanced via /next command, or when the last player leaves and the server resets.
- Fixed the "rain" and "ambient" conditions setting having little to no influence on the dynamic weather.
- Adjusted the weather randomness to be closer to the Singleplayer "Variation". Value range now can be used in a better way, where 1 - 5 should result in plausible weather.
- Activated the entryList setting "defaultGridPosition", allowing to resume a race any time (any Q session will overwrite the positions, but P->R would not).
- Added "dumpEntryList" flag, usable on non-public servers.
It will save all connected cars and drivers to a entrylist.json when a Q session is finished.
- Added admin command "/manual entrylist" to save an entrylist of the currently connected cars and drivers (on a non-public server).
- Fixed total race time having an offset in result jsons.
- Fixed playerIds not filled in the json results when defined by entry list.
- Fixed car category not being configurable in every scenario (using the entry list).
- Collisions during the race wait time won't affect the SA rating.
- Removed randomization from wrong tyre warnings.
- Server performance and timing improved (massively).
- Server logfile is now readable while the server is running.
- Updated server admin handbook version 3.
#26
New v1.0.7.1

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.


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