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  1. #721
    Assetto Corsa Competizione benché (0.5.2)

    Ce qui en ressort, c’est que le terme d'accès anticipé n'est pas galvaudé, avec des moyennes qui sont indigentes même pour les nouvelles venues RTX
    En baissant quelques options il y a moyen de jouer tout de même mais oui y a du taf sur l'opti.
    Remarquez si le jeu ne gère pas du triple screen, c'est une belle "opti"

  2. #722
    Je ne sais pas ce qu'il vont pouvoir faire sur ce point, l'avenir nous le dira.

    De mon coté j'ai retater un peu de la dernière build avec de l'IA, force est de constater que si on lui laisse là place on peut se faire de jolie bagarres.


  3. #723
    Dernières news...la prochaine release est repoussé à la semaine prochaine, mais c'est pour notre bien

    Dear Early Access users of Assetto Corsa Competizione,

    As you might know if you follow our activities on the official support forum, after releasing the first set of multiplayer features we decided to re-write some of the gameplay logic elements related to session handling, race timing and penalties, which manage both single and multiplayer game modes. The decision came in order to make improvements to the overall game structure, and ensure that multiplayer features are as efficient as possible to suit our goals, since they are a highly important component of Assetto Corsa Competizione.

    Refactoring is never an easy task, but the good news is that the surgery has been successful. The code is recovering well, but we need a bit of time to properly test all aspects of the title to make sure all functionalities and updates that will arrive in the 0.6 release work as we – and you – expect them to.

    Therefore, we now plan to release v 0.6 next week.

    The new build will include the Monza circuit and both model years of the Nissan GT-R Nismo GT3 cars, 2015 and 2018, which – for the time being – will replace the 2018-spec Honda NSX GT3, previously expected to be released in February, and now scheduled to be included in the 1.0 version of Assetto Corsa Competizione. The reason for this change is that we simply require more time to finalise the NSX package to provide you the best possible virtual counterpart of this amazing racing car.

    To most early adopters, these slight changes should not come as a big surprise, since they are part of an early access programme: nevertheless, we would like to thank you for your patience and the amazing support we have received from you, which is the key reason why we continue to work hard to deliver a simulation game that can meet your expectations. As soon as we have more info to share and a confirmed launch date, we will let you know

    Sincerely,
    The Kunos Simulazioni Team

  4. #724

  5. #725
    Ca fait plusieurs semaines qu'ils avais annoncé le switch avec la GTR, la voiture n'est pas prête, manque des datas.

  6. #726
    Oui mais... la NSX quoi.
    Mais bon on pourra comparer la GTR à la Bentley, et faire des courses de gros cul.

  7. #727

  8. #728
    Pour la 0.6 :
    ...As soon as we have more info to share and a confirmed launch date, we will let you know And now a sneak-peek for you guys on the forum, because the changelog will be rich of exciting topics, let us whisper: Radar, Camera Features, CPU Optimisations, Weather updates and some more. We can’t wait to release what we have in store for you.

  9. #729
    Ca veut dire que je ne vais pas avoir à changer ma machine tout de suite?

  10. #730
    Dépend de ta machine

    Perso iRacing est stabilisé en triple écran avec ma 980. Je vais pouvoir sauter cette gen.
    Si ACC / Dirt 2 / Kartkraft bouffent trop, ça sera en simple écran pendant 1 an et je verrai à la prochaine fournée.

    J'ai "gagné" 800-1000€, je suis content

  11. #731
    En parlant de l'UE4 quelques mots attribué au développeurs de Kart Kraft :

