AC V1.14 and 'Ready to Race' DLC Released!

Paul Jeffrey

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Assetto Corsa Ready to Race DLC 2.jpg

Assetto Corsa has today been updated to build version 1.14, releasing alongside the new 'Ready to Race' DLC offering from Kunos Simulazioni.

Bringing to the simulation an incredibly large log of changes to the game, Kunos have done an impressive job with this new build release and players should likely have plenty to keep themselves amused over the upcoming weekend.

Obviously the 'Ready to Race' DLC will gather most of the attention, however the build update does contain a number of interesting new features, not least of which is the inclusion of 'Push to Pass' on the new Audi TT, various online tweaks and a considerable reworking of the in game AI, including a promising sounding aggression indicator...

You can read up on the changes contained within the game and the new DLC contents below...

Version 1.14 Change log:
  • New autosaved replay options and UI added to launcher main theme
  • New Audi TT Cup
  • New Audi TT RS (VLN)
  • New Audi R8 GT3 2016
  • New Audi R18 LMP1 2014
  • New Lotus 3-Eleven (race)
  • New McLaren 570S
  • New McLaren P1 GTR
  • New Maserati MC12 GT1
  • New Toyota Celica ST185 Group A
  • New Toyota TS040 Hybrid 2014
  • Mandatory pitstop window is now related to pit entry timing (replacing old system)
  • Pitstop animation enabled with oculus or STAY_IN_CAR enabled (system/cfg/pitstop.ini)
  • Added Position set digital script
  • Added ballast and restrictor option offline for championships and multiplayer. Work in Progress for offline quick race and race weekend UI
  • Added wind algorithm
  • If controller is keyboard then Pitstop app is replaced by mouse pitstop
  • Mouse pitstop with Mouse Steering enabled is now working correctly
  • Tweaked backfire flash flames in many cars
  • Realtime app: qualify/practice colors are based on leaderboard position, race color on current position
  • Added DIGITAL_PANEL script to display current position and P2P on car's external panels (Audi TT Cup)
  • Added FUEL_PERC script to show fuel quantity as percentage (McLaren 570S)
  • Fixed broken UI interaction due to session switching when pitstop was not finished
  • Fixed rare automatic pitstop activation at car spawning in the pit
  • Fixed deadzone for gamepads
  • Fixed Tyre App thermal value for exploded tyres
  • Minimum for automatic reset tyre on track is now 2
  • Fixed flag rendering in VR with PP off (again, hopefully for real this time
  • Fixed Achievements from unlocking when car is blackflagged
  • Pitstop app: new tyre pressure can only differ from the current one by 4psi (because of minimal height rule)
  • Added Push To Pass system (Audi TT Cup), P2P amount depends on grid position, enabled in Practice and Race sessions only
  • Added physics option for different fuel weight/density (optional section in car.ini [FUEL_EXT] KG_PER_LITER=value)
  • Adjusted Lotus 98T tyre wear
  • Fixed old pitstop UI from allowing more fuel when setup is fixed
  • Added Black Flag description
  • Added Online time of day multiplier (x1 to x10)
  • Added track animated starting lights
  • Added blink feature to RPM SERIES script (updated all relevant cars)
  • Added acServerManager 1.14.0
  • Added Time multiplier
  • Added Wind
  • Added Restrictor (BoP)
  • Fixed BoP server message to client
  • Fixed bug on client fixed setup 2nd reloading
  • Added resolution string on splash screen
  • Added "safe mode" initialization when first DX11 init fails, it will try again with desktop resolution and AA/Fullscreen off
  • Added AI Aggression selection
  • More AI differences within a single lap to generate more battles
  • Added AI wing setup variations
  • Added new Random camera mode algorithm
  • Fixed driver model visibility bug in Random camera mode
  • Removed AI slowdown hack for cars with spool differentials
  • Improved Downshift Protection algorithm
  • Fixed AI giving away green light by flooring gas 500ms in advance
  • New AI algorithms for understeer detection and downshifting
  • Fixed Car Engineering app sometimes reporting wrong total and sprung weights
  • Added Fuel x Time on Setup Fuel tab and pitapp
  • Added best splits at the end of the race on leaderboard timetable
  • eTweaked leaderboard to show player name/position even if that player has disconnected
  • Updated Steam statistic reader to synchronize steam achievement
  • Added "virtual desktops" functionality to in-game GUI (cyclable through ctrl+u key combination)
  • Fixed session synchronization issue when session switches while a new player is joining
  • AI is now using kers
  • Fixed Nissan Skyline R34 having downshift protection when it should not
  • Added "variation" slider for AI. It will randomize the AI level in the range selected.
  • Fixed Nissan GT3 texture map on lod B
  • Added player's nation flag support (not valid flag will be rendered as AC logo)
  • Added new Driver Label GUI (customizable in \system\cfg\name_displayer.ini)
  • Added nation flags on leaderboard GUI
  • Tweaked opponents list to include nationality
  • Update special events to include nationality
  • Added Mandatory Pit warning message at the start of the race
  • Added minisectors to overlay leaderboard and performance delta app, this can be disabled through [Documents]/Assetto Corsa/cfg/gameplay.ini
  • Some template updates to existing content
  • Porsche 911 RSR 2017 template added
  • Templates added for Lotus 3-Eleven, Audi TT Cup, Audi TT VLN, McLaren 570S, Mclaren P1 GTR, Toyota Celica ST185, Maserati MC12 GT1,
  • Minor graphical updates on the Porsche 911 GT3 Cup and Lotus Exige V6 Cup
  • Digital display script tweaks across the board
  • Fixed a bug on Nissan GTR GT3 LOD B
  • Minor livery fix on Glickenhoue SGC003
  • Python new functions:
    getWindSpeed
    getWindDirection
    getDriverNationCode(CAR_ID)
    getCarSkin(CAR_ID)
  • Added deactivation on lateral G on McLaren P1 and P1 Gtr (optional [DEACTIVATION] LIMIT_G=[x] in drs.ini)
  • Porsche 911 RSR 2017 official WEC liveries added

