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  1. VELOCIPEDE

    AC: mods aggiornati by UnitedRacingDesign

    Assetto Corsa DLC updates are out for PX, Formula, T5 packages. EGT will follow. Check spam and wait some time until emails arrive pls. Shop -> http://www.unitedracingdesign.net/shop Mercedes CLR for Assetto Corsa -> http://www.mediafire.com/file/c4m9kbxql27co9l/AC_urd_mercedes_clr_lm_0_95.rar Reminder for our customers on AC. Our T5 2015 is whole new package with full new models and it will receive free update for 2016 Maures and 2017 Aura models!
  2. Con un "originale" messaggio su Facebook, Marco Massarutto della Kunos Simulazioni ha confermato poco fa per Assetto Corsa la licenza ufficiale della splendida Alfa Romeo Giulia Quadrifoglio ! La vettura del Biscione sarà disponibile nel 2017. Commenti sul forum. US election showed that everything is possible, and that actually nobody can foresee the future (expecially polls, the most useless thing in this world right after weather forecasts). So, since I don't know how many sunrises we'll see yet, I'm glad to anticipate that the Alfa Giulia Quadrifoglio is confirmed in Assetto Corsa in 2017 as officially licensed content.
  3. Marco Massarutto su Facebook US election showed that everything is possible, and that actually nobody can foresee the future (expecially polls, the most useless thing in this world right after weather forecasts). So, since I don't know how many sunrises we'll see yet, I'm glad to anticipate that the Alfa Giulia Quadrifoglio is confirmed in Assetto Corsa in 2017 as officially licensed content. This post has been promoted to an article
  4. INGRESSO EVENTO: FREE (per gruppi numerosi gradita iscrizione scrivendo mail a surrealcarnet@gmail.com) UTILIZZO SYM Evotek Due modalità di utilizzo: 1 CHALLENGE (a iscrizione, fino esaurimento posti, anche on line all'indirizzo surrealcarnet@gmail.com specificando in quale ora si desidera partecipare: 10/11/12/14/15/16 o in loco). Giri a tempo (Hotlap - circa 10 minuti di utilizzo del SYM). Ogni ora i due migliori hanno diritto a taxi hot-lap con una delle auto descritte qui in basso. Gli altri partecipanti avranno la possibilità di taxi hot-lap a sorteggio ogni ora. Tariffa 20 euro (pagamento sul posto) 2 FREE Iscrizione solo in loco. Utilizzo free (circa 8 minuti utilizzo SYM). Ogni ora, tra tutti quelli che hanno partecipato, saranno estratti a sorte i vincitori dei taxi hot-lap. Tariffa 15 euro (pagamento sul posto) I sorteggiati per i taxi hot-lap tra quelli che hanno fatto il Challenge, esclusi i due vincitori, e tutti quelli Free, saranno 3 all'ora. All'utilizzo dei SYM è legata la maggior parte delle possibilità di girare a fianco di piloti professionisti sulle supercar disponibili per i taxi hot-lap! ALTRE ATTIVITA' NEI PADDOCK: free (iscrizione in loco) - Yokohama propone il pit-stop Challenge, gara a tempo di cambio pneumatici (a tutti i vincitori saranno dati gadget e a 4 di loro, i migliori, verranno anche regalati i taxi hot-lap!) - Sparco proporra altre attività a cui saranno sempre legati premi e promozioni Altre attività saranno comunicate al più presto. AUTO a disposizione per i TAXI hot-lap (utilizzate a discrezione dell'organizzatore e secondo le necessità del momento): Caterham, Lotus Exige, X-Bow KTM, 500 Abarth, Bmw 335i, Mercedes AMG SLC, Audi RS3, Porsche GT3 Cup, Lamborghini SV, Mitsubishi Lancer Evo, Giulia Quadrifoglio TRACKDAY - INFO e PRENOTAZIONI surrealcarnet@gmail.com 3496092698 3488506014 Il TRACKDAY per auto si svolgerà secondo i seguenti orari e con le tariffe seguenti: Pista aperta dalle 10.00 alle 16.00 INTERA GIORNATA (offerta legata alla prenotazione obbligatoria) 80 € MEZZA GIORNATA (mattina o pomeriggio - offerta legata alla prenotazione obbligatoria) 50 € (Per i turni posti limitati) 10.00 – 11.00 (Turni da 20 min/20€) 11.00 – 12.00 (Turni da 20 min./25€) 12.00 – 13.00 (Turni da 20 min./25€) 13.00 –14.00 Pausa pranzo 14.00 – 15.00 (Turni da 20 min./25€) 15.00 – 16.00 (Turni da 20 min/25€) 16.00 – 17.00 (Turni da 20 min./20€)  La pista apre alle 10.00. La bandiera viene data ogni fine turno per il ricambio di partecipanti.  Le ore sono in modalità per 3 turni (MAX 15 auto a turno)  Ogni partecipante dovrà OBBLIGATORIAMENTE recarsi, una volta in autodromo, al banco del chek-in (box 1-2-3) per ritirare adesivi dei turni acquistati e firmare lo scarico, operazioni necessarie per l'ingresso in pista. - NB: soglia massima dB 98 (vedere sito autodromo per specifiche) o NB: in caso di fermo pista il turno in corso non verrà recuperato. o NB: Ai prezzi di turni e si applica una maggiorazione fissa di 10€ se acquistati in loco. Più 35 e 20 € invece rispettivamente per mezza e intera giornata. o NB: La prenotazione non seguita da pagamento anticipato non garantisce l'accesso in pista. OPZIONI • Passeggero: 5 euro (paga una sola volta per l'intero giorno) • Pilota supplementare: 10 euro (da indicare nell’e-mail di prenotazione e/o durante le operazioni di accredito) • Disponibilità box a richiesta INFO e PRENOTAZIONI (Trackday) surrealcarnet@gmail.com 3496092698 3488506014 Il nostro partner principale è Kunos Simulazioni (www.kunos-simulazioni.com) che metterà a disposizione il suo gioco di punta ASSETTO CORSA (www.assettocorsa.net) per sfide imprevedibili all'interno dei box sul Sym EVOTEK (www.evoteksimulator.com/it/). L'auto guidata nel gioco sarà tra quelle presenti in pitlane per gli HOT LAP. I ragazzi di ASSETTO CORSA (tra cui il mitico Aris Vasilakos!) saranno presenti all'evento. ORGANIZZATORE SurrealMedia www.surrealcar.it
  5. VELOCIPEDE

    AC: ecco la Porsche 911 Carrera S

    420 hp (309 kW) of power at the rear waits to be unleashed and converted into sporty propulsion. The greater power of the 911 Carrera S results from turbochargers with modified compressors, a specific exhaust system and tuned engine management. The new 911 also boasts impressive performance: The 911 Carrera S with Porsche-Doppelkupplung (PDK) and Sport Chrono Package performs its showcase discipline – the sprint from zero to 100 km/h – in just 3.9 seconds. This means that it is the first 911 in the Carrera family to undercut the magic four second mark. And the top speed has also increased further: the 911 Carrera S now reaches a mind-blowing 308 km/h. All in all, the 911 Carrera S again sets the benchmark for driving dynamics of all-round sports cars, further increasing the spread between everyday comfort and circuit performance. The Porsche 911 Carrera S is available now as part of the Porsche Pack Volume 1 on Steam, then in November on PlayStation 4 and Xbox One!
  6. VELOCIPEDE

