La raison du changement concernant la NSX :
Citation
We had to swap the cars due to production reasons. It doesn't affect the final game. Ultimately it'll benefit the users because we were waiting for data.
La raison du changement concernant la NSX :
Citation
We had to swap the cars due to production reasons. It doesn't affect the final game. Ultimately it'll benefit the users because we were waiting for data.
Quelques infos partagées par Aris concernant le TC de la 488 GT3;
CitationAfficher plus
The TC off remaining... ahemm... on is a bug we are investigating, check support/physics subforum
The TC2 function: As you know the main TC function is to understand if the wheels are spinning and subsequently cut the engine. Precisely it first lowers the timing on the ignition and then if that is not enough, it starts cutting ignition. For other cars, each map of TC has a specific strategy of timing and ignition cut for different amounts of wheel spin and slide. All simulated.
The Ferrari 488 GT3 has the usual amounts but also lets the driver to decide how much the timing and or cut will be.
So immagine this; The main TC decides it needs to cut power, but the TC2 is set in a level that cuts only a tiny bit of engine power so that you gain a bit of slide from the wheels, then going over the permitted slide, it starts cutting properly ignition to save you. But the initial reaction is more permissive (or vice versa).
Driver and engineers feedback suggest that you go on par for both TCs. i.e. TC1 @3 and TC2@3 +/- 1 . Don't try exaggerated values like TC1=2 and TC2=10. It will be confusing and won't work as intended.
Personal note. I'm still not 100% happy with our implementation. Tons of stuff is happening behind it, but I believe that in a future release we will improve this feature even more
Message habituel de fin d'année par Marco Massarutto
CitationAfficher plus
Since we started the Assetto Corsa project, each year we have experienced something remarkable: in 2011 we unveiled the new IP, in 2012 we presented the game at Gamescom and announced the Ferrari licence, granted to an independent production for the first time ever. In 2013 the game was released in Early Access, in 2014 we launched version 1.0, in 2015 we introduced the Lamborghini licence and released the first version of the Nürburgring Nordschleife, based entirely on laserscan data. In 2016, we released the simulation to consoles, and announced the Porsche Programme, which brought the very best selection of Porsche cars in a genuine simulation after 13 years. In 2017, we celebrated the 70th anniversary of Ferrari with a dedicated pack that is one of the most successful DLC packages ever released for Assetto Corsa. More importantly, throughout the years our entire team has worked hard to improve every single aspect of the simulation: adding new features and improving physics, performance and the underlying tyre model as well as single- and multiplayer features, with the aim to provide our fans with a driving simulation that can keep high standards in vehicle modelling, sound effects, handling and gaming features. This long-term support has been possible thanks to our loyal user base and all those sim racers and gamers who have purchased our product and given us suggestions and positive criticism day after day with the aim to improve the game.
Another remarkable event in 2017 was when Kunos Simulazioni became part of Digital Bros, a decision that as founders of the studio, Stefano Casillo and I, made with the objective to consolidate the team, guarantee more stability, strength and resources for the present and future of the company.
Yes, the future: what can you expect now? As I have said, Assetto Corsa has kept Kunos Simulazioni busy for almost seven years, and we have continued to update the game for three years following its 1.0 release. Assetto Corsa is not just a “game”; it is based on a technology designed and developed in-house, which is not a secondary detail, given that this is the technology that will determine and define the quality, gameplay and potential of the games to be based on it down the line. This is why we dedicated years to improve an engine that had originally been conceived in 2011, and this is why during 2017 we also dedicated time and resources to R&D activities that will define what we are going to be busy with in the years to come.
In 2011, Assetto Corsa was conceived to be a moddable platform featuring 20 cars, 5 tracks and the basic functionalities typical of a driving simulation. Today, it offers 177 cars in 20 classes and genres, 19 tracks in 35 configurations, an offline career, custom championships, a solid multiplayer experience and much more, not to mention the ongoing support for modding, which has seen improvements through the years and resulted in an incredible collection of third-party content created by a dedicated community.
