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Chancelog 1.9

Discussion in 'Assetto Corsa' started by Paul Ad, Oct 25, 2016.

  1. Paul Ad

    Paul Ad
    Premium

    Messages:
    67
    Ratings:
    +108
    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]
     
    • Like Like x 6
    • Love Love x 1
  2. Nico Major

    Nico Major

    Messages:
    523
    Ratings:
    +40
    Thank you! Very nice list.
    One thing made me smile:
    Everybody who takes actions against a wrecker now should be prepared for the consequences :geek:
     
    • Love Love x 1
  3. JoelGL

    JoelGL

    Messages:
    1,152
    Ratings:
    +84
    :D Wonder what this feature would do.
     
  4. Michael Hornbuckle

    Michael Hornbuckle

    Messages:
    2,742
    Ratings:
    +2,439
    Stefano said that it is a system that hands out penalties based on an incidents to kilometers driven ratio, that is user defined. Example: x number of collisions in less than x number of kilometers will first result in a warning, then a penalty to pit road for a second violation and then server kick/ban on the third violation.
    Look forward to seeing the actual parameters in the server launcher since I would prefer to simply skip the warning phase.
     
    • Like Like x 5
  5. JoelGL

    JoelGL

    Messages:
    1,152
    Ratings:
    +84
    Cool! When's the patches release?
     
  6. Kenny Paton

    Kenny Paton
    Staff Premium

    Messages:
    7,728
    Ratings:
    +3,835
    Think it's normally about 18:00 GMT.
     
    • Like Like x 1
  7. Brandon Wright

    Brandon Wright
    I may not be fast, but I'm wide! Premium

    Messages:
    4,009
    Ratings:
    +1,629
    So a simple bump automatically results in a server ban? What happened to "rubbin's racin'"?? :p

    will-ferrell-ricky-bobby-talladega-nights.jpg
     
  8. Michael Hornbuckle

    Michael Hornbuckle

    Messages:
    2,742
    Ratings:
    +2,439
    [​IMG]

    Here, for some reason I will waste my time and try to dumb it down for you:
    I think that if you get 5 collisions within 1 kilometer you should be warped to pit road and held there for a while rather than simply getting a warning.
    And guess what, this isn't Nascar, 99% of the 'rubbing' that happens in MP is not 'racing'.
     
    • Haha Haha x 1
    • Sad Sad x 1
  9. Brandon Wright

    Brandon Wright
    I may not be fast, but I'm wide! Premium

    Messages:
    4,009
    Ratings:
    +1,629
    I was making a joke mate. No need for seriousness. ;)
     
    • Like Like x 2
  10. ukzz4iroc

    ukzz4iroc

    Messages:
    8
    Ratings:
    +4
    Some great changes in there. Can't wait.
     
  11. Michael Hornbuckle

    Michael Hornbuckle

    Messages:
    2,742
    Ratings:
    +2,439
    I must have missed the smiley at the end, sorry.
    (But my GIF is epic)
     
    • Like Like x 1
  12. ouvert

    ouvert

    Messages:
    1,523
    Ratings:
    +560
    impresive ... specialy those audio related changes ... me like it ... with some of those porsche beauties I have a feeling I`m gona go over 200h played soon ... thanx
     
  13. Brandon Wright

    Brandon Wright
    I may not be fast, but I'm wide! Premium

    Messages:
    4,009
    Ratings:
    +1,629
    Truth. You could use that in just about any AC thread around here. :laugh:
     
  14. tlsmikey

    tlsmikey

    Messages:
    282
    Ratings:
    +98
    v10 tires on all GT3.....:)
     
  15. TobiasR

    TobiasR
    Czarleeese Baygio Premium

    Messages:
    4,216
    Ratings:
    +1,503
    This is huge.
     
    • Agree Agree x 1
  16. AadHofman

    AadHofman

    Messages:
    144
    Ratings:
    +26
    [​IMG]
     
    • Haha Haha x 1
  17. Giorgos Kostis

    Giorgos Kostis

    Messages:
    272
    Ratings:
    +88
    All sounds from mods got rekt from the update.
     
  18. Andy Jackson

    Andy Jackson
    Veteran member of the PC master race Premium

    Messages:
    6,667
    Ratings:
    +3,098
    So that's Lord Kunos.........!!!:notworthy::notworthy::laugh:
     
    • Like Like x 2
  19. SakL

    SakL
    Black flagged in a club race! Premium

    Messages:
    166
    Ratings:
    +115
    Yes they did. But holy **** the new sounds are good.

    And holy **** the GT4CS is good. Too good. I knew it would be good but I didn't know good went this far. Holy hell.
     
  20. Sele1981

    Sele1981

    Messages:
    139
    Ratings:
    +35
    Not sure why it had 1,4GB on the first try, finished downloading, then stopped and restarted the download, now with 2,6GB