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Assetto Corsa - Porsche DLC Pack 1 & Update V1.9

Автор: Validamar 28.10.2016, Просмотрено: 1761, Категория: Assetto Corsa
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Kunos Simulazioni выпустил первый из трех DLC паков Porsche для Assetto Corsa. В первой части пака 7 разнообразных автомобилей Porsche, позже выйдет и для игровых консолей. Дополнение будет продаваться в сервисе Стим за .99 USD, разработчики предлагают приобрести все три пака за .77 USD, что в общей сумме дает скидку в размере -28%.
Помимо нового и захватывающего DLC контента, Kunos Simulazioni также выпустили обновление V1.9. Обновление включает классический Silverstone 60-года и бесплатный автомобиль Porsche Panamera G2.

The Porsche Pack DLC 1:
911 Carrera S
935 Moby Dick
918 Spyder
Cayman GT4 Clubsport
718 Cayman S
917/30
911 Carrera RSR 3.0 1974
(Free) Porsche Panamera G2 Turbo

V1.9 Update:
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
New Silverstone 1967 historic track
Added session time/laps on the top of the screen (laps are the leader ones)
Now race is over when the car completed 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 real-time splits and delta
Added Fmod optimizations
Added Anti-Wrecker protection
Fixed AI “flapping” DRS in traffic
Improved auto shifter
Improved lap times 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 behavior 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 performance 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 ambiance 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 honors 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 process kill/crash) while driving on sand/kerb/etc…
New dirt sound effects
New brake squeals 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 Porsche 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]
Added PACKER_RANGE_HF and PACKER_RANGE_HR for heavy springs packer settings in setup.ini
Packers now use bump stop rates

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