Additional to the new update today, Kunos have made available the 'Ready to Race' DLC car pack. Offering 10 unique and impressive performance racing machines, the 'Ready to Race' DLC contains a little something for everyone's particular tastes.

Below you can find detailed descriptions from Kunos of the 10 cars to be included in the new DLC pack....

Ready to Race DLC Contents:
  • Audi R8 LMS 2016
  • Audi R18 e-tron Quattro
  • Audi TT Cup 2016
  • Audi TT RS (VLN)
  • Lotus 3-Eleven
  • Maserati MC12 GT1
  • McLaren 570S
  • McLaren P1 GTR
  • Toyota Celica ST185 Turbo
  • Toyota TS040 Hybrid
Audi R8 LMS 2016
The new Audi R8 LMS, now featuring even more race car technology, is following in the footsteps of its successful predecessor.

Audi fans were already able to marvel at the new GT3 sports car from Neckarsulm in full action in 2015, for instance in the 24-hour race at the Nurburgring, where the Audi Sport Team WRT celebrated overall victory with the new R8 LMS. At the 12-hour race at Sepang the Audi R8 LMS took a one-two-three win. The 2016 season also began successfully: An overall victory in the Dubai 24 Hours and a class win in the classic Daytona 24 Hours.

Audi R18 e-tron quattro
The concept behind the Audi R18 e-tron quattro is unprecedented in LMP sport, and its realization a pioneering achievement. In the first development step, the engineers from Audi Sport and their partners investigated a wide variety of solutions. These included a parallel hybrid, where both drive systems propel the rear wheels. After weighing up considerations such as traction, handling characteristics, packaging and weight distribution, they ultimately decided to separate the drive systems by axle – the combustion engine drives the rear wheels permanently, and the electric drive propels the front wheels on demand.

On the R18 e-tron quattro, part of the braking energy benefits the motor generator unit (MGU) that is located at the front axle. Their two permanently excited synchronous machines convert the recovered energy into direct current through power electronics. This current drives a flywheel energy storage system positioned on the left inside the cockpit.