    Assetto Corsa v1.9 & Porsche Pack Vol.1

    Changelog v1.9: - 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 complete 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 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 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] - Added PACKER_RANGE_HF and PACKER_RANGE_HR for heave springs packer settings in setup.ini - Packers now use bump stop rates
  7. -> https://m.facebook.com/marco.massarutto.1/posts/10207388598427132 Marco MassaruttoIn few months we are going to give you the essence of all of this. Ah what do you say? The track too, yes.
  8. VELOCIPEDE

    AC: Porsche Pack, patch su XBox e DLC

    Great news everyone! Xbox One owners can now download update V1.03 today including smoother framerate, no screen tearing, re-balanced AI’s and FREE bonus content. Playstation 4 owners will also be able to purchase the Prestige pack which include 9 new cars! You can find more information on the PS Store. Don’t worry because Xbox One owners will be able to download the Prestige Pack tomorrow as well. If this wasn’t enough then you will be pleased to hear that we are launching the Japanese Pack on both consoles tomorrow and Season Pass owners will be able to download this pack at no extra charge! Please note: if you pre-ordered Assetto Corsa then you will be able to buy the remaining 6 cars from the Prestige pack in the Performance Upgrade pack which launches tomorrow too! Thanks for your support and we hope you enjoy driving the latest additions to Assetto Corsa!
  9. Con un messaggio su Facebook, la Kunos Simulazioni ha appena annunciato che l'attesa patch di aggiornamento per la versione Playstation 4 di Assetto Corsa è finalmente disponibile per il download. Oltre alle correzioni e migliorie elencate qui di seguito, l'update che porta il software alla release 1.03 offre agli utenti della console Sony anche due contenuti extra gratuiti, ovvero la Maserati Levante ed il circuito di Black Cat County, oltre al nuovo abbigliamento pilota Sparco, frutto della recente partnership con la famosa azienda italiana. La stessa patch è in arrivo a brve acnhe su XBox One. We're pleased to announce that Update v 1.03 is available to download on PlayStation 4 NOW! ASSETTO CORSA V 1.03 FIXES AND ADDITIONS Graphics • Framerate is now smoother. • Screen tearing issues have now been resolved. Quick Races • Players will now be able to select their starting position in the race options screen. Controls • Gamepad algorithms have been improved, resulting in better handling. • On launching Assetto Corsa, the game will now recognize the device you are using, when selecting the ‘X’ button in the start screen. • A 'Reset to Default' option has now been added that resets the gamepad settings to recommended values. • Thrustmaster T80, T100 and TH8 shifter functionality has been improved. • A new option has been added which allows the player to set the visual steering lock to a degree of their choice. AI Opponents • 2 additional difficulty levels have been added – 'Very Easy' and 'Very Hard'. • AI strengths have been re-balanced, in response to community feedback. • Algorithms have been improved. FREE BONUS CONTENT! • The Black Cat County track is now available as part of Update v 1.03: Get ready to enjoy its three different configurations: Long, Short and Intermediate! • This fictional scenery comes with a bonus FREE car model, the Maserati Levante S, the first Maserati SUV! This is a great chance to enjoy the advanced physics level of the simulation with a different kind of vehicle. • The latest update introduces a new technical partnership with SPARCO, an Italian company that designs, produces and sells motorsport safety equipment, seats and more. Some exciting opportunities to come in the future! In the meantime you can enjoy the all-new dedicated suits and gloves featured in the latest update of Assetto Corsa. XBOX ONE PATCH UPDATE Stay tuned! As soon as we have more info to share on the launch of the Xbox One patch, we will let you guys know. Please be patient with us and we will update you soon! This post has been promoted to an article
  10. VELOCIPEDE

    AC: IER Car Pack #1 update v1.01

    Changelog v1.01 Bugfixes: - Corrected Coyote's blurred rims in showroom - Auto exposure settings improved - Dallara steering animation corrected - Various other fixes Changes: - Updated sounds from Fonsecker - Slightly different tire heating characteristics - "Black_Glass" shader modified to match other glass ambient and diffuse values. If your personally created livery uses a black windshield banner, copy the new version of the texture from one of the official liveries. - New flashing lights functionality added
  11. VELOCIPEDE

