Assetto corsa competizione

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Ce sujet a 53 réponses, 11 participants et a été mis à jour par  NTF_Zeclic, il y a 7 mois et 2 semaines.

8 réponses de 46 à 53 (sur un total de 53)
    fab
    Pilote NTF

    bon .. ben je retire ce que j ai dit avant (les mises a jour diverses n’ont pas fait du bien a la bestiole) ..

    dernière MAJ tester avec un G29 , c’est surement mieux que AC par exemple niveau physique , mais la dernière jaguar est une catastrophe juste digne d’un NFS

    physique irréaliste , très mauvais FFB et pneu en bois vermoulu au persil  👿

    en plus le son est un peu plus pourri maintenant avec l’effet flanger/Reverb intégrer a l’échappement (NFS city mod) , les graphismes sont très beau par contre , c’est ce qui fait râler le plus ..

    sans moi pour rouler la dessus dans cet état

    #3eme Championnat WTCC 2018 SimRacing FranceTotal course validéNombre de top5 en course
    NTF_Zeclic
    Pilote NTF

    sacré fab

     

     

    Total course validé
    Angecris
    Fondateur NTF

    c’est transitoire comme problème !

    Nombre de top5 en course#2 Championnat FR3 CUP 2017 SimRacing France#3 Championnat Audi TTcup 2017 SimRacing FranceTotal course validé#1 Championnat WTCC 2016 NTFrance.Nombre de deuxieme place en courseNombre de top10 en course#3eme Championnat WTCR 2019 RFRO
    TEDUS
    Pilote NTF

    Les mecs travaillent avec les vrai pilotes du blancpain pour faire le jeu, si ils arrivent pas à poutré tout le monde avec sa plus tard c’est qu’il y a vraiment un problème, normalement quand tu fais tester un vrai pilote, il dois te faire des retour pour corriger se qui va pas non?

    Lui il dit même qu’il va (s’entraîner) et pas jouer sur sa lambo pour préparer les week’end de courses, pour lui la lambo du jeu réagi vraiment comme la sienne en réel. https://youtu.be/Js2fJTIhYNY

    C’est rassurant comme feedback je trouve, tkt fab ils vont arranger sa 😉

    Total course validé
    fab
    Pilote NTF

    ah .. ben certain pilotes disent que ACC c’est un peu nawak justement et qu’ils ne sont pas prêt d’enfer un truc correct avant un long ..long moment ..

    et certain pilotes officiel du blancpain qui ce serait plaint gentiment des physiques sur le forum officiel Kunos avait était ban direct et post effacer dans la foulée ..

    et que leurs voitures ne seront pas dans le jeu final (ça c’est surement une fake news, enfin j’espère)

    ont a pas les mêmes sources quoi .. AFP pour moi , et c’est même passer sur FranceTV au actu de 20h :mrgreen:

    hein ?? moi .. de Marseille .. et ben non .. c’est Fabrice de Nice .. enfin .. de Montreux maintenant .. ça rime plus de tout avec ce bled

     

    bon sinon sans langues de bois , il y a ça qui peut intéresser les anglophones :  https://steamcommunity.com/profiles/76561197991230945/recommended/805550/?fbclid=IwAR2Gy3aFgH0TZ_y1f-z6S0GO7kzQYdrcVRV_qR53wQ0KW9-_D_Mq-NK0fOE

    #3eme Championnat WTCC 2018 SimRacing FranceTotal course validéNombre de top5 en course
    TEDUS
    Pilote NTF

    Honnêtement du moment que c’est mieux qu’asseto corsa classic sa nous mettras déja très bien à notre niveau je pense 😀  après c’est sur la simu seras jamais aussi proche de la réalité pour les vrai pilotes, l’autre il s’en sert pour mémoriser le tracé grâce au laser scan, sinon oui un jeux même en simu restera toujours un jeux je pense.

    Après je le trouve facile à piloter, mais en même temps j’ai tester une F430 sur monthléry, et j’ai trouver sa plus facile et plus rassurant à piloter que mon jeux donc pour moi je trouve sa bcp plus réaliste que Asseto classic en GT

    Total course validé
    NTF_Zeclic
    Pilote NTF

    Assetto Corsa Competizione Early Access Release 6 is OUT NOW ON STEAM!

     

    v0.6.0 Changelog

    – 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/index.php?threads/0-6-multiplayer-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.
    – 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

    Total course validé
8 réponses de 46 à 53 (sur un total de 53)

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