خب نسخه بعدی Assetto Corsa با پسوند Competizione معرفی شد.
این نسخه کاملا تحت لیسانس مسابقات GT3 (Blanckpain) ساخته خواهد شد، پس دوست داران ماشینهای GT3 شبیه سازی بهتر از این نسخه از A.Corsa پیدا نخواهند کرد. AC Competizione کاملا آنلاین خواهد بود،شامل رتبه بندی راننده ها برا اساس طرز رانندگی داخل پیست و امتیازاتی که بدست میارن.
بار گرافیکی بازی برای اولین بار در یک بازی ریسینگ شبیه ساز بر دوش Unreal Engine 4 خواهد بود.
مطمئنا موتور فیزیک داخلی استودیو به همراه UE4 نتیجه فوق العاده ای رقم میزنه.
مهمتر از همه بواسط استفاده از UE4 ، درخواست چند ساله طرفداران این بازی برآورده میشه و اون اضافه شدن چرخه شب و روز و تغییرات آب و هوا هست.
این لیسانس شامل تمام ماشینهای این کلاس اعم از فراری،لامبورگینی،مرسدس،مکلارن،آئودی،بنتلی و... خواهد شد.
همینطور پیستهای این نسخه بر اساس تقویم رسمی مسابقات انتخاب شده که در زیر لیست شده.
Zolder
Monza
Brands Hatch
Silverstone
Circuit Paul Ricard
Misano
Spa-Francorchamps
Hungaroring
Nurburgring
Circuit de Barcelona-Catalunya
اینبار نه تنها شاهد شبیه سازی پیشرفته رفتار ماشینها در پیست خواهیم بود، بلکه Kunos با استفاده از موشن کپچر از رانندگان واقعی تیمهای رسمی مسابقات به همراه مکانیک ها، مهندسین و درکل(Pit Crew) تصویر برداری کرده و قرار هست در بازی نهائی گنجونده بشه.
مطمئنا بازی خودش رو محدود به فقط سری BlancPain نمیکنه و در ادامه میتونه لایسنس های بیشتری از سری مسایقات FIA و کلاس GT رو در اختیار بگیره که به عنوان DLC ریلیز بشه.
این نسخه فعلا برای PC برنامه ریزی شده و قرار هست در همین تابستان پیش رو نسخه بتا/Early Access برای کاربران استیم ریلیز بشه.
همین هفته 4 شنبه ، پنجمبن مرحله از دروره Early Access بازی شروع میشه که بهمراه اون باز هم یک پیست و ماشین جدید خواهیم داشت.
پیست Circuit Zolder
بهمراه ماشین Emil Frey Jaguar G3
همونطور که میدونین تمام پیست های موجود در بازی کاملا لیزر اسکن شده هستن و با دقت میلیمتری تمام پستی بلندی ها ،دست اندازها، زوایای پیچ ها و... ساخته شدن.
بدین منظور Kunos یک سری عکس های مقایسه ای از پیست Zolder ،در بازی و دنیای واقعی منتشر کرده که دیدنشون به شما توصیه میکنم :
==================== با این آپدیت بخش مولتی پلیر بازی کاملا در دسترس قرار میگیره و قرار هست یکسری باگ و... هم بهبود پیدا کنه.
مورد دیگه اینکه تا همین 4 شنبه فرصت دارین که بازیو با قیمت کمتر خریداری کنین، چرا که با شروع مرحله پنجم EA بازی دوباره 10 دلار گرونتر میشه.
آپدیت 7 بازی هم دیروز منتشر شد.
با این آپدیت هیچ پیست جدید و ماشینی اضافه نشده، اما مواردی که اضافه شده بنظرم بهترین آپدیت از ابتدای انتشار بازی تا حالا بوده.
ــ این آپدیت تمرکزش در بخش مولتی پلیر بازی بود، رتبه بندی رانندگان (Driver rating) جرایم و پنالتی ها و... .
ــ آب و هوای داینامیک به بازی اضافه شد.
ــ دمیج ظاهری و فیزیکی به بدنه ماشین ها اضافه شد.
