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AC News

Author Topic: AC News  (Read 773227 times)

Offline Bacchulum

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Re: AC News
« Reply #1185 on: October 15, 2016, 02:21:25 PM »
Are there any mid-engine cars in there? ???

2+2=√16

Rolz

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Re: AC News
« Reply #1186 on: October 15, 2016, 02:40:18 PM »
918 Spyder is... it'll give the Ferrari La Ferrari and P1 a run in same league i think

Offline Bacchulum

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Re: AC News
« Reply #1187 on: October 15, 2016, 03:23:03 PM »
Aahh, guess I'll have to buy it then....

2+2=√16

Offline Gratulin

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Re: AC News
« Reply #1188 on: October 15, 2016, 03:56:50 PM »
Also, Cayman is mid-engined.

Offline Wally

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Re: AC News
« Reply #1189 on: October 20, 2016, 07:57:07 AM »
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”

Offline Wally

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Re: AC News
« Reply #1190 on: October 25, 2016, 06:34:57 PM »
1.9
- 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]
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”

Offline Mael

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Re: AC News
« Reply #1191 on: October 25, 2016, 07:30:49 PM »
Quote
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)

Might need to invest in a new sound system  ;D

Offline insomniac

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Re: AC News
« Reply #1192 on: October 25, 2016, 08:07:08 PM »
can't find the dlc yet....

Rolz

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Re: AC News
« Reply #1193 on: October 25, 2016, 08:14:49 PM »
few more hours to go before it's available...

Offline insomniac

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Re: AC News
« Reply #1194 on: October 25, 2016, 10:01:53 PM »
few more hours to go before it's available...

haha going off fb posts about 6!

Offline Phil.8

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Re: AC News
« Reply #1195 on: October 25, 2016, 10:23:23 PM »
The sun is the same in a relative way but you're older

Offline rooshooter

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Re: AC News
« Reply #1196 on: October 26, 2016, 11:25:15 AM »
Anybody else have no sound on Porsche 962 ? >:(
social media is the tobacco of this century

Offline rooshooter

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Re: AC News
« Reply #1197 on: October 26, 2016, 11:43:55 AM »
Anybody else have no sound on Porsche 962 ? >:(
Plus, I am also getting a PC freeze when trying to use 962, need to restart my PC, to fix. :'(
social media is the tobacco of this century

Rolz

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Re: AC News
« Reply #1198 on: October 26, 2016, 11:45:57 AM »
I had AV false positives come up when downloading, had to set exclusions in download folder then re-verify files to fix my AC start issues.

Offline rooshooter

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Re: AC News
« Reply #1199 on: October 26, 2016, 12:43:08 PM »
Anybody else have no sound on Porsche 962 ? >:(
Plus, I am also getting a PC freeze when trying to use 962, need to restart my PC, to fix. :'(
Disregard this post(senior moment) 962 was not in 1.9 update but was a mod I had downloaded previously.
social media is the tobacco of this century

 

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