Server is down .. & out ..lol Until the next build that is ….. ! Then we will try again ! As for the sim, Im having good results in 4k , I have the same card as Xavier the 1080 not the ti .. turning a few things down from epic I can get it to run at 60fps , it really runs nice at this higher rez & a lot of the artifact's & shimmering some players are getting with temporal AA are gone .. it looks fantastic to me .. Racing the AI at nurburg last night was pretty cool , It was late in the day & clouds blew in … I also Agree with Larry & like the feel a lot ! its like AC but then its not ..lol Its actually ,hold your ears Larry , a lot closer to how PC2 feels for me .. .. Im not the only one , theirs a pretty popular post in the ACC forums saying the same thing , haha . But seriously the psyx data & suspension geometry in both sims is superb .. If you followed any of that fake news you know what I mean .. I believe the FFB is still wip so I wouldn't go to crazy looking for the magic setting just yet you might wake up to find the next build added something ectt… , For me it was plug & Play with the G27 , mapped a few buttons & it was good out the gate ..
Same as mine except for the last 2 sliders, which I don't think are needed with modern sims. I'm at 0% for those.
Once we have the update on the 16th we will test again ! & if this is successful I will host a beta ACC GT3 test event that coming Saturday Jan 19th in the 21:00 hr as there are no SRO races in that slot ! , it will also be up 24/7 until then if all goes well .. & yes fingers crossed that our MWS 2102 R2 server can cope with the ACC ded after the next update ..lol
After some more research i have found that our 2012 server might not be able to run ACC , The fact you need win10 os to even run it also effects the ded side , this could explane why it ran so poorly with data loss .. we will know tomorrow ! Pretty sure the base mp code is set & being tuned in these last builds .. im hopeful but me thinks we will suffer the same as beforehand! Hope im wrong !!
Well if you don't know already No MP improvements for this build .. In fact they explain how they had to do a re-write of the MP code to allow for all the features they have introduced in ACC . that's the short story .. Here is a forum snip from one of the devs , I guess he drew the short straw & had to make the post lol . In December we faced the choice to either keep proceeding like that, adding as little changes as necessary to achieve a stable 1.0 Multiplayer, and then never to touch it again. The alternative route is a rewrite of (a lot of) the code to switch to concepts that support our current needs and the things we learned. The disadvantage is obvious; we'd have to spend a lot of work to change ACC without – seemingly – adding gamplay related features and fixes for a certain amount of time, however, the gain is a much more stable environment, where we can keep adding features and also speed up future development. I can tell it's unusual to go for a rewrite, but it expresses our approach and our plans to go on, even beyond ACC 1.0. Technically speaking, a few developers forked off the codebase and worked day and night to do the re-coding, with the goal of bringing those improvements to the main code as soon as possible. The new features on the list therefore are there, but not in this build, and we most probably will also bring them one after another even looking beyond the 1.0 release, since the development will continue to bring our audience the 2019 Season update, and more. Being myself also responsible for ACC Multiplayer development, I needed to slow down the work on the Rating System, but likely this re-work on some of the code that we use as a foundation will help the Rating System, too, to proceed even smoother. As a bottom line: enjoy the new content, both the car and track (in my opinion) are fabulous, and see how ACC keeps developing in the future. I'm writing this between Multiplayer tests (on the new code), we are on a very good way – but sadly we will not see this outside the test systems for the time being.
This is my opinion too . I just had a race online and it was good. Few wreckers, but overall I had some nice laps. Of course there is enough room for improvements and in the end will be a nice piece of sim I hope they will solve the triple screen support ...
I will say Im happy they are taking the time to get it right ! I took the jag for a spin at Zolder , nice car & the sound is impressive to , track is very nice as well . Can't wait to get a GT3 Champ with this game !
Agree Rob, although imo the championship must only kick off when the game is stable enough and all (most) of the features are already implemented. Otherwise it would be a bit of a letdownexperience. Oh, and KS does need to figure out triple screen support!
Just read that ks is going for a complete overhaul of the multiplayer part of acc. I think it's best to keep expectations low for the coming 6 months. This title still needs a lot of work...
A ltl birdy told me 0.6 is right around the corner so I was asking about our current situation with our win2012 server here is the reply >> kro said: ↑ Thanks for the info as always M ! In the last builds some of us were having issues on the older rented servers ,ours is > MWS 2012 R2 Standard with i5 @2.67, X8SIL 1862.67 disk space and we could join with ACC but cars would not drive they would slide like on ice & never go faster than 15 mph as was well explained in the forums .. One player fixed his issue by upgrading to a newer 2016 server ,any chance this has all been fixed with the net code revamp ? Or has the test team tried one of the older servers ? we rent both types from rack service AC we simply use the RS AC servers, and the MWS 2012 R2 Standard ded for our other games - rf2,ams,ectt... but the last ACC builds would not run on it .. Thanks ! Considering how much has changed server-sided - yes I'm confident you should try again. Don't have a 2012 server around, but I'm personally testing on 2016 and one good old 2008 R2 one, no issues around
That sounds positive Rob Looks like there was a problem with the game why It would not run on our server lets hope all is ok now then
Server is down for the day , it seems we have a tcp socket error or something related , For me , I can log on do a lap or 2 (works great) thn server drops me , I can see in the logs that this also happened to another player as well ,then there is a handshake error that seems to end the connection ?? I believe its something with our tcp/udp settings , so we are working on it & I will report back when the server is back up ! Thx !
I joined last night for a few laps and got a message at the bottom saying I had been disconnected from the server, but I was still able to run several laps after the supposed disconnect. Ended up getting a DQ for doing something silly.
exact same thing for me only did you notice it stayed at 0 laps in the stats ? as if the game just kept going but was not updating any server stats ..