    Assetto Corsa patch v1.03 su PS4

    We're pleased to announce that Update v 1.03 is available to download on PlayStation 4 NOW! ASSETTO CORSA V 1.03 FIXES AND ADDITIONS Graphics • Framerate is now smoother. • Screen tearing issues have now been resolved. Quick Races • Players will now be able to select their starting position in the race options screen. Controls • Gamepad algorithms have been improved, resulting in better handling. • On launching Assetto Corsa, the game will now recognize the device you are using, when selecting the ‘X’ button in the start screen. • A 'Reset to Default' option has now been added that resets the gamepad settings to recommended values. • Thrustmaster T80, T100 and TH8 shifter functionality has been improved. • A new option has been added which allows the player to set the visual steering lock to a degree of their choice. AI Opponents • 2 additional difficulty levels have been added – 'Very Easy' and 'Very Hard'. • AI strengths have been re-balanced, in response to community feedback. • Algorithms have been improved. FREE BONUS CONTENT! • The Black Cat County track is now available as part of Update v 1.03: Get ready to enjoy its three different configurations: Long, Short and Intermediate! • This fictional scenery comes with a bonus FREE car model, the Maserati Levante S, the first Maserati SUV! This is a great chance to enjoy the advanced physics level of the simulation with a different kind of vehicle. • The latest update introduces a new technical partnership with SPARCO, an Italian company that designs, produces and sells motorsport safety equipment, seats and more. Some exciting opportunities to come in the future! In the meantime you can enjoy the all-new dedicated suits and gloves featured in the latest update of Assetto Corsa. XBOX ONE PATCH UPDATE Stay tuned! As soon as we have more info to share on the launch of the Xbox One patch, we will let you guys know. Please be patient with us and we will update you soon!
  12. The present project is to add some Peugeots in AC. The choice is the Peugeot 205 GTI and Rallye version. Présentation of the model 2 exterior designs [1984-1989] and [1990-1992] 2 interior designs [1984-1987] and [1988-1992] The 205 GTI was sold between 1984 and 1992 The engine is a 4 cyl in line - electronic injection - 1,580cc(1,905cc) - GTI 1.6 105HP -> 1984 to 1987(also available with the "PTS road kit" for 125HP) - GTI 1.6 115HP -> 1986 to 1992 - GTI 1.9 130HP -> 1987 to 1992 The 205 Rallye [1988-1992] The engine 4cyl is a 4 cyl in line - 2 twin barrel carburetors Weber - 1,294cc - 103 HP Some pics of the mod (WIP] Peugeot 205 GTI 1.9 1991 Peugeot 205 Rallye 1988 Peugeot 205 GTI 1985
  13. tutorial in italiano (tradotto dall'originale di Aris) su come gestire la SF15-T La Ferrari SF15-T, rilasciata recentemente nel pacchetto RedPack di Assetto Corsa, simula talmente tante cose le quali hanno costretto gli appassionati a chiedere spiegazioni su come funziona la parte elettrica del motore di questa monoposto e di come gestirla al meglio durante le fasi di gara. Aristotelis Vasilakos, pilota esperto e responsabile della fisica di Assetto Corsa, ha capito le difficoltà degli utenti e si è messo subito al lavoro insieme a Jon Denton nel creare una guida che potesse aiutare i meno esperti a capire meglio il funzionamento della monoposto. La guida ufficiale è in inglese ma noi siamo riusciti a tradurla in italiano. Chiediamo scusa in anticipo nel caso qualcosa non risultasse perfettamente chiaro, ma tutto sommato crediamo di aver fatto un buon lavoro L’articolo può essere condiviso altrove ma chiediamo di inserire un link all’interno che riporta al nostro sito, in modo da ringraziarci per il lavoro svolto Il dettagliato modello Ferrari SF15-T per Assetto Corsa permette al guidatore virtuale di manipolare le varie impostazioni di configurazione del PU 059/4 più o meno allo stesso modo in cui lo fanno i piloti della Ferrari nella vita reale. Le impostazioni di controllo di default e le loro funzioni sono riportate di seguito: CTRL+ 1: Tasso di MGU-K Regen. Questo è coperto da 10 impostazioni (0% -100%). Questa impostazione gestisce il livello di aggressività in cui viene raccolta l’energia del MGU-K sull’asse posteriore quando si frena. Impostando 100% si ottiene l’impostazione più aggressiva, e in questo modo si raccoglie più energia nella batteria in un dato momento. Pertanto, la gestione di questa impostazione può influenzare il comportamento della vettura in vari modi: Un valore alto della percentuale di rigenerazione dell’energia nel MGU-K significherà un maggiore livello di ritardo sull’asse posteriore quando si decelera e si frena, con conseguente possibile entrata in sovrasterzo. Un valore di rigenerazione alto comporterà anche spazi di frenata più lunghi. Con questo offset si otterrà un aumento più veloce della carica della batteria nell’ERS. Un valore basso della percentuale di rigenerazione dell’energia significherà che verrà caricata meno energia nella batteria ERS per la distribuzione della potenza. L’offset in questo caso permette un livello più preciso del controllo della frenata mediante il normale ripartitore di frenata, e spazi di frenata più brevi. CTRL+2: Profili di distribuzione MGU-K: Questi profili definiscono i tassi variabili di potenza del MGU-K alle ruote posteriori sotto potenza. La Ferrari SF15-T utilizza “profili” per la distribuzione di energia MGU-K, questi profili cercano di ottimizzare la potenza d’uscita del MGU-K durante le fasi di accelerazioni di un giro, talvolta sacrificando la velocità top all’inizio del processo. Alcuni profili riducono anche l’uscita del MGU-K a velocità molto basse dove ci può non essere sufficiente trazione disponibile alle ruote posteriori per gestire la coppia disponibile. Andremo ora ad analizzare i sei profili disponibili qui di seguito: Charging (0): L’impostazione di distribuzione più bassa. Non distribuisce potenza alla batteria dell’ERS lasciando all’ICU il compito di fare tutto il lavoro. Questo permette il tasso di ricarica più veloce in combinazione con le impostazioni del MGU-K Regen. Balanced Low (1): Questo profilo inizia a rilasciare potenza MGU-K a 120 km/h con un tasso del 10% sulla distribuzione totale MGU-K, su scala crescente in base alla velocità, apertura della valvola a farfalla e selezione delle marce, con un picco all’80% della potenza totale MGU-K tra 170-250kmh. Poi, a 250-300 km/h riduce al 40% la potenza totale MGU-K, riducendosi allo 0% sopra i 300 chilometri all’ora. Quando si accelera in questo profilo, il pilota riceverà potenza MGU-K solo quando il pedale sarà superiore al 50%. Sotto il 50% di gas non ci sarà alcuna potenza MGU-K supplementare all’ICU. Queste aree (velocità di marcia, deflessione acceleratore) sono moltiplicate insieme e poi moltiplicate ancora una volta con la selezione delle marce secondo la tabella qui sotto: Prima marcia: 0% Seconda marcia: 0% Terza marcia: 20% Quarta marcia: 50% Quinta marcia: 100% Sesta marcia: 100% Settima marcia: 100% Ottava marcia: 0% Esempi: Nel profilo Balanced low il pilota procede a 220 km/h (80% o 0.8), a tutto gas (1.0), in terza marcia (20% o 0.2), ottenendo un’uscita moltiplicata MGU-K pari a: 1.0 x 0.8 x 0.2 = 0.16 o 16% distribuzione totale MGU-K. Nel profilo Balanced low il pilota procede a 255 km/h (40% o 0.4), a tutto gas (1.0), in quinta Marcia (100% o 1.0), ottenendo un’uscita moltiplicata MGU-K pari a: 1.0 x 1.0 x 0.4 = 40% distribuzione totale MGU-K. Balanced High (2): Questo profilo presenta una forma più aggressiva di quello precedente, utilizzando un moltiplicatore simile. L’erogazione di potenza MGU-K ha inizio a 120 km/h al 70% su scala crescente in base alla velocità, apertura della valvola a farfalla e selezione delle marce, con un picco al 100% della potenza totale MGU-K tra 160-260 km/h. Poi, da 260 km/h l’erogazione di potenza MGU-K inizia a calare, dando il 70% a 270 km/h, il 40% a 280 km/h, scalando gradualmente fino a ridursi allo 0% a 300 km/h o superiore. Quando si accelera in questo profilo, il pilota riceverà potenza MGU-K solo quando la deflessione del pedale sarà superiore al 50%. Sotto il 50% di gas non ci sarà alcuna potenza MGU-K supplementare all’ICU. Queste aree (velocità di marcia, deflessione acceleratore) sono moltiplicate insieme e poi moltiplicate ancora una volta con la selezione delle marce secondo la tabella qui sotto: Prima marcia: 0% Seconda marcia: 50% Terza marcia: 70% Quarta marcia: 100% Quinta marcia: 100% Sesta marcia: 100% Settima marcia: 70% Ottava marcia: 0% Esempi: Nel profilo Balanced high il pilota procede a 220 km/h (100% o 1,0), a tutto gas (1,0), in terza marcia (70% o 0,7), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 1,0 x 0,7 = 0,70 o 70% distribuzione totale MGU-K. Nel profilo Balanced high il pilota procede a 255 chilometri all’ora (100% o 1,0), a tutto gas (1,0), in quinta marcia (100% o 1,0), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 1,0 x 1,0 = 100% distribuzione totale MGU-K. Overtake (3): Probabilmente è il più alto tasso di distribuzione MGU-K generalmente utilizzato nelle gare, questa impostazione fornisce una buona potenza a velocità più elevate per una situazione in cui il conducente è in competizione con un’altra vettura e ha bisogno di tanta potenza quanto è possibile ottenerne per brevi periodi. Naturalmente il SOC della batteria si esaurisce velocemente su questa impostazione, pertanto non può essere utilizzata per lunghi periodi. L’erogazione di potenza MGU-K ha inizio quando si superano i 160 km/h con il 50% di distribuzione totale MGU-K, questo allora adotta una scala crescente di distribuzione MGU-K in base alla velocità di picco al 100% di distribuzione 260 km/h. Poi, da 260 km/h l’erogazione di potenza MGU-K inizia a calare un po’, dando il 70% di potenza a 270 km/h, ma, a differenza dei profili precedenti, il tasso di distribuzione rimane al 70% da 