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
 
I actually got to run AC multiplayer today for the first time.
I ran v0.20 for about ten laps at the Nurburgring in the open-wheeler.
It went really well.
I thoroughly enjoyed it. No warping at all there and the guys really ran 'clean'.
 
Yeah, the AC AI has improved a lot since the initial release but still has a ways to go. It can be very frustrating when you keep getting taken out race after race. I find myself driving with the rear view mirror in an attempt to avoid rear end boots.
If they can fine tune the AI to the level of GSCE that would be fantastic.
 
Yes it is subjective. Are you going to tell me next what my favorite food is based on what you prefer?
I have 3 screens, distance from center screen 70 cm,,,gives me about 135 fov.
I i put it to 180 everything looks different,just like in the video. Distance from corners is wrong and harder to hit apexes. So it will make you faster because it is easier to see corners and hit apexes and be consistant. Fov is not like ffb, that is preference.
Single screen it is harder to have correct fov, but being closer to it is better.
You see less of the world but have correct distance to apexes and corners.
I think you have a iracing account, can search on the forum.
Why are 95 & of the fastest drivers using the correct fov ?
Use what you want and eat what you want,

Hope it is burgers ;)
 
I have 3 screens, distance from center screen 70 cm,,,gives me about 135 fov.
I i put it to 180 everything looks different,just like in the video. Distance from corners is wrong and harder to hit apexes. So it will make you faster because it is easier to see corners and hit apexes and be consistant. Fov is not like ffb, that is preference.
Single screen it is harder to have correct fov, but being closer to it is better.
You see less of the world but have correct distance to apexes and corners.
I think you have a iracing account, can search on the forum.
Why are 95 & of the fastest drivers using the correct fov ?
Use what you want and eat what you want,

Hope it is burgers ;)


Yea but there's no one correct answer though is what I was getting at, same as there's no one specific FFB settings that's the best, same as there's no one specific wheel and pedals that's the best, and on and on, the reality is everyone will usually find what works best for them eventually and settle on that. What works best for one doesn't always work best for someone else.

Burgers are good though, I'll give you that.
 
My correct fov is 135....that is correct....any other number is wrong.
Would love it to be 179, bot that looks and is wrong on my setup.

Plenty of info on google.

My last post on the matter, google knows more then me.

Happy racin ;)
 
Yea but there's no one correct answer though is what I was getting at, same as there's no one specific FFB settings that's the best, same as there's no one specific wheel and pedals that's the best, and on and on, the reality is everyone will usually find what works best for them eventually and settle on that. What works best for one doesn't always work best for someone else.

Burgers are good though, I'll give you that.

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?
 
Appreciate the explanation but in the end its still subjective otherwise there would be no need for adjustment, the game would give you the "best" FOV. Clearly they understand everyone doesnt like green eggs and ham.
 
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.
 
Appreciate the explanation but in the end its still subjective otherwise there would be no need for adjustment, the game would give you the "best" FOV. Clearly they understand everyone doesnt like green eggs and ham.

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.
 
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.
 

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