When the speed exceeds 120 km/h, the energy is called up from the storage system again. Converted back into alternating current by the power electronics, it then supplies the MGU’s two electric motors. These jointly feed more than 160 kW to the front wheels via single-stage planetary gears; the central control unit keeps the revs and torque in line with the conditions prevailing at the rear wheels. The racing car temporarily becomes a quattro with four driven wheels.

Audi TT Cup 2016
For the Audi Sport TT Cup, the German manufacturer has developed a visually as well as technologically attractive sports car for racing, the Audi TT cup.

The body shell of the Audi TT racing version consists of aluminum and carbon fiber. This ensures that the Audi TT cup that tips the scales at 1,125 kilograms is a lightweight and extremely agile car.

The Audi TT cup car uses the 2.0 TFSI from the Audi TTS. The four-cylinder engine delivers 228kW (310hp) in the production model and accelerates the TTS from 0 to 100km/h in 4.7 seconds. By means of a so-called Push-to-pass function, the drivers can briefly boost the engine's output by 22kW (30hp) for overtaking maneuvers by pushing a button on the steering wheel. A blue lamp in the windshield indicates the boost activation. LEDs in the rear side windows show how many times the driver can still use the additional power. The number of available boosts is defined by the regulations.

Power is transmitted to the front wheels via a direct-shift dual-clutch transmission. The six-speed S tronic, which has been specifically tuned for use in racing, is operated by shift paddles on the steering wheel. Accordingly, the Audi TT cup only has two pedals, used for acceleration and braking.

Audi TT RS (VLN)
Audi TT RS (VLN) has been developed in order to respond to the high demand by customers wishing to use the TT and other vehicles of the brand in motorsport.
It's based on a five-cylinder TFSI engine and features racing-specific new developments in the areas of the body, suspension and aerodynamics.

Lotus 3-Eleven
Designed as an uncompromised manifestation of the Lotus spirit, the new car is focused on providing an undiluted driving experience and underlines the company’s ability to deliver legendary handling and blistering speed.

Working on the concept of less is more, and keeping close to Lotus’ track roots, the dramatic new vehicle features an all-new lightweight body, with an open cockpit design and a revised V6 supercharged engine developing 460hp.

Two variations of the Lotus 3-Eleven are available: Road and Race; both delivering an impressive combination of high performance, agility and precision. Based on the Road version, the Race includes a much more aggressive aero kit, a sequential gearbox and an FIA approved driver’s seat with a six-point harness.

Assetto Corsa simulates the Race version. With a dry weight of below 900kg (Race version), the 3-Eleven offers an enviable power to weight ratio, in excess of 500hp per tonne, and is capable of sprinting from 0-60 mph in less than 3.0 seconds before reaching a maximum speed of 290km/h for the Race version and 280 km/h for the Road version.

Maserati MC12 GT1
The Maserati MC12 entered production in 2004 as base for the racing variant to compete in the GT Championship. In fact, one requirement for participation in the GT Championship was the production of at least 25 road cars; so 25 cars were produced in 2004 and another 25 in 2005.

The car was based on the Enzo Ferrari chassis and gearbox, mounting a variant of the Ferrari Dino V12 engine.

The racing results of the racing version were magnificent. The Maserati MC12 GT1 team managed to end second and third in the debut race, winning the next round's race. The second year Maserati won the Manufacturers' Cup with a great point gap, and continued to compete at great level during the next years. It participated in 94 races, winning 40 of them.

McLaren 570S
Like every McLaren, the performance of the 570S Coupé is breathtaking. It combines, as its name suggests, a power output of 562bhp with lightweight construction to give a class leading power-to-weight ratio of 434PS per ton. The 570S accelerates from 0 to 100km/h in 3.2 seconds, while 200km/h is reached in just 9.5 seconds with the pace not letting up till the car reaches a top speed of 328km/h.