270 kmh alla velocità massima. Quando si accelera in questo profilo, il pilota riceverà potenza MGU-K solo quando la deflessione del pedale sarà superiore all’80%. Sotto l’80% di gas non ci sarà alcuna potenza MGU-K supplementare all’ICU e questo fa capire che questo profilo è utilizzato principalmente per situazioni in cui il conducente sta davvero spingendo. All’80% di deflessione il pilota riceverà una distribuzione del 40%, al 90% di deflessione l’80% e la distribuzione del 100% con l’acceleratore premuto al 100%. Queste aree (velocità di marcia, deflessione acceleratore) sono moltiplicate insieme e poi moltiplicate ancora una volta con la selezione delle marce secondo la tabella qui sotto: Prima marcia: 0% Seconda marcia: 0% Terza marcia: 50% Quarta marcia: 100% Quinta marcia: 100% Sesta marcia: 100% Settima marcia: 100% Ottava marcia: 100% Esempi: Nel profilo Overtake il pilota procede a 220 km/h (82,5% o 0,825), a tutto gas (1,0), in terza marcia (50% o 0.5), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 0,825 x 0.5 = 0,4125 o 41,3% distribuzione totale MGU-K. Nel profilo Overtake il pilota procede a 255 chilometri all’ora (97,5% o 0.975), a tutto gas (1,0), in quinta marcia (100% o 1,0), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 1,0 x 0,975 = 97,5% distribuzione totale MGU-K. Top Speed (4): Come suggerisce il nome, il profilo Top Speed è configurato per fornire le migliori prestazioni alle alte velocità e marce. Questo profilo è particolarmente specifico per circuiti come Monza, dato che funziona in modo tale da risparmiare più potenza possibile della batteria ERS alle velocità più basse per poter distribuire più potenza MGU-K alle velocità più elevate. L’erogazione di potenza MGU-K ha inizio quando si superano i 120 km/h scalando dal 0% al 60% distribuzione MGU-K a 200 km/h. Poi entro i 200-250kmh la distribuzione è fissata al 60%, con una graduale diminuzione di distribuzione al 50% da 250-330kmh dove rimane fino alla velocità massima. Quando si accelera in questo profilo, il pilota riceverà potenza MGU-K solo quando la deflessione del pedale sarà superiore all’80%. Sotto l’80% di gas non ci sarà alcuna potenza MGU-K supplementare all’ICU. All’80% di deflessione il pilota riceverà una distribuzione del 40%, al 90% di deflessione l’80% e la distribuzione del 100% con l’acceleratore premuto al 100%. Questa è la stessa mappa della valvola a farfalla del profilo Overtake. Queste aree (velocità di marcia, deflessione acceleratore) sono moltiplicate insieme e poi moltiplicate ancora una volta con la selezione delle marce secondo la tabella qui sotto: Prima marcia: 0% Seconda marcia: 0% Terza marcia: 0% Quarta marcia: 100% Quinta marcia: 100% Sesta marcia: 100% Settima marcia: 100% Ottava marcia: 100% Esempi: Nel profilo Top Speed il pilota procede a 220 km/h (60% o 0,6), a tutto gas (1,0), in terza marcia (0%), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 0,6 x 0 = 0 o 0% distribuzione totale MGU-K. Nel profilo Top Speed il pilota procede a 255 km/h (59.38% o 0,5938), a tutto gas (1,0), in quinta marcia (100% o 1.0), ottenendo un’uscita moltiplicata MGU-K di: 1.0 x 1.0 x 0,5938 = 0,5938 o 59,4% distribuzione totale MGU-K. Hotlap (5): Questo profilo corrisponde all’impostazione più alta per la distribuzione MGU-K, ma non si tratta solo di una semplice questione di distribuzione del 100% in tutte le aree. Questa impostazione deve comunque risultare bilanciata per fornire una vettura guidabile e in grado di garantire la distribuzione di energia sufficiente a coprire un singolo giro. Questa impostazione di solito è usata nelle qualifiche in combinazione con i tassi di rigenerazione minimi per offrire le massime prestazioni della PU. Con questa impostazione, sulla maggior parte dei circuiti, il SOC della batteria sarà ridotto a zero in uno o due giri. Nel profilo Hotlap, l’erogazione di potenza MGU-K ha inizio a 100 km/h scalando dal 0% al 20% distribuzione MGU-K a 120 km/h. Poi entro i 120-160 km/h la distribuzione sale dal 20% al 60% dove rimane fino alla velocità massima. Quando si accelera nel profilo Hotlap, il pilota riceverà potenza MGU-K solo quando la deflessione del pedale raggiungerà il 10% ad un tasso di distribuzione MGU-K del 10%. Con una scala lineare in movimento fino al 100% distribuzione MGU-K con l’acceleratore premuto al 100%. In questo profilo è stata progettata una risposta lineare dell’acceleratore per l’erogazione di potenza MGU-K in modo da permettere al pilota di estrarre il massimo delle prestazioni possibili dalla macchina sul giro singolo. Queste aree (velocità di marcia, deflessione acceleratore) sono moltiplicate insieme e poi moltiplicate ancora una volta con la selezione delle marce secondo la tabella qui sotto: Prima marcia: 20% Seconda marcia: 70% Terza marcia: 70% Quarta marcia: 70% Quinta marcia: 70% Sesta marcia: 70% Settima marcia: 70% Ottava marcia: 70% Esempi: Nel profilo Hotlap il pilota procede a 220 km/h (100% o 1,0), a tutto gas (1,0), in terza marcia (70% o 0,7), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 1,0 x 0,7 = 0,7 o 70% distribuzione totale MGU-K. Nel profilo hotlap il conducente procede a 255 km/h (100% o 1,0), a tutto gas (1,0), in quinta marcia (70% o 0,7), ottenendo un’uscita moltiplicata MGU-K di 1,0 x 1,0 x 0,7 = 0,7 o 70% distribuzione totale MGU-K. Può sembrare sorprendente che il profilo Hotlap equilibra distribuzione MGU-K al 70% nelle marce superiori alla seconda e non si adatta al 100%. Questa scelta è stata fatta per preservare lo SOC della batteria al fine di consentire il completamento del giro. Si dovrebbe presumere che nel corso di un giro di qualifica, il pilota configuri il MGU-H in modalità motore (vedi CTRL + 3 riportata di seguito) per integrare la potenza MGU-K e fornire la potenza massima gestibile sul giro. CTRL+3: MGU-H: Questa impostazione controlla come il MGU-H opera in combinazione con altri componenti della PU. Motor: In questa modalità la MGU-H recupererà energia dai gas di scarico e indirizzerà questa potenza direttamente nel MGU-K, integrando in tal modo la potenza complessiva. Battery: In questa modalità la MGU-H recupera i gas di scarico e devia questa energia nella batteria ERS per aumentare la SOC. CTRL+4: Engine Brake (Range 1-13): Questa impostazione imposta la centralina all’interno della ICU per trattenere una piccola percentuale di flusso di combustibile da soffiare nel diffusore, riducendo il freno motore dalla ICU. Questo compensa l’alto livello di bloccaggio sull’asse posteriore che viene generato con le elevate impostazioni di rigenerazione MGU-K (CTRL + 1). Valori bassi riducono il livello del freno motore e riducono quindi il ritardo dalla trasmissione sull’asse posteriore sotto costa. Questo fornisce una gestione più semplice del bloccaggio assale posteriore con la rigenerazione MGU-K ed il bilanciamento dei freni. A causa dell’aumento del flusso dei gas di scarico nel diffusore, un valore inferiore fornirà anche un downforce posteriore aggiuntivo e stabilità. Tuttavia, una minore impostazione del freno motore farà consumare più carburante e influenzerà il consumo dello stesso in una parte della gara. Valori più elevati permettono un collegamento della trasmissione più convenzionale e quindi più ritardo all’asse posteriore dalla ICU, e questo deve essere bilanciato con le impostazioni di rigenerazione MGU-K per fornire un comodo equilibrio per il pilota insieme ad adeguati numeri del consumo di carburante. KERS: Come per le altre vetture in Assetto Corsa, il pulsante KERS può essere mappato anche nella Ferrari SF15-T. Ciò fornisce un pulsante “potenza massima” istantanea per l’uso in combattimenti con altre vetture. Applicando il pulsante KERS sostanzialmente vengono assegnate le seguenti impostazioni ERS: MGU-K REGEN a 0% MGU-K distribuzione profilo a hotlap MGU-H a modalità motore Queste impostazioni persistono quando il pulsante KERS viene tenuto premuto e quindi deve essere utilizzato con cautela in quanto ridurrà drasticamente il SOC della batteria. The new build of Assetto Corsa offers a sensible amount of updates and new features asked by the simracing community, with the aim to offer a plenty of new options and keep the good path of improvements seen until today from the very first release. One of the most wanted updates, included in the build 1.7, is the introduction of jump starts, that allows the drivers to perform a false start resulting in diverse selectable penalties. Tyre model improvements and v10 The new build also introduces improvements of the current v7 tyre model, with tyre temperatures being more sensitive to initial tyre pressures, improvements in the realigning force and more. Furthermore, as an additional proof of KUNOS commitment to realistic physics, we introduce the new tyre model v10 for some of the new RedPack cars. The new tyre model follows the handling philosophy of KUNOS and offers a very similar driving feel, but at the same time is a complete rewrite that permits us to validate much better our results with real life data, hence the jump from v7 to v10. All Assetto Corsa cars will be eventually updated to the new tyre model, in the following months. Introducing brake temperatures for some of the RedPack cars. Assetto Corsa now simulates brake temperatures. Following our tradition of step by step evolution, some cars from the RedPack have now brake temperature. In the following months, we will add more features like air ducts and pads and all Assetto Corsa cars will be updated with brake temperatures and their effects. Power Unit. MGU-K, MGU-H, ICE with variable Turbo, Batteries charging and energy deployment Another KUNOS tradition is to update the physics engine with new features, every time we have a new car with very specific characteristics. RedPack includes the Ferrari F138 and SF15-T. The F138 features a typical KERS system that can be simulated very well by our existing hybrid