Assetto Corsa Comp Up date News

Discussion in 'Assetto Corsa Competizione' started by Rob Milliken, Jul 23, 2019.

  1. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    Use this thread to chat about any & all progress with ACC as we wait for the polish :).

    The latest BIG NEWS is : The Kunos team has been busy working on a new break threw 5 point tire contact system , as it is now it's like AC & only has 1 contact point (divided into 3 parts Inner, middle & outer).. Kunos himself has designed this new tire code (coming in the next build 1.0.7) , all on his own , his many years as a programming code monster is rewarding us with one of the most realistic tire models in any sim to date , this is ground breaking ..This is very rf2-ish with the tire flexing and actually 1 up's rf2s amazing tire model :eek::oops::rolleyes: .. To try to explain it here would take a novel so here is the link to the 5 point tire blog
    If you have the time its worth the read , here is a snippet :

    In modern computing, collision detection is still one of the most resource consuming operations a physics engine has to do. It needs to be very fast, very accurate and low resource demanding, but you can only choose two of them at once… Add to the equation that in AC and ACC the cars drive on an invisible physics 3D mesh with millions of polygons, derived from the laser scan of the real circuit, and it’s clear that a compromise has to be made. On top of that, AC and ACC uses the same player physics for the AI, requiring even more resources.

    The collision detection of a simulation has to be very fast and very accurate, otherwise strange things might happen to the simulation. So in order to make it less resource demanding the tyre model of AC and ACC uses one single point to determine contact of the tyre with the terrain, being this last one a flat asphalt, bumps on the asphalt, various types of curbs, grass and so on.
    This solution is a quite good compromise in order to have decent performance and high simulation accuracy. It permitted us to push hard and evolve the tyre model, adding more and more features on it. As a matter of fact the ACC tyre model is one of the most evolved ones, completely dynamic with a wide range of causes that affect and influence the grip and response of the tyre. Various heating levels, different tyre wear features, various influences in tyre rigidity and damping, completely dynamic slip ratio and angles, dynamic rolling resistance in different situations, full water draining simulation etc. etc. the list is very long, very complex, innovative and often involving completely original and breakthrough solutions, derived from meticulous studying and hard work of Stefano Casillo that you won’t find in any scientific paper, as he had to build new equations by himself.
    Unfortunately, while still acceptable in AC, the more advanced physics engine of ACC put in evidence the limitations of the above solution. Our tyre model started to have issues and downright buggy behaviour under certain conditions over curbs. The use of laser scan circuits, gives no doubts on specific features of the circuits. If a curb is high, has a specific angle, has dangerous angled steps in it or any other strange feature, then the laser scan will show it in millimetric accuracy. On the other hand, our company motto is that we take no shortcuts in things we are certain. If a curb is made in a specific way, that’s how that curb is going to be implemented in the sim. If that means that our tyre model is going to suffer on it, then so be it, we will have to work hard to make it better and for sure we ain’t going to make the curb smoother just to “workaround” the issue. So let’s analyse what exactly happened with our tyre model in such conditions.

    Old 1 point of contact :
    paulricard_steps1.jpg

    New multi points of contact :

    paulricard_steps2.jpg
    Finally, on the most important third example, as clearly explained before, the multiple points now permit the tyre to “climb” over obstacles. So when the edge of the tyre hits the vertical step of the edge of the curb, those contact points start to flex and go parallel “entering the rail”, but the rest of the contact points, still push through the direction and push also the edge points to climb the edge. The driver doesn’t have to do anything with the steering wheel, and the tyre simply goes over the edge of the curb without any dramatic situations.

    :D
     
    Last edited: Jul 24, 2019
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  2. Tim Meuris

    Tim Meuris Pro Driver

    This sim is really shaping up!
     
