• Mitspieler gesucht? Du willst dich locker mit der Community austauschen? Schau gerne auf unserem ComputerBase Discord vorbei!

News Assetto Corsa Competizione: Neue Rennsimulation mit Unreal Engine 4 und Regen

th3o schrieb:
Ja, das ist schade, die sind dabei ein wenig Code-Arbeit zu leisten für den Multiplayer und das beeinflusst wohl auch die Singleplayer Experience. Kann passieren. Lieber mehr Zeit lassen und dann was Ordentliches abliefern statt releasen nur um die Roadmap einzuhalten. So ist Spieleentwicklung halt, man kann nicht alle Hürden vorhersehen.

Ein wenig ist gut ^^ die müssen den kompletten MP-Code überarbeiten -.-
 
  • Gefällt mir
Reaktionen: th3o
Zur Zeit:

Cars:
Lamborghini Huracàn GT3
Bentley Continental GT3
BMW M6 GT3
Ferrari 488 GT3
Emil Frey Jaguar G3
Tracks:
Nurburgring GP
Misano World Circuit
Circuit Paul Ricard
Hungaroring
Circuit Zolder

Und wenns fertig ist alles was so in der Blancpain GT Series 2018 und 2019 so dabei ist.
 
  • Gefällt mir
Reaktionen: th3o
Verstehe. Würdet ihr mir noch Assetto Corsa empfehlen ? Finde die Competizione hat zu wenig Autos und Strecken. Da wäre ich mit dem Vorgänger besser bedient.
 
Assetto Corsa ist für mich ein must have für jeden der auch nur ein wenig was mit RennSimulationen anfangen kann.
 
Ist denn die Grafik vom Assetto Corsa gut ? Die Grafik vom Competizione ist ja der Hammer aber wie siehts mit Assetto Corsa aus ?
 
XY38 schrieb:
Ist denn die Grafik vom Assetto Corsa gut ? Die Grafik vom Competizione ist ja der Hammer aber wie siehts mit Assetto Corsa aus ?

 
Build 0.6.0 ist draußen!


Changelog v0.6.0
  • Added Nissan GT-R Nismo GT3 2018 model year.
  • Added Nissan GT-R Nismo GT3 2015 model year.
  • Added Monza Circuit.
  • Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
  • Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
IMPORTANT: old camera settings will be lost.
  • Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
  • TV onboard (F6) cameras added for available cars.
  • Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
  • Rewrite of multiplayer/gameplay code to improve stability and session progression.
  • Ingame menus restructured and divided into Garage and Pause menu.
  • Ingame HUD reorganised and added session status widget.
  • New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
  • Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
  • Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
  • Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
  • UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
IMPORTANT: your previous menu, graphical and game settings will be lost.
  • Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
  • Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
  • Added session type tags in the UI car selection page to help identify entries eligible in different race types.
NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
  • Added model year tag in the UI car selection to help identify car models in different evo versions.
  • Assist options will now reliably update when changed during a session.
  • Further adjustments to headlight effects in TV cameras.
  • More realistic full formation lap with AI.
  • AI aggressiveness tuning.
  • AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
  • Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
  • Improved raindrop effects on car windshields.
  • Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
  • Automatic wiper assist now reacts to water spray and not just rain.
  • Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
  • Improvements to car vs. track surface collisions.
  • Audio channel usage optimization.
  • Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
  • Added new spotter messages.
  • Added race communication alerts.
  • Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
  • Important race communication alerts are displayed for a longer time.
  • Better highlights overtake detection.
  • Optimized CPU use on all threads.
  • Optimized replay memory usage.
  • Optimized netcode and bandwith usage for Multiplayer servers.
  • Volume and audio settings now affect the intro music.
  • Added video sequences volume.
  • Fixes to various car LODs to reduce pop-in in racing scenarios.
  • Adjusted driver position in the BMW M6 GT3.
  • Adjusted driver steering animations.
  • Adjusted wet tyre shader and added ambient occlusion on tyres.
  • Fixed potentially wrong resolution and crashes when starting the game.
  • Fixed multiple crashes occurring when quitting sessions.
  • Fixed replay time multiplier not resetting on session change.
  • Fixed potentially wrong car location detection.
  • Fixed static car shadow fading out at high speeds.
  • Improved tyre model combined grip.
  • Improved tyre heat model, especially in overheat conditions.
  • Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
  • Tweaks in preset setups for all cars (we highly advise to not use older setups).
  • Improved vertical surfaces aero model.
  • MoTeC Telemetry implementation.
  • Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
  • MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
  • Added native DBox SDK support.
  • Added option to enable/disable native Fanatec LEDs.
  • Setup minimum fuel load set at 2 litres for all cars.
  • Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
  • Steering ratio tweaks for all cars.
  • Monza BoP A adjustments for all cars.
  • Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
  • Sand traps now slow the cars down.
  • Fix to unreliable car spawn in certain situations.
  • Flipped cars will automatically spawn in the pits.
  • Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
  • Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
  • Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
  • Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
  • Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
  • Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
  • NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
  • NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
  • NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
  • Backend servers: improved reconnection stability.
  • Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
  • Passworded servers can now be created.
NOTE: passworded servers must be searched for manually in the lobby search field.
- Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
NOTE: The Broadcasting API is temporarily disabled
 