ــ لاستیک ها امکان پنچر شدن دارن، اگر زیاد از حاشیه های پیست (Kerb) استفاده کنین یا برخورد داشته باشین.
ــ فیزیک ، صداگذاری و گرافیک هم باز بهبود داشته.
و....
توضیحات کامل آپدیت در پایین میتونید بخونید :
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:
- Fixed issue where the HUD would vanish after a session transition.
- Enabled server rating requirements, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
- Added dirt and visual damage to Multiplayer.
- Improved server lobby stability.
- Enabled dynamic weather in multiplayer server configuration, see updates in https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
- Improved race-weekend track condition simulation in Multiplayer when dynamic weather is used.
- Safety (SA) and Racecraft (RC) ratings will change with a drastically reduced rate on password protected servers.
- Added server admin commands: /kick and /ban
ویدئویی در توضیح نحوه اختصاص جریمه زمانی به راننده برای خارج شدن از پیست در بازی:
همونطور که میبینید سیستم جریمه بازی خیلی پیشرفتست، در صورتی به شما جریمه میده که با بیرون رفتن از پیست تایم بدست آورده باشید و گرنه بخاطر یک اشتباه سهوی که چهار چرخ ماشین از پیست خارج بشه شما جریمه نمیشید (مثل iRacing دردسر ساز نیست).
اگرچه اگر این عمل تکرار بشه هم شما جریمه میشید.
وقتی هم که جریمه میشید اگر Stop&Go توقف اجباری در پیت باشه ویا Drivethrough ، شما 3 لپ فرصت دارید که اون پنالتی انجام بدید وگرنه Disqualify میشید و ریس برای شما تموم شدست. این قوانین کاملا از روی سری واقعی مسابقات Blancpain برداشته شده.
دیگه آپدیت جدیدی برای بازی به عنوان دوره دسترسی زودهنگام منتشر(Early Access) نمیشه، ورژن بعدی بازی میشه ورژن 1 که زمان ریلیز کامل بازی هست که احتمالا تا قبل از تابستون منتشر میشه.
ورژن کامل بازی شامل تمام ماشینها و پیست های رسمی سری مسابقات SRO - Blancpain GT Series هست.
با نزدیک شدن به ریلیز کامل بازی ویدئوهای جدیدی از محتویاتی که تو نسخه Early Access نیستن به بیرون اومده.
پیستهای Spa و Brands Hatch
همینطور ماشینهای Mclaren 650 GT3 و Aston Martin Vantage V12 GT3
Brands Hatch - McLaren 650S GT3
Aston Martin Vantage V12 GT3 - Spa
البته ماشینهای دیگه ای هم تو ویدئوها هستن که تو بازی فعلی حاضر نیستن، مثل Lexus RCF GT3 اما بعنوان هوش مصنوعی.
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از طراحی منوها تا استفاده از UE4 ، همه وهمه داد میزنه که میخواد برا کنسولها بیاد، اما هنوز هیچ خبری از اینکه اصلا برا کنسولها میاد یا نه بیرون نیومده.
فکر کنم بعد ریلیز برا PC یک تاریخ میزنن که ریلیز کنسولی کی هست.
بازی ماه دیگه برا PC میاد بعدش انشالله هدف بعدی کنسولها.
در ادامه سری مسابقات Blancpain GT Series 2019 ، راند سوم این سری مسابقات در پیست SILVERSTONE ادامه پیدا کرد، طی این مسابقه بعد از تمام اتفاق هائی که افتاد تیم SMP Racing با فراری 488 GT3 تونست همه رو شگفت زده کنه و اول بشه.
مثل همیشه استودیو Kunos در این رویداد حضور داشت و علاوه بر همکاری با تیم ها برای بدست آوردن اطلاعات ماشین ها و... علاقه مندان میتونستن بازی در شبیه سازهای این استودیو تست کنن، در آخر هم استودیو از ورژن دیجیتالی Silverstone تصاویری منتشر کرد:
خب همین حالا ریلیز شد، حجم آپدیت 5.5 گیگ هست.