  3. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    More news , Today Minolin posted up a pre public release 107 exe for server side testing .Its not on the beta branch just yet .. I have downloaded it but I'm deciding weather to hold off for the public release as half the fix's require clients and server to both be on 107 (although he states it's backwards compatible) This will also remove the new pitstop rules added in 106 as some major bugs were squashed & that all needs to be re added again later .. here is the post : ACC exe post.jpg
    I asked in the thread if the beta branch will be updated with this & have not herd back however the kunos team are all off to Spa for the Blancpain GT3 weekend as they have the esports ACC event live from there with all the drivers that qualified ( yes we all had a chance to compete & the top drivers all got the invite to compete in the huge event at Spa & hang with the drivers and watch the real race) .. so this means we wont see any more updates until after the weekend ! or after they sober up ..lol
     
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  4. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    1.0.7 is out on the Public beta branch …
    Changelog
     
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  5. Henri Miettinen

    Henri Miettinen Pro Driver

    Hi Rob, do you think ACC is ready to season 1 soon?
     
  6. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    soon ? yes .. it's getting there ..
     
  7. Henri Miettinen

    Henri Miettinen Pro Driver

    Are there any problems that still need to be fixed before we can start the season?
     
  8. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    Tons ..lol but the main thing we are waiting for are better results data & the vanishing hud issue ..
     
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  9. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    Also they keep updating bi weekly, Just today I got this in the ACC beta forum .
    EDIT: FOR SERVER ADMINS
    I've attached a "public beta 2" server version, that replaces both the preview and what you found in the first public beta build. It contains a fix to the high temperatues, and a quite massive performance and timing improvement. I highly recommend to move to this server, especially if you already use one of the 1.0.7 variants (but it's also clearly better than any 1.0.6 server).
    Please keep me posted about your findings, both in terms of *new* issues, but also how smooth the experience is. I bet you will see the difference in CPU occupancy in the new widget, but also looking at cars.
     
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  10. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    Beta branch build # 4083896 was just released please make sure your on the beta to access the SRO server !
     
  11. Larry Thomas

    Larry Thomas Pro Driver Donator

    Hope so as I was at the limit with the last race we ran using 1.07.
     
  12. Tim Meuris

    Tim Meuris Pro Driver

    Does anyone know when the 2019 cars and Zandvoort will be released?
     
  13. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    Nice casual interview talking ACC psyx with Aris ….

     
  14. Germano Intorcia

    Germano Intorcia Pro Driver

    October
     
  15. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    108 is here !
    here's the post from ACC devs :

    Assetto Corsa Competizione v1.0.8 is out on Steam!
    Please restart your Steam client in order to get the update and enjoy the introduction of several optimisations and fixes. We are constantly full throttle on the development of ACC, and we are listening to all of your feedback, so please keep up the great support on our official forums and channels, much appreciated!

    Stay tuned, more news coming today at 3PM CEST - #beACC

    v1.0.8 Changelog
    ____________

    GENERAL:
    - Fixed “Skip Intro Sequence” setting not working.
    - Added driverStintTimeLeft and driverStintTotalTimeLeft to sharedMemory.
    - Added rainTyres flag to shared memory and digital displays.
    - Fixed sessions in shared memory, added session index.
    - Fixed current lap time in shared memory, added deltaLapTime and estimatedLapTime.
    - Fixed bug with fuelUsed value in shared memory.
    - Fixed tripDistance in shared memory.
    NOTE: more documentation on shared memory data is available in the following link: https://www.assettocorsa.net/forum/index.php?threads/acc-shared-memory-documentation.59965/
    - Replay version is changed.
    - Fixed MOTEC venue name bug.
    - Exposed forceFeedbackIntervalSteps in the controls.json in documents/Assetto Corsa Competizione/Config to increase Force Feedback frequency (0= 333Hz 1=222Hz 2=111Hz, default is 2).
    NOTE: high-end wheels will benefit from using a higher frequency, but older wheels should keep setting "2" for compatibility.

