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ETA 18:00 GMT

- New Porsche 991 Carrera S (Porsche Pack #1 DLC)
- New Porsche 918 Spyder (Porsche Pack #1 DLC)
- New Porsche 718 Cayman S (Porsche Pack #1 DLC)
- New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
- New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
- New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
- New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
- New Porsche Panamera G2 Turbo
- Added session time/laps on the top of the screen (laps are the leader ones)
- Now race is over when the car complete its lap and the leader has finished his last one
- Added dynamic ARB
- Fixed possible collision still active on race restart
- Added ERS recharge digital display
- Improved precision on all digital leds
- GT3 cars use tire model v10.
- Fixed TC sound distortion when triggered for the first time
- New camber grip variation formula (Thank You Nao!)
- Simplified DirectX 11 initialization
- Added official "Sparco" license to Assetto Corsa
- Added Ballast system through Ballast App (single player only)
- Added new F9 vertical layouts
- Added new driver + crew texture system
- Added new personal driver texture
- Fixed virtual mirrors rendered when not necessary
- Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
- Improved FFB App UI, so label is readable by VR users
- Added multiplayer splits
- Added Time Table leaderboard mode: this includes realtime splits and delta
- Added Fmod optimizations
- Added Anti-Wrecker protection
- Fixed AI "flapping" DRS in traffic
- Improved autoshifter
- Improved laptimes board by adding splits and tyre compound
- Fixed backfire animation freezing after session change
- Fixed leaderboard history in multiplayer
- Added voting spam protection
- horizon locked view removed from Bumper camera
- Delta App reviewed
- Fixed possible flickering in case of engine stall
- Added backfire animation to Zonda R
- python new functions and members
- getCarTyreCompound(carid)
- Tyre blister and grain are now tied to the "Wear" settings and not "Damage". Wear=0 will turn off graining and blistering simulation
- Fmod updated to 1.08.12
- Updated SDK for modders
- Removed reverb snapshot in the Fmod project
- General audio engine code cleaning and bug fixing
- Vastly improved Fmod resource usage
- Voice stealing is now properly managed by code, so the sound mods will follow the same behaviour of the original sound banks
- Fixed listener priority for cars in pits. They don't steal the priority anymore
- Amount of events instances are now properly limited in order to keep proper volume range and overall performace improvement
- Overall volume balance
- 7.1 surround should now work as expected (on all platforms)
- Fixed audio initialization pop when the session starts
- Stereo imaging now works as expected
- Fixed ambience sound affected by reverb zones
- Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
- Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
- Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
- Reworked surfaces audio curves
- Reworked skids logic
- Fixed skids positional sound
- New exterior skids sound
- Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
- Reworked code management for traction control and limiter events
- Tweaked wind and limiter sound emitter position in dashboard camera
- Audio compressor on engine_ext event now works as expected when many cars are involved
- Surfaces, crashes and skids are now properly audible in chase and track cameras
- Opponents volume now honours F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
- Fixed load/coast smooth for AIs and multiplayer
- Fixed transmission smooth and pitch for multiplayer opponents
- Engine volume setting is now related to the player/focused car
- When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
- Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit "digital clicks"
- Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs proces kill/crash) while driving on sand/kerb/etc...
- New dirt sound effects
- New brake squeal for some "old" cars
- Added audio fade when track camera changes
- Added [VERSION] section in audio.ini
- Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
- Slightly modified gear grind sound
- Fixed wrong listener position for track and car cameras in some situations
- added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
- added templates for Porche Vol. 1 cars
- fixed excessive brake light brightness on Ford Mustang
- minor graphics fixes on Triple Pack cars
- [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
- [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]



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That 911 3.0 RSR...............  Oh my.

Too busy, haven't touched AC in days, but purchased Porsche Season Pass yesterday.  Wife is working late tonite.  I will drive the s#!7 out of that car at Silverstone Classic.  :yep:

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hmm hard to find cars to really like.

the 1974 porsche maybe had the most potential beside that moby dick car if I can manage the clutch. The rest I would love to run in ETS 2 or the Crew but not race besides that P1 car possibly. It felt like the overall physics has been changed some. All cars feel more docile and stable then what I recall with less suspension doing it´s own thing.

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Was able to try out the Porsches tonight - mixed bag, IMO.

- Cars are all beautifully modeled and sound great & distinctive from one another.

- I enjoyed the 991 Carrera, 718 Cayman, 911 RSR, and Cayman GT4.

- I really did not care for the 918 Spyder, 917/30 CanAm, or the 935/78 (which is funny, because these are probably the ones I was *most* excited to try!)

- I did not drive the Panamera - if I wanted to drive a 4 door grocery-getter, I'd head to my own garage! :D

- The GT4 would be a great candidate for online - definitely the least personality of the bunch, but very noob friendly and I think a good, veteran driver could really stand one of these on its ear.

- A few of these cars I think will really please the speed freaks - the 917 and 935 in particular.  I didn't find either of these cars much fun to drive overall, but they can definitely scoot.

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This Cayman in the pic above looks seriously good.

I can't believe I still did not have time/energy to get this 1.9&DLC. Tonight is the night though!


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Just bought the season pass and tried things out in VR and Nordschleife and man what a nice pack.

So far my favorite is the Cayman Cup car, very controllable and predictable, but that 935 is a blast to drive though I spent most of the time sideways looking out the side window.  Good stuff :thumbsup:

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Bought the season pack -- no brainer.

I drove all the race cars and the 991.  I tried them out on the 67 Silverstone and put in a bunch of laps on the Ring in the RSR.  Outstanding!


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Got the season pass as well, haven't drivven anything for the last 4 months. But the GT4 going to be a great online car.

The RSR is a hoot. Not that impressed by the 917 and 935 strangely enough. The people carrier does move but what a fat ass is has.

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17 hours ago, SirM00ndancer said:

But the GT4 going to be a great online car.

Who knows. Maybe a 5 race series will come along featuring the GT4. ;D

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11 hours ago, Doug Atkinson said:

Who knows. Maybe a 5 race series will come along featuring the GT4. ;D

Yes!!!  Count me in on that!  :yep:

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