But it is not just the software that has changed and evolved throughout these years, but also the company itself. What was once a group of four guys trying to wage war on the most established names in the business is now a bigger team. Finding the “right people” to insert into such a peculiar working environment such as Kunos Simulazioni is not an easy task, and it’s something that has kept us busy during 2017 as well. I am glad to say that the results are encouraging and the future looks bright thanks to the new talents we were able to add to our team and that will join the ranks alongside the founders me and Stefano, the guys of the “old guard” who joined us since the beginning and all the other people you’ve learned to know during this adventure.
All of the above thanks also to our new “Benevolent Overlords” in Digital Bros, allowing us to think and dream bigger than we could only a few months ago.
Talking about the Team, in 2017 we welcomed four new programmers specialized respectively in graphics and gfx, UI and animations, mechanic and physics, online racing environment and ranking, with the aim to improve in those areas that can make your experience with Assetto Corsa games better and better.
There is always a margin for improvement: even after a lot of hard work to reduce this margin throughout a long development period, 2017 was a highly important year to us to define the new basis in the technology we will use in future. Even today, the community keeps asking for something new, and that is great as it means that you continue to keep us involved in fuelling your hobby, passion and training tools. To meet your expectations, and to support the features that our current technology cannot manage, some – actually a lot of – work will be required. So, it’s time to move forward.
When it arrived, there had been nothing like Assetto Corsa before. We are working hard to replicate this feeling with what there is to come in the future
Des news concernant la nuit et les conditions météo ?
Voici l'explication rapide de Stefano concernant le sujet.
CitationAfficher plusthe story about the 1 light source was pretty much like this:
- AC engine started its life as a "deferred" graphic engine, which is a style of rendering that makes it trivial and performant to add light sources
- Some months into the development I started to look into AA and with DX10 as minimum hardware as target MSAA+deferred=impossible
- One day I wrote a "Forward" (as in traditional rendering technique) engine with MSAA that looked much better and was also faster. So with Marco we had to decide between crippling the engine performance (and loose MSAA+soft transparency) to support an exception as night racing or optimize for the 99% usage and get better AA limiting ourself to a 6 to 6 cycle. We went for the 2nd option.
Le contenu du prochain DLC (gratuit) est connu:
- Laguna Seca
- Alfa Romeo Guila QV
- Alfa Romeo Stradale 33
- Maserati Quattroporte
- Lamborghini Sesto Elemento
- Lamborghini Huracan Performante
- Pagani Huayra BC
Quelques news venant de la Sim Expo
CitationAfficher plus
- BMW M6 GT3 won't happen, so it's not a joke But there are ongoing negotiations with BMW which Marco didn't explain in detail
- Laguna Seca is expected for the end of the year
- LS will be part of a Bonus Pack free of charge including cars like Maserati Quattroporte, Alfa Romeo Giulia QV, Alfa Romeo Stradale 33 and more (can't remember the rest right now)
- Audi TT Roadcar which was mentioned in last New Years Blog won't happen because they decided on the Cup Version which was included in RTR Pack
- While legal problems with LS were solved, track designer Simone Trevisiol was busy with other projects which Marco didn't explain further, so no clue if it's AC related.
- Kunos is currently in R&D phase (Research & Development) for the next project. Evaluating the options for a new graphics engine (in house or third party) and other stuff.
- Even if it will be a game located in space it will have Day/Night and rain
- There are no plans to bring Fiorano, neither as track nor as showroom
I can't remember everything from the interview but we have filmed the whole thing as well and if the sound is good it will be released soon. Also I saw the guys form Racedepartment interviewing Marco and Stephano so propably there will be an article on R&D about it.
Edit: After the interview we had a quick chat with Stephano and talked about the possibility of further support for booking mode and other stuff. Both were super nice, chilled, and happy to be at the Simexpo. So big thanks @Licensing Master@Lord Kunos