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Assetto Corsa EVO – новая, еще более реалистичная и технологичная версия одного из популярнейших мультиплатформенных автосимуляторов. Вас ждут машины и трассы различных видов и эпох.
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## Update 0.5 is just around the corner! ##
On **Thursday 12th February at 10:00 GMT / 11:00 CET**, we are aiming to release the **0.5 update for Assetto Corsa EVO.**
To ensure a smooth rollout, we need to carry out essential maintenance on our multiplayer servers. As a result, **multiplayer services will be unavailable from Tuesday 10th February at 8:00 GMT / 9:00 CET until Thursday at 10:00 GMT / 11:00 CET. **
We understand this downtime may be inconvenient and we truly appreciate your patience while we prepare the update.
With version 0.5, you can look forward to the following new content:
- Audi Sport quattro (1983)
- BMW M2 – 2 variants
- Caterham Seven 485 CSR Final Edition – 3 variants
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F22 писал(а):
Карьеру отменили что ли? Они сделают очередной сим, который по отзывам не такой уже и сим, где люди должны развлекать себя сами?
а что вам не нравится? садитесь в порш и гоняете в трафике, подрезаете лошков, газуете в тонелях) нафига вам эта карьера? 360 км\ч разгонитесь? вот вам и развлечение
_________________ Никто не сможет спрятаться от правды. И ничто не остановит то, что грядет. Ничто.
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Статус: Не в сети Регистрация: 02.10.2005 Откуда: SPb Фото: 10
Evo 0.6 changelog
New update:
Audi R8 LMS GT4 Evo Ferrari 296 GT3 Ferrari 288 GTO Ford Mustang GT3 Lamborghini Countach LP5000 QV Porsche 992 GT3 R Rennsport Sebring
General:
exceptions should now be more likely to print crash dumps
reworked shared memory output with gameplay items
physics mesh pointers for loading time optimisation
overhaul on AI CPU performance, part of ongoing optimization work
logs are now saved after every game launch with a timestamp in a Logs folder instead of a single log file being overwritten each time (capped at 10 files)
official MoTec telemetry support
Multiplayer: introduced netcode updates with improved timing, prediction and more stable collisions
fixed a crash that could occur to all clients connected to a server simultaneously
improved CPU performance on servers as well as clients
Physics/Handling: Suspension Added coilover direction modelling to suspension wishbones
Implemented support for front multilink strut suspension
Improved multilink suspension system with configurable coilover direction and optional chassis hinge joints
Added scrub radius calculation for multilink strut suspensions
Implemented roll center and pitch center calculations, with instantaneous tyre rotation center lines in the car data editor
Implemented more realistic coilover simulation, including:
threaded collar position simulation
bumpstop engagement windows that vary with collar position
Hardened bumpstop collision handling and improved the bumpstop telemetry graph
Tyres Fixed tyre model instability that could cause crashes on some race cars
Implemented a new tyre contact model using a triangular contact patch to prevent sinking issues (e.g., at Nürburgring)
Raised the raycast starting point as an additional safeguard against tyre sinking
Added progressive vertical spring behaviour to tyres
Increased stiffness for race tyre compounds
Improved and cleaned up hysteretic tyre damping
Fixed issues in the tyre thermal model affecting IMO temperature development
refreshed all wet tyres with nonlinear spring and correct groove factor
Telemetry Added new telemetry channels.
Improved bumpstop telemetry graph.
telemetry now saves automatically when teleporting to pit.
Other every car now defaults to the most performant tyre compound available for the car so you only have to change it for wet driving or if you want less grip
new dampers for racing cars
removed automatic throttle cut that was previously present in all manual gearboxes
simplified engine restrictor model with torque scaling applied at the crankshaft
reworked bumpstop logic for all cars, coilover and bumpstop ranges are now relative to car frame
reduced excessive engine inertia in DCT/sequential cars to eliminate torque burst on upupshifts
AMG GT2 fixed toe and tyre pressure setup steps
Audi SQ locked diff modes now with ABS off
Audi RS 3 slightly smoother steering sensitivity for torque rear mode
Porsche 992 GT3 Cup reworked data, including aero, multilink suspension
Porsche 992 GT3 RS reworked suspension and improved aero
Toyota GR86, Lotus Exige V6 fix for automatic gearbox assist allowing the car to stall
initial BOP pass for all GT3 cars (only engine balancing, no added ballast)
GT2 overhaul - BOP, adjusted aero maps, weights, power
adjusted Performance Index (PI) calculation with decreased gearing influence, which has slightly rebalanced all cars ingame
AI: replaced the AI's track-modelling with a more accurate system, especially noticeable in sections with slope and (de)compression this is a new system and not compatible to the previous track finetuning so further adjustments are to be expected
allowed AI->AI to attack with slightly less required predicted overlap, resulting in more action
Gameplay: reworked pit stop and penalty logic
fixed serving stacked DT and SG incorrectly clearing when serving just the DT
fixed various instances of ideal line mismatches
fixed track limits logic misunderstanding U-turns and reversing and giving the player gain penalties
fix for player getting stuck after clicking on a driver in timetables
fixed ingame car number not respecting the selected one with the saved car
COTA, Brands Hatch new track limits
Sebring and Mt Panorama AI line tweaks
fixed setup-adjusted wing animations not being visible in replay
fixed dynamic weather not updating conditions correctly and some weather model tweaks
fixed an issue in the weather model that caused a mismatch in physical vs. visual rain properties this now results in more aligned visual representation of conditions - tweaks and updates are still to be expected to both the model and the visual effects in continuation
Graphics/Rendering: Nordschleife marshal fixes
Laguna Seca minor visual fixes
fixed a couple of minor customization errors (Lotus Exige, Dallara Stradale)
Nurburgring 2026 season updates
initial implementation of dynamic numberplates
fixed tyre rotation speed in slowmotion replay
updated Chevrolet Camaro ZL1 dash display graphics
updated VW Golf Mk8 GTI dash display graphics
Audio: BMW M3 E46 CSL, Honda NSX, Porsche 718 GT4 RS and Porsche 992 GT3 RS soundsets remade through a novel approach that improves the accuracy of the engine tone, exclusive raspy exhaust sound, backfires specific for the car this improved sound production approach was also applied to cars in the new release as well
advanced Multichannel Management: we have moved to a much more professional approach to dynamically manages the mix of sounds coming from three specific sources
improved reverb effect for underpasses
volume distance scaling for opponent cars
startup sequence sounds for all cars released so far, tweaked startup volumes
horn and turn indicators sounds to relevant cars
UI: revised controls page to be more akin to ACC/ACR - it is now based around input type (DI, XI, Keyboard) instead of individual devices
this includes a host of input-related fixes and finally adds the ability to map the shift modifier for combined inputs on DI and XI devices as well
cleaned up obsolete input groups
revised car selection page now applied in every relevant menu: SP, MP car selection and vehicle hub use the same page, defaulting to the catalogue view, which should result in much speedier browsing, plus variants are now selectable inside the same page with clear separation instead of listed in a linear selection My Cars section uses a showroom-focused version of the page, which defaults to the showroom view and it only shows player-saved cars
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