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Australian Assetto Corsa League, Tuesday nights / S10R3: Brands Hatch Post-Race Chat« on: February 09, 2016, 10:11:00 PM »
RACE RESULTS
SEASON STANDINGS Round Points
Season Podium 1. Guybrush, 330 2. StanDaam, 252 3. Marty, 244 872
Apps / A "driver swap" version of PLP for experimenting with« on: February 07, 2016, 11:55:59 AM »
Some of us are discussing driver swaps in this post. Here's an experimental version of PLP attached that some of you can play around with, to see how it might be used to implement driver swaps. You unzip this into Steam\steamapps\common\assettocorsa\apps\python. You can overwrite your normal PLP - it won't affect normal behaviour.
The way it works is to send a chat message to your teammate, displayed in his PLP app (and no one else's). Suppose you're on track, and he's waiting in pits. When you enter the pit lane, coming in to do the driver swap, he gets a message on his PLP that says "Car 1 has entered pit lane". Then when you stop in your pit box, he gets a message that says "Car 1 has pitted. GO!". Then he can drive off for his stint, while you wait in pits for those messages from his car, when he comes in to pits. What you have to do is: Edit PLP.ini in Steam\steamapps\common\assettocorsa\apps\python\PitLanePenalty with a text editor, and set TEAM=1 Or any team number. Whoever has that team number is in your team, so Marty and Guybrush would both have TEAM=1, say, and Bird and I would both have TEAM=2. Then you also set TEAM_CAR=1, say for Guybrush, and TEAM_CAR=2, for Marty. That's your car number within the team. Every team would normally have a car 1 and 2. If you want to turn the team chart off, you just set TEAM=0. Practice Session As discussed, this would probably work best in a timed practice session of whatever duration you want the race to be, say 2 hours. The winning team would be the one that completed the most laps in total, when the session was up. The game wouldn't really handle what position anyone was in, or who was leading etc. You'd only know at the end, when you look at the results and add up the laps that both team members had done. You'd also have to pick a winner among teams that finished on the same lap by time, or who crossed the line first, or something. Anyway, it's something to play with and try out online. Let me know of any suggestions or problems. 873
Australian Assetto Corsa League, Tuesday nights / S10R3: Brands Hatch GP Pre-Race Chat« on: February 02, 2016, 11:23:21 PM »
Format: 2 x 21 laps, 1.5 x fuel and 2 x tyres.
1 compulsory pit stop in each race, optional tyre change only allowed (no refuelling allowed). Progressive grid: Race 2 start order set by race 1 finish order. Weather: 25 Clear. 24 Clear. 874
Australian Assetto Corsa League, Tuesday nights / S10R2: Imola Post-Race Chat« on: February 02, 2016, 07:34:24 PM »
RACE RESULTS
SEASON STANDINGS Round Results
875
Australian Assetto Corsa League, Tuesday nights / In case you didn't notice...« on: January 29, 2016, 08:33:34 PM »
In the race results, I now show when people pitted and what they did (when you click on the racer name):
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Australian Assetto Corsa League, Tuesday nights / New PLP app to download - 1.8« on: January 28, 2016, 10:54:53 PM »
Sorry for the runaround, but at Silverstone, a couple of legit pitstops weren't detected - I think because the car didn't pull up 100% in the pit box, but close enough to trigger the stop, and AC didn't report to the python app that the car was in pits.
Anyhoo, I've fixed that in version 1.8 (using the same pitstop detection as the PitConfig app). Please download version 1.8 from http://xgn.com.au/index.php?topic=758.0 Extract the zipped PitLanePenalty folder into Steam\steamapps\common\assettocorsa\apps\python. 877
Australian Assetto Corsa League, Tuesday nights / Time changes - qually 10 mins earlier.« on: January 27, 2016, 08:12:25 PM »Qualifying starts at 8:20pm (Eastern DST) - 10 mins earlier, and will now be 15 minutes long (5 mins shorter). The practice session before race 2 will now be 10 mins (5 mins shorter). This will make the night finish 20 minutes earlier. Does that work for everybody (thinking about the qually start time, mainly). Race 1: 8:45pm (30 mins) Practice 2: 9:15pm for 10 mins (5 mins shorter) Race 2: 9:25pm (30 mins) Finish: 9:55pm (10 mins earlier). 878
Australian Assetto Corsa League, Tuesday nights / S10R2: Imola Pre-Race Chat« on: January 27, 2016, 12:27:19 AM »
Format: 2 x 17 laps, 1.5 x fuel and 2 x tyres.