    In any case, it might be fair to compare sims using old engines to UE4 after a game made with UE4 has been released? Both KK and ACC are in early-access, don't forget. If we spend all our time on optimisation we would not get any new features. I think UE4 does have value, and it's ongoing because it is in active development. New features will continue to arrive. Better performance will continue to arrive. And beyond that, developers have source code access, so the fact that a game is using UE4 perhaps doesn't mean as much as you think it does -- it really is up to the developer to extract performance and use feature sets wisely. I agree though that UE4 isn't exactly focused on racing games. We (and Kunos) are helping to change that, so if these games are successful, then it will help push Epic to care a little more about features which are important to simulation and racing games. Sim development is about balancing accurate physics/input with great immersion (graphics/audio/cameras) -- I think a bump in visual quality(which UE4 excels at) is suitable for developing a great sim in to the future. It remains to be seen whether developing your own engine from scratch is a better solution than modifying UE4 -- let's judge the merits of that decision when some new generation games are out and using both approaches. When it comes to KK specifically, we have yet to do a lot of VR-specific optimization. So far, most people are able to extract decent performance by dialing in settings appropriate to their PC configuration, so that means we can move on and look at adding customization/multiplayer etc. We are watching performance all the time and improving things bit by bit, so your framerate should only improve from here. @KasperNS Yes, I agree. Everything is a balancing act. If you start to develop a demanding game, you really need to be developing for the hardware of tomorrow, not yesterday. Unreal lets us do that more easily than trying to keep up with our own engine. It's also nice that players can dial in their own preferences. If they want to prioritise framerate over graphical effects they can. Initially we were making our own engine using OGRE as the renderer. We spent more time making the engine than we did the game. Then we moved to Unity. Unity wasn’t suitable due to its lack of performance at the time. Being closed source made it extremely difficult. For sure. Unity was great for prototyping something quickly. After moving to UE4, we still had to develop our own framework on top of it, but as @Keir [AUS] said, it allows us to focus on making the game knowing we benefit from both Epic’s and other developers use of the engine. There are performance features that came about because of Epic’s experience with Fortnite.

  12. #732
    Salut !

    Certains ont aussi des FATAL ERROR lors d'un lancement de course en multi ?
    Aucun problème contre l'ia pourtant.
    Je joue en VR . (I7 7700 - 1080 ti - 16 go de RAM)

    EDIT : problème résolu en redémarrant le pc.
    Bon pour l'instant le multi n'est pas fameux, entre certaines voitures qui apparaissent dans les stands en début de course, certaines en travers.. d'autre à l'envers..
    Bref, y a du potentiel et donc vivement les maj.
    Dernière modification par CONTROLE FISCAL ; 16/02/2019 à 18h26.

  13. #733
    Ouais le multi c'est nawak, d'ou (en parti) une réécriture du code, on en saura plus la semaine prochaine.

  14. #734
    Alors, dernière info du front pour ceux que ça intéresse encore :

    Dear ACC users,

    We would like to share some updates on the current situation of the next version of ACC: Early Access 6th release. Our development team is still working hard to close the current stage of the refactoring operation we announced after our previous release. Since there are also new features coming together with the content update that includes the two Nissan GT-R Nismo GT3 cars and Monza Circuit, such as camera updates, telemetry features, netcode improvements, CPU optimisations etc., we prefer to take the right amount of time to deliver a stable package. Our plan currently is to release when we feel comfortable showcasing the current stage of development to the general public.

    Our progress to version 1.0 and beyond will be explained during the following weeks, and we have some interesting and unexpected news coming pretty soon, but since this is the last scheduled update of the Early Access Programme, we would like to offer a solid update while waiting for what is to come.

    We would like to use this opportunity to say our thanks regarding your feedback on our official forums and your patience to prefer to wait for a solid update rather than a fast one.
    En gros, c'est pas prêt, Kunos préfère sortir une dernière build exploitable pour les joueurs avant la 1.0 .

  15. #735
    Ach. GroSS déception pour moi aussi. J'avais laissé Steam tourner hier pour tater de la màj en rentrant.

    Mettons ça sur le coup d'un certain perfectionnisme plutôt bienvenu du coup.

    Le serveur tourne toujours avec un ptit mod à tester sur AC sinon...

  16. #736
    Citation Envoyé par LolOleon Voir le message
    Mettons ça sur le coup d'un certain perfectionnisme plutôt bienvenu du coup.
    J'essaie encore d'y croire aussi. Je pense qu'il ne veut pas se louper.
    Je parle au singulier car soyons bien clairs, c'est toujours Stefano qui décide de tout..

    Je n'ai plus testé depuis des lustres mais quand je vois vos retours mitigés avec vos machines de course comme pc, avec mon vieux brol.. j'ai aucune chance

  17. #737
    Alors franchement côté optimisation j'ai rien eu à redire sur le dernier test.