simulation, as seen in the LaFerrari and McLaren P1. Nevertheless the F138 required a maximum energy deployment per lap feature, as well as a bypass button. Both features are now simulated in Assetto Corsa and this permitted also an update of the McLaren P1 that now includes a push to pass button. On the other hand the SF15-T has the new power unit with a very complex ERS system. The system includes an MGU-K with specific charge and deploy energy values, various profiles of energy deployment, different levels of energy charging, active rear braking pressure, MGU-H for energy harvesting from the Turbo that can be directed to the batteries or to the MGU-K, and different ICE engine braking levels. It has been a very intense period of research and implementation but everything has been coded and simulated in Assetto Corsa and it is available through keys and driving buttons for all Assetto Corsa users to configure! Physics features commands are now configurable on keyboard and controllers. Relevant features like Traction Control, ABS, Turbo, MGU-K, MGU-H, Engine brake etc, can be configured on the gaming device, and on the keyboard. AI improvements, multiplayer improvements The update includes new artificial intelligence algorithms, improving overtaking manoeuvres; also, now AI drivers are much more variable in performance during a single lap and during a session. New experimental multiplayer code (selectable from server manager) that greatly reduces bandwidth usage and improves quality. Fixed setups can now be saved and loaded. More improvements in various other aspects of Assetto Corsa as for example, pitstop time requirements improvements and others, are described in the changelog. Assetto Corsa REDPACK KUNOS Simulazioni and 505 Games are proud to present the "RED PACK", the DLC package for ASSETTO CORSA that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit. Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme, the RED PACK includes some of the most wanted cars from the most iconic italian Factories, Ferrari, Lamborghini and Maserati! The CARS: Ferrari SF-15T Ferrari F138 Ferrari 488 GT3 Maserati 250F 6C Maserati 250F T2 12C Maserati GranTurismo MC GT4 Lamborghini Aventador SuperVeloce The TRACK: Spielberg REDBULL Ring Circuit The Ferrari SF15-T is the first Ferrari GP car to debut for ASSETTO CORSA, it is the second car made by Ferrari since the reintroduction of turbo engines in 2014. The red single seater has been reproduced in cooperation with Ferrari. The Ferrari F138 (originally known as the Ferrari F2013, and sometimes referred to by its project number, the Ferrari 664) is a Formula One racing car designed and built by Scuderia Ferrari for use in the 2013 Formula One season. It was driven by two-times World Champion Fernando Alonso and his team-mate Felipe Massa. The chassis was named F138 to represent the year that it would be raced in, 2013, and to mark the final season that Formula One would use V8 engines. The Maserati 250F took part of Formula One racing between January 1954 and November 1960, when rules allowed 2.5 liter unsupercharged or 750 cc supercharged engines. Maserati went with the former, chosing a straight six aspirated engine configuration; in 1956 it mounted a V12 engine. With a quite roomy cockpit, Maserati 250F featured a 4 gears transmission (plus reverse) and Continental fashion pedals arrangement: clutch, throttle and brake in this order. The Ferrari 488 GT3 is the the racing version of the latest 488 GTB, presented at the Ferrari Finali Mondiali, as replacement for the 458 Italia.This car features large side intakes to provide a better air flow to its twin-turbocharged 3.9-liter V8. With increased power, lower weight, improved aerodynamics and innovative technologies the Lamborghini Aventador LP 750-4 Superveloce is the most pure incarnation of a Lamborghini to date: unmistakable Lamborghini super sports car DNA, dynamic superiority and exceptional driving precision. A focus on weight reduction while incorporating innovative technologies has resulted in the most sports-oriented, fastest and most emotional series production Lamborghini ever. The weight has been further reduced by 50 kg through enhanced lightweight engineering including significant use of carbon fiber. The naturally aspirated V12 engine's power is increased to 750 hp. This results in a power-to-weight-ratio of 2,03 kg/hp. The Superveloce accelerates from 0 to 100 km/h in 2.8 seconds and powers on to reach a top speed of more than 350 km/h. After the experience with Trofeo Series, Maserati is ready to push the GranTurismo MCs into a new challenge: the international GT4 series. The modifications needed for GT4 homologation mainly concern the engine and aerodynamics. The car's overall technical make-up will be unchanged: the 4700cc engine, electro-actuated transmission with paddle-shift commands and a kerb weight of 1410 kg will stay. The fitting of an air scoop will reduce the car's power output to 430 bhp from its current 488 bhp while a newly-designed rear spoiler and modified diffuser will bring the car's performance into line with that of the other GT4 cars. The RedBull Ring has been reproduced for Assetto Corsa to the highest level of detail through the use of laserscan technology. The Circuit of RedBull Ring Due to its complexity, it took nine months of work to reproduce the Circuit of Catalunya. Laser Scanning Technology allowed the team to recreate the most faithful version of the Spanish track available in any racing game to date. For the first time ever in a PC racing simulation, the Circuit of Spielberg has been digitally recreated using Laser Scanning Technology. The resulting accuracy combined with the advanced physics model of Assetto Corsa offers an unprecedented driving experience blurring even more the difference between virtual racing and reality. REDPACK DLC – List of Contents Track Circuit of RedBull Ring – GP / NATIONAL version Cars Ferrari SF15-T Ferrari F138 Ferrari 488 GT3 Maserati 250F 6C Maserati 250F 12C Maserati GranTurismo GT4 Lamborghini Aventador SuperVeloce Assetto Corsa 1.7 Changelog - Added Red Bull Ring track (Red Pack DLC) - Added Ferrari SF15-T (Red Pack DLC) - Added Ferrari F138 (Red Pack DLC) - Added Ferrari 488 GT3 (Red Pack DLC) - Added Lamborghini Aventador SC (Red Pack DLC) - Added Maserati GranTurismo MC GT4 (Red Pack DLC) - Added Maserati 250F 6 cylinder (Red Pack DLC) - Added Maserati 250F 12 cylinder (Red Pack DLC) - Added Maserati Levante S - Performance Delta App: Added instant velocity difference bar - Realtime App: Added road/ambient temperatures and grip - Fixed system messages when ABS and TC are not available - Added loading/saving system for fixed setup sessions - Added audio device selector on Audio App. If saved device is not there, main device will be used - Added volume ramp function to overcome issues with logitech headphone drivers - Added Precision slider in Photo App - Added missing icons on replay interface - Added QUANTITY_MULT in system/cfg/skidmarks.ini - Fixed RX-7 Tuned turbo sound behavior - Fixed Alfa 155 mixing route for external sounds - Fixed Ferrari F40 low-pass filter and some events volume - Balanced exterior volume for all the cars - New Bmw M3 e92 external sounds - Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante) - New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants - Tyre pressure now influences temperature spread and build up - Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller. - Added daylight function on "lights" script - Added multiple turbo analogue instruments management - Added server hints on RaceControl screen - Added TC, ABS, Turbo keys to controller interface (both up and down) - now TC and ABS can be cycled back through CTRL + SHIFT - Added Flashing lights - Showroom: Added video editing camera controls - Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights) - Showroom: Added support for extra animations (extra_animations.ini). Numkey_6 - Added blinking light system - Fixed Volume App not saving bumper audio - Added jump start - Added penalty for "ESC to pits" during race - Fixed some car/track combination resetting to pits at the start of HotLap sessions - Improved remote cars movements over curbs - AI is not making brake mistakes for cars that have ABS available - Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E) - Added graphics smoothing for rigid bodies coming from physics - Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini - Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters - Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps - Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise) - New camera view at start, showing car instead of track - New AI algorithms for race craft - AI drivers are now much more variable in performance during a single lap and during a session - "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly - Tyre radius is now also a function of tyre angular velocity - Fixed self align torque going to negative values too early - New Tyre Model V10 for selected cars - Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content - 3D improvements on the Nissan R34 Skyline - 3D improvements on the Nissan 370Z Nismo - 3D improvements on the Ferrari LaFerrari - General bugfixes in several tracks - New clouds textures - Improved PPeffects - Improved Weathers - Fixed GUI not showing on Oculus with PP off and AA on - Added the possibility to launch sim directly. Add section [AUTOSPAWN] ACTIVE=1 To race.ini then start AssettoCorsa.exe - Added experimental Bandwidth Optimizer to acServer This post has been promoted to an article
  14. Fonte. Dopo aver creato da zero l'ottima versione per netKar Pro, Roberto ha ceduto alla tentazione di convertire il tracciato e migliorarlo per portarlo agli standard di AC. download -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=8024
  15. VELOCIPEDE