The McLaren design team has created a shape of beauty highlighted by details such as the rear flying buttresses that increase downforce as well as adding grace, and complex door tendons that direct additional air to cool the mid-mounted V8 engine.

The Sports Series features an evolution of the 3.8-litre V8 twin turbo engine, named M838TE, with 30 percent of components bespoke to the new model. Engineered by McLaren, it produces 562bhp at 7,400 rpm, and 600Nm of torque at 5,000-6,500 rpm. Power is delivered through a seven-speed SSG transmission, and transferred to the road through the rear wheels. This power is brought under control with standard-fit carbon ceramic brakes.

The unique carbon fiber MonoCell II chassis has been newly designed with more of a focus on day-to-day usability, offering improved ingress and egress from the cabin. It is incredibly strong and stiff yet weighs less than 80kg, offering optimum levels of protection. This lightweight structure, and the use of aluminum body panels, contributes to a dry weight of as low as 1,313kg, almost 150kg lighter than its closest competitor.

McLaren P1 GTR
Based on the McLaren P1™ road car, the track-focused McLaren P1™ GTR design concept further optimizes the aerodynamically efficient \"shrink-wrapped\" body shape in order to offer maximum performance, superior handling characteristics and optimized driver engagement on track. A host of changes have been made, and the car has been thoroughly re-engineered from the ground up to ensure the McLaren P1™ GTR achieves its target of being the ultimate drivers' car on track.

The front track of the McLaren P1™ GTR design concept has been widened by 80mm over the McLaren P1™, and is coupled with a more aggressive GT-style front splitter. Reprofiled low-temperature radiator ducts seamlessly flow into the leading edge of the aggressively flared front wheel arches, while the bodywork is \"shrink-wrapped\" around the carbon fiber MonoCage chassis behind the front wheels, cleaning the flow of air along the car's flanks.

The profile of the McLaren P1™ GTR design concept remains as dramatic as ever, hunkered down on to the race-prepared suspension with a fixed ride height, lower than the standard car. The snorkel air intake, inspired by the design of the original McLaren F1, is still present within the roof structure of the carbon fiber MonoCage chassis.

At the rear, a large, twin-element wing is mounted on dramatic carbon fiber pylons which extend around the rear of the bodywork. This fixed-height wing is fitted with a hydraulically operated Drag Reduction System (DRS) to boost acceleration performance, and has been honed to provide increased levels of downforce compared to the road car, working with the active aerodynamic flaps located ahead of the front wheels.

The road legal McLaren P1™ stows the rear wing within the bodywork, but with the fixed height wing, and therefore no pistons or moving mechanical parts, the bodywork of the McLaren P1™ GTR design concept behind the engine bay is now a smooth, flowing surface, feeding clean air below the wing and over the back of the car.

Below the rear wing sits the exposed, centrally mounted exhaust, which is an all new design, developed exclusively for the McLaren P1™ GTR. Made from inconel and titanium alloy, the system maximises the aural characteristic of the higher output 3.8-litre twin turbo V8 engine to maintain, and further emphasise, the McLaren sound. The design of the exhaust has also changed, with a straight cut twin-pipe setup now used in place of the single-exit exhaust.

Toyota Celica ST185 Turbo
The Toyota Celica ST185 is Toyota's most successful rally car, as it won the WRC Driver's Championship in 1992, and the WRC Manufacturer's and Driver's Championships in 1993 and 1994.

In order to meet the Group A competition's homologation requirements, 5,000 GT-Four RC production versions of the Celica were manufactured, starting from September 1989.

This car made its debut on the Monte Carlo Rally, the opening round of the 1992 World Rally Championship series, but it was not successful until half of the season.

Toyota TS040 Hybrid
Thanks to the 480hp exerted by electric motors on the four-wheel drive, in addition to the 520hp produced by its 3.7-liter petrol engine, the TS040 HYBRID expresses a maximum power of 1.000hp and represents the ultimate expression of Hybrid technology applied to the world racing.

The transition to a hybrid four-wheel drive Toyota sees the return to a philosophy that since 2007 has been part of the development of hybrid technology applied to racing, when the Supra HV-R-wheel drive was the first hybrid to win a competition endurance, the 24 Hours of Tokachi.

