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Author Topic: Assetto Corsa  (Read 98432 times)

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BakedTuna

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Re: Assetto Corsa
« Reply #525 on: August 28, 2014, 08:33:48 PM »

Now this is tooo effin much man!!  >:(
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Rek

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Re: Assetto Corsa
« Reply #526 on: August 29, 2014, 06:38:17 AM »

Now this is tooo effin much man!!  >:(

Hang in there Baked. I am still holding out hope to see you down the road. Still plenty of time.
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Wiz

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Re: Assetto Corsa
« Reply #527 on: August 29, 2014, 07:04:19 AM »

Release notes for todays update...

0.22
- In-game apps must now be enabled in the game's launcher under Options > General
- Added new car Mercedes SLS
- Added new track Nurburgring Sprint
- Tyre model modifications, more direct and "alive" FFB on all cars. We advice less FF "effects"
- AI modifications for Mercedes SLS AMG & McLaren MP4 12C street
- fixed drag race
- all cars with H pattern manual gearbox, when used with paddles, can now enable autocut-off autoblip assist properly. The timings are slower than what you can achieve with an H shifter hardware.
- Fixed multiplayer leaderboard logic
- Fixeg bugs in multiplayer GUI
- Overlay leaderboard implemented (Press F9 to cycle between 4 different modes)
- Fixed horn & lights in multiplayer
- Graphics & CPU Performance improvements
- Multiplayer Blacklist system improved
- Intro video at first launch, possible to disable it from options
- Replay Size reduced
- Replay frame interpolation improved
- Time Attack : fixed crash when trying to load open tracks & lap estimation formula improved
- Setup Force Feedback setting page improved
- ksEditor : notify when skinned mesh is imported with a wrong scale
- ksEditor : fixed IN/OUT camera normalized start-end position not rendering on spline during camera editing
- Fixed small random flashes during gameplay
- Added dedicated leaderboard APP
- Updated TAB key ingame leaderboard with a new look and functions
- Skidmarks start shape fixed and rendering is now faster
- Python apps can be enabled / disabled from the launcher
- Fixed bug "return to pits and lap counting in some special cases"
- Added Python camera control
- Fixed tyres jittering at low speeds
- Fixed missing wheels when AI car brake its engine and goes to pits
- Physics related rules : now cars must respect their defined set of rules in order to run on the track
- Track cameras now place the car in the middle of the screen
- Post Process App selector : fixed loading of default ppEffects.ini
- AI improvements
- Improved Drag AI
- Skidmarks are now disabled when setting World Detail to minimum
- Dynamic track randomness now less pronounced
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Wiz

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Re: Assetto Corsa
« Reply #528 on: August 29, 2014, 09:12:31 AM »

Apparently something in the update borked some mods.

Doing the following will fix at least some of the errors....  Go to your assettocorsa/system/cfg folder and open assettocorsa.ini    Change WARNINGS_AS_ERRORS=1 to WARNINGS_AS_ERRORS=0


That should fix some stuff, but not all.   I hear some cars need a change in the tire file in order to work.  We'll have to wait until everyone updates their car mods with this fix.   :P
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Rek

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Re: Assetto Corsa
« Reply #529 on: August 29, 2014, 02:03:28 PM »

Release notes for todays update...

0.22
- In-game apps must now be enabled in the game's launcher under Options > General
- Added new car Mercedes SLS
- Added new track Nurburgring Sprint
- Tyre model modifications, more direct and "alive" FFB on all cars. We advice less FF "effects"
- AI modifications for Mercedes SLS AMG & McLaren MP4 12C street
- fixed drag race
- all cars with H pattern manual gearbox, when used with paddles, can now enable autocut-off autoblip assist properly. The timings are slower than what you can achieve with an H shifter hardware.
- Fixed multiplayer leaderboard logic
- Fixeg bugs in multiplayer GUI
- Overlay leaderboard implemented (Press F9 to cycle between 4 different modes)
- Fixed horn & lights in multiplayer
- Graphics & CPU Performance improvements
- Multiplayer Blacklist system improved
- Intro video at first launch, possible to disable it from options
- Replay Size reduced
- Replay frame interpolation improved
- Time Attack : fixed crash when trying to load open tracks & lap estimation formula improved
- Setup Force Feedback setting page improved
- ksEditor : notify when skinned mesh is imported with a wrong scale
- ksEditor : fixed IN/OUT camera normalized start-end position not rendering on spline during camera editing
- Fixed small random flashes during gameplay
- Added dedicated leaderboard APP
- Updated TAB key ingame leaderboard with a new look and functions
- Skidmarks start shape fixed and rendering is now faster
- Python apps can be enabled / disabled from the launcher
- Fixed bug "return to pits and lap counting in some special cases"
- Added Python camera control
- Fixed tyres jittering at low speeds
- Fixed missing wheels when AI car brake its engine and goes to pits
- Physics related rules : now cars must respect their defined set of rules in order to run on the track
- Track cameras now place the car in the middle of the screen
- Post Process App selector : fixed loading of default ppEffects.ini
- AI improvements
- Improved Drag AI
- Skidmarks are now disabled when setting World Detail to minimum
- Dynamic track randomness now less pronounced