    AC: patch in arrivo su console

    Firstly, we just want to say a massive thank you to everyone who has shown us their support over the last few weeks! We are so unbelievably grateful to have such passionate players who spend many, many hours a week playing Assetto Corsa and take the time to chat to us across social media. It means so much to the team! WHAT'S NEW? Well, we wanted to give you guys an insight into SOME of the things to expect as part of our next update on PlayStation 4 and Xbox One, due later this month. FULL BLOG > http://bit.ly/2c5ulfp * Framerate will be smoother and screen tearing issues have been resolved. * Players will be able to select their starting position in the race options screen. * On launching Assetto Corsa, the game will recognise the device you are using, when selecting the ‘X’ (PlayStation 4) or ‘A’ (Xbox One) button in the start screen. * Thrustmaster T80, T100 and TH8 shifter functionality has been improved. * A new option which allows the player to set the visual steering lock to any degree is coming. * 2 additional difficulty levels – 'Very Easy' and 'Very Hard'. * AI strengths have been re-balanced, in response to community feedback. A full list of additions, fixes and features will be published in due course. On behalf of the whole team, we want to thank our community for their incredible enthusiasm, passion and patience!
  16. VELOCIPEDE

    AC: imperdibili Misano e Virginia!

    Assolutamente da non perdere, per tutti gli appassionati di Assetto Corsa, i due circuiti extra disponibili questa mattina, realizzati con una qualità ed attenzione al dettaglio davvero fuori dal comune: innanzitutto la nuova versione 1.1 dello spettacolare Missano World Circuit creato da Roberto Olivetti, quindi l'affascinante tracciato americano di Virginia International Raceway, realizzato dal trio DB, Rigel & Arthur666. Come vedete dagli screens di anteprima, due download obbligati!
  17. A quanto pare dopo il trailer girato a Spa, il nostro Andrea "Uff" Candini ci ha preso gusto con i confronti diretti! Siete pronti per il Gran Premio d'Italia che si disputerà oggi all'Autodromo Nazionale Monza? Ecco quindi il video confronto tra F1 2016 di Codemasters e Assetto Corsa di Kunos Simulazioni con le Ferrari SF16-H e SF15-T a Monza. Le configurazioni utilizzate sono le seguenti: orario mezzogiorno e contenuti originali dei rispettivi titoli senza mod.
  18. VELOCIPEDE