The new unit TOYOTA HYBRID Racing has been specifically developed according to the new technical regulations specified by the WEC, particularly frugal. It requires a 25% reduction in fuel consumption compared to 2013, with savings achieved through interventions on the engine, aerodynamic efficiency and driving dynamics.


The new pack is only currently available to PC users of the title, however a release to Xbox One and PlayStation 4 owners is expected during 2017.


Assetto Corsa is a racing simulation designed by Kunos Simulazioni and is available for Xbox One, PlayStation 4 and PC. Ready to Race DLC can be purchased for 7,99 Euros direct from the Steam store.

Assetto Corsa Ready to Race DLC 3.jpg
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Assetto Corsa Ready to Race DLC.jpg
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Oh boy do we like mods! If you do too then we have you covered with our fantastic Assetto Corsa modding archive. From downloads to a place for mod discussion, we have it all for you to enjoy, check it out today! If you don't fancy trying out some of the awesome community created tracks and cars then drop in on our Assetto Corsa sub forum to chat about the game with your fellow fans. Interaction and threads make forums fun, so start one today!

We hold regular league and club racing events across a variety of content found within the game, however to celebrate this mega new inclusion to Assetto Corsa we are holding a very special on off GT1 specification race on Sunday 21st May. Sign up here and get yourself in on the action

Have you tried the new update yet? What do you think of the 'Ready to Race' DLC pack? Let us know in the comments section below!
 
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You can't win on the internet @Aristotelis , just let it go. Also, you can't make everyone happy, you should know this very well by now. People will just "state" things without any knowledge whatsoever. Why? Because they can, it's as simple as that.

You're absolutely right and usually I don't engage in such discussions for the reasons you mentioned.
But time to time, it is important to post something for all of the people who read and understand but do not participate because they do not like the negativity... in the end the vast majority of the people are just enjoying the driving.
I also think that sometimes some people need to be a bit controlled in order to keep the community healthy, otherwise you lose the good people that just want to drive and race, and can get tired of the usual complains day after day after day. Luckily, RD is a great community
 
I hope the people asking for more have played the wheels off the new update and AI because seriously it is so good I can't put it down. This is coming from someone who had plenty to say to Kunos when the console version was missing basic features so I'm all for giving feedback. But this time with v1.14, the DLC and the PS4 update they really have surpassed any expectation I had of the game ever reaching. Maybe it's just me but I don't think I'm alone in seeing how enjoyable this update is. Load it up, select your favourite car and track and enjoy, especially if you've got VR because it is just exhilarating.
 
So in your logic, when you post something that you don't know about, taking things for granted and demanding things just because it makes sense to you, then this is not offensive or egoistical.
On the contrary, when someone points out that you should at least read other peoples comments (not even mentioning if it's a dev replying) in a discussion, then this offends you and you must left the discussion and reduce your participation.

hmmm....
No, that's not what I meant (and nope, stuff on internet won't offend me :D especially about a game). I did read your comment after I was pointed to it (after my post, at the time I was posting I did not see it...) and was appreciated and informative, still I can dream as a customer expecting what simracing can bring in the future, can't I? :)
For the record I do appreciate the work being done in AC, as I said an improvement is an improvement, thus never a bad thing.

Btw @Aristotelis I'd like to know if there is any plan that can be shared now about american tracks? Would like to see some Mid Ohio and Road America DLC
 
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I don't read every post :D easier to read when someone quote you. Anyway a customer thatn bought the game in EA because he believed in the project can dream. Or is that a offense? It is looking like sometimes in AC threads, reason why I reduced my participation in these. I guess I should go back to that.
You've got so much to say about a game you hate and hardly play, last time I checked, when Race Department had a survey what racing sim's do you play more, you only had a measly 3 Hours and 15 minutes play time in assetto corsa, yes rfactor 2 isn't my favourite title but I bet I've played it more than you've played ac or rf2 combined.
 