تغییرات ورژن 1
V1.0.0 Changelog
General:
- Added Porsche 911 (991) GT3 R.
- Added Porsche 911 (991II) GT3 Cup.
- Added Mercedes-AMG GT3.
- Added Audi R8 LMS.
- Added Lamborghini Huracán Super Trofeo (2015 Model Year).
- Added McLaren 650S GT3.
- Added Bentley Continental GT3 (2018 Model Year).
- Added Aston Martin Racing V12 Vantage GT3.
- Added Reiter Engineering R-EX GT3.
- Added Lexus RC F GT3.
- Added Honda/Acura NSX GT3.
- Added Circuit de Catalunya (Barcelona).
- Added Silverstone Circuit.
- Added Circuit de Spa-Francorchamps.
- Added Brands Hatch Circuit.
- Added all drivers, teams and unique car liveries from the 2018 European Blancpain GT Series.
- Switched to UE 4.22.
- CPU optimizations that should bring significant improvement on all tracks.
Physics:
- New ABS logic update for all cars. ABS level can greatly influence your braking distances depending on weather and track conditions.
- Physics-based flatspotting re-enabled and greatly improved. You can badly flatspot your tyres with 2 or 3 high speed spins. The tyres will tend to lock up on the same flatspot, high vibrations to the suspension (and Force Feedback) when the flatspotted tyre is put under load (braking, cornering).
- Fuel load simulation/testing. You can find this new slider under Aero/Rear box. This only works in practice sessions. It is disabled in qualification, hotlaps/hotstint and race sessions.
Once you have created your setup, you can move this slider and load the car with the fuel you want (less or more), and the ride height will change accordingly. The resulting ride height might be higher or lower than the actual setup. When you modify the ride height, the option will be disabled again.
- ECU and throttle map improvements for all cars
- Tyre sets implemented. There is a limited number of slick tyre sets available for race weekends (which can also be set to unlimited.)
When enabled, make sure you keep an eye on tyre sets and their wear in the Setup/Strategy page.
ACC assigns the following number of tyre sets for each different race type:
Sprint race weekend: 5 sets
Endurance 3 hours race weekend: 6 sets
Endurance 6 hours race weekend: 9 sets
Endurance 24 hours race weekend: no limit.
There is also no limit for wet tyre sets.
The feature only works in offline gameplay for now. Online game modes feature unlimited tyre sets.
Individual sets still get wear, so make sure a new tyre set is selected in every session (there is an automatic progression even if the player doesn't change the set manually).
- Kerb grip updates. Kerbs are now VERY slippery when wet.
- Rubbered wet line update. Rubbered wet line can be VERY slippery until cleaned by heavy rain.
- Improved tyre model bumps and kerbs impact.
- Improved rolling resistance influence.
- Improved wet grip simulation and wet rolling resistance influence.
- Improved tyre wear. Fresh tyres give maximum performance for 3-4 laps depending on track, then lose performance fast and stabilize after 6-7 laps. Afterwards they will lose performance gradually but laptimes might remain stable or very little loss, because of losing fuel weight.
- Added wind simulation in variable conditions. Wind will be higher just before and during a weather change (from sunny to wet and vica versa). It will settle to lower values when the weather is stable. Wind values have been taken from the real circuits on the actual race date and are used as a probability base for the in-game wind simulation.
- Updates on all car Balance of Performance for all circuits.
- Fixed an issue that resulted in FFB values passed during the fadeout after pressing Quit in the pause menu - probably also resulted in gamepad vibration remaining in the UI after quitting.
Audio:
- Optimized channels usage.
- Improved opponents positional audio and distance scale.
- Overall volume balance.
- Reworked audio listening-priority.
- Reworked tyre damage / crew chief warning logic.
- Better audio stopping on quit game.
- Better logic for lastlap / hotstint / hotlap crew chief messages.
- Fixed a rare bug that fills up both real and virtual channels.
- Fixed crew chief audio that kept playing after car teleport.
- Fixed 'flickering doppler effect' for the F7 camera, F3 cameras, chase cam and helicam.
- Fixed missing pit alarms on various tracks.