  • Gefällt mir
Reaktionen: davidof2001 und surtic
also die Roadmap wurde bisher nicht geändert. Bin gespannt ob Version 1.0 wirklich nächste Woche kommt. Ich glaube aber eher nicht. Gehe von April aus. Wenn nicht sogar Mai.
Ergänzung ()

hab schon länger nicht mehr das Spiel gestartet. Kann man jetzt wenigstens schon mal die Tastatur mit belegen? Manche Sachen brauche ich nicht auf dem Lenkrad.
 
Zuletzt bearbeitet:
Hallo zusammen,

nachdem dann heute endlich die VLN am Nürburgring wieder gestartet ist, habe ich mir dann parallel mal ACC zugelegt und ein paar Runden über den Ring gedreht.

Ersteindruck: Mega geiles Spiel! Aber leider ist nur meine CPU wohl der Flaschenhals... zu mindestens ist das meine Vermutung. Wenn ich alleine meine Runden drehe, habe ich in 4k ohne v-sync, 100 Skalierung und fast allen Einstellungen auf High (+ AA auf Epic & Post Processing auf Low) Framerates im Bereich 70-80.
CPU und GPU natürlich unter Auslastung bzw. die GPU auf Anschlag.

Sobald die KI aber mitfährt, fällt sowohl die CPU als auch die GPU bei der Auslastung deutlich ab. Beide pendeln sich bei circa 50-60% ein, FPS liegen bei 50-60, vereinzelt (gerade auf Start/Ziel am NRing) dropen die Frames auf ~45 hinab.

Ähnliches Szenario wenn ich in 1080p spiele, sobald die KI mitfährt, dropen die Frames teilweise auf 50 hinab, wo ich halt vorher an die 90 hatte. Zu mindestens wenn ich alleine fahre. Also klar, fahren lässt sich damit immer noch, ohne Frage, aber mich hatte es einfach gewundert, dass die CPU sowie GPU hinsichtlich der Auslastung so drastisch herabfallen, sobald die KI mitfährt.

Liege ich also mit meiner Vermutung richtig, dass hier die CPU limitiert? Oder habe ich einen magischen Schalter in den Settings übersehen, der mein Problem ggf. löst...

System (HP Omen 17,3") steht in meiner Signatur, Treiber sind alle aktuell + Windows 10 1809.
 
KI wird vollständig simuliert und nicht vereinfacht wie in vielen anderen Rennspielen. So war es zumindest bei AC der Fall und so wird es vermutlich auch in ACC sein. Also ja, es ist CPU heavy.

ACC hatte aber auch Performance Probleme und hier weiß ich nicht wie der aktuelle Stand des Early Access aussieht. Build 0.2 war das letzte Mal das ich es getestet hatte. ... Ich sollte eigentlich mal wieder reinschauen :D
 
Solltest du vielleicht, ja 😂 Also mich hat es komplett gepackt, bin schon auf den final release gespannt, der ja jetzt im April kommen soll.

Und vielleicht hat sich bis dahin ja auch etwas hinsichtlich Performance Optimierung getan.
 
Wir sind bei 0.6 und du glaubst wirklich im April sind wir bei 1.0 ? ^^
 
  • Gefällt mir
Reaktionen: snickii
Die Roadmap genießt mein vollstes Vertrauen, also nimm mir bitte nicht meine Illusion 😜

Bezieht sich darauf, dass am Samstag bei Erststart mir als Hinweis "Q1 2019" als Release Date angezeigt wurde.

Aber grundsätzlich gebe ich auch nicht mehr viel auf Versionsnummern, ich habe tagtäglich mit diversen Softwarelösungen zu tun und da ist es nicht ungewöhnlich, wenn plötzlich ein Sprung von 8.1 auf 9.0 gemacht wird.
 
Es war ja von anfang an so geplant, dass es 6 early Access Releases geben wird und danach den Full also 1.0. Ob Sie jedoch den Release Zeitplan einhalten können nach der verspätung von 6 sowie dem Umbau da wäre ich nicht sicher.
 
Was genau wurde denn umgebaut?

Sorry für die Frage, aber ich bin ja noch relativ frisch in ACC. Daher habe ich das im Vorfeld nicht ganz so verfolgt.
 
Vendetta192 schrieb:
Was genau wurde denn umgebaut?