You've got so much to say about a game you hate and hardly play, last time I checked, when Race Department had a survey what racing sim's do you play more, you only had a measly 3 Hours and 15 minutes play time in assetto corsa, yes rfactor 2 isn't my favourite title but I bet I've played it more than you've played ac or rf2 combined.
I don't hate AC, there is no reason to hate a game, I'm not like you, sorry. ;)
I'm almost at a point of getting back into it after recent updates, Kunos have been doing a good job, reason why I always keep an eye on it and used to post in its threads more. And in game time does not count when most of time you are playing your Steam is in offline mode ;)
It's same about R3E, P CARS 2, and anything else that is a sim and seem to be interesting. I'm always looking at them. Except iRacing :D
 
I hope the people asking for more have played the wheels off the new update and AI because seriously it is so good I can't put it down. This is coming from someone who had plenty to say to Kunos when the console version was missing basic features so I'm all for giving feedback. But this time with v1.14, the DLC and the PS4 update they really have surpassed any expectation I had of the game ever reaching. Maybe it's just me but I don't think I'm alone in seeing how enjoyable this update is. Load it up, select your favourite car and track and enjoy, especially if you've got VR because it is just exhilarating.

Wait until you guys get the newest stuff from this week's PC update, it will be like you got a new game. :thumbsup:
 
anyone else feel like the TT cup is really "drifty"? Like i would be exiting a turn, and where other cars would start going straight the TT is kind of sliding still. But its weird because you dont feel it in the wheel. ( TX).
 
I don't hate AC, there is no reason to hate a game, I'm not like you, sorry. ;)
I'm almost at a point of getting back into it after recent updates, Kunos have been doing a good job, reason why I always keep an eye on it and used to post in its threads more. And in game time does not count when most of time you are playing your Steam is in offline mode ;)
It's same about R3E, P CARS 2, and anything else that is a sim and seem to be interesting. I'm always looking at them. Except iRacing :D
Couldn't careless whether you like it or not, or if you get back into it, you've only played it for 3 Hours and 15 Minutes, yet you've made more post on this update than anyone else, what's up your number one sim isn't good enough for you to play that you have to continue to post on a sim you hardly play, sure this steam in offline mode is just an excuse for low play time, yet you claim you've play it multiplayer more than single player.
 
con la testa, falle capire che hai capito...

si si.. ho capito


:D

La R18 é molto lante....
You have to balance it, or something. The Porsches are laughing when they just bypass me... They don't even overtake, they just bypass. Also the Toyota is just to fast compared to the R18 :(
But the sound is very realistic. Very big red point, i thought it's gonna be bad, but wow, it's actually very good :)
The other cars are fabulous as well from the pack.
Keep up the good work, really appreciated.
 
Couldn't careless whether you like it or not, or if you get back into it, you've only played it for 3 Hours and 15 Minutes, yet you've made more post on this update than anyone else, what's up your number one sim isn't good enough for you to play that you have to continue to post on a sim you hardly play, sure this steam in offline mode is just an excuse for low play time, yet you claim you've play it multiplayer more than single player.
If you don't care why quote me? And yes I play only online so Steam goes in online mode only when I go to an actuall session (or need a game update) that usually happens on sundays and a few times during the week. While practicing for a race I'm offline. And that is only because sims changed to Steam matchmaking, it used to stay offline all time :D AC I never played online, it lacked a lot of things I wnated. Now it got it so I'm posting because I'm interested about where they are going :)
Or someone getting interested once again in the game is bad? I'm confused :roflmao:
 
anyone else feel like the TT cup is really "drifty"? Like i would be exiting a turn, and where other cars would start going straight the TT is kind of sliding still. But its weird because you dont feel it in the wheel. ( TX).
Tried it at mugello and it was really awesome! Maybe it's because it is Frontwheeldrive? It's setup very "oversteering" to counter the natural understeering of the FWD. I love it to learn the best, smooth line with this car!
 
Wait until you guys get the newest stuff from this week's PC update, it will be like you got a new game. :thumbsup:

Thanks, and believe me, the PS4 update is already like a new game, the online is now just great. I'm on PC too and I'm now so glad the console experience is ever closer to matching the PC experience.