    En VR, sur un 4790k / 16go DDR 1600mhz/ GTX 1080, c'était fluide et franchement beau. Plus que AC qui est pourtant maxé sur presque tout.

  18. #738
    Citation Envoyé par LolOleon Voir le message
    Alors franchement côté optimisation j'ai rien eu à redire sur le dernier test.

    En VR, sur un 4790k / 16go DDR 1600mhz/ GTX 1080, c'était fluide et franchement beau. Plus que AC qui est pourtant maxé sur presque tout.
    Alors de jour je suis d'accord avec toi (quand il n'y a pas trop de voitures) par contre de nuit en vr, c'est complétement immonde et injouable. Je ne vois qu'une espèce de bouille de pixel .
    C'est dommage parce que le jeu est somptueux de nuit en " 2d".

  19. #739
    Il doit y avoir un souci dans le rendu casque alors, chez moi les shaders rendaient impeccablement avec quelques réglages.

    Si tu remonte un peu dans le topic, tu trouveras une bidouille que j'avais posté pour corriger les shaders, entre autres pour la nuit...

  20. #740
    Citation Envoyé par LolOleon Voir le message
    Il doit y avoir un souci dans le rendu casque alors, chez moi les shaders rendaient impeccablement avec quelques réglages.

    Si tu remonte un peu dans le topic, tu trouveras une bidouille que j'avais posté pour corriger les shaders, entre autres pour la nuit...
    D'accord, je vais voir ça merci.

  21. #741

  22. #742
    13ème semaine iRacing, j'aurai même le temps de m'y mettre

  23. #743

  24. #744
    Dernière semaine de training avant les 12h de Sebring en VEC...ça tombe mal

  25. #745
    MAJ DISPOOOOOO hop hop hop on relance le jeu !!
    2,2 go de maj

  26. #746

  27. #747
    v0.6.0 Changelog

    - Added Nissan GT-R Nismo GT3 2018 model year.
    - Added Nissan GT-R Nismo GT3 2015 model year.
    - Added Monza Circuit.
    - Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
    - Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
    IMPORTANT: old camera settings will be lost.
    - Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
    - TV onboard (F6) cameras added for available cars.
    - Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
    NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
    - Rewrite of multiplayer/gameplay code to improve stability and session progression.
    - Ingame menus restructured and divided into Garage and Pause menu.
    - Ingame HUD reorganised and added session status widget.
    - New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
    - Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/i...-admins.54830/
    - Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
    - Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
    - UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
    IMPORTANT: your previous menu, graphical and game settings will be lost.
    - Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
    - Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
    - Added session type tags in the UI car selection page to help identify entries eligible in different race types.
    NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
    - Added model year tag in the UI car selection to help identify car models in different evo versions.
    - Assist options will now reliably update when changed during a session.
    - Further adjustments to headlight effects in TV cameras.
    - More realistic full formation lap with AI.
    - AI aggressiveness tuning.
    - AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
    - Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
    NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
    - Improved raindrop effects on car windshields.
    - Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
    - Automatic wiper assist now reacts to water spray and not just rain.
    - Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
    - Improvements to car vs. track surface collisions.
    - Audio channel usage optimization.
    - Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
    - Added new spotter messages.
    - Added race communication alerts.
    - Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
    - Important race communication alerts are displayed for a longer time.
    - Better highlights overtake detection.
    - Optimized CPU use on all threads.
    - Optimized replay memory usage.
    - Optimized netcode and bandwith usage for Multiplayer servers.
    - Volume and audio settings now affect the intro music.
    - Added video sequences volume.
    - Fixes to various car LODs to reduce pop-in in racing scenarios.
    - Adjusted driver position in the BMW M6 GT3.
    - Adjusted driver steering animations.
    - Adjusted wet tyre shader and added ambient occlusion on tyres.
    - Fixed potentially wrong resolution and crashes when starting the game.
    - Fixed multiple crashes occurring when quitting sessions.
    - Fixed replay time multiplier not resetting on session change.
    - Fixed potentially wrong car location detection.
    - Fixed static car shadow fading out at high speeds.
    - Improved tyre model combined grip.
    - Improved tyre heat model, especially in overheat conditions.
    - Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
    - Tweaks in preset setups for all cars (we highly advise to not use older setups).
    - Improved vertical surfaces aero model.
    - MoTeC Telemetry implementation.
    - Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
    - MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
    - Added native DBox SDK support.
    - Added option to enable/disable native Fanatec LEDs.
    - Setup minimum fuel load set at 2 litres for all cars.
    - Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
    - Steering ratio tweaks for all cars.
    - Monza BoP A adjustments for all cars.
    - Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
    - Sand traps now slow the cars down.
    - Fix to unreliable car spawn in certain situations.
    - Flipped cars will automatically spawn in the pits.
    - Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
    - Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
    - Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
    - Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
    - Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
    - Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
    - NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
    - NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
    - NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
    - Backend servers: improved reconnection stability.
    - Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
    - Passworded servers can now be created.
    - Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
    NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
    NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
    NOTE: The Broadcasting API is temporarily disabled