- Fixed ambient sounds flickering in F3 cameras
- Fixed ambient sounds not playing in some cases.
- Fixed opponents not audible when the focused car is in the pits
Graphics:
- Reworked Temporal AA engine algorithms in order to mitigate the ghosting effect
- Added Projection Correction option to the View Settings
- Removed vignette effect from TV Cameras.
- Adjusted sky.
- Adjusted rain particles.
- Fix to aux lights not being linked to moving car parts.
- There is a new type of fake body and tyre shadows on all cars that produce less clipping.
- Opponent visibility now doesn't affect TV cameras.
- Helicam added.
- New video options: now contains presets and also additional image-related settings, such as white balance, exposure gain, light absorption and contrast.
- Video options revised for more consistent image with various levels of settings.
- New TV2 camera sets.
- Fixed LED strip not invisible in DashPro camera.
- Opponent visibility now has a threshold to reduce car flickering.
- Onboard camera shake
- New Driver name label styling
Gameplay:
- Added Championship game mode.
You can play the official 2018 season (Sprint, Endurance or Full Season) or set up a Custom Championship, where you can customize each round.
- Added Career game mode
Includes two seasons, including introductory test sessions and an introduction to Sprint and Endurance racing in a car of your choice.
- Added Save Game functon - initial implementation allows one game session to be saved and loaded. Save feature is limited to Single Player race weekend modes. Multiple save option and save during career/championship sessions to be added later.
Championship and Career progress is saved in between events.
- Added reset of collidible and destructible objects on session restarts and progression.
- Added saving/loading replay.
- Added auto save replay (you can enable it in general settings).
- Added reverse mode for replay.
- Fix for mandatory pit when driverstint is used.
- Fixed wrong first digital display shown on replay start.
- Added the possibility to change the digital display page for every car (not only player car), including replay cars.
- Fixed possible broadcast replay crash due to wrong timing.
- Improved AI formation logic to follow the player car if it is the polesitter.
- AI to follow the player car during formation if he starts moving before the 10-second waiting time. This way the player is no longer able to create a gap by starting early from pole.
- Quick Race and Custom Race Weekend car selection and opponent logic completely revised: should be way more user friendly now, and more importantly, there are no entry duplicates in these modes anymore.
Essentially the player now can select every single entry and there is only one version of each, same for the opponents, also ingame the player gets the appropriate body kit, so the field will be mixed.
- Added autosave for highlights
- Gameplay and AI logic additions:
The AI will now go back to change tyres if the weather changes (with a randomized required-rain level in order to not have them all going to the pit together), and when fuel is low.
The same system pops up a message to the player about tyre choice.
- Driver stint logic is added.
- Sprint race no longer has the driver swap option because it's mandatory, it is a forced swap if the player pits in the pit window for the first time.
Endurance race instead always has the swap option open.
- Track status on the top of the screen is now connected to the race director.
- AI is now faster when re-entering the pits.
- Fixed a bug that allowed the Pit Window time to be the same as the Race Length in short custom race weekends.
- Fireworks only start when leader crosses the finish line.
- Added fixed-time refuelling rule for Endurance weekend (non-endurance races will have refuel time depending on fuel amount, in endurance mode -> fixed time).
- Podium sequence added after race sessions if player finishes in top 3.
- AI now slows down in the cooldown lap.
- Single player green light now starts earlier and not so close on the S/F line.
- Single player double formation tweaks on some tracks (closer to the last curves).
- Penalty system:
1) There is a huge difference between cut estimates of
a) first lap without having had the corner in a clean way yet
b) lap after having a clean reference for this corner
2) Zolder + Paul Ricard now should invalidate the next lap in Hotlap, Superpole, Qualifying if the last corner was cut in order to make the next lap faster.
3) Pit entry/exits won't trigger false positive penalties.
- AI levels tweaked in wet conditions: there is a lot more random factor in their driving. They also "see" puddles now.
- End-of-race sequence reworked: now possible to either drive a full cooldown lap (with the AI) or press ESC after crossing the finish line.
Pressing ESC before the opponents would finish the race lands the player in a screen that shows live leaderboard and unfinished opponents. Once all opponents finish the session, the player is taken to the official summary results page.