    GAMEPLAY:
    - AI now observes blue flags vs. player and other AI cars.
    - Fixed inconsistent and wrong Career preset values (notably extra long Qualifying sessions in Endurance races when playing in "Long" mode).
    - Practice sessions are now globally limited to 60 minutes.
    - Added pitlane open/closed logic to stop the AI from entering the pits in the first lap in mixed weather conditions.
    NOTE: the pitlane now opens when the leader completes the 1st lap. If the player pits before the pitlane is open, there will be no pit crew ready.
    - Championship code structure reviewed.
    NOTE: polesitters are going to take 1 point.
    - Possible fix for AI late pit-exit limiter deactivation at Monza.
    - Added cutting warnings in Savegame.
    - Added session fuel consumption to Savegame.
    - Fixed superfluous RaceComm messages when loading a Savegame.
    - Fixed AI running faster for a few minutes after loading a Savegame.
    NOTE: these fixes will require new game saves to function correctly. Loading older saves will still lack the correct data.
    - Fixed various crashes that could occur when exiting the replay.
    - Added automatic driver swap in the MFD when pitting.
    NOTE: in Sprint races, the MFD will automatically jump to the next driver when entering the pits, and driver swap will be blanked out outside of the pit window.
    - Fixed a bug with ghost car after returning to pit.
    - Fixed Helicam remaining enabled on session change.
    - Fixed Silverstone full formation lap bug with AI.
    - Reduced yellow flag relative speed threshold.
    - Fix for a bug with the Ferrari after a garage teleport, where the car would continue a lap down due to a respawn glitch.
    - Fixed fuel time calculation for pitstops based on how much fuel the car already has - previously the refuel time in free refuel mode depended on refuel amount, regardless of how much fuel the car already had.
    - Fixed pitlane entry message for AI (and better pitlane entry for Barcelona).
    - Fixed wrong assists applied when returning from special modes, such as Career.
    - Increased session overtime in Career events from 2 mins to 3 mins.
    - Fixed different professionalism bonus texts in the Career.
    - Completely reworked Custom Championship architecture.
    - Fixed Custom Championship entry generation.
    - Fixed qualifying rule based on number of races in Custom Race Weekend mode.
    - AI flash lights when lapping.
    - New system for safer car location state.
    - AI now slow down to get space in qualifying.
    - AI now uses current delta time to aid in the decision to abort a qualify lap to take space.
    - Fixed potential crashes during reverse replay.
    - Updated and fixed pit triggers for all tracks.
    - Fixed possible wrong states on consecutive replays of restarted sessions.
    - Fixed yellow flag warning during podium sequence.
    - Fix for Savegame gamemode that was saving a different value after a different game load.

    AUDIO:
    - Fixed potential crash with audio comms disabled.
    - Tweaked audio behavior for external sound fading (to fix inconsistent audio in F3/F7 cameras).
    - Fixed gear compressor timing for the Porsche 991II GT3 Cup.
    - Added basic car spotter
    - Added new audio warnings for flags
    - Added new audio messages for stint ending and stint over
     
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  16. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    VR/TRACKING:
    - Fix for the reset view (Ctrl+Space) not working with menus and HUD layers when using the HTC Vive (Steam VR plugin).
    - Enabled trackIR in freecam (F7) and chasecam (F1) views.
    - Fixed inverted axis in TrackIR.