    Assetto Corsa disponibile su console

    Sviluppato in collaborazione con una selezione delle più importanti aziende costruttrici di automotive e di circuiti da gara, Assetto Corsa ha al suo interno veicoli accuratamente riprodotti provenienti da marchi prestigiosi come Ferrari, Lamborghini, McLaren e tanti altri. Nei mesi successivi all'uscita, Assetto Corsa darà il benvenuto al ritorno dell'iconico brand di Porsche attraverso una serie di DLC che garantiranno la più accurata esperienza di gioco con modelli storici e nuovi per la gioia di tutti i fan delle corse nel mondo. Le caratteristiche di Assetto Corsa su console sono: • Circa 100 vetture da competizione, che includono la Team Lotus 98T, la Pagani Zonda R, la Ferrari LaFerrari, la Mercedes C9 e la McLaren 650S GT3 • Oltre 20 configurazioni di tracciati, che includono celebri classici come Silverstone Circuit, Circuit de Spa-Francorchamps, Autodromo Nazionale Monza, e Nürburgring-Nordschleife • Modalità di gioco offline con Weekend di Gara, Eventi Speciali, Carriera e altro ancora, insieme a gare online per 16 giocatori attraverso server dedicati • Contenuti aggiuntivi via DLC nei mesi successivi al lancio che includeranno il Porsche Pack, il Japanese Car Pack e il Red Pack. Assetto Corsa ha un PEGI 3+ ed è da oggi disponibile nei negozi per console PS4 e Xbox One a un prezzo consigliato di 49.99 euro ed è disponibile per il download digitale via PlayStation Store e Xbox Store. Sarà disponibile al lancio anche un Season Pass Playstation 4/Xbox One per acquistare i prossimi DLC (Japanese/Red/Porsche DLC) a un prezzo scontato di 29.99 euro. Per ulteriori informazioni su Assetto Corsa visitate il sito http://www.assettocorsa.net
  19. VELOCIPEDE

    Assetto Corsa: recensioni su PS4

    A partire da domani sarà disponibile la versione console di Assetto Corsa. Per quei pochi "infedeli" che avessero ancora qualche dubbio sul livello di realismo e simulazione del titolo Kunos, consigliamo la lettura delle prime recensioni della versione Playstation 4 pubblicate da vari portali gaming italiani. Questo ad esempio il commento di IGN:
  20. Giusto per non rimanere proprio a bocca asciutta tra un comunicato e l'altro, teniamoci aggiornati con le notizie che di tanto in tanto arrivano da FB e Twitter. Questa è di Venerdì scorso: We are sorry for the lack of updates in the last week, but we were all trying hard to check a strange bug that ended up being a hardware issue. We assure you that work goes on with great dedication. Besides, we're sure the simracing community had plenty of news to deal with in the last days. Still, we translated our http://www.assettocorsa.net/ website to Deutsch and Français. We still work on more translations and we'd like to thank all the international communities for their patience.
  21. Fonte. Autodromo di Modena Made from scratch by Giuseppe Bernardi (aka Rigel) and Angelo Granata. How to install: Extract the "modena3" folder in C:\Program Files (x86)\Steam\SteamApps\common\assettocorsa\content\tracks, or wherever your AC folder is located. download http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=7514
  22. Hi all, F1SR is please to announce we will be completing a Formula Ford Ecoboost mod for Assetto Corsa.
  23. VELOCIPEDE

    AC: EGT & PX updates by URD

    Assetto Corsa PX & EGT updates released! PX package V0.097 -Shiro PX1 added -New V10 tire model -Updated V3 aerodymanics model -New Exhaust flames -Updated brakes with temperature feature Major physics update with new suspension geometry and weight distribution EGT package V1.7 New V10 tire model -Updated V3 aerodymanics model -New Exhaust flames -Fog lights blinking in pit lane -Updated brakes with temperature feature -Improvements to Traction Control System -This goes for some cars-Minor changes in default setup,FFB, fuel consumption and TC, Major physics update with new suspension geometry and weight distribution
  24. VELOCIPEDE