- Added improved automatic retire function for cars stopped on the track, both AI and player. Time tolerance depends on position and whether or not the car is facing the wrong way.
- Reworked pitlane spline logic for AI pit entry
- Collisions between cars are off during all the pitentry / pitexit procedure.
- Fixed a bug in dynamic weather progression that could cause extreme conditions from one session to another.
- Fixed slow motion during replay.
- Added onboard camera for the camera cycle buttons of the replay HUD.
- Next/previous car camera in replay HUD now try to show the next/previous car in the track and not randomly chosen.
- Various replay hud fixes (start/stop on end)
- Fixed replay lap marker for replays that are shorter than the session.
- Fixed 'jumpy' car during replay due to low opponent visibility during recording.
The autosave saves the replay and the highlights as well.
Note: if you save manually the replay and then exit, the autosave is skipped (10 seconds of cooldown).
- Full green course for starting race.
UI/HUD:
- National cars are now selectable in Quick Race.
- Reworked MP starting leaderboard: now is based on grid until first split (and as a consequence re-enabled the RT leaderboard during formation lap).
- Flags widget added on HUD.
- Weather forecast widget added in Setup, race HUD and pitstop strategy MFD page.
- Leaderboards updated with car badge icon and class indicator for the racing number.
- Updated leaderboards and standings widget layouts.
- Pit strategy and Tyre set selection added to MFD Pit page.
- End-of-race splash screen now displays race results. It also shows results in all game modes and sessions.
- SP session intro sequence revised, it brings the player straight to the welcome screen.
- Pit Window Open message moved up to the session status.
- Added option to skip the intro camera sequence in SP game modes in the General Options.
- Driver Stint time is displayed on the HUD.
- MFD automatically switches to pit page in the pit zone.
- Pre-race UI collapse button collapses the leaderboard.
- Standing water is now clamped to track wetness in the Weather settings.
- Added random weather and random track options to Custom Weather preset.
- MFD realtime now shows last lap briefly for the player too
- Active camera set is displayed in broadcast and TV cameras
- standing leaderboard now has the correct grid order until first split
- Added Overtime and Session Start countdown widget for SP and MP
- Intro sequence is now disabled automatically in VR mode
- Combined Qualy laptimes are now displayed in the leaderboards in Endurance weekends.
- Active tyre set displayed on the tyres widget.
- View settings: cockpit camera movement is now a percentage slider.
- Added "look with wheel" option to View Settings.
- Added replay options in General Options.
- Wind is displayed in weather forecast widget.
- Setup screen now shows tyre set wear, including flatspots, graining and blistering.
- Realtime leaderboard and official leaderboard now show the correct grid position until first split.
- Realtime leaderboard now show the correct official finish position after the finish line.
- Filtered position for relatime position and various improvements.
Ratings:
- Enabled the last and highest "Competition Rating" (CP). See https://www.assettocorsa.net/forum/index.php?threads/multiplayer-rating-1-0.57088/
- TO Rating now has a working trend indicator and graph.
- CP Rating has a graph and session details.
- Fixed CC and CN Ratings being very volatile, should now move within reasonable limits of +- 1 or 2 points.
- Fixed Driver Category resetting to Bronze frequently.
- Unlocking PC will automatically unlock SA.
- Unlocking RC will automatically unlock CP.
Multiplayer:
- The server list now contains a "LAN Servers" button which will show servers on the local network.
- Added spectator mode.
- Added server configurable entry lists.
- Added Multiplayer driver swaps.
- Added wind to dynamic weather component.
- Added new Quickjoin multiplayer menu.
- Added special "Competition servers" as new Multiplayer game mode.
- Server slots now depend on the rating requirements (public servers only).
- The big changes are mentioned here: https://www.assettocorsa.net/forum/index.php?threads/multiplayer-rating-1-0.57088/
- Improved netcode and server performance.
- Improved Multiplayer error messages.
- Timetable HUD (TAB or F2) should use the final results instead of the leaderboard, when available.