1 compulsory pit stop in each race, optional tyre change only allowed (no refuelling allowed). Progressive grid: Race 2 start order set by race 1 finish order. Weather: 12 Light Clouds. 14 Light Clouds. 879
Australian Assetto Corsa League, Tuesday nights / Season 10 Standings« on: January 27, 2016, 12:20:38 AM »880
Australian Assetto Corsa League, Tuesday nights / S10R1: Silverstone Results« on: January 26, 2016, 11:26:27 PM »
RACE RESULTS
Round Points Don't forget that the top 10 qualifiers in race 1 get points, as per the signup thread. Guybrush Threepwood 141 Marty 128 StanDaam 128 Rolz 81 Grat 76 Phil.8 70 Freezer 68 Wally 54 Matthew111 46 Jeremy 43 Gratulin 33 Mael 30 Ysu 30 Simone 22 Bafs17 17 Chap111 14 AJ 12 Ben 9 Paul 9 Rob 6 Doobs 5 Dave O 2 Bacchulum 1 Flattop 1
Teams Achilles Heels 269 DA Racing 157 Golden Goat Gatherers 128 Struggle Street Racing Crew 89 TKO Racing 84 Krahl Racing 79 Caterpillar Racing 68 Italia Racing 39 Maelstrom Racing 30 Aleph Null Ltd 15 Double G Racing 0 Achilles Heels (Guybrush and Marty) are off to a flying start. Congratulations to Stan for pole and the race 1 win, and to Guybrush for the race 2 win and the overall round win. 881
Australian Assetto Corsa League, Tuesday nights / You must download the S10 skin pack to see your skins« on: January 24, 2016, 10:59:11 AM »
Thanks to Freezer for putting the skin pack together.
Because all of the skin names have been changed to XGN_xxxxx, unless you download the skin pack from http://xgn.com.au/index.php?topic=1265.0, you won't see your skin on the server. The server uses the names XGN_xxxx for every custom skin. 882
Australian Assetto Corsa League, Tuesday nights / PLP app 1.7 to download before round 1« on: January 24, 2016, 10:55:52 AM »
Gents, there's a new version of the PLP app to download (attached).
Update - version 1.7:
Unzip it into Steam\steamapps\common\assettocorsa\apps\python. 883
Australian Assetto Corsa League, Tuesday nights / S10 fuel announcement« on: January 23, 2016, 03:43:08 PM »
The SCG 003C chews the fuel, much, much faster than the other GT3 cars. To compensate for this -
the FUEL RATE WILL BE 1.5x for all 30 min races. The tyre rate remains 2x. The practice server is updated with the new fuel rate. 884
Australian Assetto Corsa League, Tuesday nights / Current Teams« on: January 22, 2016, 08:52:30 PM »
With the inter-season personnel moves, here are the current teams for S10:
There's a few one man teams. Do you want to dissolve your team or see if you can find a teamie? For the newcomers, teams are just a way of combining driver's points for a teams' championship, and also gives you extra motivation to at least hit one particular other guy 885
Australian Assetto Corsa League, Tuesday nights / Pit Config app for Season 10« on: January 20, 2016, 08:10:02 AM »
Here's a very handy app that automates the pit stop process, according to presets that you configure.
http://xgn.com.au/index.php?topic=1234.0 The app makes it so that as soon as you stop in the pits, it automatically does all the mouse clicking to select tyres, fuel and repairs, so your stop starts straight away. With all the pit stops in S10, you'd be best off trying this app out. Remember, you can only pit in an online Race session, so jump on the practice server and try it out. |