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
 
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?

No, not really. For me the only place that happens is variante ascari in monza (but I would blame the "inverted kerbs") and it happened me once or twice in the last chicane at mugello.

However, now I shut my eyes closed every time I go through that chicane at mugello and it hasn't happened again... :x3:
 
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.

Andrew, next time you sit in your car, with your only true realistic FOV, try to estimate what diagonal screen size this would be, and how close you would need to sit in front of it to have that on a screen.
Then take a cardboard cut out the size of the screen you use and place it at the same distance you are from you screen when you are using you sim. They will not match, because to replicate the "true realistic" FOV you see in your car you would need a very large curved screen, or big triple setup placed at the proper angle.
Using a small screen you can use a very distorted view to fit everything in this small place, or see a proper, non distorted, with the right perspective, smaller part of what you see in your car.
Your choice. either drive with the wrong perspective, like looking trough a fisheye lense but see the inside of the car, or look true a neutral 55 mm lense and have the world come at you with the real world perspective.
Better choice is to have ,more screens or a bigger one and have it wide with the proper perspective.

P.S. You will also see the kerbs differently with proper FOV.;)
 
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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.
:confused:
 
Great to know what they are working on...however...with no changes to the booking system and no way to set a single parameter for a lobby (fuel/tire wear, pro mode, etc) I just hope that people will come back and give them a second chance down the road...as it stands now, if you don't know a group of people or run organized races such as here at RD online is useless and pretty much dead already.
I agree on everything, but a lot of people both on AC forum as here or other forums where they talk about AC seem to be forgetting the multiplayer is in alpha stage. It's called like that for a reason.
 
I agree on everything, but a lot of people both on AC forum as here or other forums where they talk about AC seem to be forgetting the multiplayer is in alpha stage. It's called like that for a reason.
I think most people understand that it is in alpha but the booking system needs a drop in and play counterpart. Hence the reason people keep requesting it. There is still time to implement it.
 
Andrew, next time you sit in your car, with your only true realistic FOV, try to estimate what diagonal screen size this would be, and how close you would need to sit in front of it to have that on a screen.
Then take a cardboard cut out the size of the screen you use and place it at the same distance you are from you screen when you are using you sim. They will not match, because to replicate the "true realistic" FOV you see in your car you would need a very large curved screen, or big triple setup placed at the proper angle.
Using a small screen you can use a very distorted view to fit everything in this small place, or see a proper, non distorted, with the right perspective, smaller part of what you see in your car.
Your choice. either drive with the wrong perspective, like looking trough a fisheye lense but see the inside of the car, or look true a neutral 55 mm lense and have the world come at you with the real world perspective.
Better choice is to have ,more screens or a bigger one and have it wide with the proper perspective.

P.S. You will also see the kerbs differently with proper FOV.;)

Cote, if you think I'm going to go through all that procedure just to pretend Ive got a true simulated FOV, you fooling yourself, no offence.

This FOV debate has raged on since GPL came out, and will continue to be a contentious issue within the sim world, personally I really cant be bothered getting into a massive detailed debate.
From my point of view, everyone has their preference, some like to use the FOV calc and swear by it, others don't. But I think the one thing we must all agree on is, simulating or re-creating reality is flawed in many ways due to the fact that the human eye see's far wider than the FOV you get in race sims, and as has been stated in this discussion, to sit in the correct seating position in a race sim puts you miles from the virtual screen of the car, and as I stated in my previous post, even sitting in my car does not replicate the position of the race driver in reality, so untill Kunos, ISI or some other dev can reproduce a more natural FOV ingame, we will all have to keep tricking our minds that what we are seeing on our single and triple screens is as close to reality as we will get.

Maybe the Occulus Rift will take it to the next level, who knows, but as long as we're all happy with our choice of FOV, whats the point to debating it further.

Cheers
 
There is one, and only one, geometrically correct FOV. That one allows to project every object in 3D into the exact position in your 2D screen while preserving the correct distances given your position, position of your screens and their size.

Once said that, there is no single best FOV. For a lot of people a geometrically correct FOV will be their FOV of choice. While others might prefer a different FOV, sacrificing geometrical correctness for a better peripheral vision, feel of speed or awareness of opponents.

And going back to topic... what have they done to the Z4? I just managed to beat my PB in mugello on medium tyres! Could it be that the front grips more?
A bit late on the reply....but anyway: Have a big feeling that they just lightened it tbh... It was too heavy before (yes, heavier than RL) and they probably made it lighter. (how I know that it was too heavy is a long story)
 
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.
Dissing my corvette eh?!?! release very soon.

To be fair, we had a 3 month start on everyone else though.....but that's because we're smart :geek:
 
I'm only interested in the interior...lol

Personally, I wouldn't release it until it is complete, or very close to it (the car, not the whole mod) but I can understand wanting to give everybody that has been following the mod something to play with; and if you are also the first to release a working vehicle, bonus points!!!
 
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.

I personally think there is something not quite right with the car behaviour in these situations. It happens to me a lot at mugello too. Put two wheels on the kerb, then pray. Most of her time it will be ok, but maybe 1 time out of 10 the car will enter a sudden and unrecoverable insta-spin.
 

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