Development Updates

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Duke
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Development Updates

Post by Duke »

A thread to highlight & discuss AC Development Updates.

Kicking off with update #2 for version 0.3 due 6th Dec 2013.

[youtube] [/youtube]
The new version includes: three new cars, two new tracks, a new environment for showroom mode and several new features, including support for the Oculus Rift, new reflection shading, a lot of new graphics options, updated support for new languages and much more!

New tracks:
Silverstone GP Circuit. The awesome British circuit is now available also in its GP layout: it has been meticulously reproduced using laser scanning technology, allowing you to feel every bump, kerb and detail with the maximum fidelity.
Vallelunga-Club -Drift. This layout of the italian track of Vallelunga features a reduced length and represents an ideal scenario for club races and drift tricks.

New cars:
McLaren MP4-12C
Lotus Evora S
Lotus Exige S Roadster

Also featuring:
New car liveries
New showroom – Hangar
New showroom selection
New car mode selection: Drift

Changelog Early Access 0.3:
Added McLaren Mp4-12C
Added Lotus Exige S Roadster
Added Lotus Evora S
Added Silverstone GP track
Added Vallelunga Club track
Fixed broken right side on OculusVR
Improved reflection shading
Implemented save setup on exit
Added saturation control
In game telemetry :: fixed seconday bugs
Python :: added isAcLive method to know if the simulation is active or not
Fixed showroom triple screen central view bug
X360 gamepad steer speed exposed
Track cameras improved
Drift mode: fixed rear gear drifting
Replay length setting exposed
Fixed circular replay
Fixed backfire flames on non-hdr rendering
New shared memory implementation 1.0 (Physics, Graphic thread and static info)
Tyre wear rate is now honoring Realism settings
Fuel consumption is now honoring Realism settings
Improved BMW M3 e92 (all variants) interior and exterior sounds
Added exterior gear shift sounds
Tweaked tyre scrub pitch variation for some cars
Added damper adjustments in Lotus 2-11 and Scura
Adjusted engine brake in Lotus 4 cylinder engines
Fixed bugs with Toe setup values in Tatuus FA01
Added Chinese & Russian localizations
Added camera shake & g-force effect view options
Added XBOX360 gamepad steering speed option
Added new event hooks for loading external launcher modules (loadModules & beforeLoadModules)
Fixed various minor layout problems in launcher default theme
Fixed Drift mode end session
Fixed unlockable achievements
Fixed replay interface animation
Fixed long output logs on system timer drift detection
Fixed auto shifter (ctrl+g) for wheel [now requestedCarIndex is reset when shifter is not active]
Fixed achievements on replay
Fixed time attack penalty on restart
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Re: Development Updates

Post by DarrenM »

Fixed broken right side on OculusVR
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Re: Development Updates

Post by Righteous »

McLaren is a hoot!!

My fav of the new cars, mostly because it's the fastest.

I'm not sure if the 458 and the Mp4 are in the same "league" of cars, but I thought there could be some good racing between them. But having belted the McLaren around on the default setup, I don't see the Ferrari keeping up.

Haven't played around with graphics settings too much, but it seems to me the reflections on cars in replays no longer reflect the environment around them, instead they just have a reflection map on them. I'm sure it's better for FPS but I don't think it's a good compromise. The cars still reflect the environment around them from the racing views.

Maybe it has always been like that?

*Edit, just watched an old replay I had captured, seems like it has always been like that.

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Re: Development Updates

Post by ysu »

no word on SLI fix...bummer :(
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Re: Development Updates

Post by DarrenM »

Which combo, Righty? In the 458 at Imola I get real environment reflections while driving. Need the cube map setting to at least low, and per frame to 1 to get them I think.

The reflections are a lot smoother with those settings now. With the previous version I had to have per frame up at 4-5 to get them to move smoothly.