Sorry für die Frage, aber ich bin ja noch relativ frisch in ACC. Daher habe ich das im Vorfeld nicht ganz so verfolgt.

Der Code für den Multiplayer wurde umgeschrieben
 
  • Gefällt mir
Reaktionen: Vendetta192
Hi Leute,

ich konnte ACC jetzt auch nicht mehr widerstehen und hab es mir geholt. Habt ihr vielleicht gute FFB Einstellungen für das Thrustmaster T300? Ich habe die T3PA Pro Pedale dran mit Load Cell Mod und das F1 Wheel.
 
  • Gefällt mir
Reaktionen: th3o
Changelog v0.7.0

Gameplay:

  • Opened SRO E-Sports Series - Round 1 special event. NOTE: This special event is controlled remotely and may be invisible for a short time after the release.
  • Reintroducing Endurance game modes.
  • Added Custom Race Weekend mode that allows you to completely customize a race weekend, including number of races, mandatory pit stops and time multiplier. NOTE: Some features, such as the Superpole session will become available in the full release of the game.
  • Introducing penalties for various on-track transgressions: pitlane speeding, cutting, failure to serve mandatory pitstop within the pit window. Penalties include warnings, drive-through, stop&go and disqualification. Cutting is penalized depending on time gained. Cuts with large gains result in DQ straight away. Speeding in the pitlane may remove your fastest lap in non-race sessions, and serious speeding results in DQ straight away. Added penalty for reversing.
  • Introducing pit stops with refuel, tyre change, damage repair and serving penalties.
  • Introducing dynamic weather, custom weather and track status presets: the Weather page in the menu now allows you to select existing presets and enable dynamic weather for each single one of them. The preset defines the starting conditions, and also have a significant effect on what you can expect. Weather variability can range from 1 to 100%. The Custom weather preset allows you to set each aspect of the conditions, including cloud cover, the intensity of rain and levels of track wetness and standing water. NOTE: Selecting the Clear weather preset and high variability doesn't mean that you can expect drastic changes over a short period. Cloudy weather on the other hand, has a much bigger probability of producing precipitation, but variability can also render conditions to improve significantly. NOTE: The weather is designed to be dynamic over realistic periods of time. However, as it uses game-time, the player can accelerate weather transitions by using the time multiplier.
  • Various improvements in cut detection and corresponding penalties.
  • Fixed engine start assist sometimes failing to restart the car.
  • Added input to change secondary (Racelogic device) pages. Cycles between current laptime, delta, stint time and speed). Default key is ALT+D.
  • Added input to toggle wiper on and off. Uses last selected wiper speed. Default key is ALT+W.
  • Replay pause: now updated on random access.
  • Replay pause: now possible to use the free camera controls with the same speed as 1x speed.
  • Improved management of automatic highlights priority and avoiding flood.
  • Option file for replay in [Documents/Assetto Corsa Competizione]/Config/replay.json
  • Added possibility to reduce saved replay time in options/general.
  • Fixed wheel speed with different replay playing times.
  • Fixed replay focused camera for disconnected cars during random access.
  • Next car/previous shortcut is now based on relative car positions.
  • Improved logic for white/yellow/blue flag and optimizations for marshalls.
  • Fixed fireworks/tracklight/endmode for replay.
  • Permanent spotter message groups.
  • Added short wait time at the start of the formation to allow enough time for manual starting procedure.
Ratings:

  • Fixed Safety Rating (SA) decaying in both race and solo conditions.
  • Improved Racecraft Rating (RC) development directly after unlocking.
  • Improved Consistency Rating (CN), should now be more sensitive to inconsistencies.
  • Improved Consistency Rating (CC) to be less volatile.
  • Improved ingame rating widget to highlight rating value gains.
  • Rating widget will now allow to unlock the highest rating Competition (CP) and remain in collapsed state then.
  • Added data charts and insights for SA and RC rating Driver Profile Rating Page.
  • Fixed driver category assignment in Total Rating page, added Beginner and Rookie categories.
  • Due to the significant changes in RC and SA, both ratings will be reset. Progress in TR, CN and CC will remain.
Visuals:

  • Fixed a bug in VR that caused the racing HUD to flicker and hit performance by constantly re-rendering the overlay.
  • Introducing visual and mechanical damage: Mechanical damage affects bodywork, suspension, aero and tyres. Visual damage affects bodywork, windows, can deform body parts and also affects the functionality of headlights.
  • Added dynamic windshield dirt effects that are cleaned off during pit stops.
  • Added blurred brake disc visuals.
  • Fix for Dash and DashPro cameras having wrong offset/rotation when using custom settings.
  • Fix for wrong camera pitch after F1 cycle with lock to horizon enabled.
UI/HUD:

  • First release of the new multi-page and multi-functional widget, replacing the old Standings widget. It contains a real-time track position page, standings, pit stop strategy and car electronics. Navigation is possible with all navigation inputs, including keyboard arrows, D-Pad and mouse. It enables the player to control all car-related inputs (TC, ABS, wiper, lights, rain light etc.) on the fly, without having to map each key to the steering wheel/button box. NOTE: the MFD uses navigation inputs, which means input overlap may need some bindings to be remapped. NOTE: the MFD navigation in VR is not yet functional, thank you for your patience.
  • Introducing weather forecast and grip status widget: a simple widget on the HUD that alerts the player of changing weather forecast in 10 and 30-minute projections. It is also visible on the race and setup screens. NOTE: It shows weather forecast in real-world time, which means in accelerated sessions the forecast will be translated to a time that is easier to understand for the player.
  • Fixed timing issues on car dash displays.
  • Additional server information on Multiplayer lobby page, including session status and dynamic weather indicator.
  • HUD pages can now by cycled backwards using Shift+F2.
  • Added realtime track position widget. NOTE: it is now the default page inside the MFD in multi-car sessions.
  • Weather and Track status summary now visible on the weather tile in the Single Player page.
  • Added helper information for various single player pages and the new weather page.
  • Added tyre pressure readout on tyre app to help users who do not use cockpit cameras monitor tyre pressure.
Physics:

  • Optimizations in multithreaded CPU calculations.
  • Brake duct simulation. Influences brake disc heat and braking efficiency, but also rim and air temperature inside the tyre and thus pressure and general tyre temperature.
  • Brake duct settings in setup aero screen for all cars. Setting 0 is a completely closed duct and can provoke brake fade very very fast, exceeding 1000°C. Never to be used in a real race, but added for simracer's gratification. Setting 6 is completely open and can keep the brakes very cold. The peak temperature is of course important but keep in mind that a low setting not only heats up more, but doesn't cool down the brake in the straights, so the heat accumulates and keeps dissipating heat to the tyres. Ideally you want your front brake HUD to show green or slight yellow at the end of your braking zone and your rear, green. Don't judge after just 2,3 braking zones. Do a couple of laps and let the brakes do some heat/cool cycles to arrive at a balanced condition.
  • Suspension damage for all cars (WIP).
  • Basic aero damage for all cars (WIP).
  • Optimizations to tyre flex at very low speeds, to diminish or even eliminate an FFB vibration around 50kmh.
  • Added tyre pressure and potential puncture influenced by riding kerbs aggressively. If you ride stepped kerbs with low tyre pressure (cold tyre) the tyre flex might provoke pressure loss. How much pressure loss is not easy to predict, but the lower the pressure the more pressure loss will happen. Hitting the kerbs and sliding laterally over them with low pressures can result to a tyre deflation losing all pressure instantly in less than a lap. Avoid kerbs with very cold tyres at all costs. When the tyre has adequate pressure, the risk of loss of pressure is almost null so you can attack kerbs again. Be careful when racing on slick tyres when it starts raining. The tyres will lose temperature very fast and so you must avoid kerbs until you enter for your pitstop. Any pressure over 26psi is relatively safe. The whole system is complex, brand new and we are still working on it. Thank you for your patience.
  • Improved collision model, which significantly benefits car-to-ground collisions. Also brings significant improvements to car behaviour when attacking any kind of kerbs.
  • Start ECU assist now has more discreet intervention because of the launch control implementation. To start, just floor it in 1st gear with clutch on and revs will be limited to 5000rpm. The less start assist should aid when trying to spin around on grass after a track exit.
  • Tweaked TC logic for all cars. Permits more slippage in straight line and more angle. Can result in more oversteery cars in lower TC settings so take care when track is slippery.
  • Fixed bug that could cause an event to start with tyres in ambient temperature if user clicked directly on drive.
  • Wet tyre adjustments.
  • Slick tyres optimum pressure range now 1-2 psi higher.
Audio:

  • Exterior engine volumes are now higher.
  • Interior engine volumes are now higher.
  • Fixed wind sound in tunnel/underpass sometimes not played properly.
  • Fixed pit alarm sirens sometimes not played properly.
  • Tuned exterior volume for engine reverb and reflection.
  • Tuned volume attenuation curve for opponents when the player is in cockpit/chase cameras.
  • New radio messages and alerts, including penalties, damage, tyre pressure warning.
  • Fixed possible crash changing device for xaudio2.
  • Fixed inconsistencies in ambient zone audio.
  • Updated fmod to version 1.10.10.
Multiplayer:


https://steamcommunity.com/games/805550/announcements/detail/1779393376011079700
 
  • Gefällt mir
Reaktionen: davidof2001 und th3o
Zurück
Oben