Assetto Corsa v0.20.5 released

Update v0.20 Assetto Corsa.jpg

Kunos Simulazioni released Assetto Corsa v0.20 bringing features and the much awaited car editor to the PC Simulation.


The new update of Assetto Corsa is available on Steam Early access: take advantage of the Steam sales and get the game in early access at 30% less of the full price. By the way, we wish to thank you for the great support you are giving to Assetto Corsa, this will let us improve the game more and more as we get closer to the final release.

New sounds in development!
Modern gamers are never happy: they want more. We are gamers too, so we know how you feel. While our programmers are working hard on improving AI and multiplayer code, we have some extra news that we are pretty sure you will like a lot. We try to be always honest with you, and we recognize that one of the areas where there is more room for improvement is the sound environment. When we conceived Assetto Corsa, we have designed its structure in order to make the job as easier as possible for modders, but in some way, this has affected our choices and how Assetto Corsa performs sound effects. We have decided to provide a huge enhancement to the sound experience in Assetto Corsa: the final version of the game will be powered by FMod: FMOD Studio is an audio content creation tool for games, with a focus on a ‘Pro Audio’ approach: it’s used by Driveclub, Forza Motorsport 5 and other AAA racing titles and it’s the perfect choice to give Assetto Corsa what it is still missing. This will require a great effort from our team in order to convert or reproduce from scratch the sound packages for each car, but the internal tests already underway, are very encouraging. We are sure that AC gamers will be enthusiastic about the final result and that alone, will worth the investment needed.

New graphics effects in development!
If the sfx department works hard, obviously the gfx department couldn’t stay behind, working on lot of improvements and optimizations on the graphics side: we won’t go deeply in details for now, but at the end Assetto Corsa will provide a more immersive environment, post-processing effects, new shaders for cars and tracks, and more.

What’s new
Now: what’s new in the today’s release? this version provides several fixes for current contents and features, and introduces the most waited AC editor feature, the car export, including the 3D pipeline documentation, a 3D driver template and a 3D geometry with hierarchies, to allow modders to start to create their models. We would like to remind you that the physics features set is not yet complete, and that the future changes to the audio engine will require new sound sets compatible with FMOD.

Coming soon…
Is that all? Not yet: we haven’t mention new licenses for a while, but this does not mean that our licensing department is on vacation: do you remember the polls of this winter and the most voted cars? Well, we are ready to surprise you one more time. We don’t want to bore you with too many news, so let’s keep the secret a bit more..

Changelog 0.20
  • New setting enables forms to overlap ingame
  • Fix to some cars in showroom
  • Fixed debug apps
  • Improved log messages for easier debug
  • Improvements in skybox rendering inside the cubemap
  • Addedd penalty in time attack for going too slow
  • Fixed Time Attack spawn position in some track
  • Added Formula K car with open physics as a template car for modders (found inside folder sdk/dev)
  • Added open tyre physics files from all AC cars (found inside folder sdk/dev/tyres_ac) as examples
  • BMW Z4 GT3 performance balance (slightly faster)
  • Corrected non working mirrors on Lotus Exige 240r
  • Corrected non working mirrors on Lotus Exige S Roadster
  • Corrected disappearing cockpit on M3 E92
  • Corrected wrong proportions on Ferrari 458 mirrors
  • Corrected internal glasses on lotus GTC and GX
  • Fixed Python lap count
  • Increased Setup bar animation speed
  • Fixed error for laptimes > 99:59:999
  • New Shared Memory Layout (update your application!) check our official support forums for examples.
  • Fixed non-ascii symbols on Setup Tab
  • Fixed time left showed in Basic App during practice solo session
 
You can change fov because not everyone has the same size screen or sit
the same distance from screen,,,that changes the correct fov.

Not talking about best fov,,correct fov,,,only 1 fov correct.
Different from setup to setup.

Certainly the game could include an in game FOV tool though like iRacing to calculate it for you but they probably realize its useless just like I do.
 
Most realistic FOV is the numbers indiemo20 comes up with. Usinga calculation to determine your correct fov results in the closest approximation of reality.

However, as we are severly limited in game regarding surrroundings, as we can't move our heads to see what is going on next to us etc, some compromises have to be made. Especially for those with single screens.

Doesn't really matter honestly. I do NOT like to play any of my racing sims where I can't see the top 1/3 of the steering wheel and all of the gauges. Anything closer makes my lap times slower, I've tested it repeatedly, so again there's no calculated FOV that's correct for everyone.
 