Not sure about the Mclaren. Feels good around Imola but it's massively loose for me around Silverstone. I probably just need to adjust my driving. The Evora feels nice. Not an understeery pig like the other lotus were.
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Re: Development Updates

Post by Righteous »

In car is correct Darren. I just noticed in the replay from am external camera it was just a reflection map.

The McLaren at Imola I was under a 54 after a few laps. I did notice it has semi slicks on by default, but even with the 458 on semi's I'm yet to get under 54.

Very differen. handling cars. I enjoyed that McLaren at Silverstone. It's definitely squirmy. :)
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Re: Development Updates

Post by Duke »

The MP4/12C irl only comes with a special street legal semi-slick hence its the only option in AC.
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Re: Development Updates

Post by Righteous »

There is a street tyre option, but it isn't on by default.
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Re: Development Updates

Post by Duke »

Ah right Righty. :p
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Re: Development Updates

Post by SE1Z »

Ran a few laps earlier, the McLaren ( like the 458 ) is a lot harder to drive than I had imagined!

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Re: Development Updates

Post by r8response »

991mb

Changelog

- New Special Events Mode with medals and achievements implemented – Shared memory struct updated
- Drag Race mode implemented
- Camera on board :: resets far plane
- Replay :: fixed leaderboard app in replay mode
- Fixed triple screen change gear animations going too fast
- Improved all change gear animations
- Screen capture (F8) allows to select screenshot between PNG,JPG,BMP – Time Attack checkpoints hidden in replays
- Mouse steering implemented
- Fixed Triple Screen in Track cameras (F3)
- Fixed large replay loading
- Camera Random (F2) improvements
- Fixed Tyre Tester app in replay mode

Cars

- Ferrari F40
- Ferrari 599XX EVO
- BMW Z4 GT3
- BMW M3 E30 TOURING

Tracks

- Autodromo di Monza
- Drag Strip
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Re: Development Updates

Post by Righteous »

Where's all the reports on the new cars/tracks? Some of us poor saps won't get to play for a couple of weeks.

How's the F40?
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Re: Development Updates

Post by Gizmo »

The F40 is very difficult to drive. Very tall gearing, heaps to turbo boost and poor tyres and brakes. I can see it making some interesting racing. The cream of the crop is the 599XX Evo for me though......That thing is just mega fun around Mugello!
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Re: Development Updates

Post by ysu »

The f40 - even the base, let alone the level3 upgrade - just needs slicks. Luckily, you can change it in the config. But it comes with street tyres, and it's a real handful with that.
But it's heaps fun :)
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Re: Development Updates

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Have I missed something or do the cars get dirty now?

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Re: Development Updates

Post by w00dsy »

Looks like someone has been over doing it trying to find 7 seconds to catch Morgan Morand.
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Re: Development Updates

Post by Gizmo »

Cars get dirty now :)
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Re: Development Updates

Post by Duke »

http://www.virtualr.net/assetto-corsa-u ... 3-released
- Removed penalty system in race special events
- Fixed session over leaderboard
- Fixed session result post session
- Added more slipstream
- AI acts less superhuman after collisions
- Replay memory limit slider increased to 500mb
- Added missing skins for BMW M3 grA
- Modifications on collisions boxes of very low cars.
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Re: Development Updates

Post by Duke »

So, it's that day of the month again and a new update is ready.

Let's have a look at todays "particular" update.
As you might have guessed, we won't release any new cars or tracks today. We understand that this might be a bit of a let down for some of you, but then again we have already released 35 cars and their upgrades and 12 tracks... considering AC's physics engine depth, I'm sure there's more to explore than simply jumping from one car to the other.
So what's in this new update? Lot's of core work to make AC better, some of it very evident, some of it under the surface but very important.

First of all we are enabling AI Quick Races for all cars, all tracks. You can select whatever car you like, whatever track you like and whatever number of opponents (up to the track limits). Most importantly you can select different opponents to race against. Multi-class, multi-era, multi-performances, multi-whatever.. err...no scratch that, multiplayer is not ready yet (we're working on it, you know we do!).