I only recently discovered Racedepartment and I have to say I like what I see, very useful.
 
Couldn't careless whether you like it or not, or if you get back into it, you've only played it for 3 Hours and 15 Minutes, yet you've made more post on this update than anyone else, what's up your number one sim isn't good enough for you to play that you have to continue to post on a sim you hardly play, sure this steam in offline mode is just an excuse for low play time, yet you claim you've play it multiplayer more than single player.

That's probably enough of that attitude. If you could care less then there's no need to continue this discussion.
 
Thanks, and believe me, the PS4 update is already like a new game, the online is now just great. I'm on PC too and I'm now so glad the console experience is ever closer to matching the PC experience.

I only recently discovered Racedepartment and I have to say I like what I see, very useful.
Talking about consoles, did the guys at Kunos put their hands on the Scorpio? Would like to listen from a dev how it performs compared to current gen (will AC run on it?). First time in 15+ years I got interested on a console again
 
aaaaand cut

All wrong. Shadows have absolutely nothing to do with scene antialias, it's a whole different problem alltogether.

If you are interested in what's really going on then Google for "shadow aliasing" and come join game devs in the belly of the beast.
I am enjoying your professional answers, lord Kunos. Really mean this, almost want to apologise for my provocative language but will not. Call it even. No sarcasm whatsoever.
As I see this opportunity fit, I would like to say thanks first of all, for the massive AI improvements. I race offline only, and even just enjoy watching the AI race each other for whole races. It is wonderful to see the car dynamics at work and AI reacting on the spot.
I would really like to know, what exactly did Kunos do to make the AI such an improvement according to previous updates?
Second, to mix up in the shadow discussion, I would like to know if Kunos will let us completely deselect shadows for the sake of CPU performance, in future updates. Though I love the realism of this wonderful sim, I prefer using lower settings with post proces filters and limited 60fps than opting high visual settings at 30fps. Turning shadows completely off could improve fps significantly, I guess so?
Yes my system is starting to get outdated somewhat. Post proces is stil a must however to enjoy the special effects. But somehow, shadows do not interest me. I understand this option would degrade the definition of a similator.
With respect, and loving the game indefinitely,
Sunny.
 
I have to congratulate Kunos, they have done an impressive job in this update, I really was not excited about this DLC, I am more interested in new tracks, I simply bought to have all the contents of my favorite simulator. But ... I'm really excited, all cars feel very funny, I think I could not choose my favorite, I love them all. The sound is incredible, all touch the perfection, hopefully in the future the old cars receive the same work as these new.

I'm not a great fan of AI, I do not use it in any simulator, but the first tests are very good, there are moments of great realism, although there are things to improve, I hope Stefano gets for the next update that rivals easily surpass To the cars stopped and that the cars recover their position easily after a spin. Surely if it ends with this ordeal, he can invest his hours in the rain or ground surfaces.:whistling:
 
Talking about consoles, did the guys at Kunos put their hands on the Scorpio? Would like to listen from a dev how it performs compared to current gen (will AC run on it?). First time in 15+ years I got interested on a console again

Given the much-improved performance of AC on the PS4 Pro which easily runs a super smooth 1080p 60fps with no slowdown even, on the previously troublesome tracks like Barcelona, I'd say Scorpio should see a huge improvement over Xbox One. All Xbox One games will run on the Scorpio we know that for sure.
 
Given the much-improved performance of AC on the PS4 Pro which easily runs a super smooth 1080p 60fps with no slowdown even, on the previously troublesome tracks like Barcelona, I'd say Scorpio should see a huge improvement over Xbox One. All Xbox One games will run on the Scorpio we know that for sure.
It's the "first time" the console felt like being released with "current" hardware so it got my interest instead of buying a new PC, time will tell but it sure looks tempting, especially with what Microsoft is doing to Windows, it's no fun to do a ritual of lamb sacrifices to hope for no issues every time you update your OS :D
 

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