The only true realistic FOV is the one you get when you are sitting in a real vehicle looking out the windscreen, the biggest issue with game FOV is scale, if the objects are not to genuine scale then there is no way possible to create a true FOV.

Go sit in your car and see how much of the dash and interior is actually visible to the eye and your peripheral vision, I think you will be surprised at how much you can actually see, now go and replicate that visual aspect in a sim, it wont feel natural, because reality has the only true FOV.

100% correct and I"m baffled that some people don't understand this.
 
100% correct and I"m baffled that some people don't understand this.

Yeah, after all it's not called a SIMULATION for nothing, lol.

I try to replicate my seating and visual aspect based on my real car driving position, but even this is not correct, due to the fact most saloon based race cars have the driver positioned further back in the cabin, in a Aussie V8 the driver sits between the "B" pillars, this puts them even further away from the windscreen, and I think that seating position is mandatory in all saloon & GT race cars for strength & safety reasons.

So, even on a triple screen setup to replicate real FOV you would need to push the sim seat back to sit between the "B" pillars, I don't have triples, yet:D, and Ive tried this on my single 32" tv, but it does not work, yet it was replicating the seating position of real saloon cars. I guess it was pointless for me to try with just a single screen, but like most simmers I'm always looking for that little extra immersion factor.

I sit 34 inches from the screen, based on the FOV calculator I should run a FOV of 27.5, problem is, it feels like my face is planted against the windscreen, which is definitely not simulating a true race seat position, feels totally alien to me, and is impossible to get comfortable with.

I guess I'll have to get my triple 32's mounted and test it again.

Back on Topic: cant wait to see the plethora of car mods that will come in the next few months now the car tools are out. ;) :thumbsup: :cool:
 
Doesn't really matter honestly. I do NOT like to play any of my racing sims where I can't see the top 1/3 of the steering wheel and all of the gauges. Anything closer makes my lap times slower, I've tested it repeatedly, so again there's no calculated FOV that's correct for everyone.

i feel everyone should use exactly what they prefer. With you on that.

However, you are missing the argument. Some people are playing AC, and other sims for realism. Faster or slower laptimes are secondary to them. They want to enjoy the game in the manner that is as close to reality as possible. Is it better? Is it mandatory for everyone? No. But it surely can be more realistic! In the real word, drivers don't have a 70 degrees field of view. They actually have to turn their head, or move their eyes to view the mirror. When they look straight in front, the vision is quite limited.

A fov which is correctly calclulated, mimics exactly what a real driver would see from that position behind the steering wheel. So, in that respect, I understand Indiemo20's argument.


However (part 2), we are rather limited behind a screen. Especially if you have one screen, no Oculus Rift or no Track IR. Without those aids, and with a realistic fov, we are handicapped. A small compromise is to use a 'fake' fov, which gives more and better visibility. I use that too actually :).
 
i feel everyone should use exactly what they prefer. With you on that.

However, you are missing the argument. Some people are playing AC, and other sims for realism. Faster or slower laptimes are secondary to them. They want to enjoy the game in the manner that is as close to reality as possible. Is it better? Is it mandatory for everyone? No. But it surely can be more realistic! In the real word, drivers don't have a 70 degrees field of view. They actually have to turn their head, or move their eyes to view the mirror. When they look straight in front, the vision is quite limited.

A fov which is correctly calclulated, mimics exactly what a real driver would see from that position behind the steering wheel. So, in that respect, I understand Indiemo20's argument.


However (part 2), we are rather limited behind a screen. Especially if you have one screen, no Oculus Rift or no Track IR. Without those aids, and with a realistic fov, we are handicapped. A small compromise is to use a 'fake' fov, which gives more and better visibility. I use that too actually :).
Just to be a smart ass: A human has a much larger FOV than 70°. Even without head movement it is was over 100°
 
But shrinks quickly the more your concentrating,

Even with a fake wider fov so i can get better track vision, i am focused on one or two things at time. The road and the tach or i glance over to my mirrors or down at my dash for speed info or w/e

Driving some of the cars at or near the limit your focus is so locked on the road even if you have the widest fov possible your looking at a fraction of the screen the road ahead and the next apex. Try driving the open wheelers with anything but the utmost in concentration and focus and it will not end well.
 
Personally I play the games I play for immersion, not realism as such, It just so happens that in order to reach the level of immersion where the fun begins, my brain likes a game with a high detail of realism.

When it comes to fov, I use whatever tricks my brain into being sucked into the simulated world . The numbers as such are meaningless except as a point of reference for adjustment. If it looks out of perspective then the illusion is ruined.