So this is very important, we worked very hard to enable all cars and all tracks to enable the AI. Tons of data to process, but we didn't just stopped there. We have laid out the ground to build a better AI that understands better the intentions of the player. On some cars you might see a better behaviour, on some others more or less the same, but the work is there and slowly we will update all of them. Your feedback is valuable and that's what early access is all about, so thank you in advance!

What's next? Collisions. You can lean on your opponents now, bump door against door, push and get pushed and the experience should be far better. Most importantly no more landmines and you can go over high kerbs with far more realistic behaviour. That also permits us to make the terrain collisions more accurate and this means more setup work for you, as you might need to make the setup stiffer, user bumpstops, or raise the car height to make sure the car is not bottoming out. If you hear strange scraping noises and experience unexpected spins on fast turns, it might mean that your old setup was way too low... AC is getting more mature and this means that it requests from you the drivers, more skills and more setup work. We are sure you're going to have fun limiting bottoming, without affecting car balance

Sound engine. We have worked on the sound engine to improve the sound of the opponents cars in AI races as well as taking advantage of 5.1 systems. It's been quite an extensive work, way too long to describe, but let us know what you think and if you find any bugs.

As usual lot's of little fixes, bug hunting and optimisations as usual, but also new much requested features like steering wheel hiding, look behind, smoke rendering on mirrors with on/off option, penalties system selectable from UI and more. We are listening the community and working out all the small little details, one by one.

Last but not least, a very important and very complicated theme module management for the UI. What does that means? Modders can now write their plugins and connect them inside the User Interface (like the amazing "Rivali" suite). Theme modules are then saved inside the username/documents/assetto corsa folder. This is very important, as we can update the user interface everytime we think necessary and users will not lose their installed mods and UI modifications (if made following our guidelines). Also, users can now select which UI mods can enable from Options/General menu. There is also an example with documentation for modders. This is far more important than it might seem, and opens the door to modders to create amazing applications that work seamlessly inside Assetto Corsa User Interface.

Hope you have fun with this new update, looking forward to hear your feedback.

The Assetto Corsa development team
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Re: Development Updates

Post by Duke »

Following the release of the 0.6 version on Friday, Kunos has released another update for the early access beta of Asssetto Corsa.

The 30.5mb update addresses several small issues as listed below:
0.6.1
- Look back fixed for some cars
- Removed time parameter in replay.ini
- No more need to attach race.ini or race_out.json since they are printed in log
- Improved collisions with ground
- Small optimizations in collision boxes on some cars
- LOD fixes for Ferrari F40 to improve framerates
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Re: Development Updates

Post by Duke »

0.6.2 update released...
Improved collisions detection & AI response
Cpu warning is the same for all the languages
Fixed somke on replay exit
Drift mode :: minimum bonus seconds
Difference displayer now display the difference on total time
some gui fix
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Re: Development Updates

Post by Duke »

Oh & here is the change log from the 0.6 update.
Changelog Early Access 0.6

All cars AI enabled
All tracks AI enabled
Improvements on track AI lines
UI quickraces enabled
Added theme module management interface (see Options/General)
Fixed position indicator changing in proximity to the finish line
First lap time in races starts when the starting lights are off
On screen time difference : (On/Off switch)
mesh collider system and terrain collision boxes
Reworked collision stiffness
Penalty system On/Off switch
Hide steer option
Smoke rendering in mirrors improved (also On/Off switch)
Look back buttons implemented
fixed some gui issues in endrace mode
Winning an achievement in special events unlocks the lower achievements
Fixed ambience sound volume
Improved positional audio for opponents when driving in cockpit or
F1 cameras
Fixed opponents overall engine volume
Fixed distance scale volume for opponents engines and related extra sounds (skids, backfires etc…)
Fixed backfires exterior volume
Maximum exterior engine volume is 1.0 to prevent sample clipping and/or distorsion
Lotus Evora GTE physics bug fixes and updates
KTM X-Bow R aero modifications and setup fixes
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