    UI/HUD:
    - Fixed showroom being zoomed on triple-screen resolutions.
    NOTE: the new FOV is applied after a game restart.
    - Added Stats page to the Driver profile UI.
    - Added the possibility to enable the spotter in the Audio options.
    - Fixed tyre set selector issues in the pitstop strategy section of the Setup/MFD.
    - Game Mode helper texts revised in the UI.
    - Stabilized realtime leaderboard in the starting phase of the race.
    - MFD: certain elements now allow continuous increase/decrease on button down (fuel, tyre pressures, brake bias).
    - Fixed a condition when the MFD weather forecast wouldn't update.
    - MFD: driver selector is now locked in pit window modes once the player has completed the mandatory stop.
    - Fixed leaderboard race number on points table page.
    - Added nationality on leaderboard page / points table.
    - Fixed selectors on leaderboard page.
    - Added personal best laptimes to loading screens and Singleplayer Circuit Info.
    - Fixed and tweaked multiple Custom Race Weekend and Custom Championship options in the UI.
    - Added driver stint rule message on the pitstop MFD page.
    - Fixed fuel test slider inconsistencies.
    - Updated Rating Profile Help texts.
    - Removed replay button visibility without recorded time.
    - Added penalty indicator to HUD standings and realtime track position widget (also affects pitmenu standings and broadcast HUD).
    - Numerous text description and navigation-related corrections all across the UI.
    - More obvious indication on the HUD when the driver stint goes into overtime.

    GRAPHICS:
    - More effective advanced sharpen filter in video settings.
    - Fixed polystyrene distance markers inverted in Brands Hatch.
    - Fixed various visual bugs on the Hungaroring and Brands Hatch.
    - Fixed graphical LOD issue on the Porsche Cup.
    - Various graphical updates on the Audi R8 LMS.
    - Added driverStintTimeLeft and driverStintTotalTimeLeft pages to the Racelogic display.
    - Racelogic pages rearranged (laptime, delta, stint driven, stint time left, total driving time left). Default key to cycle is ALT+D.
    - Tweaked RPM lights layout for the Bentley Continental GT3 2018.
    - Fixed a bug with ligth cones when opponents visibility was used (focused car had front lights off after changing car with Shift+Arrows).
    - More consistent placeholder values on dash displays.

    PHYSICS:
    - Wet asphalt water film depth now influences aerodynamics.
    NOTE: you might need to raise your ride height up to 4-5mm to regain the same splitter and diffuser balance and performance on a wet track.
    - General UI setup and MFD tyre pressure logic refactoring. No more automagic for ambient pressures.
    Whatever the ambient temperature, the slicks are now preheated at 70°C and you can input the pressure you want for that preheated temperature.
    Preset setups are already adjusted. Old saved setups will start with very low pressures and you generally need to add 4 to 5 psi extra.
    Simply put a tyre pressure you desire, usually 2psi less than the hot pressure you want, and go.
    - Minimum tyre pressures now at 20.3psi, as per Pirelli document request. Pay attention as the pressure can get lower than that when the tyres get cold without blankets while waiting at the grid start and can easily deflate on kerbs.
    - Fixed MFD pitstops screen tyre pressures.
    - All cars updated preset setups with new tyre pressures.
    - Improved flat tyres grip, you should now be able to return to pits with a flat tyre.
    - Fixed high fuel consumption under pit limiter.
    - Fixed engine consumption in idle.
    - Tyre blankets for slick tyres now at 70°C.
    - Optimum tyre pressure tweaks.
    - Fixed ignition on by default with manual engine start in certain cars.
    - Fixed motion data stopping in the middle of the cooldown lap.
    - Fixed incorrect AI tyre pressures after a pitstop.
    - Honda NSX GT3 fuel consumption tweaks.
    - Mclaren 650S GT3 improved TC logic.
    - Fixes in Lexus RC F GT3 fast damper preset setup.
    - New aggressive Barcelona preset setup for Audi R8 LMS, Mercedes-AMG GT3, Lamborghini Huracán GT3, Bentley Continental GT3 2018, Porsche 991 GT3-R, Ferrari 488 GT3.