Someone didnt read the ULA
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Wiz

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Re: Assetto Corsa
« Reply #530 on: August 30, 2014, 08:50:48 AM »

This game was already well on it's way to being my favorite racing game ever....  3 things have happened in the last 48 hours that pretty much solidify that.

- The new physics/tire model/FFB in the lastest update are fantastic.  Driving the Cobra last night up Transfagarasan was just absolutely amazing.

- I read somewhere that Fanatec users should always have the FFB setting on 100.  I had mine on 60.  Setting it to 100 made such a massive difference in the FFB (which I already loved at 60) I couldn't believe it.  I feel everything so much better now and again I go with.... amazing.

- Brindle turned us on to the Real Head Motion Plugin last night.  It's kinda like TrackIR without the camera.  The screen moves in a very natural way when you turn your wheel.  To describe it in a different way, it's kinda like the "look to apex" feature that some other games have, but it feels much more natural to me.  And highly configurable.   A huge bonus feature of this software, at least for me, is that I can finally bind "look left" and "look right" to my directional stick.  Amazing for the 3st time.

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Wiz

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Re: Assetto Corsa
« Reply #531 on: August 30, 2014, 08:55:03 AM »

URD updated the C6R today.  Grab it here - http://download1580.mediafire.com/5m2psrbi6plg/dgijr21f9vvjbzc/corvette_c6r_beta_v4_by_urd.rar

Also, here is a pic they posted recently which shows that their Aston may be close to being ready. :)

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Rek

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Re: Assetto Corsa
« Reply #532 on: September 01, 2014, 11:44:35 AM »

Release notes for todays update...

0.22
- In-game apps must now be enabled in the game's launcher under Options > General
- Added new car Mercedes SLS
- Added new track Nurburgring Sprint
- Tyre model modifications, more direct and "alive" FFB on all cars. We advice less FF "effects"
- AI modifications for Mercedes SLS AMG & McLaren MP4 12C street
- fixed drag race
- all cars with H pattern manual gearbox, when used with paddles, can now enable autocut-off autoblip assist properly. The timings are slower than what you can achieve with an H shifter hardware.
- Fixed multiplayer leaderboard logic
- Fixeg bugs in multiplayer GUI
- Overlay leaderboard implemented (Press F9 to cycle between 4 different modes)
- Fixed horn & lights in multiplayer
- Graphics & CPU Performance improvements
- Multiplayer Blacklist system improved
- Intro video at first launch, possible to disable it from options
- Replay Size reduced
- Replay frame interpolation improved
- Time Attack : fixed crash when trying to load open tracks & lap estimation formula improved
- Setup Force Feedback setting page improved
- ksEditor : notify when skinned mesh is imported with a wrong scale
- ksEditor : fixed IN/OUT camera normalized start-end position not rendering on spline during camera editing
- Fixed small random flashes during gameplay
- Added dedicated leaderboard APP
- Updated TAB key ingame leaderboard with a new look and functions
- Skidmarks start shape fixed and rendering is now faster
- Python apps can be enabled / disabled from the launcher
- Fixed bug "return to pits and lap counting in some special cases"
- Added Python camera control
- Fixed tyres jittering at low speeds
- Fixed missing wheels when AI car brake its engine and goes to pits
- Physics related rules : now cars must respect their defined set of rules in order to run on the track
- Track cameras now place the car in the middle of the screen
- Post Process App selector : fixed loading of default ppEffects.ini
- AI improvements
- Improved Drag AI
- Skidmarks are now disabled when setting World Detail to minimum
- Dynamic track randomness now less pronounced
Ah ha!
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EX_stream_tuna

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Re: Assetto Corsa
« Reply #533 on: September 02, 2014, 01:47:29 PM »


- The new physics/tire model/FFB in the lastest update are fantastic.  Driving the Cobra last night up Transfagarasan was just absolutely amazing.

- Brindle turned us on to the Real Head Motion Plugin last night.

I forgot to come here and post those exact same thoughts.  Because I'm trying out modded/add-on cars, and still haven't driven all of the Kunos cars, I wasn't sure if it was just a new car that I downloaded, or if the update's touting of better physics was what I was noticing.  Or lastly, was it a placebo effect?  I think it really is the physics, and I agree they are ... amazing!