Interesting conversation.
 
But shrinks quickly the more your concentrating,

Even with a fake wider fov so i can get better track vision, i am focused on one or two things at time. The road and the tach or i glance over to my mirrors or down at my dash for speed info or w/e

Driving some of the cars at or near the limit your focus is so locked on the road even if you have the widest fov possible your looking at a fraction of the screen the road ahead and the next apex. Try driving the open wheelers with anything but the utmost in concentration and focus and it will not end well.
That depends a lot on your mental capacity. F1 drivers have an unbelievable amount of that. In general you shouldn't be to focused on one thing, but look further ahead than what you described. It really helps with car control. Especially in real life you should focus your vision further ahead to have a better understanding what the car is doing when it out of shape.

I tried diffrent focus point in real life over a Kick Plate and the further you look the better you understand what the car is actually doing.
 
0.20.2 Released:

- Fixed wings animations in replay
- Frequencies and damping ratio work for front monoshock
- Dynamic wing controller now uses setup value as initial angle value
- Shaders normal map improvements
- KS Suspension editor. A simple editor for your suspension.ini file that gives some additional data
- KS Gear Ratio editor. A simple editor that creates gear ratios from cogs
 
Closer than we were a week ago...take a look at the different editors and you will see the incredible amount of physics detail that the modders have to work with...Even though I have seen a couple mods that are planning to be released in a beta version soon it will still be a while before true quality work is ready.
 
Has the AI gotten crazy for any reason since the .20 patch? I tried to run a special event today, the BMW E30 race at Mugello and the AI kept running into the side of me and occasionally the back too. It happened repeatedly in that event on two separate races.
 
Has the AI gotten crazy for any reason since the .20 patch? I tried to run a special event today, the BMW E30 race at Mugello and the AI kept running into the side of me and occasionally the back too. It happened repeatedly in that event on two separate races.
Nah, I think the Ai have been crazy all along, whenever I run the Ai I find they are constantly getting into the side of me especially during the E30 races, mind you Ive been getting into the back of them a bit too, trouble here is the rear of my car decides it has no traction and 9 times out of 10 I end up in a spin, all from nudging one of them in the arse. The other annoying thing is when I get either of my front wheels up on a curb going thru a turn I end up spinning, it's like the curb has a greater drag affect on the tyre and around it goes, this happens in all my sims, most frustrating, and you rarely see this kind of thing happen in R/L, really does piss me off. Anyone else have this problem?
 
Nah, I think the Ai have been crazy all along, whenever I run the Ai I find they are constantly getting into the side of me especially during the E30 races, mind you Ive been getting into the back of them a bit too, trouble here is the rear of my car decides it has no traction and 9 times out of 10 I end up in a spin, all from nudging one of them in the arse. The other annoying thing is when I get either of my front wheels up on a curb going thru a turn I end up spinning, it's like the curb has a greater drag affect on the tyre and around it goes, this happens in all my sims, most frustrating, and you rarely see this kind of thing happen in R/L, really does piss me off. Anyone else have this problem?
Regarding the curb-pull, I find that a little reduction in anti-roll-bar or spring adjustments will often reduce the tendency or eliminate it.
 
:rolleyes: i give up

Don't give up.

It takes time to fully realize that there is only one correct FOV for any given set up. Every body will get there, to some it takes longer, I know it took me a while.
For those playing on a single screen of 32 inch diagonal or less it might take them to get a bigger screen or triples, as proper FOV on a small single screen is not really great on all aspects.
Once you really get what the proper FOV brings to your SIM experience there is no way back. But it can take a while to get it, that is why those who are fortunate to experience it have to continuously state the obvious so more can rip the benefits.
 
Don't give up.

It takes time to fully realize that there is only one correct FOV for any given set up. Every body will get there, to some it takes longer, I know it took me a while.
For those playing on a single screen of 32 inch diagonal or less it might take them to get a bigger screen or triples, as proper FOV on a small single screen is not really great on all aspects.
Once you really get what the proper FOV brings to your SIM experience there is no way back. But it can take a while to get it, that is why those who are fortunate to experience it have to continuously state the obvious so more can rip the benefits.

No benefit for me, glad it works for you. Yes, I'm on a single 30" screen. I've repeatedly stated as others have, some people actually drive worse with such a narrow FOV. Its much the same argument as someone telling me that you'll go faster with a wheel and pedals vs. a controller yet there's people out there every day blowing people away with a controller. It may not be for you, but that doesn't mean it doesn't work for someone else.
 

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