    Assetto Corsa v1.7 & Red Pack DLC

    Tyre model improvements and v10 The new build also introduces improvements of the current v7 tyre model, with tyre temperatures being more sensitive to initial tyre pressures, improvements in the realigning force and more. Furthermore, as an additional proof of KUNOS commitment to realistic physics, we introduce the new tyre model v10 for some of the new RedPack cars. The new tyre model follows the handling philosophy of KUNOS and offers a very similar driving feel, but at the same time is a complete rewrite that permits us to validate much better our results with real life data, hence the jump from v7 to v10. All Assetto Corsa cars will be eventually updated to the new tyre model, in the following months. Introducing brake temperatures for some of the RedPack cars. Assetto Corsa now simulates brake temperatures. Following our tradition of step by step evolution, some cars from the RedPack have now brake temperature. In the following months, we will add more features like air ducts and pads and all Assetto Corsa cars will be updated with brake temperatures and their effects. Power Unit. MGU-K, MGU-H, ICE with variable Turbo, Batteries charging and energy deployment Another KUNOS tradition is to update the physics engine with new features, every time we have a new car with very specific characteristics. RedPack includes the Ferrari F138 and SF15-T. The F138 features a typical KERS system that can be simulated very well by our existing hybrid simulation, as seen in the LaFerrari and McLaren P1. Nevertheless the F138 required a maximum energy deployment per lap feature, as well as a bypass button. Both features are now simulated in Assetto Corsa and this permitted also an update of the McLaren P1 that now includes a push to pass button. On the other hand the SF15-T has the new power unit with a very complex ERS system. The system includes an MGU-K with specific charge and deploy energy values, various profiles of energy deployment, different levels of energy charging, active rear braking pressure, MGU-H for energy harvesting from the Turbo that can be directed to the batteries or to the MGU-K, and different ICE engine braking levels. It has been a very intense period of research and implementation but everything has been coded and simulated in Assetto Corsa and it is available through keys and driving buttons for all Assetto Corsa users to configure! Physics features commands are now configurable on keyboard and controllers. Relevant features like Traction Control, ABS, Turbo, MGU-K, MGU-H, Engine brake etc, can be configured on the gaming device, and on the keyboard. AI improvements, multiplayer improvements The update includes new artificial intelligence algorithms, improving overtaking manoeuvres; also, now AI drivers are much more variable in performance during a single lap and during a session. New experimental multiplayer code (selectable from server manager) that greatly reduces bandwidth usage and improves quality. Fixed setups can now be saved and loaded. More improvements in various other aspects of Assetto Corsa as for example, pitstop time requirements improvements and others, are described in the changelog. Assetto Corsa REDPACK KUNOS Simulazioni and 505 Games are proud to present the "RED PACK", the DLC package for ASSETTO CORSA that includes seven legendary Italian sports cars and Austria’s RedBull Ring circuit. Since the birth of modern motorsports, Red has historically been the colour of choice for Italian Manufacturers & competitive teams. In keeping with that theme, the RED PACK includes some of the most wanted cars from the most iconic italian Factories, Ferrari, Lamborghini and Maserati! The CARS: Ferrari SF-15T Ferrari F138 Ferrari 488 GT3 Maserati 250F 6C Maserati 250F T2 12C Maserati GranTurismo MC GT4 Lamborghini Aventador SuperVeloce The TRACK: Spielberg REDBULL Ring Circuit The Ferrari SF15-T is the first Ferrari GP car to debut for ASSETTO CORSA, it is the second car made by Ferrari since the reintroduction of turbo engines in 2014. The red single seater has been reproduced in cooperation with Ferrari. The Ferrari F138 (originally known as the Ferrari F2013, and sometimes referred to by its project number, the Ferrari 664) is a Formula One racing car designed and built by Scuderia Ferrari for use in the 2013 Formula One season. It was driven by two-times World Champion Fernando Alonso and his team-mate Felipe Massa. The chassis was named F138 to represent the year that it would be raced in, 2013, and to mark the final season that Formula One would use V8 engines. The Maserati 250F took part of Formula One racing between January 1954 and November 1960, when rules allowed 2.5 liter unsupercharged or 750 cc supercharged engines. Maserati went with the former, chosing a straight six aspirated engine configuration; in 1956 it mounted a V12 engine. With a quite roomy cockpit, Maserati 250F featured a 4 gears transmission (plus reverse) and Continental fashion pedals arrangement: clutch, throttle and brake in this order. The Ferrari 488 GT3 is the the racing version of the latest 488 GTB, presented at the Ferrari Finali Mondiali, as replacement for the 458 Italia.This car features large side intakes to provide a better air flow to its twin-turbocharged 3.9-liter V8. With increased power, lower weight, improved aerodynamics and innovative technologies the Lamborghini Aventador LP 750-4 Superveloce is the most pure incarnation of a Lamborghini to date: unmistakable Lamborghini super sports car DNA, dynamic superiority and exceptional driving precision. A focus on weight reduction while incorporating innovative technologies has resulted in the most sports-oriented, fastest and most emotional series production Lamborghini ever. The weight has been further reduced by 50 kg through enhanced lightweight engineering including significant use of carbon fiber. The naturally aspirated V12 engine's power is increased to 750 hp. This results in a power-to-weight-ratio of 2,03 kg/hp. The Superveloce accelerates from 0 to 100 km/h in 2.8 seconds and powers on to reach a top speed of more than 350 km/h. After the experience with Trofeo Series, Maserati is ready to push the GranTurismo MCs into a new challenge: the international GT4 series. The modifications needed for GT4 homologation mainly concern the engine and aerodynamics. The car's overall technical make-up will be unchanged: the 4700cc engine, electro-actuated transmission with paddle-shift commands and a kerb weight of 1410 kg will stay. The fitting of an air scoop will reduce the car's power output to 430 bhp from its current 488 bhp while a newly-designed rear spoiler and modified diffuser will bring the car's performance into line with that of the other GT4 cars. The RedBull Ring has been reproduced for Assetto Corsa to the highest level of detail through the use of laserscan technology. The Circuit of RedBull Ring Due to its complexity, it took nine months of work to reproduce the Circuit of Catalunya. Laser Scanning Technology allowed the team to recreate the most faithful version of the Spanish track available in any racing game to date. For the first time ever in a PC racing simulation, the Circuit of Spielberg has been digitally recreated using Laser Scanning Technology. The resulting accuracy combined with the advanced physics model of Assetto Corsa offers an unprecedented driving experience blurring even more the difference between virtual racing and reality. REDPACK DLC – List of Contents Track Circuit of RedBull Ring – GP / NATIONAL version Cars Ferrari SF15-T Ferrari F138 Ferrari 488 GT3 Maserati 250F 6C Maserati 250F 12C Maserati GranTurismo GT4 Lamborghini Aventador SuperVeloce Assetto Corsa 1.7 Changelog - Added Red Bull Ring track (Red Pack DLC) - Added Ferrari SF15-T (Red Pack DLC) - Added Ferrari F138 (Red Pack DLC) - Added Ferrari 488 GT3 (Red Pack DLC) - Added Lamborghini Aventador SC (Red Pack DLC) - Added Maserati GranTurismo MC GT4 (Red Pack DLC) - Added Maserati 250F 6 cylinder (Red Pack DLC) - Added Maserati 250F 12 cylinder (Red Pack DLC) - Added Maserati Levante S - Performance Delta App: Added instant velocity difference bar - Realtime App: Added road/ambient temperatures and grip - Fixed system messages when ABS and TC are not available - Added loading/saving system for fixed setup sessions - Added audio device selector on Audio App. If saved device is not there, main device will be used - Added volume ramp function to overcome issues with logitech headphone drivers - Added Precision slider in Photo App - Added missing icons on replay interface - Added QUANTITY_MULT in system/cfg/skidmarks.ini - Fixed RX-7 Tuned turbo sound behavior - Fixed Alfa 155 mixing route for external sounds - Fixed Ferrari F40 low-pass filter and some events volume - Balanced exterior volume for all the cars - New Bmw M3 e92 external sounds - Added brake disc temperature simulation to (Ferrari 488 GT3, Maserati GranTurismo MC GT4,Maserati Levante) - New Drivemotive Drifting School livery for BMW M3 e92 drift and S1 variants - Tyre pressure now influences temperature spread and build up - Added dynamic controller for EBB (electronic brake balance). Use file ctrl_ebb.ini for the controller. - Added daylight function on "lights" script - Added multiple turbo analogue instruments management - Added server hints on RaceControl screen - Added TC, ABS, Turbo keys to controller interface (both up and down) - now TC and ABS can be cycled back through CTRL + SHIFT - Added Flashing lights - Showroom: Added video editing camera controls - Showroom: Added car lights trigger as script "SHOWROOM""LOAD_LIGHTS" (previews are made without car lights) - Showroom: Added support for extra animations (extra_animations.ini). Numkey_6 - Added blinking light system - Fixed Volume App not saving bumper audio - Added jump start - Added penalty for "ESC to pits" during race - Fixed some car/track combination resetting to pits at the start of HotLap sessions - Improved remote cars movements over curbs - AI is not making brake mistakes for cars that have ABS available - Different level of engine brake are now selectable by the users on cars that offer the option (Ctrl+E) - Added graphics smoothing for rigid bodies coming from physics - Onboard brake bias now follows same limits in the FRONT_BIAS section in setup.ini - Red lines and indications for gear change in the GUI are now considering damage rpms as well as limiters - Laps completed indications in the GUI during races now refer to "leader completed laps" and not player completed laps - Performance Delta app is now using spline position for calculation instead of distance calculated from car speed (less realistic but much more precise) - New camera view at start, showing car instead of track - New AI algorithms for race craft - AI drivers are now much more variable in performance during a single lap and during a session - "Lights on/off" is now a status of a car instead of a switch and gets replicated over the network properly - Tyre radius is now also a function of tyre angular velocity - Fixed self align torque going to negative values too early - New Tyre Model V10 for selected cars - Additional general bugfixing on car graphics and some improvements to lods across the entire vehicle content - 3D improvements on the Nissan R34 Skyline - 3D improvements on the Nissan 370Z Nismo - 3D improvements on the Ferrari LaFerrari - General bugfixes in several tracks - New clouds textures - Improved PPeffects - Improved Weathers - Fixed GUI not showing on Oculus with PP off and AA on - Added the possibility to launch sim directly. Add section [AUTOSPAWN] ACTIVE=1 To race.ini then start AssettoCorsa.exe - Added experimental Bandwidth Optimizer to acServer
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