I think I'd like to check that out.  Sounds good for this game where you can of course change your FOV (and POV) which sometimes results in small degrees of visible world around you.  Side-to-side movement might be a solution for that.  (I am also making a modification to my computer/ps3 desk to let me put my rig 6-8 inches closer, so that will change my FOV settings right there.)
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Rek

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Re: Assetto Corsa
« Reply #534 on: September 03, 2014, 05:06:26 AM »


- The new physics/tire model/FFB in the lastest update are fantastic.  Driving the Cobra last night up Transfagarasan was just absolutely amazing.

- Brindle turned us on to the Real Head Motion Plugin last night.

I forgot to come here and post those exact same thoughts.  Because I'm trying out modded/add-on cars, and still haven't driven all of the Kunos cars, I wasn't sure if it was just a new car that I downloaded, or if the update's touting of better physics was what I was noticing.  Or lastly, was it a placebo effect?  I think it really is the physics, and I agree they are ... amazing!

I think I'd like to check that out.  Sounds good for this game where you can of course change your FOV (and POV) which sometimes results in small degrees of visible world around you.  Side-to-side movement might be a solution for that.  (I am also making a modification to my computer/ps3 desk to let me put my rig 6-8 inches closer, so that will change my FOV settings right there.)

When the fuck you going to join us for a Friday race? Friday should be a very fun evening. I need a few more people to follow
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Wiz

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Re: Assetto Corsa
« Reply #535 on: September 03, 2014, 05:16:04 AM »

Hey Doc!   Kunos finally received their DK2.

I'd expect support to follow soon. :)
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EX_stream_tuna

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Re: Assetto Corsa
« Reply #536 on: September 03, 2014, 12:40:01 PM »


- The new physics/tire model/FFB in the lastest update are fantastic.  Driving the Cobra last night up Transfagarasan was just absolutely amazing.

- Brindle turned us on to the Real Head Motion Plugin last night.

I forgot to come here and post those exact same thoughts.  Because I'm trying out modded/add-on cars, and still haven't driven all of the Kunos cars, I wasn't sure if it was just a new car that I downloaded, or if the update's touting of better physics was what I was noticing.  Or lastly, was it a placebo effect?  I think it really is the physics, and I agree they are ... amazing!

I think I'd like to check that out.  Sounds good for this game where you can of course change your FOV (and POV) which sometimes results in small degrees of visible world around you.  Side-to-side movement might be a solution for that.  (I am also making a modification to my computer/ps3 desk to let me put my rig 6-8 inches closer, so that will change my FOV settings right there.)

When the fuck you going to join us for a Friday race? Friday should be a very fun evening. I need a few more people to follow

I think I'd be the one to be following for a while... I'm not very fast in this game.  But, yes I do plan to join you guys soon for a Friday session.  I added Wiz to my FL last night (did he get it yet?) and will add you if you tell me what your name is.

my account id is jk_addict but I think the steam community name is what you guys see, correct?  If so, it is Ex_Stream_Tuna just like here...

I downloaded teamspeak (for the 1rd time) and would like to get that configured soon for in-game chat.

However, I am going camping this weekend so this friday is likely a no go.  I'll give it a kaz "soon" for now :D
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Wiz

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Re: Assetto Corsa
« Reply #537 on: September 03, 2014, 08:09:45 PM »

I hope REK doesn't mind....  I did a hostile takeover of the 3rd post in this thread on page 1.

I used it for a TeamSpeak tutorial.

Here - http://www.supatunagt.com/smf/index.php?topic=2295.msg56512#msg56512
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Wiz

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Re: Assetto Corsa
« Reply #538 on: September 03, 2014, 08:21:30 PM »

Hey Doc, do you mind if I take over your first post on page 1?

I'd like to use if for another tutorial in the near future.  Thanks.
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Wiz

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Re: Assetto Corsa
« Reply #539 on: September 03, 2014, 08:27:52 PM »

I think I'd like to check that out.  Sounds good for this game where you can of course change your FOV (and POV) which sometimes results in small degrees of visible world around you.  Side-to-side movement might be a solution for that.  (I am also making a modification to my computer/ps3 desk to let me put my rig 6-8 inches closer, so that will change my FOV settings right there.)

It's not terribly difficult to setup the head motion plugin, but it's not cut and dry either.

The official thread for it is here - http://www.assettocorsa.net/forum/index.php?threads/real-head-motion-0-8-0.4755/

He gives a good explanation on how to install it, but it can still be a little confusing.  If you get stuck, post about it here and we'll try to get you up and running.  You'll know it's working if you hop in a car, go to cockpit cam and turn the wheel at a standstill and the screen should move.  Then it's just a matter of binding your wheel buttons to the available functions and setting the movement to your liking.

I may make a tutorial for it soon as well.
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