    - - - Mise à jour - - -

    v0.6.0 Changelog

    - Added Nissan GT-R Nismo GT3 2018 model year.
    - Added Nissan GT-R Nismo GT3 2015 model year.
    - Added Monza Circuit.
    - Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
    - Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
    IMPORTANT: old camera settings will be lost.
    - Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
    - TV onboard (F6) cameras added for available cars.
    - Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
    NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
    - Rewrite of multiplayer/gameplay code to improve stability and session progression.
    - Ingame menus restructured and divided into Garage and Pause menu.
    - Ingame HUD reorganised and added session status widget.
    - New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
    - Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/i...-admins.54830/
    - Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
    - Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
    - UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
    IMPORTANT: your previous menu, graphical and game settings will be lost.
    - Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
    - Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
    - Added session type tags in the UI car selection page to help identify entries eligible in different race types.
    NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
    - Added model year tag in the UI car selection to help identify car models in different evo versions.
    - Assist options will now reliably update when changed during a session.
    - Further adjustments to headlight effects in TV cameras.
    - More realistic full formation lap with AI.
    - AI aggressiveness tuning.
    - AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
    - Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
    NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
    - Improved raindrop effects on car windshields.
    - Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
    - Automatic wiper assist now reacts to water spray and not just rain.
    - Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
    - Improvements to car vs. track surface collisions.
    - Audio channel usage optimization.
    - Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
    - Added new spotter messages.
    - Added race communication alerts.
    - Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
    - Important race communication alerts are displayed for a longer time.
    - Better highlights overtake detection.
    - Optimized CPU use on all threads.
    - Optimized replay memory usage.
    - Optimized netcode and bandwith usage for Multiplayer servers.
    - Volume and audio settings now affect the intro music.
    - Added video sequences volume.
    - Fixes to various car LODs to reduce pop-in in racing scenarios.
    - Adjusted driver position in the BMW M6 GT3.
    - Adjusted driver steering animations.
    - Adjusted wet tyre shader and added ambient occlusion on tyres.
    - Fixed potentially wrong resolution and crashes when starting the game.
    - Fixed multiple crashes occurring when quitting sessions.
    - Fixed replay time multiplier not resetting on session change.
    - Fixed potentially wrong car location detection.
    - Fixed static car shadow fading out at high speeds.
    - Improved tyre model combined grip.
    - Improved tyre heat model, especially in overheat conditions.
    - Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
    - Tweaks in preset setups for all cars (we highly advise to not use older setups).
    - Improved vertical surfaces aero model.
    - MoTeC Telemetry implementation.
    - Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
    - MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
    - Added native DBox SDK support.
    - Added option to enable/disable native Fanatec LEDs.
    - Setup minimum fuel load set at 2 litres for all cars.
    - Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
    - Steering ratio tweaks for all cars.
    - Monza BoP A adjustments for all cars.
    - Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
    - Sand traps now slow the cars down.
    - Fix to unreliable car spawn in certain situations.
    - Flipped cars will automatically spawn in the pits.
    - Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
    - Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
    - Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
    - Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
    - Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
    - Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
    - NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
    - NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
    - NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
    - Backend servers: improved reconnection stability.
    - Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
    - Passworded servers can now be created.
    - Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
    NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
    NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
    NOTE: The Broadcasting API is temporarily disabled

  28. #748
    TL;DR : Free (F7) camera now available with Cinema HUD (open with mouse scroll button).


  29. #749
    Costaude cette mise à jour !

    Je vais me faire un plaisir de tester ça ce soir.

  30. #750

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