- Fixed a bug that teleported players who joined during the Formation countdown phase.
- Fixed a bug that could crash the server when a car teleported into a specific pit - notably on the Hungaroring.
- Netcars now should have the correct tyre positions in every situation.
- Fixed a bug that prevented the 0.7.2 refueling fix to work as expected.
- Fixed a (rare) crash related to the chat application.
- Fixed a situation that can lead to double-assignment of grid positions.
- Added "dumpLeaderboard" option, which will save session results as json file.
- Fixed wrong driver name assignments, especially on team cars.
- Fixed green/red flashing Delta time when spectating other cars.
- Re-enabled the Broadcasting API after adjusting to the new Gameplay code (since 0.6).
- Broadcasting API: Added new events with auto-replay feature for laptimes, records, offtrack, collisions and similar highlights.
دیشب فرصت شد کمی از بخش کریر بازی کردم، با توجه به کریر نسخه اول فکر نمیکردم چیز خاصی باشه.
اما با کمال تعجب خیلی خوب رو این قسمت کار کردن.
کریر که شروع میکنید با شما مثل یک تازه کار برخورد میشه، بازی در شرایط مختلف ازمون تست میگیره، ماشین مورد استفاده لامبورگینی هست و پیست مونزا.
تست اول هوای معمولی و زمان روز، بعدی تو همون پیست و زمان شب و تست آخر هوای بارانی هست.
تو این شرایط ما باید تایم بزنیم و رقیبمون AI هست، بعد هر تست بازی براساس تایمی که زدیم سطح AI که باهاش میخوایم رقابت کنیم انتخاب میکنه.
تو این بخش خیلی مهم هست که تمیز رانندگی کنیم و تایم های نزدیک بهم پشت سرهم بزنیم (Consistency).
در آخر هم چند تیم بر اساس رتبه و پوینت هائی که گرفتیم به ما پیشنهاد میکنه.
فرصت نشد جلوتر برم، اما تا همینجا برای منی که تو هیچ شبیه سازی تا حالا این سطح از توجه به بخش کریر ندیده بودم، خیلی خوب بود.
امشب و فردا باید قفلی بزنم رو کریر.
البته خوب بازی باگ و... هم داره، منم انتظارش داشتم ، چون بازی تو EA بعد هر آپدیت بزرگ چندتا آپدیت کوچک دیگه میداد که مشکلات رفع کنه.
این نسخه هم چیز جدائی نیست و حتما با آپدیت هایی که بزودی میاد، اونها هم رفع میشه.
مورد بعدی گرافیک، صداگذاری و مدلینگ ماشینهاست، وقتی با هدست روی مانیتور 22 اینچ بازی میکنم، باید بگم تا حالا همچین ترکیبی تو هیچ بازی ریسینگی ندیدم.
لعنتی مثل پ*رن میمونه.
اما وقتی روی VR اجرا میکنم دیگه توجه به جزئیات چند لول دیگه اضافه میشه.
در مورد فیزیک/FFB میتونم بگم پائینتر از RF2 قرار میگیره که خب نمیشه بهش خرده ای گرفت، ولی تو پکیج کلی (گرافیک،صدا،فیزیک، جزئیات پیست ها و...) در مجموع بهترین ریسینگی هست که تا به الان ساخته شده.
شاید تا آخر امسال باید منتظر بمونیم تا ببینیم REIZA با AMS 2 چیکار میکنه ولی تا نمایش از اون بازی فعلا ACC رقیب نداره.
در مورد گیم پد هم اگر سوالی داشتید که قابل بازی هست در مقایسه با PCars 2 (یکسری بچه ها مشکل داشتن باهاش)، فکر کنم قبلا هم گفتم خیلی راحت میشه بدون هیچ تنظیماتی با گیم پد بازی کرد و کنترل خیلی خوبی داشت.
من دقیقا همون تایمی که با فرمون میزنم با گیم پد هم میزنم، البته من با گیم پد نوبم چون سالی بیشتر از چند دقیقه باهاش بازی نمیکنم اما حرفه ای ها حتما از تجربه بازی با گیم پد لذت میبرن.