    MULTIPLAYER & RATINGS:
    - Increased the minimum pre-race time to 80s for public MP, decreased to min 5s for private MP.
    - Small improvement to the MP formation lap, preventing the ability to outrun the leader with good timing.
    - Servers won't spam "late" warnings for event resets.
    - Fixed ghostcar (disconnected car) during MP replay.
    - RC Rating was rewritten and now works again both in SP and MP.
    - RC will start at 0 while the old Elo value is still remembered.
    - Numerous SA Rating improvements. Most changes raise the requirements to gain Trust, so global SA ratings are expected to drop a few points.
    - Fixed a bug where lifting on straights would generate Trust.
    - SA and RC will change at a slower rate for low AI strength (< 90%), while the balance between Trust and OBWP is untouched.
    - Fixed FP2 and Q2 not displayed in server list.
    - Enabled collision bag for both MP and SP. SA penalties should only be applied to cars that are "root" contacts, no OBWPs for being caught in a mass accident.
    - Fixed replay auto save in MP when the weekend changes.
    - Server passwords are now stored.
    - Increased low-latency (LAN servers) ping accuracy, possibly removing jittering. The effects will also improve regular Multiplayer netcode prediction, but won't be as significant.
    - Added DT, 5s, 15s penalties as admin commands.
    - The driver swap info widget is now more compact.
    - Numerous fixes to driver swaps situations.
    - Team names are now visible in MP.
    - Netcode preparation for new pitstop rules, preview instructions will be added in the forum.
    - Server weather configuration now has more weight on the cloud level, configuring high cloud levels drastically improve the chances of rain (when dynamic weather is used).
    - Server weather configuration now uses rain level as a chance for a completely rainy weekend (when dynamic weather is used). Server admins can use both weatherRandomness and rain level to achieve different types of random rain experience.
    - Enabled the collection of new driver statistics.
    - Possible fix for MFD crash in MP when changing pit strategy after a driver swap.
     
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  17. Rob Milliken

    Rob Milliken Administrator Staff Member Donator

    Wait for it … 1.0.9.0
    Changelog v1.0.9

    - ForceFeedbackIntervalSteps now defaults to the highest frequency rate (0) when generated.
    NOTE: if you already have the value in your controls.json, delete the line or the entire .json for the line to regenerate with the correct value or change the value manually to 0.
    - Wheel controller is now polled at 333Hz.
    - AI "take space" behaviour is now less aggressive, requests less distance from the car in front, reacts less abruptly and guarantees higher minimum speed.
    - Fixed incorrect driver stint times in Championship Endurance races.
    - Potential fix to startup crash due to failed screen detection.


    ...ok wait again .. 1.0.10

    Changelog v.1.0.10

    - Fixed default gearshift debouncing calculation being too low
    - Added gearshift debouncing slider to controls configuration screen
    - Fixed TrackIR flickering.


    4 weeks of silence ..then 3 updates in 2 days ..lol
     
  18. Norman Bruce

    Norman Bruce Pro Driver

    There is also news of the first DLC, The Intercontinental GT Pack.
    It's a GT3 series so it will probably use the same cars but with new liveries, but it will feature new tracks such as Suzuka, Mount Panorama, Laguna Seca and Kyalami.
    This will be after the 2019 GT Championship update, featuring 6 new cars and Zandvoort circuit.
     
    Last edited: Oct 19, 2019
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  19. Norman Bruce

    Norman Bruce Pro Driver

    The 2019 update should be here soon, images of some the updated cars have been released by Kunos.
    There is also some extra news that Kunos have teamed up with McLaren Shadow E-Sports and in addition to the Blancpain 2019 cars we will also get the McLaren 720S GT3 free.
    The McLaren is included as part of a special Esports event which you can register for at McLaren Shadow.com a big clue as to when we will get all of this is that the Mclaren Esport Event starts on the 27th October.
    The 2019 Porsche 991ii GT3-R
    [​IMG]
    Audi R8 LMS GT3 EVO
    [​IMG]
    AMR V8 Vantage GT3
    [​IMG]
    McLaren Shadow Trailer
     
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  20. Alex Bonner

    Alex Bonner Pro Driver Donator

    A little bird just told me Wednesday for the 2019 content. This little bird is normally very well informed ;)
     
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