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Actualización AC 1.9 + Pack Vol.1 Porsche

Ya está disponible la nueva actualización de Assetto Corsa, junto con el primer pack de Porsche y el nuevo circuito gratuito, Silverstone 1967.

El Pack Porsche Vol.1 ya está disponible en Steam por 6.99€, aunque recomendamos comprar el Season Pass de Porsche, por 15.09€ tendrás acceso a los 3 Packs de Porsche, ahorrando un 28% si los compras uno a uno. El Pack nº2 saldrá el 22 de noviembre, y el nº3 el 20 de diciembre.

Pack Porsche:

-Panamera G2 Turbo (GRATIS)

-911 911 Carrera S.

-991 Carrera S.

-918 Spyder.

-718 Cayman S.

-917/30 CanAm 1973.

-911 Carrera RSR 3.0 1974.

-Cayman GT4 Clubsport.

-935/78 Moby Dick 1978.

Cambios:

– New Porsche Panamera G2 Turbo – Added session time/laps on the top of the screen (laps are the leader ones) – Now race is over when the car completes 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 realtime splits and delta – Added Fmod optimizations – Added Anti-Wrecker protection – Fixed AI “flapping” DRS in traffic – Improved autoshifter – Improved laptimes 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 behaviour 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 performace 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 ambience 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 honours 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 opponent 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 proces kill/crash) while driving on sand/kerb/etc… – New dirt sound effects – New brake squeal 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]


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