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Author Topic: Assetto Corsa  (Read 118390 times)

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Rek

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Re: Assetto Corsa
« Reply #855 on: December 14, 2015, 03:23:14 PM »

Pretty fucking cool.
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Wiz

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Re: Assetto Corsa
« Reply #856 on: December 15, 2015, 10:16:19 AM »

1.4 Changelog


- New reflection rendering system
- HDR now matches real life photographic references
- Improved AI ability to stick to the intended racing line
- Improved AI braking code (able to understand and use locked inside tyre for FWD)
- Vastly improved multiplayer antilag/antiwarp system
- Fixed missing ksBrakeDisc script in all the remaining cars.
- Tweaked wet volume for reverb on high distance
- Tweaked dynamics for Audi R8 Plus interior sound
- New Bmw M3 e30 DTM and Group A exterior sounds
- Added option in drs.ini to ignore DRS zones (for road cars)
- New font rendering system for dashboards
- Fixed fadeout timing for gravel particles
- Improved digital instruments of all cars
- Fixed some bugged special events
- Tweaked most of the special events to be compatible with tyre model 5/6
- FXAA is now using Kunos' own shader
- Fixed blurred rim/tyres on car with animated suspensions on farther Lods
- ksEditor: added node grid
- Introduced [DRS_ZONES] IGNORE_ZONES in drs.ini to allow road cars to ignore DRS zones (ie. McLaren P1)
- Fixed exaggerate motion blur for some camera modes
- Added serial opponent selection on Options->General: if flagged then opponents skin is not randomly chosen, but alphabetically
- Fixed unrealistic qualify times when session is skipped
- Fixed LaFerrari rear wheels
- Fixed Huracan GT3 model to update it from the pre-season version
- GT3 and GT2 cars tyre heating improvements
- Ferrari 312T Tyre v6
- Audi R8 Plus front torque vectoring and central differential improvements.
- Headlights revised on all cars
- Added missing dashboard lighting to cars where present
- Fixed various LOD issues on a large number of cars
- Car shader overhaul
- Skins fixes and updates on various cars
- Added templates for DP3 cars and Audi R8 Plus
- Optimization across the entire car range (should help with large fields)
- Digital instrument updates
- Fixed collision boxes on various cars
 
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EX_stream_tuna

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Re: Assetto Corsa
« Reply #857 on: December 15, 2015, 11:02:28 AM »

Note:
http://www.assettocorsa.net/forum/index.php?threads/use-default-ppeffects-with-1-4.29246/

use default Post Processing effects and weather with v1.4, because they would conflict with 3st party mods...  I will need to uninstall sweetfx I think, but hoping this and some of the other improvements cited in that list above will actually allow me to up the graphics settings even more!

(reference to reflections rendering might mean that we can up this setting - will test)

(FYI - I will probably wait until after Christmas to get the new Dream Pack #3)
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Wiz

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Re: Assetto Corsa
« Reply #858 on: December 15, 2015, 11:55:30 AM »

I will need to uninstall sweetfx I think

I don't think so.  SweetFX isn't really a PP Effect in the AC sense.
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Wiz

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Re: Assetto Corsa
« Reply #859 on: December 15, 2015, 03:18:46 PM »

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EX_stream_tuna

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Re: Assetto Corsa
« Reply #860 on: December 15, 2015, 04:06:44 PM »

drool
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EX_stream_tuna

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Re: Assetto Corsa
« Reply #861 on: December 16, 2015, 09:19:58 AM »

Natural Graphics Mod updated for v1.4

The new PP filters did not stack up, and so this guy was able to quickly update his mod and it works perfectly.  He may still make more tweaks as feedback is received...
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Wiz

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Re: Assetto Corsa
« Reply #862 on: December 19, 2015, 04:57:45 PM »

Replay of a race from last night.  That was a blast!  We're gonna do this again after the holidays.

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Wiz

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Re: Assetto Corsa
« Reply #863 on: December 26, 2015, 10:55:07 AM »

Decided to buy myself a christmas gift and got some video editing software.  Still have a lot to learn but this picture in picture stuff was the main reason I got it.  Turned out ok for my first try...

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BakedTuna

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Re: Assetto Corsa
« Reply #864 on: December 26, 2015, 02:21:00 PM »

Looked good, would not of guessed that to be your first try at it.
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EX_stream_tuna

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Re: Assetto Corsa
« Reply #865 on: December 27, 2015, 11:42:31 PM »

Replay of a race from last night.  That was a blast!  We're gonna do this again after the holidays.

That was a blast, for sure.

Note - that is a modded track and car.  Both of the rally tracks by these modders are nothing but grin on face the entire time  ;D  It really makes this a great platform because there is DLC, AND the free mods out there.  They get made just because someone feels like it.  They're creative, or technically proficient and want to do it or perhaps want to prove they can do it.  We get to be the fortunate beneficiaries of that.  That reminds me, I had "money for Steam" on my Christmas list this year, because I could think of nothing else that isn't expensive.  So I should go buy Dream Pack #3 soon.

I think I was red car, that knocked some people a few times around that track.  That is to point out to anyone else who would join, that just like every other tuna thing, there is no pressure to always drive perfect.


EDIT:  Also, that's a cool video.  Also, also.  Very similar laps = good  That video really showcases the realistic suspension and overall behavior of the cars in AC
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Wiz

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Re: Assetto Corsa
« Reply #866 on: December 30, 2015, 09:33:27 AM »

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Rek

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Re: Assetto Corsa
« Reply #867 on: December 30, 2015, 09:39:35 AM »

REAL HEAD MOTION NOW WORKING IN 64 BIT!!!

http://www.racedepartment.com/downloads/real-head-motion-64-bits.8366/
had it stopped with the new updates or something?
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Wiz

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Re: Assetto Corsa
« Reply #868 on: December 30, 2015, 10:22:06 AM »

REAL HEAD MOTION NOW WORKING IN 64 BIT!!!

http://www.racedepartment.com/downloads/real-head-motion-64-bits.8366/
had it stopped with the new updates or something?

Yes, AC went 64 bit a while back but RHM was only 32 bit so they didn't play well together.
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Rek

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Re: Assetto Corsa
« Reply #869 on: December 30, 2015, 03:23:02 PM »

It's been a while I reckon. Like 7 or 8 months I think since I have been in a virtual car.
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